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This is the first Doc file that I've typed in for quite a while, but I thought that it would be worth it in this case 'cause we got hold of this game so fast and it will probably be over 4 weeks until this game actually hits the shops ! The order of some (most) sections of the manual seem pretty stupid to me, but I'm not going to try re-organising the manual as well as typing it out... So don't blame me if you can't make sense of a few bits of it !!! Well, that's enough shit talk, so I'll just stick the new Acid Reign album on the stereo.... and get typing. I'll start off with the Keyboard summary for those of you who can't be bothere reading long, boring manuals and just want to play the game !! F1 - Open DRIVE window F2 - Open DEFENCE window F3 - Open FOUR-SPACE display & Toggle Solid/Wire frame contours F4 - View DAMAGE control F5 - Open WEAPONS window F6 - Open HOLOTANK F7 - Toggle RADAR On/Off F8 - Open TOOLS window F9 - Access COMPUTER HELP - Toggle Mouse control of Scoutcraft On/Off Default settings of the re-definable keys: RIGHT SHIFT - 'UP'/Activate Scoutcraft drive (Thrust) CAPS LOCK - 'DOWN' Z - 'LEFT'/Rotate left (Anti-clockwise) X - 'RIGHT'/Rotate right (Clockwise) D - Activate defense R - Recall drones T - Activate tool S - Swap drive SPACE BAR - Activate weapon slot one M - Activate weapon slot two P - Pause (Press any key to unpause) Introduction ------------ You had all the time in the universe with a mission to colonise it. But your time's just run out. Now the Outies are out to play it's got serious. It's become a mission of... GRAVITY In 2320, interstellar travel has become as commonplace as Intercity, and man's mission to colonise the universe is well underway. But then the Outies appeared. No-one Knew where they came from, but it was obvious what they were after... energy. And they's stop at nothing to get it. They favour charged Black Holes. And they just turned your latest colony into one.... It's pay-back time. A spiral arm wrestle. But this galaxy's not big enough for the both of you. Something's got to give. Just make sure that it's the Outies on the receiving end. NB! For the purpose of saving your progress in the event of being unable to continue play, we recommend you have a Save Game Disk to hand. Please ensure that it is blank and has been formatted. Your Objective -------------- Eradicate the entire Outie fleet... or die trying. The only way of permanently removing the Outies from the galaxy is to turn their system's Black Hole back into a sun and destroy their home base. Preferably before they turn your sun into a Black Hole.... Game Over --------- When all your forces are lost at the hands of the Outies or your home system's sun is turned into a Black Hole and your home base is destroyed... That's Game over. The Environment --------------- Gravity concerns a small fragment of the Milky Way Galaxy: a Spiral arm comprising 128 randomly generated Solar Systems from 65536 permutations. This vast system is yours to explore - and you'd better. Get out and colonise as many planets as possible, then use your technologically developing colonies to keep track of Outie activity and ultimately trace its source. The Dateline is January 01, 2321. With the United Nations Scout ship Hawking under your direct control, and 15 other scoutcraft at your disposal, your mission begins. Control ------- The mouse is used extensively, so plug it into port 0. The keyboard also has it's uses, mainly as an alternative to the mouse (See Keyboard Summary). Let Your Finger Do The Pointing ------------------------------- The mouse moves the 'handy' pointer around the screen. Use the pointer's finge as a point of reference. Two quick preses of the left-hand mouse button (ie. a double click) more often than not selects a function. What's What (Where And Why) --------------------------- The gravity environment is primarily icon-driven through windows. Open a window by moving the pointer to the relevant icon and double-clicking the left-hand mouse button. Close a window by double clicking on the close box (like GEM). This is often found in the top left-hand corner of a window, o failing that in the centre of the panel at the bottom of the screen. Alternatively, don't bother to close windows - just select another function to close the one in action. Should you need to move the window elsewhere on screen, simply touch a 'clean' are of its border with the pointer and press and hold down the left-habd mouse button. Modules ------- This bit is pretty hard for me to describe, 'cause it's all refering to a screen shot of the main game screen, so I'll just say 'Top-left' or 'Bottom-right' etc. Each module can also be called up by hitting a function key, so I'll mention the appropriate key in brackets after each module name: Long range radar - Top left Status display - Top middle Short range radar - Top right Shipboard computer - Keyboards at left & right - (F9) The following modules are found from left to right at the bottom of the screen Drives - (F1) Defences - (F2) The grid - (F3) Damage control - (F4) Weapons - (F5) The cube - (F6) Radar selection - (F7) Tools - (F8) Scoutcraft ---------- The United Nations Scout ship featured in Gravity first entered service in 211 There have been improvements made since, but all have been minor and not worth of mention. The 16 scoutcraft at your disposal all come identically equipped - it's up to you to improve them where necessary. Fleet Roll ---------- BELL COLUMBUS EINSTEIN EUCLID HAWKING GAGARIN HERSCHEL LOVELACE MAGELLAN MINKOWSKI NEWTON PODOLSKI RIEMANN ROSEN SALLY RIDE TERESHKOVA Dimensions ---------- Length : 1800m Height : 500m Width : 100m Drive ----- Three drive slots are available. Initial configuration: Slot one : Ion Drive Slot two : Orion system Slot three : Empty Weapons ------- Four weapons slots are available - the top usually contains an energy weapon, with missiles often stored in the other three. The contents automatically shuffle 'down' to slot one when a weapon is either exhausted or damaged. Eight spare missiles are provided as standard. Initial configuration: Slot one : Nova gun Slot two : Missile Slot three : Missile Slot four : Missile Defences -------- Four defence slots are available. As with the weapons, the contents shuffle 'down' to slot one when a defence system is either exhausted or damaged. Initial configuration: Slot one : Drone Slot two : Drone Slot three : Drone Slot four : Drone Computer -------- Five key systems are housed here: Communications -------------- Prepares and receives jump sond (That might be meant to be 'sound', but it says 'sond' in the manual... so 'sond' it is !!!) transmissions and messages. Navigation ---------- Calculates Collapsar jumps and planetary orbits. Display ------- Responsible for creating the strategic and tactical displays. Programming ----------- For drones, tools and missiles. Damage Control -------------- Provides limited repair to other computer sub-systems. Power Units ----------- Powered by Nuclear fusion. Fuel Tank --------- Refuel with hydrogen, either by calling at a colony, or skimming a gas giant. Controlling a Scoutcraft ------------------------ Move the mouse in the direction you wish the scoutcraft to face. Depressing the left-hand button activates the scoutcraft's drive (ie. Applies thrust). Pressing the right-hand button activates Weapon slot one, with slot two activated via the keyboard. Just be careful not to shoot other Terran scoutcraft, drones or even your own missiles. Alternatively, use the keybaord. Status Display -------------- Shows ship time, real time, current location, battle data, nominal status, elapsed time, plus any other information regarding the scoutcraft currently under your control. A single click of the left-hand mouse button with the pointer on either of the computer display keyboards cycles through this information. Ship time --------- Shown in hours, minutes, month and year. Real time --------- Not real time, as in the real world, but time relative to Starcom. Current location ---------------- The position of the scoutcraft under your direct control. Battle data ----------- Any information regarding damage to the scoutcraft currently under control. Nominal status -------------- The current status of the scoutcraft you control shown as a percentage of full capacity. Remaining fuel is also displayed in lbs. Elapsed time ------------ This is the real time. Just to let you know how long play's been in progress. Damage Control -------------- This rotating 3D view of the scoutcraft currently under control allows you to see at a glance any damage incurred. All damaged functions flash red. Non-modular damage is self repairing - the replacement of lost drives, defences, weapons and tools on the other hand, is not. The top slots of these modules are filled by any available back-up systems, but when they run out, it's time for you to visit your nearest stockist - ie. a colony. Radars ------ Both radars cannot be opened at once, which is why one closes as the other opens. Long range Radar ---------------- The shades of colour represent differing depths of gravity well. To help you find your way around, lines emmited from the craft point to stella or planetary boundaries. GREY - Sun GREEN - Planet BLUE - Black Hole Short range Radar ----------------- Used primarily for combat. The grey plateau reresents the immediate vicinity o Four-Space around the scoutcraft you currently control. Drives ------ Decide how to drive your scoutcraft. A choice of five systems are available. A single click on the drive of your choice puts it in the top (active) slot. Short range ----------- ION DRIVE - Preferred by many pilots as a back-up drive. LIGHTSAIL - Requires no internal power, as it's motive force is pressure of the solar wind against a giant reflective Myla sail. BUSSARD RAMJET - Can be found more or less anywhere, which is an indication of it's quality. ORION SYSTEM - Looks very impressive !! GRAVITIC WARPER - Only available from the more technologically advanced systems. Long range ---------- COLLAPSAR JUMP - The craft falls into a Black Hole and continues in a straight line in zero time until another Black Hole is reached, whereupon the ship reappears with the same velocit  it originally had. Your ship's on-board computer can calculate the Collapsar of origin of any craft seen emergin from the jump, and you can thus track the Outies to their home system. Weaponry -------- Four types available from two general categories... Energy weapons -------------- LASERS - The least powerful weapon system - Useful for close action. NOVA GUN - Similar to a laser, only after a short period of time the energy in the beam forms a Quantum Black Hole (Q. What the fuck is a Quantum Black Hole ???) which immediatley evaporates and results in an enormous release of energy in a very short period of time. MESON CANNON - Creates high energy Mesons and directs them at targets. The nature the Meson is that it passes through all shields and matter without resistance. Missiles -------- To pick up a missile and place it into an empty weapoms slot, simply point to the missile icon at the bottom of the window (the quantity available is shown at the right) and drag the missile. A single click with the pointer positioned on the missile slot calls up the missile diagram, allowing you to alter the specification of the missile. NB! Not all missile parts work together, which is why you sometimes can't select certain items. Warhead ------- FUSION BOMB - Standard high explosive. SHAFTER - Any matter within the very steep gravity well produced is torn apart by tidal forces. Drives ------ SHORT BURN - Limited thrust CONSTANT ACCELERATION - The missile thrusts 'til it 'busts Guidance -------- FREE FLIGHT - The missile travels in the direction it was launched. HOMING - The missile chases the nearest available target. Detonator --------- CONTACT - For touch-sensitive missiles. TIMED - Detonates after a period of time. (I'll make no comment on the possibility of a 'Touch-sensitive, Limited-Thrust Shafter' Missile !!!!) Defence ------- Drones ------ Small robot craft intended to harass and confuse the enemy. Their behaviour is pre-programmed with the Combat-Oriented-Language (COL). Drive : Ion Weaponary : Laser To view and select a Drone's available Drone control programs, firstly pick up and place the required drone icon on the top (active) slot. A single-click on the left-hand mouse button calls up the Drone's four program slots, allowing you to point to the desired DCP and 'activate' it with a further single click. Black globe generator --------------------- Projects a barrier which absorbs all energy and transfers it to on-board capacitors for storage. Ships with Black globe active may not move, fire or communicate. A single click toggles the Globe on and off. Tools ----- Intelligent machines constructed for the purposes of Terraforming and gravitic engineering. In order to colonise, you need to launch a colony module, for which this module is required. The display shows three hatch covers of launch tubes, with (above) windows displaying the tube's contents. A single click on 'I' - a list of tools available. Top left corner shows how many modules are available. Drag the tool to the required window. Tools shuffle down to the next tube when a tube is launched or damaged. To replace a tool, simply pick up the replacement and place it in the tube. The old tool is then placed in stores. Colony module ------------- Lauch one in the vicinity of a suitable planet to create a colony. Each scoutcraft comes initially equipped with four. Cygnus ------ Forms a Collapsar from any sun or gas giant. Only one supplied as standard. Remote engineering device (RED) ------------------------------- The Black Hole in the Outie's home system is evaporated by using an appropriately programmed RED. Six are supplied as standard. Genesis ------- Remote Terraforming device which Terraforms and rocky planet. It's the only tool actually capable of creating a planet, which is why at first you only hav one to play with. Examining Tools --------------- Open a tube and call up Tool Data Form by double-clicking the left mouse butto ove a hatch cover. Only the RED data can be changed, using the appropriate arrows or 'No change'. Buying Equipment ---------------- Extra equipment is only available from colonies. But to purchase equipment you need cash, and seeing as you start with none you have to earn it. Money is only aquired through damage - a 1 for every hit given or taken. Welcome to Starcom ------------------ STAR COMmand is your home base - lose it and you lose the game. It's also the main centre of strategy, acting as a form of computer aid by offering advice i the form of missions. Starcom Activity is initially set at 50%, but if you fee the need you can alter it anywhere between 0% and 99% via the ships computer. With StarCom activity at maximum, the computer gives orders to your scoutcraft fleet. Minimum activity means that all orders are given by you and you alone. Any values in between determine the ratio of computer and player orders. Whatever the vale of StarCom activity, you are free to over-ride any computer- given orders. Missions -------- No sooner has the game begun then mission details arrive courtesy of StarCom. To accept the mission, simply get out there and do your stuff (the destination is automatically set in your ships computer). If, on the other hand, you want to embark on an alternative mission, access the ship-board computer and simply discard it. StarCom missions include.... Explaration ----------- Discover information about a system, such as size and types of planetary bodies. Terraforming ------------ To prepare the way for colinisation by firther expeditions, you need to tidy u the planetary system beforehand - by removing problems such as asteroid belts. Military action --------------- Visit an Outie occupied system, either to hassle them or to remove them for good. Colony protection ----------------- Protect a convoy of colonists on its journey to the colony worlds, and maintai interdiction for a time while the colony sets up its defences. Route construction ------------------ Some areas of the Spire Arm are unreachable with the Black Holes available, which means sending a scoutcraft through normal space to establish another Black Hole, which may then be used for transport. These missions take time and you are advised not to take personal charge. Your Ship-Board Computer ------------------------ A single-click of the left mouse button while pointing the either keyboard cycles through the status display information. A double-click opens the window for options. Disc ---- Load or Save your position. This is only available at colonies of Tech Level 4 or higher. A single click on the top name allows you to enter the name of your saved game via the keyboard. Program ------- Determine your drones behaviour with the Combat Oriented Language. Comms ----- Review orders or re-stock equipment. To discard current orders, double-click this icon and new orders will be requested. Options ------- BINDINGS - Allows you to re-defines the keyboard controls. STARCOM - Alter the degree of autonomy of StarCom. ABORT - Restart the game, with all settings cleared to default. NEW GAME - Leave settings alone, and start a new game. Colonising ---------- The only place you but supplies is at a colony. Colonies are also used for receipt of information and missions. Creating a colony ----------------- Should you come across a colony that fails to meet your requirements, simply transform it. Tools are used to change the three variable characteristics of stellar and planetary bodies. The greater the change, the more energy is required and hance more tools. Genesis and Cygnus devices perform their respective functions irrespective of the values detailed below, but neither item is widely available. The abundant REDs on the other hand are limited to five units of energy for the purpose of change, which means in some instances you may need more than one. Diameter -------- Altered at a cost of 3 energy units for every 1000Km difference. Biosphere --------- Takes 1 unit to effect a change. Composition ----------- HYDROGEN - Suns and gas giants ROCKY - Earth, Venus, Mars Asteroids etc. NEUTRONIUM - Neutron stars. SINGULARITY - Black Holes (So dense it doesn't actually exist) Hydrogen to rocky - 2 units Rock to hydrogen - 2 units Rocky to neutronium - 10 units Neutronium to rocky - 10 units Neutronium to singularity - 35 units Singularity to neutronium - 35 units Once a colony has been established, it's Technological level develops independantly. The greater the number of Terran planets in a sector, the faster their Tech level (Represented by 'T') advances. Successful Outie attacks reduce a colonies Tech level. Technological Development ------------------------- A colonies Tech level develops as follows: T3 -- Drives : None Defences : Drones Weapons Energy : None Missile : Drives Tools : None T4 -- Drives : Orion system Defences : Drones Weapons Energy : Lasers Missile : Drives Guidance Tools : Colony T5 -- Drives : Orion system Bussard Ramjet Defences : Drones Weapons Energy : Lasers Nova gun Missile : Drives Guidance Detonators Tools : Colony T6 -- Drives : Orion system Bussard ramjet Light sail Defences : Drones Weapons Energy : Lasers Nova gun Meson cannon Missile : Drives Guidance Detonators Warheads Tools : Colony T7 -- Drives : Orion system Bussard ramjet Light sail  Ion drive Defences : Drones Weapons Energy : Lasers Nova gun Meson cannon Missile : Drives Guidance Detonators Warheads Tools : Colony Cygnus T8 -- Drives : Orion system Bussard Ramjet Light Sail Ion drive Gravitic warper Defences : Drones Weapons Energy : Lasers Nova gun Meson cannon Missile : Drives Guidance Detonators Warheads Tools : Colony Cygnus Genesis T9 -- Drives : Orion system Bussard ramjet Light sail Ion drive Gravitic warper Defences : Drones Weapons Energy : Lasers Nova gun Meson cannon Missile : Drives Guidance Detonators Warheads Tools : Colony Cygnus Genesis T10 --- Drives : Orion system Bussard ramjet Light sail Ion drive Gravitic warper Defences : Drones Black globe Weapons Energy : Lasers Nova gun Messon cannon Missile : Drives Guidance Detonators Warheads Tools : Colony Cygnus Genesis The Grid -------- The active gridwork (or solid contoured plan at the press of F3) in the centre is Einstein-Minkowski Four-Space. All subns, planets, Black holes and the like impose their gravity wells on the web of Four-Space, while spacecraft and other smaller objects react to gravity wells and other gravimetric phenomena in terms of Newtonian mechanics. NB! Due to memory limitations, the starfielsd does not appear on machines with less then 1MB. What the coloured grid Means ---------------------------- Green Four-Space represents Deep Space, but this and colours of Four-Space represent the presence of stellar or planetary bodies. Green Sun --------- Surrounding Four-Space is Green in colour. Red Sun ------- Surrounding Four-Space is Red in colour. Terran Planet ------------- Surrounding Four-Space is Cyan in colour. Rocky Planet ------------ Surrounding Four-Space is Brown in colour. Blue Star --------- Surrounding Four-Space is Dark-Blue in colour. Gas Giant --------- Surrounding Four-Space is Magenta in colour. Run through a Gas giant for approx. 1000 lbs of fuel. The HoloTank ------------ Also known as The Cube. A strategic display of the Spiral Arm of the galaxy yo occupy ie. a form of 3D map. Click the boxes around the edge of the Cube for the following functions: Roll : Top left Magnify : Left Yaw : Bottom left Pitch : Bottom right Close : Top right All functions except Close are blue in colour, representing one direction of operation, and orange the other. A single-click of the left mouse button while pointing at the respective icon changes it's colour and reverses the direction of operation. Depress and hold down the left mouse button to perform the operation. When the contents of the Cube are magnified, you may still wish to view your immediate surroundings. Point to the coloured bars at the edges of the cube and press and hold down the left-hand mouse button. You can now slide the bar held and view the surrounding star field. Star Systems ------------ Green ----- Terran occupied Red --- Outie occupied Yellow ------ Unknown or Unoccupied Cyan Blip (Top left of Star) ---------------------------- Singularity & Black Hole present System Data ----------- Call up information on a system by pointing to one in the cube and double- clicking the left mouse button. Show System ----------- A single click while pointing here calls up further information about the system. Fleet Data Form --------------- Point to either a Terran or Outie fleet to call up this form. Flagship -------- Transfer direct control to the selected scoutcraft by single-clicking on the 'Flagship' icon. The scoutcraft then becomes the Flagship, with you as Flag admiral. A single-click on the left mouse button while pointing here reveals any other fleets at this location - either Terran or Outie. Four colours of marker are used for reference. The first star selected is highlighted with a red marker - choose a second, different star and it's given a green marker. Select a third star and an amber marker is displayed. Should a fourth star be selected, then the (now) amber marked on the first star disappears, and the priorities of the other two markers change accordingly. A cyan marker shows your home system, while a flashing marker shows that the Outie home base has been discovered. Control Panel ------------- The two pairs of coloured buttons to the left of this panel correspond to the colours of the markers in the cube. Point to the desired colour of buttons and double-click the left mouse button to view the names of the selected stars and the distance between them. Status ------ Double-click the left mouse button while pointing here for information concerning the percentage and Tech level of Terran and Outie occupation, along with the number of remaining scoutcraft. Orders ------ Double-click the left mouse button while pointing here to call up the order form and send orders to StarCom. Carriage Return --------------- Send a completed order to StarCom by pointing to this icon and single-clicking the left mouse button. Recognition of the message being sent is displayed in the window at the bottom of the scrren. Delete ------ Point here and single-click the left mouse button to remove the last word selected. Probe ----- Order StarCom to send a small Probe craft to check for Outie occupation in a sector. Single-click the left mouse button with the pointer on 'Probe' to call up the 27 sector names. Now point to the desired system and single-click the left mouse button to select it. Don't forget to select Carriage Return to send the order. Explore ------- Select as above, but orders StarCom to send a Scoutcraft (which gives more detailed information than the probe) to the designated sector. Move ---- Orders StarCom to move a Scoutcraft to a newly selected sector and act on further orders when it gets there. With MOVE selected, the scoutcraft is then directed by using the three buttons either side of the form which are coloured red, amber and green to correspond with the previously positioned markers in the cube. Point to the desired colour of box and single-click the left mouse button to select the destination. Six further actions are now displayed - point to the one desired and single-click the left mouse button to select it. Colonise -------- Colonise any Terran planet in the selected system. Form Hole --------- Some stars do not have Black Holes, which are needed for Faster-than-light travel. A complete move: Form Hole orders a Scoutcraft to travel at sub-light speeds to designated star and create a singularity. Unfortunately, sub-light travel takes years of real-time. Terraform --------- Creates a Terran planet in the designated system. Skirmish -------- Orders attacks on Outie craft at the selected location. Fortunately scoutcraft have the sense to run away when threatened with total destruction. Conquer ------- Similar in effect to skirmish, only the scoutcraft attempt to return the syste to an unoccupied state, or die trying. Convoy ------ The only action which requires that at least two stars are selected in the Cube beforehand. The convoy command orders StarCom to send a scoutcraft to collect colonists from the first named star and transfer them to the second, in order to colonise, skirmish etc. NB! A colonisation as a result of a convoy order results in a higher Tech leve than as a result of a straightforward Move: Colonise. Communication ------------- All radio communication is limited to travelling at the speed of light, so the only practical means of passing information is via multiple collapsar jumps. Small, missile-like craft called jump sonds are programmed to perform a series of Collapsar jumps, broadcasting messages in specified systems for reception by any colonies or spacecraft present. But even faster than light communicatio takes time, which means that it is possible for the data displayed in the Holo Tank to be out-of-date. Your ship-board computer attempts to extrapolate information held in the Holo Tank, but even so, you may find that seemingly safe missions turn out to be a little less safe than they look. The outies ---------- Outie technology, particularly in the fields of gravitic engineering and travel, isn't as advanced as humanity - for example: they don't possess the Warper. It takes the Outies considerably longer then you to engineer their systems to suit them. On entering a new system, the Outies first build a deep space platform from which further activities within the system take place. They then set about turning the system's sun into a black hole. This entire process takes in excess of a year depending on the stellar type with which they deal. Combat Oriented Language ------------------------ COL is an icon-driven programming language used to determine the behaviour of drones. It takes time to master, but it isn't too difficult to learn. Programming Drones ------------------ Having selected the programming icon with a double-click of the left mouse button, insert your game save disc and press any key. Four drone control programs are supplied as standard - FlyFree, Interdict, Local and KamiKaze. Studying them will gave you an idea of how a DCP works. To call up a DCP into the program window, simply point to the relevant slot, (except the red one) in the storage window and double-click the left mouse button. Storage Window -------------- Displays a directory of your save game disc and is used to load and save. Program Window -------------- This is where programs are created. Icon Window ----------- All command icons are stored here. DCP --- Transfer the program shown in the red slot in the storage window to the drone number displayed to the right. Move the program window around the DCP to view it. Alternatively, use the cursor keys. CLR --- Clear the program window of the DCP to allow input of the new program. Creating a Program ------------------ A DCP is constructed via two windows: Icon and Program. The icons in the lower window are COL's fundamental commands - by picking them up and placing them in the program window, a program is created. An icon is picked up by pointing to it and pressing and holding down the left mouse button. As icons are added to the program window, they are connected to the previous icons by a green line to signify the course of program control. However, when an icon is placed on a previously existing line and the new icon is inserted on that line, dragging conditional icons (eg. IF) sets up the course of program control if the condition is fulfilled. Single-clicking the left mouse button, and holding down the right mouse button while pointing to an icon on the program window allows you to remove and delete that icon from the window. A double-click on the left mouse button while pointing to an icon allows you to set it's parameters. Point to either pair of arrows to the right of the parameters and single-click the left mouse button to cycle through them NB! Although up to four DCP's may be held in the ship-board computer's memory, only one may be used at any time for each drone. Icons ----- There are 14 commands in the form of icons. A green spot in the top-right corner of an icon shows that it has variable parameters. Orbit ----- ORBIT The drone orbits an object at the chosen radius. If -- IF The drone acts accordingly if an event occurs. Fire ---- FIRE Having locked onto an object, the drone fires at it. Hold ---- HOLD Holds the position [x,y] relative to the lock. Approach -------- APPROACH Approach a craft, planetary or stellar body or the subject of a Lock. Whatever the object, the Approach is relative to MODE. Lock ---- LOCK Lock onto an alien, a planetary or stellar body, or a piece of equipment. Flee ---- FLEE Order the drone to flee from a craft, planetary or stellar object or the subject of a LOCK. Mode ---- MODE Determine the flight mode as used by APPROACH. The flight patterns are: LINE - The standard mode of lfight RT ANGLE - Forces the drone to move at right angles to the course set by APPROACH. REVERSE - Reverses the drones course. Do -- DO Denotes the beginning of a loop. Enddo ----- ENDDO Denotes the end of a loop. Exit ---- EXIT Exit a loop. Nop --- NOP Stands for NO oPeration, used to waste time. Goto ---- GOTO Go to a section of DCP. To determine the destination, simply point to the GOTO icon and click and hold down the left mouse button to move the blue line around the DCP. When the blue line touches the desired position in the DCP, release the left mouse button. Land ---- LAND Land on a stellar or planetary body. ----------------------------------------------------------------------------- That took me a bit longer than expected to type in !!! It's now 12:45 pm on Friday 6th April, so I'd better hurry up if I'm going to get this menu finished and posted off this afternoon. Maximum Thanks to Arthur for the Original !!! This Doc typed by >>> The Mighty Clog <<< ========================================================================== | | | S T A R F L I G H T | | | | Full Documentation & Starmap | | | | | | | ========================================================================== | Brought to you by SEWER SOFTWARE...thanx to ACU | | | ========================================================================== Starport Central, Arth Orbit Station 30-10-4619 Dear Starship Commander: We are sorry you were unable to attend the Operation Starflight briefing last week. Those who attended can vouch for the enthusiasm and excitement that prevailed during the meeting. We at Interstel feel that this is the beginning of a new era, and that you and your colleagues will be instrumental in making this mission a success. To make sure you will have all the information you need, we have included a copy of the briefing transcript , and your own copy of the Technical Reference Manual. This latter document contains the information you need to operate your starship; without it, you could find yourself in deep space with no way out. Guard it carefully. Needless to say, it is highly confidential and is, if you will excuse the old cliche, For Your Eyes Only. The briefing transcript is included for the background information it contains. It was decided to provide this information in this form rather than as a summary, to give the absent members a sense of the atmosphere that prevailed during the meeting. As you know, Interstel is in no position to outfit starships as fully as you might like; consequently, a lot hinges on you entrepreneurial ability to generate revenues early on. You will then be able to use those revenues to outfit your starship for more distant (and more profitable) voyages. The following are a few suggestions in that direction: Your initial allotment of 12,000 mu's is enough to allow you to buy four cargo pods, and to gather and train a crew. Your ship comes equipped with one Class 1 engine and 20 cubic meters of endurium, so you won't need to do anything to your starship except name it. We suggest you train your crew with the funds you have remaining after you purchase the cargo pods. You will then be in a good position to mine the minerals found on the planets in our own solar system. Fill the cargo pods with minerals and bring them back to Starport, where you will find willing buyers. We realize that some of you may find this strictly commercial endeavour somewhat degrading, but we have found that it is necessary in order to complete your primary mission. Of course, you are free to follow whatever strategy you see fit -- just be aware that Interstel cannot afford to give you a second chance should you fail in your first attempt. No matter what strategy you choose to adopt, it is wise to avoid the following, any one of which can spell disaster: 1. Running out of fuel 2. Running out of energy in your terrain vehicle 3. Running out of money 4. Getting killed in combat 5. Landing on a planet with crushing gravity 6. Engine or communication failures 8. Getting killed on planetside by storms or hostile lifeforms In addition, we recommend that you check your Notices in Starport Operations before embarking on a journey. Notices often contain valuable clues, and may help you avoid potential disaster. On behalf of all the personnel here at Interstel headquarters, we would like to wish you great success in your mission. May the Rock of Truth shine brightly upon you. Terrence Willwater Director, Interstel BRIEFING TRANSCRIPT (The following is a transcript of a briefing before a group of starship commander trainees. The briefing was chaired by Vice-Director Phexipotex and included and cross-representation of various races). Phexipotex: Thank you for coming everyone. Please be seated. You have all been carefully selected for your special skills and abilities and your aptitudes in the areas of diplomacy and exploration. We are counting on this driving force inherent in all of you to help answer the puzzles and riddles that have long plagued our scientists. While conducting research in the Southern Hot Zone 15 years ago, on the sixteenth day of ten-month, 4604, a team of Interstel scientists found a deep shaft in the crust of the planet, leading to a vast and ancient underground network. Investigation revealed this to have been built by ... the first colonists of Arth. People, please! May I have some quiet ... Thank you. I assure you that this conclusion was reached only after many years of careful study. At this point there is little room for doubt that Arth was, in fact, colonized by a group called Noah 2, and that this group came from a planet called Earth. I'm sure you can all appreciate now why this information has not been released to the public. Obviously, it is vital that up to date proof be offered when we commence public announcements, otherwise the notion that Earth was a real place and that Noah 2 an actual group would be met with skepticism, to say the least. I realize that the acceptance of a new system of beliefs and of new technological concepts is a difficult task. Many of you may still be skeptical -- this is perfectly understandable. I only ask you to bear with me for now. After this briefing you will be seeing some holo-footage which will, I think, cast any doubts from your minds. And, of course, when you begin your explorations you will be using the new technology yourselves. As you might imagine, this discovery answers a good many questions; but it also raises quite a few. There was an Old Empire and a Great Interstellar War. From what we have been able to piece together it appears that during the final stages of the war, when the Empire was facing imminent defeat, an ambitious project, Project Noah, was launched by an organization then known as the Institute. The reasons for the war, for Noah 2's failure to maintain their level of technology, and for the Empire's final fate have not yet been determined. We have, however, found several references to "Uhlek", "Gazurtoid", and "Phlegmak" and believe these to be names of races which were hostile to the Empire -- possibly responsible for its downfall. Further evidence confirms the theory that the Humans, Elowan, Thrynn, and Velox (referred to then as the Veloxi) were all part of the Old Empire and were represented in the Noah 2 group. In addition to the historical data, we have uncovered sufficient technical data to let us reconstruct some of the Old Empire technology. The most significant area of this technology has focused on peculiar lumps of crystaline matter which the Empire called Endurium. It was on this substance (unlike any we have ever encountered) that their superphotonic (or faster than light) technology was based. Fortunately, there was enough Endurium in the underground colony to allow us to experiment freely and actually construct a few prototype starships. Yes, we have constructed starships, and superphotonic technology does work. The next phase of our experimentation involves exploration. Our scientists and the public are eager for answers. In front of each of you is a Captain's Technical Reference Manual. Information relevant to your mission can be found in the main body of the text; other information allowing a deeper understanding of those with whom you will deal has been compiled by our researchers and can be found in the Appendices. Should you decide to participate in the exploration of the unknown, you will be given command of a ship and your choice of crew. As an additional incentive you will be paid for any discoveries you make; you may use this money to purchase anything you desire or to train your crew and modify your ship further. One final note: you are not the first Interstel exploration group. The first group, which consisted of 13 ships and 78 explorers, was dispatched five years ago. To date, only two of these ships have returned and we have had no word as to the status of the others. Because each ship was carrying only enough fuel for a one year journey we must assume that they are ... well, that they will not be returning. Nevertheless, in the past five years we have made significant advances in starship technology and you are a much more capable group than the first. We are confident that you will have no major difficulties in successfully completing your missions. I would now like to open this briefing to questions. Yes, Navigator Eshhh-ahhr. Eshhh-ahhr: Vice-Director Phexipotex, you mentioned that two ships had returned from earlier explorations. Is there anything that you might be able to tell us of their experiences that would be of interest? Phexipotex: It so happens that one of the captains of those vessels is here among us, Captain Thyss Thyrrthynnn of the ISS Hyperion. Captain, would you mind standing up and answering this question? Thysss Thyrrthynnn: Cccertainly. It iss difficult to know wherrre to beginn. Ourrr voyage lasssted forr the betterr parrt of two yearrsss. As it happened we chose initially to trrravel in a downssspin dirrection with a 14 degree corewarrd orientationnn. Ourr firsst encounterr with alien vesselsss was jusst corewarrd of a G-class ssysstem at 150,64. We were sssurrounded by three ssout shippsss of avery peculiarr dessign. Upon entering communicationss we were asstonisshed to find that these sshipsss were manned by Elowannn. We were even morre asstounded to find that the Elowannn have nnot outfrouwnn theirrr foolish animosity forr the Thrynn as have the Elowann herre on Arrrth. Thisss wass evedenced by the fact that ssshortly affter communcationsss were essstablisshed the Elowan ssent uss a message to the effect that they could detect my pressence annd that of the otherrr Tyrynn aboarrd the Hyperrionn, wherreupon they immediately terrminated communicationsss annd opened airre on usss. Fortunately I had equipped the Hyperrionn with adequate wweaponrry to handle thisss...annoyancce. In fact, I consequenntly found it necessary to desstroy quite a numberrr of Elowann shipsss; purely in sself-defense of courssse. Mossst rregrretable. Phexipotex: Please! Please! May I have order! I am certain that Captain Thyrrthynn resorted to the use of force only when absolutely necessary. I am confident that she acted only in good faith and never fired the first shot - is this not so Captain? Thysss Thyrrthynn: Of courssse. Though it was necesssary upcon ccertain occassionsss to... Phexipotex: There, you see? Now please, may we have some quiet so that the Captain can continue her narration? Thysss Thyrrthynnn: Yesss. Well durring the sssecond month of ourrr explorationss we altered courrssse and trravelled in an outwarrd and downsspin dirrection. It was only a matterrr of weekss before we encounterred ourr ssecond alienn rrrace. Thesse alienss werre harrdly alienn howeverr, for thisss time we had encountered the Thrynn. It isss a difficult thing to desscrribe how it feelss to come faccce to faccce with oness remote ancestorrsss. To feel that one hass finally come home affter being lossst for a thoussand yearsss. After ssspending the nexxt yearr and an half among my lossst brrotherss and ssistersss it was all that I could do to forrce mysself to returrn herre. In fact, both of the otherr Thrynn on my crrew, ThyssArrla and N'qrrlsss chose to ssstay behinnnd. Phexipotex: Question? Yes, in the back. G694337: If I may put a question to Captain Thryrrthynnn. What did you do for fuel all this time Captain? I understand you did not take along enough to last the entire two years. Thysss Thyrrthynnn: Of courrsse. We did manage to buy a fairrr bit frrom Ssstarport by doing ssome local ssectorrr mining beforre leaving on ourrr expeditionn. During ourr time in Elowannn sspacce we managed to ssalvage enough ennndurrium from the debris of the shippss we desstroyed in sself defensse. We alsso sssalvaged a conssiderable amount of plutoniumm which the Thrynn willingly trraded forrr fuel. Finally, with the help of the Thrynn we managed to llocate a few planetsss with abundant ancient ruinsss. These we used as refueling basesss for local explorationsss. Phexipotex: We have time for one more question. Ok....yes. Garan Leb: A question for you, Vice-Director. I wonder if you could explain why it is necessary that we earn the money to build our ship and crew. Surely Interstel has the resources to provide us with the best equipment which would optimize our chance for success. Phexipotex: I would like to remind you that Interstel is not a government controlled organization, nor are we a military operation. Our resources are, in fact, limited and we have no way of knowing which few of you will possess the necessary qualities to successfully command an Interstellar Starship. It is not in our best interest to waste what other resources we have on the rest of you who will, pardon the expression, wash out right away. This therefore, is our means of determining who among you is most capable, while at the same time providing a little personal incentive to ensure that we get the most from every one of you. I wish you all the best of luck in your explorations. Thank you. C O N F I D E N T I A L (|) Technical Reference Manual S T A R F L I G H T TECHNICAL REFERENCE MANUAL TABLE OF CONTENTS 1.0 General Information 1.1 Objectives..................................... 1 1.2 Races.......................................... 2 1.3 Skills Overview................................ 6 2.0 Starport 2.1 Overview....................................... 8 2.2 Starport Modules............................... 9 2.2.1 Operations........................... 9 2.2.2 Trade Depot.......................... 9 2.2.3 Personnel............................ 9 2.2.4 Crew Assignment...................... 10 2.2.5 Bank................................. 10 2.2.6 Ship Configuration................... 10 2.2.7 Docking Bay.......................... 12 3.0 Interstel Superphotonic Starship 3.1 Ship's Console................................. 13 3.1.1 Main View Screen..................... 14 3.1.2 Auxiliary View Screen................ 14 3.1.3 Control Panel........................ 14 3.1.4 Text Window.......................... 14 3.2 Flight Operations.............................. 14 3.2.1 Captain.............................. 14 3.2.2 Science Officer...................... 16 3.2.3 Navigator............................ 18 3.2.4 Engineer............................. 19 3.2.5 Communications Officer............... 19 3.2.6 Doctor............................... 21 4.0 Space 4.1 General Information............................ 22 4.1.1 Hyperspace........................... 22 4.1.2 Star Approach........................ 22 4.1.3 Planet Approach...................... 22 4.1.4 Tactical Level....................... 22 4.2 Alien Encounters............................... 22 4.2.1 Communications....................... 23 4.2.2 Combat............................... 23 5.0 Planetside 5.1 Planetfall..................................... 24 5.2 Planetside..................................... 24 5.2.1 Maps................................. 24 5.2.2 Move................................. 24 5.2.3 Cargo................................ 24 5.2.4 Look................................. 25 5.2.5 Scan................................. 25 5.2.6 Weapons.............................. 25 5.2.7 Icons................................ 25 5.3 Planetary Conditions........................... 25 5.3.1 Temperature.......................... 25 5.3.2 Gravity.............................. 26 5.3.3 Atmosphere........................... 26 5.3.4 Water................................ 26 5.3.5 Atmosphere Activity.................. 26 5.3.6 Bio-Density.......................... 26 5.3.7 Minerals............................. 26 Appendix A: Planetary Charts............................ 27 1. Spectral Chart............................... 27 2. Planet Surface Chart......................... 27 3. Mineral Value Chart.......................... 27 4. Lifeform Value Chart......................... 28 Appendix B: Energy Usage Chart.......................... 29 Appendix C: Religious Writings of Arth.................. 30 Appendix D: Excerpt from Captain's Log, Noah 2 Expedition............................ 32 Appendix E: Timeline.................................... 33 PART 1: General Information 1.1 Objectives Apart from any other goals you may set for yourself, two goals will be of primary importance to you. These are: 1) gathering information 2) generating revenue. It should be obvious that the more information you gather, the more effective your explorations. As for revenue, capital is indispensible for building an optimal ship and crew, thereby maximizing your efficiency. Interstel offers only a minimum amount of capital at the outset of your explorations. You can generate revenue (measured in monetary units or mu's) in a number of ways. The following is a partial list. Commanders with an entrepreneurial bent should find no difficulty expanding the list. Of course, space piracy is frowned upon, except in self defense. 1.1.1 Sale of Minerals. Interstel will purchase any minerals you bring back. Some, for example Endurium, are worth more than others. You will need to decide which ones are worth bringing back. The values of minerals can be found in the Mineral Value Chart in Part 5 ("Planetside") of this Reference Manual. 1.1.2 Sale of Artifacts. Interstel will pay for any artifacts you find, whether contemporary or ancient. The amount of mu received depends on Interstel's evaluation of the artifact. Note that you can repurchase artifacts previously sold. 1.1.3 Sale of Lifeforms and Lifeform Data. Alien lifeforms can either be captured or holographically recorded, and then sold at Starport. Specimens bring a higher price than recordings, but take up cargo space. Interstel will not purchase specimens or recordings already in its collection. 1.1.4 Recommending Viable Colony Worlds. Superphotonic message drones installed in the ships can be used to recommend planets that appear suitable for colonization. Do not take this responsibility lightly, since the lives of thousands of colonists may depend upon your recommendation. When you return to Starport you will be given a report on the suitability of your recommendations. Should your recommended planets be found unsuitable, you will be fined. The rest of this manual contains valuable information, including descriptions of the races found on Arth, a list of mineral values, a chart of specific lifeform evaluations aids, and the criteria to be used in determining the suitability of a planet for colonization. Study it well, for the future of the galaxy may well depend upon the success of your mission. Your kit contains two additional items: First, the Starmap, an invaluable guide to the galaxy, provides important information on space coordinates and interstellar distances. Keep it handy at all times. Second, the Security Code Wheel provides the access code that allows you to leave Starport. (This protection was removed in the Amiga version) See instructions for its use in the Command Summary reference card. 1.2 Races You can choose from the following races of Arth when composing your crew. Each category includes a descriptive synopsis and some characteristic statistics. These statistics include: Learning Rate: a number from 0 to 10 which represents the number of skill points a member of that race acquires from a single training session; Durability: a number from 0 to 10 which represents the amount of physical damage a member of that race can sustain; Inherent Aptitude: the innate ability for each race in any of the five skills. The range of abilities is Excellent, Good, Average, and Poor. The Initial Value defines the beginning skill levels, and the Maximum Value defines the maximum skill level a member of that race is capable of attaining. The values are tabulated as follows: Ability Level Initial Value Maximum Value Excellent 50 250 Good 30 200 Average 10 150 Poor 0 100 See Section 1.3 ("Skills Overview") for a description of the five essential skills and their roles in the successful exploration of space. HUMAN Humans are a bi-pedal omnivorous race with smooth skin and a characteristic matt of scalp hair. They are 1-1/2 to 2 meters in height, and are light beige to dark brown in color. Humans have an internal skeleton and two small, narrow-set eyes which allow binocular vision. This race is particularly aggressive and tenacious. While moderately weak physically, Humans are highly flexible mentally and are particularly adept at theoretical modeling and in applications of logic and inference. Finally, although there is a degree of sexual dimorphism in this race, the differences are insignificant. Durability 06 Learning Rate 09 Inherent Aptitude: Science Excellent Navigation Good Engineering Good Communication Good Medicine Good VELOX The Velox are insect-like creatures with two legs, two arms, and two intermediate appendages which can serve as either. They have a hard, red chitinous exoskeleton, two large compound eyes, and two antennae which serve as olfactory sensors. When in an upright position a Velox is approximately 1-1/2 meters in height if male and 2-1/2 meters if female. Velox culture is akin to hive culture and they are not known to be particularly intelligent. They are, however, exceptionally strong and durable and they have excellent hand/eye coordination. These traits, in conjunction with a well developed spatial sense, make them well suited for engineering and technical tasks. Durability 08 Learning Race 06 Inherent Aptitude: Science Good Navigation Excellent Engineering Excellent Communication Poor Medicine Poor THRYNN The Thrynn are a bi-pedal, carnivorous, reptilian race. Although graceful, with long necks and tails. they are very muscular and are covered with tough protective scales. They range in color from green to grey and are approximately 1-1/2 meters in height. Like Humans, they have an internal skeleton, and two forward set eyes. The Thrynn are cultured and diplomatic, but are said to be devious and cunning. For no apparent reason, they harbor an ancient animosity for the Elowan. The plant people, in turn, have little love for the Thrynn (see note below). They Thrynn have a fair overall learning rate and a fair constitution. They excel in situations involving protocol and diplomacy. Durability 06 Learning Rate 07 Inherent Aptitude: Science Good Navigation Good Engineering Good Communication Excellent Medicine Poor ELOWAN The Elowan are a bi-pedal photosynthetic race, 1 to 2 meters in height. They are willowy and delicate with numerous prehensile vines. Their color may range from a light yellowish-green to a deep greenish blue. They have two large, compound eyes which are characteristically a deep reddish-brown. They are highly empathetic and are particularly creative thinkers. Although weak physically, they excel in interpersonal skills. Their excellent learning rate allows them to learn all skills relatively quickly. Durability 02 Learning Rate 10 Inherent Aptitude: Science Average Navigation Good Engineering Average Communication Excellent Medicine Excellent ANDROID Androids are sophisticated automatons and not, strictly speaking, a race. Because they are constructed of metals and plastics they are the most durable of all the races. At the same time, however, they cannot benefit from training because their programming is hard-wired and their skills are set at a fixed efficiency level. Of the numerous models available, Interstel uses the popular Biosynthetic DX99 series, best suited for use in tasks requiring straight-forward computation and linear analysis. Durability 10 Learning Rate 00 Fixed Skill Levels: Science 50 Navigation 150 Engineering 100 Communication 00 Medicine 20 Note: Because of the ancient enmity between the Elowan and the Thrynn, it is not advisable to include a member of each race on your crew. Although the individual members of these two races would undoubtedly deal with each other civilly on board your ship, you would be unable to communicate with either race in a space encounter. This is because the presence of a member of one race precludes any useful communication with the other race. 1.3 Skills Overview Crew members (except for Androids, see Races, above) can be trained in five essential skills: science, navigation, engineering, communications, and medicine. All training is done in Personnel. A given crew members's functioning of your vessel, with the most important being Communication, Science and Navigation. Following is a brief description of each skill and its relevance to your crew. Science: Your ship's sensors are your primary means of gathering information, and it is the duty of the Science Officer to interpret that information. The more skilled a Science Officer the more complete and accurate will be the information from the sensor reading. This information can be of vital importance (e.g., an alien vessel's military capability; a planet's suitability as a potential colony world). At skill levels greater than 150, a Science Officer can detect aliens over long distances and can pinpoint their position. Navigation: Navigation is of primary importance to space travel. Without an effective Navigator you face the danger of becoming lost in space. This may result in the loss of precious time and fuel and may even place you in hostile territory. In addition, a skilled navigator (with a skill level greater than 150) can determine the presence of continuum fluxes in space. These fluxes are paired and connected by extra-dimensional worm-holes, so that by entering one of a pair of fluxes, your vessel will be transported, almost instantaneously, to the other. Although continuum fluxes can be useful in navigation (since a highly-skilled navigator can take advantage of their ability to transport you instantaneously), than can also be very hazardous. A poorly trained Navigator will have difficulty spotting fluxes and may even cause your vessel to hit one accidentally. Navigators with skill levels of 150 or below will not be able to see them at all. In addition, after transportation through a flux, it takes the Navigator time to determine the ship's new position. The more skilled the Navigator, the less time it will take and the less risk your crew will face. It is the Navigator who fire the ship's missiles and lasers; the more skilled the navigator, the greater the accuracy of the shot. Finally, if your Navigator's skill is less than 200, your terrain vehicle may become lost during storms on a planets surface. Engineering: It is your Engineer's responsibility to repair any damage your ship sustains. The speed and efficiency with which the repairs are executed depends on the Engineer's skill rating. In addition, key elements may be required for repairs, and the longer a repair takes, the higher the probability that one of these elements will be required. Repairs must be suspended until the missing element is obtained. All the elements that may be required for repairs can be obtained in the Trade Depot at Starport (see Part 2, below). Communications: Alien races will be your primary source of information. The Communications Officer interprets all communications using an on-board translating device. The less skilled the Communications Officer, the more untranslated material you can expect to receive. It is also helpful if your Communications Officer (and to a lesser extent any of the other crew members) is a member of the alien race with which you are communicating. Thus, if one of your crew is a member of the alien race, your Communications Officer's skill level will be effectively increased by 25 points during the encounter. And if the Communications Officer happens to be a member of the alien race, his skill level is effectively increased by 50 points. Medicine: Your Doctor's skill level determines the speed and efficiency of his medical treatment. Even though your ship is equipped with the latest in Medi-Tech devices, it is the Doctor's skill level that determines the speed and efficiency of the treatment. The higher the skill level, the less time it will take to treat a wound. All injuries heal naturally over the course of time at a rate proportional to the Doctor's skill level. Planetside treatment can never equal shipboard treatment where the Doctor has access to Medi-Tech equipment. The Captain: Although there is no single "command" skill, your Captain's combined skill levels in the above five areas contributes to your ship's apparent power. A highly skilled captain can effectively double your ship's perceived power. Also, if any of your crew should be killed, the next most capable crewmember will take over the dead crewmember's functions. Training your captain can therefore provide backup skills. PART 2: Starport 2.1 Overview The Starport is your stepping stone to the universe, the place where each new adventure begins and ends. At the Starport you can select your crew, outfit your ship, read your messages, make financial arrangements, and generally take care of all your affairs before launching into space. The Starport consists of six independent modules and a docking bay. Each module provides you with a number of options, each one corresponding to a particular operation or activity. To enter a module, maneuver your character to the module's entry field (the small area like a welcome mat in front of the door) and press a key. See the enclosed reference card for details. The modules are described in detail below. Refer to Figure 1, below. ------------------------------- / PERSONNEL \ / \ / \ / \ OPERATIONS CREW / ASSIGNMENT / \ | | | | | DOCKING | | BAY | | | | | | | \ / \ / TRADE DEPOT BANK \ / \ SHIP / \ CONFIGURATION / \------------------------------ / Figure 1: Starport 2.2 Starport Modules 2.2.1 Operations In Operations you can receive message from Interstel, and have your colony world recommendations evaluated. The following options are available: Notices -- This option lets you read the messages in your electronic mailbox. Messages can provide clues regarding alien encounters, possible colony world recommendations, locations of continuum fluxes, etc. Evaluation -- Use this option to evaluate your colony world recommendations, and to be informed of fines levied. Exit -- Returns you to the Starport amphitheater. 2.2.2 Trade Depot At the Trade Depot you can buy or sell commodities or artifacts, and analyze any artifacts in inventory, whether your or Starport's. The following options are available: Buy -- Shows items that are for sale, and their cost per cubic meter. Sell -- Shows all the salable items in your inventory except ship components. Analyze -- Describes all artifacts listed for sale. Will also describe, for a fee, any artifacts in the Depot's inventory, and all those in your ship's hold. Exit -- Returns you to the Starport amphitheater. 2.2.3 Personnel The Personnel module controls the selection and training of crewmembers, and the maintenance of all personnel files. The following options are available: Create -- Use this option to select the members of your crew. You can select crewmembers from any of the five races described above (see Section 1.2). Each crewmember has his or her own personnel file, containing statistics on race, skill levels, training and so on. Train -- Use this option to train your crewmembers in any of the five skill areas outlined above (see Section 1.3). Skill levels increase in accordance with the following formula: number of training sessions times learning rate. Note that training is expensive, and that initial capital provided by Interstel may not allow you to train all your crewmembers to the highest skill levels. Delete -- This option delete all the data from the selected file. Note that any funds expended in training a deleted crewmember are not refunded upon deleting the file. Exit -- Returns you to the Starport amphitheater. 2.2.4 Crew Assignment Any assignment or change in the duties of your crewmembers takes place in the Crew Assignment module. Her you can page through your personnel files na make or change any assignments. Each crewmember is summarized on the cover of his or her personnel file, which is displayed on the lower part of the screen. Duties and current assignments (if any) are displayed on the upper part of the screen. You can assign a crewmember to a particular duty when that crewmember's file is on the screen and when the required duty is highlighted on the upper part of the screen. Once you assign a crewmember, the "highlight bar" moves down to the next position. When al the duties have been assigned, the highlight bar disappears and you can return to the Starport amphitheater. See your reference card for details. If you want to change any assignments above the highlight bar, exit Crew Assignment and reenter. 2.2.5 Bank Here you can examine your bank records, in the form of your 10 most recent financial transactions, showing dates, descriptions, amounts and your ending balance. If your ending balance is negative, and you need to buy engines or Endurium, you will need to sell off inventory in order to leave the Starport. You may not buy anything on credit. 2.2.6 Ship Configuration Here you can outfit your ship, repair damage, sell old equipment, and name (or rename) you ship. You can choose from the following options: Buy -- Use this option to outfit your ship with cargo pods, engines, shields, missiles and laser cannons. The following equipment is available for purchase (given sufficient funds): Cargo Pods: Cargo pods can hold 50 cubic meters of cargo. Only one class of pod is available, at a cost of 500 mu. Tip: as soon as you can afford it, buy a pod, fill it with fuel and take it with you. It will extend your effective range. Engines: you can choose from five classes of engines, ranging from class 1 (1,000 mu) to Class 5 (100,000 mu). The higher the class, the better the fuel efficiency and the greater the ship's acceleration during encounters. Shielding: Shields provide protection during combat, and range from Class 1 (4,000 mu) to Class 5 (125,000 mu). The higher the class, the more effective they are against enemy missiles and laser cannons. Shielding uses energy, and shields need to be raised and lowered (by the Navigator) as circumstances dictate. (A good Navigator should not be caught with his shields down, but neither should he keep them raised unnecessarily). In addition, shields are more expensive than armor (see below), and they do not function in nebulas. On the positive side, shields do not slow your ship down with a lot of weight (as does armor), they can be repaired if damaged, and they automatically recharge slowly during each encounter. Armor: Armor provides alternative protection during combat. Unlike shields (see above, armor weighs a great deal and will slow your vessel down. In addition, armor cannot be repaired when damaged, and must be replaced. On the positive side, armor is cheaper than shielding (Class 1: 1,500 mu to Class 5 25,000 mu), it is always in place, and continues to function in nebulas. Missiles: Missiles cost more than lasers (see below), they can be dodged, and they use five times as much energy when fired. On the positive side, missiles inflict three times the damage of lasers, and they are effective at long range. Missile launchers cost more than laser cannons, ranging from 12,000 mu to 200,000 mu. Lasers: Lasers are strictly short range weapons, and they inflict less damage than missiles. On the other hand, laser cannons are cheaper that missile launchers (ranging from 8,000 to 150,000 mu), and they cannot be dodged. Sell -- This option lets you sell the components of your ship, so you can buy a higher (or lower) class item. Note that depreciation begins the moment you buy an item, so that your selling price will always be lower than your purchase price (with the possible exception of cargo pods). Repair -- This option offers you quick dry-dock repairs. Be prepared for the high cost of this convenience. Name -- Use this option to name or rename your ship. Unchristened ships may not leave Starport. Exit -- Returns you to the Starport amphitheater. 2.2.7 Docking Bay When you are ready to launch your ship into space, maneuver your character onto the docking bay in the center of the amphitheater (see Figure 1) and press a key. Starport will direct you from there. Remember to keep your Security Code Wheel handy as you leave Starport. PART 3: Interstel Superphotonic Starship 3.1 Ship's Console ---------------------------------------------- | | | | | AUXILIARY | | MAIN VIEW | VIEW SCREEN | | SCREEN | | | |---------------------|  | |[] | | | |[] | | |----------------------|[] | CONTROL | | [] | PANEL | | (-) [] | | | [] |-----------------| |--------------------------------------------| | TEXT WINDOW | |--------------------------------------------| Figure 2: Ship's Console The Ship's Console is divided into four main areas. The Main View Screen, the central viewing area for the main spatial displays and communications; the Auxiliary View Screen, for viewing ship status and sensor information; the Control Panel for executing commands through an array of buttons; and the Text Window, where all the text messages are displayed. These four areas are described in detail below. An additional area, above Main Screen, displays your coordinates in space. The first number displays your horizontal position, and the second your vertical position. 3.1.1 Main View Screen This screen displays spacial and communications information. On it your computer will display tactical information during encounters, contour maps of planets from orbit, and planet and stars during system and hyperspace travel. Planet size as reflected on this screen is to scale. 3.1.2 Auxiliary View Screen This screen displays Stars and Sensor data from your Science Officer, Officer, and Damage and Repair information from your Engineer. You will also see system maps, Mercator projections and malfunction alerts displayed here. 3.1.3 Control Panel The Control Panel can execute all the main ship commands through an array of buttons. Here you can select a crew member, and then select a function associated with that crew member. 3.1.4 Text Window All text messages, both incoming and outgoing, are presented here. When you enter a System the Text Window displays the following information: Spectral Class: see Spectral Chart. Ecosphere: The band of acceptable radiation around a star, capable of sustaining lifebearing planets. Given in terms of orbital position. (e.g., Ecosphere, 2-4). 3.2 Flight Operations Ship Functions are accessed via the Control Panel. Each crewmember controls a specific set of ship functions. To access a particular function, you first need to select the appropriate crewmember. Following is a brief description of all available functions classified by crewmember. 3.2.1 Captain The Captain is the ultimate authority both in space and at Starport. The Captain decides when to launch or land the ship, which planets to recommend to Interstel, and when to disembark. When you select Captain from the Control Panel, you are provided with the following options: Launch/Land -- This option reads Launch until the ship has launched from Starport or a planet, after which it reads Land. The ship can only land from orbit. Choosing Land presents you with the following options: Select Site: Allows you to select a promising landing site on the planet's surface. Move the cursor, using the arrow keys, over the target landing site. The planetary coordinates of the cursor's position will also be shown. You will be aided by a map is a topography key. The color of the top bar represents the highest altitude, the bottom color represents liquid terrain. While it is possible to land and travel in liquid terrain it is not recommended, since fuel efficiency is low and there are no minerals lifeforms to ruins to be found. Note: Generally, lifeforms tend to cluster in temperate climes at the lower altitudes, and minerals are found in much greater density at higher altitudes. Descend: This option engages the autopilot. Descent to a Planet's surface is automatic once the landing coordinates have been chosen in the Select Site option. Abort: Returns you to Captain's option screen. Disembark -- This option allows the crew to leave the ship when it has landed on a planet or docked at Starport. Cargo -- This option allows the Captain to examine the current cargo list, jettison undesired items, and pick up debris from destroyed alien spaceships. Note that any item jettisoned is considered destroyed and cannot be recovered. Note also that messages obtained from ruins are considered cargo. Log Planet -- This option allows the Captain to recommend a planet to Arth for colonization via a superphotonic homing drone. Recommendations may be made either from orbit or from the planet's surface but can only be made once for any given planet. Ship's Log -- This option allows the Captain to read from and write to a personal ship's log. There is a limited amount of space in the log. To quit this option move to EXIT and press the Return key. Bridge -- This option is the same for all crew members, and restores you to the Control Panel so you can choose another function. 3.2.2 Science Officer The Science Officer is responsible for gathering and analyzing all relevant information about the status and condition of the ship and well as its surroundings. When Science Officer is selected from the Control Panel, the following options become available: Sensor -- This option provides various items of information, depending on current status or location. The Sensor is one of the main sources of information about your ship, alien ships, and planets. The following information is available through the sensor, classified by location: In Orbit: Auxiliary View Screen: Mass: Mass of planet (in tons). Bio: Percentage of life density. Min: Percentage of mineral density. Note: 100% life or mineral density would be the maximum possible under that planet's geologic and life sustaining conditions. Text Window: Atmosphere: Lists the main components of a planet's atmosphere, in decreasing order (i.e., first listed is the primary component, etc.). Hydrosphere: Major components of a planet's liquid surface area. Lithosphere: Major minerals to be found on a planet's land surface area. During an Alien Encounter Auxiliary View Screen: Mass: Mass of alien ship (in tons). Bio: Displays percentage of undamaged Lifeforms on board the alien vessel. If 50 percent of the Lifeforms are dead, the display will read 50. Energy: Undamaged percentage of alien ship. Text Window: Object Constituents: Displays the composition of the alien vessel. Analysis -- Use this option ot have the Science Officer present his analysis of sensor data he has gathered. Note that the Science Officer needs to take the corresponding sensor reading before you can exercise this option. Analysis data is given below classified by location. In Orbit Text Window: Orbit Number: Each star has eight possible orbit positions, ranging from Orbit Position #1 (the closest to the star) to Orbit Position # 8 (the furthest from the star). The Orbit Number refers to the orbit position (or slot) occupied by the planet you are orbiting. Not all positions are occupied, so it is possible that a planet may appear to be the third planet from the star, when in fact it is occupying Orbit Position #5. Predominant Surface: The planet's primary surface constituent. Gravity: show the planet's gravitational force. A gravity of more than 8.0 g's will crush you hull if you attempt to land on the planet. Atmosphere: Shows the primary constituents of the planet's atmosphere. Temperature: Shows the planet's possible temperature range. Global Weather: Shows the predominant global weather conditions. During an Alien Encounter Text Window: Object: States the general nature of the object. (e.g., SHIP) Type: States the general type of the object. (e.g., SCOUT) Size: Gives the size of the object (in relation to the size of your ship). Shields: Gives the alien vessel's shield status (e.g., Equivalent of Class 3, raised). Weapons Status: Shows whether the alien vessel's weapons are armed. Status -- This option presents the ship's General Status on the Auxiliary View Screen. The following information is provided on the Auxiliary View Screen: Date: Day.Hour-Month-Year. Damage: Amount of damage sustained by your ship. Cargo: Percentage of cargo hold full. Energy: Displays amount of Endurium remaining, in cubic meters. Shields: States whether shields are up to down. Weapons: States whether weapons are armed or unarmed. Bridge -- Return to Control Panel. 3.2.3 Navigator The Navigator is responsible for maneuvering the ship through space, for raising and lowering the ship's shields, and for arming or disarming the ship whenever necessary. In addition, the Navigator is responsible for firing your ship's weapons during combat. When you choose Navigator from the Control Panel, the following options become available: Maneuver -- This option engages the navigational controls. Once engaged, you can maneuver your ship by using the appropriate keys. See your Reference Card for details. Raise Shield/Drop Shield -- This option reads Raise Shield when the shields are down and Drop Shield when they are up. Shields use energy while they are up. Arm/Disarm -- This option reads Arm when weapons are disarmed and Disarm when the are armed. Weapons must be armed before firing. Combat -- This option allows the Navigator to fire the ship's weapons, once they have been armed (see above). Once Combat has been engaged, you can aim by swiveling the nose of the ship. Your ship also has a limited Maneuver capability while in the Combat option. Fire your weapons by pressing the space bar. If your ship has more than one kind of weapon, the on-board combat computer will fire the most appropriate one, depending on the range of the target. To exit the combat option, press the Return key. Bridge -- Return to Control Panel. 3.2.4 Engineer The Engineer is responsible for surveying any damage to the ship and for repairing it. Highly skilled engineers are capable of repairing more than their lesser counterparts. When you select Engineer from the Control Panel, the following options become available: Damage -- This option displays the Engineer's damage report on the Auxiliary View Screen Graphs indicate percent of damage for each section of the ship. Note that percent of damage is also equal to the percentage probability that the damaged section will fail altogether. Thus if a section of the ship has sustained 50 per cent damage, there is a 50 per cent probability of a total malfunction of that section. Repair -- This option allows the Engineer to repair damaged sections. Bridge -- Return to Control Panel. 3.2.5 Communications Officer The Communications Officer is responsible for all communications with Interstel as well as with alien life forms encountered in space. The higher a Communications Officer's skill, the more efficient the communications. See Section 4.2 below for more information on alien space encounters. When you select communications Officer, you are presented with the following options: Hail/Respond -- This reads Hail unless you have already been hailed by another vessel, in which case it would read Respond. All Communications activity is carried out through this option. When you Hail/Respond you can adopt one of the following postures: Friendly Hostile Obsequious Your message will be transmitted in accordance with the chosen posture. becoming friendly with aliens can give you access to new information. When you Respond (as appropriate), you can choose from: Statement: If you wish to make a statement of some kind. Note that statements are more likely to affect the alien's attitudes than are questions. Question: If you wish to ask a question. You can choose from the following possible areas of inquiry: Themselves Other Races Old Empire Ancients General Information Posture: To change your posture. You do not need to select this if you wish to maintain the same posture. Terminate: To terminate communications. Distress -- Launches a superphotonic homing drone to Starport. This results in your ship and crew being put in stasis and towed home by another Starport vessel. These is a stiff fee for this service, which will vary depending on the distance you are towed. Bridge -- Return to Control Panel. 3.2.6 Doctor The ship's doctor is responsible for examining and treating injured crewmembers. the higher the doctor's skill level, the faster the cure. Selecting Doctor from the Control Panel provides you with the following options: Examine -- This option allows the Doctor to study a readout of the physical condition of any of the crewmembers. Treat -- This option allows the Doctor to treat injured crewmembers. Even though natural healing will occur on board ship, selecting Treat will speed up the process. Bridge -- Return to Control Panel. Part 4: Space 4.1 General Information All navigation and maneuvering in space is effected with the help of the main View Screen displays generated by the on-board computer. The computer provides spatial information at four different levels, as follows: 4.1.1 Hyperspace: This is where interstellar travel occurs. When you are in Hyperspace you can see stars (see Starmap), continuum fluxes, and nebulae. Note that the size of a star in hyperspace varies with its spectral class (see Appendix A below). 4.1.2 Star Approach: Approaching a star lets you enter its solar system. To return to Hyperspace, simply maneuver past the edge of a system. A planet's color or pattern indicates its primary surface type. (See Appendix A below). 4.1.3 Planet Approach: Approaching a planet lets you establish an orbit around it. To enter into orbit around a planet, press any key when you are over the planet's center. To leave a planet's orbit, use the Navigator's Maneuver option (The same applies to exit Starport). 4.1.4 Tactical Level: The Tactical level is automatically obtained whenever an encounter occurs with an alien vessel. You can enter the Tactical level from Hyperspace, from the solar system, or from orbit. To leave an encounter you must continue traveling until the alien craft is no longer visible on the screen. 4.2 Alien Encounters You can encounter alien vessels at any time, even when you are in Hyperspace. When that happens, you automatically drop from Hyperspace. If you need to quit an encounter, enter your Navigator's Maneuver mode and move away from the alien ship until it is no longer visible on your view screen. Note that during an encounter, the alien ship can scan your ship and analyze your strengths and weaknesses, just as you can theirs. In particular, they can detect if your shields are up and whether or not your weapons are armed. These may be interpreted as hostile gestures. 4.2.1 Communications Communicating with aliens can be an enlightening experience, to say the least. The main points on alien communication have already been covered in Section 3.2.3 above. Here are some additional hints to make your communications more effective. First, you can pause communications for up to two minutes by pressing the + key. This will give you a little time to gather your thoughts without the realtime clock ticking. Second, not all races respond optimally to the Friendly posture. Experiment with different postures until you discover the most effective approach for each race. Make notes of any information you receive during each encounter, including information on the success or failure of a particular posture, as well and general information that can help you to complete your mission. Once you develop friendly relations with a race, they will be willing to give you more information. Finally, note that not every member of a given race will have the same knowledge and information as any other member of that race. Feel free to ask others the same question. 4.2.2 Combat The greater the number of combat incidences with any race, the less likely it is that you will ever be able to establish friendly communications with that race. It sometimes pays to be friendly, or even obsequious, if that doesn't offend your sense of dignity. Note that some alien vessels are impervious to certain kinds of weapons, so even a direct hit may amount to nothing against a vessel immune to that kind of weapon. Experience will guide you on the correct choice of weapon under the circumstances. And while you may be able to evade missile attacks, you cannot evade laser fire. Note that it is not always desirable to completely destroy alien vessels during combat. If you cease combat and enter communications, the aliens may surrender and tell you anything you want to know. When the smoke settles from a hostile encounter (and if you emerge victorious) you can pick up any item of debris from the destroyed alien spacecraft. Have your Navigator Maneuver over to the craft, and then exit Maneuver. Enter the Captain mode, and select the Cargo option. Pick up any valuable debris. For more detailed information, refer to the Combat option of the Navigator mode (Section 3.2.3, above). Part 5: Planetside 5.1 Planetfall As Captain, you can give orders to make planetfall via the Land Option. When you select Land, you ar presented with the options Site Select and Descend, as well as a Mercator Projection of the surface of the planet. Site Select allows you to choose your landing site, while Descend engages the auto-approach sequence. Se the Spectral and Planet Surface Charts is Appendix A for selecting favorable planets and suitable landing sites. 5.2 Planetside Once on the surface of the planet you have a number of options available. These are listed at the bottom of the screen: Maps, Move, Cargo, Look, Scan, Weapons, and Icons. 5.2.1 Maps: Your Terrain Vehicle is equipped with numberous sensors as well as an on board computer. This computer is capable of generating contour maps of the terrain at three levels of magnification. You can toggle between these three levels by pressing any key. The colors (or patterns) on these maps represent different altitudes and surface types. The key for these can be seen whenever the contour map is up. It is a good idea to check Maps after the message Scanning New Terrain appears on the screen. Use right arrow key to leave this option. 5.2.2 Move: This option returns control of the Terrain Vehicle's movement. Move your terrain vehicle by using the arrow keys. Because of continual need for life support and the limited capacity of your environment suits, extended travel on foot is not possible. Your terrain vehicle has a small reserve fuel supply sufficient to take you from 5 to 25 "steps" depending on terrain. Fuel efficiency is a function of altitude -- the higher the altitude, less the efficiency. To re-enter the ship move the terrain vehicle over it and press any non-arrow key. 5.2.3 Cargo: This presents you with a list of all the cargo you are carrying and gives you the option of dropping anything. When an object is dropped on a planet's surface it can be picked up again. Cargo also allows you to pick up any item (including Lifeforms) next to your terrain vehicle, record messages found in Ruins, and make holographic recordings of Lifeforms. You must be directly beside an object to put it into Cargo. Note that any messages you find are identified by the date found. The cargo hold has a capacity of 50 cubic meters. 5.2.4 Look: This option places a moveable cursor on the tactical map, allowing you to examine any part of the terrain. Move the cursor with the arrow keys and press a key. 5.2.5 Scan: This option places a moveable cursor on the tactical map, allowing you to scan the terrain using your sensors. The results of your scanning are made available in a readout. Only lifeforms can be scanned. Note that lifeforms are not distributed evenly over the planet's surface, but tend to clump in the lower elevations near the equator or other temperate areas. The configuration of lifeforms on a planet is consistent with that planet's gravity. 5.2.6 Weapons: Your Terrain Vehicle is equipped with a laser and a stunner. You can choose which one to fire through the Weapons option. Bracket the target by using the arrow keys, and fire by pressing any other key. 5.2.7 Icons: This option presents a key of all the icons used by the Terrain Vehicle computer in the Tactical display, and a topographical key for the planet. It also lists the mineral, and the ancient and recent ruins icons. 5.3 Planetary Conditions Recommending a planet for colonization requires assessment of a number of variables. Remember that if you recommend a planet as habitable and it turns out to be otherwise, you can incur heavy penalties. The following is a set of guidelines to help you make the right recommendations. 5.3.1 Temperature: Some portion of the planet must fall within a acceptable temperature range. The following table shows the range of temperatures: SUB-ARCTIC ARCTIC TEMPERATE * TROPICAL * SEARING INFERNO Parts of a planet must fall within the highlighted range to be suitable for colonization. 5.3.2 Gravity: The gravity of a planet must not be "crushing" and it is preferable if it is lighter than "very heavy." Gravity must be below 2.0 g's for a planet to be suitable for colonization --- .7 to 1.3 is optimal. 5.3.3 Atmosphere: The planet must have an atmosphere and the atmosphere must contain Oxygen. 5.3.4 Water: There must be at least a minimal amount of free water. 5.3.5 Atmospheric Activity: Planets with violent or very violent atmospheric activity are unacceptable. The following chart can serve as a guide: NONE CALM * MODERATE * VIOLENT VERY VIOLENT Weather conditions must be within the highlighted area to make a planet suitable for colonization. 5.3.6 Bio-density: Planets with a higher bio-density are more preferable but this is not a necessity. 5.3.7 Minerals: Planets with abundant mineral deposits are also preferable, although this, too, is not a necessity. *Note that a planet may be suitable in a number of ways but have just one feature that makes it untenable as a colony world. Appendix A: Planetary Charts 1. SPECTRAL CHART COLOR CLASS Red M (coolest) Orange K Yellow G White F Green A Light Blue B Dark Blue O (hottest) 2. PLANET SURFACE CHART COLOR TYPE Red Molten Brown Rock Blue Ocean White Frozen Violet Gas Giant 3. MINERAL VALUE CHART Lead 40 Iron 60 Cobalt* 80 Nickel 100 Copper 120 Zinc 140 Molybdenum* 160 Tin 180 Magnesium 200 Aluminum* 220 Titanium* 240 Chromium 260 Antimony 280 Promethium* 300 Mercury 320 Tungsten 340 Silver 360 Gold 380 Platinum 400 Plutonium 420 Rodnium 440 Endurium 1000 * Repair Minerals 4. LIFEFORM VALUE CRITERIA CHART Use the following five criteria for judging the value of a lifeform: New Species: It must be a species not previously captured or recorded. Intelligence: The more intelligent it is, the more valuable. Niche: The higher its position on the food chain, the more valuable it is. Size: The bigger it is, the more valuable. Distance: The farther away from Arth, the greater the lifeform's value. Note than you cannot capture flying or floating lifeforms. Appendix B: Energy Usage Chart Hyperspace travel .48 to .16 cubic meter / coordinate travelled (based on engine class). Firing laser .01 cubic meters. Firing missile .5 cubic meters. Shields raised .1 cubic meter / star hour Launching or landing .25 / cubic meter per G of the planet. Appendix C: Excerpt from the Religious Writings of Arth The Book of Endurium Chapter One: The Years of Darkness (and Chaos). Verses 1-6. 1. In the beginning there was darkness... or was there light... no, there was darkness. Anyway, then Man came on the scene and verily did he create a great spacefaring empire and unto him... you know I'm almost positive there was darkness in the beginning. 2. Well, so anyhow, man spreadeth wide and extended himself amongst the heavenly bodies of the universe, and it was good (really, in fact, it was great!). And thereby and thusly did he findeth the other races. And unto his Empire did he take them, and yea did he accepteth them almost as equals. 3. And for a time there was rejoicing and forsooth all has hunky dorey. The, upon Mankind was there laid the greatest of catastrophes and he was bummed. The lands trembled and the skies burned and Yea destruction was brought down upon the Empire of Man. 4. And in the fall of this righetous an glorious empire did the other races seize upon the opportunity to express their disapproval of mankind's ways and verily did they slaughter billions of his number. And following this were the Dark Years of Chaos. 5. Woe and Yea and Woe were these years not dark, and were they not also chaotic? Verily were they chaotic and dark. In these years was there the darkness of chaos and the chaos of darkness. Both the darkness and the chaos were like unto no darkness or chaos as had been seen before. 6. And from this dark chaos, which as both chaotic and dark, were born the colonial worlds of Noah, which were like unto children of the empire. And among these worlds, which were like unto siblings, as Arth, and its moons were like unto children of Arth, which were like unto grandchildren of the Empire, and first cousins of the other colonial worlds. Chapter Two: The Prophecy. Verses 1-4 1. And Yea shall Arth be plunged into dark years of chaos. I say unto thee Yea. Yea! Shall these years be dark and chaotic and unto the other dark years of chaos. Woe, shall they be even more dark and more chaotic. Verily shall they be so dark and so chaotic it can not even be imagined how dark and chaotic they shall be. 2. Long and long shall these years of darkness and chaos be. And then from these dark years shall there arise a new Arth and a New Council and lo, they shall be new. And the, within the bowels of Arth shall there once again be movement. Yea, and proudly shall man once again walk the corridors of the children of Noah. 3. And within these corridors shall he once again findeth the Rock of the Ancients, which was first found by Man within the ruins of the Ancients wherein they did dwell and live and generally hang out, long and long ago. Praise be to the Ancients who were like unto... Well, who were like unto nothing in particular, and who did walketh amongst the stars before even mankind was a twinkle in the cosmic eye of reality. 4. Hail Endurium, oh holiest of rock-like, high-yield energy materials! Oh beauteous shining Rock of Truth! Praise be to that holy legacy of the Ancients for in it shall mankind once again findeth his destiny amongst the stars! So it is written. Appendix D: Excerpts from Captain's Log: Noah 2 Expedition 1100 hrs. 3-22-3454 We are exactly 9 hours away from Earth and the crew is completely exhausted. It has been four hours since we were attacked by the Gazurtoid ships and I am going to Yellow Alert so that some of the crew can get some rest. While the ship has sustained major damage, all systems are operational and there are, miraculously, no casualties. I am afraid that in my optimism I have made a grave error in judgement and endangered the lives of all aboard. In selecting our course I was fully aware of the fact that the primary jump link would leave us just outward of the Staff Constellation; lately there has been a good deal of Gazurtoid activity in that area. Since the link was only about 8 sectors from the Sol System, however, and since there existed a secondary link which would deposit us in the immediate vicinity of Arth in a matter of hours, I foolishly decided to risk an encounter rather than spend weeks in hyperspace. The moment we dropped out of the Flux we were under attack. Our missiles has little or no effect on the Gazurtoid ships. Apparently they have devised some new form of shield against missile attacks. Fortunately, we accidentally hit another Flux just upspin and core-ward of the first one. Our Navigator has just located our position and we are at 189,190. This puts us quite a long way from out destination, but we are alive. With luck and no more surprises we should reach Arth in approximately two days. Captain out. Appendix E: Timeline With the information we've discovered in the underground colony ruins our researchers have been able to piece together a timeline which we feel is fairly accurate. We are still not sure about a lot of the details, and many of the references are obscure. We are hoping that from your explorations you may be able to provide us with enough data to fill in all the remaining gaps. 2100 - Man discovers Endurium. 2150 - Man discovers Endurium's application to superphotonic technology and begins exploring. Colonization beings. Start of Empire. 2300 - Man meets Velox. 2650 - Major Endurium finds usher in Empire's Golden era. 2675 - Empire discovers Spemin. 2770 - Empire discovers Thyrnn and Elowan. 3000 - Start of first wave (?). 3120 - Velox pact of 3120. 3260 - First wave (?) ends. 3400 - Start of second wave (?). 3450 - Project Noah is initiated. 3454 - Launch of Noah 2 expedition. 3480 - Fall of Earth. 3505 - Bomb hit Arth, creates Southern Hot Zone and forces underground colonists above ground. 3520 - Arth society collapses and the Dark Years begin. 4400 - Arth's new era begins with the new council and the industrial revolution. 4500 - Rediscovery of space flight (sublight). 4594 - Discovery of Noah 2 colony and Endurium. 4615 - First group sent out in superphotonic ships. 4620 - Present day. SEWER SOFTWARE presents....... ***************************** ASTAROTH THE ANGEL OF DEATH. DOCS BY neil OF THE L.A.D.S./S.H.A.G. ****************************** LOADING. Insert disk,label up,metal bit facing drive. AIM OF THE GAME. The object of the game is to travel through the catacombs of ASTAROTH"S DOMAIN until you come to the final showdown with the lady herself. to be able to destroy ASTAROTH in the final battle you will have to collect all nine of the "MIND POWERS"that are placed throughout the caves.Along the way you will need these powers to help you destroy ASTAROTH"S minions and her three guardians of the soul,these take form of a sphinx,a three headed hydra and a maralith demon (a multiarmed,half-human,half-serpent creature).If you do not defeat these creatures you will not have enough power to even enter ASTAROTH"S chamber and therefore be unable to complete the game. Once you have battled through the cataciombs you can enter ASTAROTH"S chamber to enter into a final "BATTLE OF THE MINDS".In this battle the aim is to push back ASTAROTH"S mind power (depicted by a red energy beam) using all the powers of your own mind (depicted as a blue energy beam) this is achieved by waggling your joystick left and right as fast as possible.If you have collected all nine mind powers throughout the game and you are fast enough then it just possible to win. If you win this battle then ASTAROTH is destroyed and banned to the ethereal plane for eternity and victory is yours(in otherwords you win.) THE MIND POWERS. As you progress through the catacombs there are nine mind powers to be found,they are held in large bell jars and are scattered in the far corners of the levels. they are as follows(from left to right along the caskets displayed at the top of the score panel): 1:OZYMANDIAS:-With no mind powers at all. 2:TELEKENETICS:-Ability to move objects with your mind(used to dislodging objects from the ceiling). when activated a ghostly hand appears on screen and to move the object place the hand over it and it will fall to the floor below. 3:PYROKENETICS:-Ability to create fire with your mind.used to destroy most of ASTAROTH"S minions 4:TELEPATHY:-Ability to read peoples minds(which tells where to go next in the game). 5:SHAPE SHIFTING:-The ability to change body"s physical shape.in this instance to a bird. 6:LEVITATION:-Ability to defy the laws of gravity. 7:TRANSMIGRATION:-Ability to move your body from one place to another (without walking). 8:CRYOKENETICS:-Ability to freeze objects with the mind. used to destroy any creature that is not affected by fire. 9:NIGHT VISION:-Ability to see in the dark.certain rooms will appear nearly black and it is for these rooms that you will need night vision to be able to see what foe awaits you within. 10:MEDITATION:-Relaxing your mind and body to refresh yourself.(catch some zzz"s in otherwords) CONTROLS. CONTROL BY JOYSTICK ONLY(THAT"S THE BLACK THING WITH THE KNOB ON) UP = JUMP DOWN = DUCK LEFT = MOVE LEFT RIGHT = MOVE RIGHT FIRE = USE CURRENT MIND POWER TO CHANGE CURRENT MIND POWER THE SPACE BAR SHOULD BE PRESSED AND THEN MOVE JOYSTICK LEFT/RIGHT TO SELECT WHICH POWER YOU REQUIRE FROM THE ROW OF TEN CASKETS DISPLAYED AT THE TOP OF THE SCORE PANEL.WHEN THE REQUIRED POWER IS HIGHLIGHTED PRESS FIRE TO SELECT IT. IN GAME. TO QUIT CURRENT GAME PRESS ESC. F1 =SOUND OFF F2 =MUSIC AND SOUND EFFECTS F3 =SOUND EFFECTS ONLY HELP =ENTER SAVE/LOAD GAME OPTION SCREEN. S =SAVE CURRENT GAME L =LOAD PREVIOUSLY SAVED GAME R =RETURN TO CURRENT GAME DISPLAY PANEL. FROM LEFT TO RIGHT THE DISPLAY PANEL SELECTIONS ARE AS FOLLOWS:- 1. THE ROW OF CASKETS HOLDING THE MIND POWERS(SELECTED BY PRESSING THE SPACE BAR). 2. MIND POWER-DEPICTED AS A DECAYING BRAIN.IF THE BRAIN DECAYS FULLY THEN OZYMANDIAS LOSES ONE OF HIS FIVE LIVES. 3. EAST-WEST COMPASS:TELLS YOU HOW FAR FROM THE CENTRE OF THE CATACOMBS OZYMANDIAS IS LOCATED (IN AN EAST-WEST DIRECTION). 4. LIVES INDICATOR: TELLS YOU HAW MANY OZYMANDIA"S FIVE LIVES ARE REMAINING (DEPICTED AS CRUCIFIXES). 5. NORTH-SOUTH COMPASS:TELLS YOU HOW FAR FROM THE CENTRE OF THE CATACOMBS OZYMANDIAS IS LOCATED(IN A NORTH-SOUTH DIRECTION). 6. CLOCK:SHOWS HOW MUCH TIME HAS ELAPSED DURING THE GAME. ASTAROTH"S MINIONS. ANACONDAS:-Their venom is extremely detremental to ozymandias health. IMPALERS:-These inhabit caves,caverns and similar subterranean domains.with there stony outer casting they are indistinguishable from stalactites found on cave roofs.they are attracted by noise and heat and when a living creature their position above, they will drop onto it in order to try and kill or devour it. BLUDGEON BEASTS:-These creatures are descended from the impalers but they bear more of a resemblence to large boulders than stalactites.however they behave in a similar fashion to their cousins droping down to bludgeon you to death by it"s sheer weight. GIANT BATS:-The bats found in astaroths domain are of the vampire variety,they swoop down from the ceiling and attack ferociously with their claws and dreaded teeth. GIANT SCORPIONS:-Are vicious predators.they are likely to attack any creature which approaches them.they attack by firing highly toxic venom from their segmented tails which burns intensely on contact with the skin. GIANT WORMS:-Spend all of their time in a constant search for food.they attack by biting and can only be destroyed by receiving several hits to the head. HARPIES:-Have bodies of vultures but the upper torsos of women.they are voracious carnivores and foul creatures.a harpy attacks with her vulture claws,attempting to rip the throat of their foes. TORTURED SOULS:-These are all that is left of previous intrepid adventurers who sought to destroy astaroth.they take the physical Form of a severed head or a decaying skull and attack by sucking the powers of the mind. BEHOLDER:-These appea S E W E R S O F T W A R E Presents TYPED BY THE TWINS OF TRILOGY T I M E ~~~~~~~~~~ PLAYING TIME In the game TIME you have complete control over the movements and actions of your character. Figure 1 shows a typical screen from the game, and the functions of the icons on the lower part of this screen are described below. In order to access any particular icon, move your mouse pointer over that icon and click on either mouse button. The middle row of icons determines the movement of your character in the game. Clicking on any of the four directions - either facing into or out of the screen, or facing left or right. The two icons to the right of the centre will move your character at increasing speeds to the left. The lowest row of icons represent all of the other actions which you can perform in the game: One icon is an EYE which opens when you pass an object of interest. When the eye opens, you can stop and examine the object simply by clicking on the EYE. There may be more than one object in each location. Extra objects can be examined in turn by clicking repeatedly on the EYE. If the objects you are examining is a computer, then clicking on the EYE icon logs you onto the computer. There are computers in most satellite locations. The second icon is the DROP icon which allows you to drop an object. You can select which object to drop by clicking on the relevant monitor screen in order to highlight it, and then click on the DROP icon. The third icon is the TAKE icon which allows you to take any object you are examining, so long as it is movable. Just click on the TAKE icon when the objects is being examined and you will be able to take it. The object will then be displayed on one of the four monitors at the top of your console. Because you may carry only four objects at once, there are only four monitor screens. The fourth icon is the TALK icon. If you wish to have a conversation with someone, then approach them and click on the TALK icon. If they wish to speak to you then they will do so, otherwise they might just smile or frown at you. If you wish to read through any speech faster than it appears on the screen, then click on the mouse button (so long as the mouse pointer is not pointing at any icon) to bring up the next piece of conversation. The fifth icon is a special purpose icon which relates to particular objects. To give a simple example, if you select a food pill that you are carrying then the icon will be highlighted. If you now click on the icon you will eat the food pill. A more complex example occurs if you select, say, a hammer. The icon will not be activated until you examine (using the EYE icon) some other object which you can hit with the hammer. Unless the icon is highlighted it cannot be used. The sixth icon is the GIVE icon, which allows you to offer any of the objects you are carrying to another person. Highlight the object you wish to give and then approach the person you wish to give it to. You may only give them an object after you have engaged them in a conversation with the TALK icon. Much of your time will be spent travelling about the HISTORISAT, which is a satellite in goecentric orbit around the earth. The design of 21st century satellites still puts space at a premium. This means that certain parts of the satellite are connected via a 'multi-door' system, which provides a multiple connection to other parts of the ship. These multi-doors are clearly marked by a sign with three horizontal bars near the relevant exits. By clicking on the DOOR icon, you can alter the destination of a multi-door. On the HISTORISAT you will locate some time machines which will allow you to travel back in time. When you are time-travelling, the DOOR icon becomes a RECALL icon which will return you immediately to the space station. Unless you are mortally injured this will be your only method of return. TECHNICAL NOTES A) COMPUTERS: The Historisat is equipped with the latest Neuro Token- Ring Computer System. This means that you need only look at a terminal (using the EYE icon in order to log on. There are clearly displayed neuro-computers in most locatios. The user interface is meu driven, and their operation is self-explanatory. You will find that computers in different functions. However, all computers give you the facility to LOAD and SAVE your game position. You can EXIT from the game only by using a computer terminnal. B) TIME MACHINES: It may surprise soem readers that time travel will be mere formality by the year 2047. It took exactly 100 years from the publication of Einstein's General Theory of Relativity to discover the 'grainy' nature of past light cones. In simple terms this means that the time traveller may only go to certain node points in the future or the past. This severely limits the number of potential dates which may be targeted. It also means that every machine needs to be tuned very carefully to a particular date. One final and important restriction is that the time traveller may not carry any items on the journey. As always, the best method of discovery of these principles is to practice..... The End r as giant swollen eyeballs,they feed on the power of the mind and if they come into contact with ozymandias he will lose a large proportion of his mind energy. FIRE ELEMENTALS:-Are terrible to behold and are fierce creatures.They set fire to any inflammable material they touch causing great damage.they are checked by ice or water. WATER ELEMENTALS:-These creatures consist of a considerable volume of water(or watery liquid).They attack by firing iceballs at their enemies or alternatively they attempt to drown them by crashing into them destroying themselves in the process. ASTAROTHS GUARDIANS OF THE SOUL. SPHINX:-These foul mutations have the body of a large lion and the upper torso of a woman.they attack their pray by vomiting at them,the gastric juices from their stomachs buring the prey like acid. THREE HEADED HYDRA:-These are the most horrific of the dragon family. They are pure evil and attempt to destroy any creature who dares to enter their domain.they can only be destroyed by destroying all of their heads. MARILITH DEMON:-These are female demons in the shape of multiarmed female on top of a giant snake.They have six arms all able to use a weapon.the favoured being swords and battle axes.they also possess the mind power of pyrokenetics as a form of attack. OBSTACLES AND TRAPS. Along the way astaroth has left several traps and obstacles to keep the unwanted out of her lair. ICEWALLS:-These are unpassible unless ozymandias possesses the pyrokenetics mind power which he can use to melt them. STONE WALLS:-These ars impenetrable unless ozymandias possesses the shape shifting mind power which allows him to fly over them AXES AND SPEARS:-IN some rooms there are axes and spears hanging from the ceiling and when you walk into a room you tread on a triggering device which releases them and they fall down.if ozymanias is not quick enough then these weapons will fall and impale him. GARGOYLES:-These stone abominations are positioned on the ceiling of certain rooms.when they sense the presence of a human being they realease a vile secretion from their mouths upon the victim below. THERE YOU HAVE IT THE COMPLETE ASTAROTH. S E W E R S O F T W A R E - Present - GALAXY FORCE Docs by ** P H A N T O M L O R D ** SCENARIO -------- In this distant Galaxy exist many systems harbouring life. Trade and communication have arisen between these star systems, as has a great, dark force threataning these distant civilizations. To fight this dark menace the Space Federation was formed, but has met with little success. The enemy calls itself THE FORTH EMPIRE and has now attaked JUNOS, jewel of the Galaxy. The JUNOS star system, once so beautiful... is only ashes now. And on these ashes THE FORTH EMPIRE is building the strongest fortress of all time, from which to complete their conquest of the galaxy. The Space Federation must end this evil menace! Thus is launched Galaxy Force, to strike a hammer blow against the forces threataning civilization. Fortunately, having done this duty of saving JUNOS people and destroying THE FORTH EMPIRE, a combatant of Galaxy Force returned to the ship. JUNOS STAR SYSTEM ----------------- The JUNOS star system comprises of five planets, the jewel of the Galaxy is JUNOS, with VELTEOR, MALKLAND, ORTHEA, and ASHUTAR. YOUR AIM -------- You have to fight THE FORTH EMPIRE through five levels, travelling through space, over land and sea, through caverns, and ultimately destroying the fortress at the end of each level. You will come across many different life forms, as well as the more conventional fighter craft. But their aim is the same to destroy YOU. Lock-on to the enemy and destroy them with the use of your MISSILES or LASER GUN. The sixth mission is on the way to THE FORTH EMPIRE'S fortress, you travel through never ending tunnels, through construction sites, and ultimately to the fortress itself. Destroy this with everything you have. PLAYER CONTROLS --------------- Joystick only in PORT ONE. OTHER KEYS ---------- "A" to increase speed "Z" to decrease speed "FUNCTION 1" - Pause "FUNCTION 2" - Music/sound fx toggle "FUNCTION 10" - Quit T H E E N D . SEWER SOFTWARE Australia proudly presents Iron Lord Manual By Snuskbuske H2O ----------------------------------------------- The sun had long since disappeared beyond the horizon. A constant glacial wind blew about the layers of fog gathered around the castle. Behind the lowered portcullins, a guard wrapped up in a cape warmed himself in front of a braizer, fighting off cold and his fatigue. Since nightfall he had stood there, chilled to the bone..., peering vainly into the gloom, aided from time to time by a dim moonbeam. His night-watch was almost at an end and he was comforted by the thought of his warm room awaiting him. Suddenly, the night seemed to grow even darker, as if an immense shadow had just masked the moon, emphasizing the menacing aspect of the fog. The guard shivered in spite of himself. He told himself that it was due to the cold, and gripped his lance more tightly... At that wery moment he noticed a figure standing immobile on the other side of the portcullis. The guard started, suppressing a cry of surprise. In fact, although the fog usually muffled any sound, it was impossible for anyone to arrive at the gateway without his footsteps on the pebbly ground betraying his arrival. "Who goes there"? asked the sentry in a loud but not very confident voice. "I am a traveller, and I would like to see your lord..." replied the stranger. The latter spoke with great ease, and a slight note of authority could be heard in his deep voice. "Who do you think you are, disturbing the lord at this late hour"? asked the guard, approaching with a lantern in his hand. The stranger, lit up by a misty halo, still hadn't moved. He was dressed very elegantly, in the style popular in faraway lands. His clothes were dark and a large cloak covered his shoulders, in sharp contrast to other foreigners who were usually dressed in bright colours. "I am Zolphar", he replied coldly, "your master's brother". The guard didn't let his scepticism and mistrust show, for there was something rather unusual about his nocturnal visitor's determination. He took a horn hanging on the wall and sounded out three short notes. Soon fterwards, the sound of footsteps on the cobbles could be heard from afar. A heaily built man wearing the insignia of Captain of the Guard appeared. He was no longer a young man, and the many scars on his face hardened by time revealed that he had once been a great warrior. The captain, named Maltholm, was indeed one of the oldest warriors in the kingdom. His talent and loyalty had promoted him to the rank of friend and confident of the lord and his family. "My word"! he exclaimed before the guard had the chance to say a word, "Lord Zolphar, what brings you here"? "I am glad that someone actually recognizws me" replied Zolphar. "I also remember you Malthom, you havn't changed". "And yet it's been years since we last met". said Malthom with a pensive air ; then addressing the guard, "don't make our guest wait any longer, open the door". As Malthom and Zolphar walked through a maze of courtyards, corridors and galleries leading to the mamorial quarters, Zolphar suddenly recollected the past. He was slightly younger than Tibor, the present lord. He had always suffered from being the youngest son and kept himself to himself, preferring to be alone, whereas Tibor had been a talkactive and gracious boy. Zolphar's behaviour had earned him the nickname "Dark One". One day, Zolphar was involved in a plan to overthrow his brother. The attempt failed and he was forced to leave the kingdom immediately. No one had herad of him since. After being announced, the two men entered the manorial appartments. Lord Tibor, who had been informed of their arrival by the guard, was waiting impatiently. "My brother, your visit gladdens my heart. I have not heard from you for so long. Come, make yourself comfortable and tell me everything. I shall send for something to eat". Tibor had never believed the accusations against his brother, and even if they had been true, he would have forgiven his youthful sins after so many years. He ordered a heavily laden table to be set in honour of his brother. "At last you've come back home. But where on earth have you been all these years"? asked Tibor, observing his brother who was calmly tasting the various dishes. Tibor was intrigued by the distant attitude of his brother, who acted as if he was not part of his surroundings, no longer of this world. "When I first left, I spent a lot of time travelling. I visited lands where no man had ever set foot before. Above all, I met men of infinite learning". "So some of your friends were scholars". "My friends ? No, not really. Let's say rather that they were professors, masters. My own knowledge now far surpasses most of theirs. I could also boast about my belonging to the Circle of the Powerful... but let's talk about something else, for you certainly don't understand much of what I've been saying". Almost immediately, Zolphar's face had darkened, and a cruel light glimmered in his eyes. "Yes, indeed", replied Tibor, who was troubled by his brother's strange attitude. "And you" added Zolphar, in a lighter tone, "what has become of you"? "As you can see, I am still ruling my kingdom. And for the past three years, I have had the pleasure of watching my son, who will naturally succeed me, become a man. His mother passed away while giving birth. You will meet him later". "Yes, I think that perhaps I should retire, the voyage has completely exhausted me". "Of course, I'll show you to your room. We'll continue this conversation tomorrow". "Nothing is ever certain about tomorrow", replied Zolphar with a strange smile... Tibor had just arisen from his bed, and began pacing up and down his room nervously. Ever since his brother's arrival, a strange atmosphere seemed to prevail in the kingdom. It made him feel quite uncomfortable. Tibor went out, resolved to let the night air calm down. He took the path to the battlements. He hardly recognized his brother now. Even if Zolphar still looked the same, something inside had obviously changed. An aura of contained power now seemed to emanate from Zolphar. It was all so odd. As he walked along the ramparts, his face whipped by the wind and the cold night air, he suddenly made out a figure not far away. Zolphar stood a few paces away from him, leaning against the battlements and staring into the darkness. "Zolphar ! What are you doing here ?" Zolphar barely turned his head, giving his brother an oblique look. "I knew you would come Tibor. Nightfall is not a time for rest, bot of action". Zolphar now turned towards his brother, revealing a cruel smile. "Didn't you ever wonder, my dear brother ,why I would come back after all these years ?" He seemed about to burst out laughing. Tibor remained silent, completely overwhelmed by the situation. "Well, know I shall tell you. I've come to take what should have always been mine... I'm going to put an end to your insignificant little rule". "What are you talking about ? Have you gone mad ? You could nev..." Before Tibor could finish what he was saying, Zolphar placed his hand on his brother's chest and uttered an incantation. Tibor immediately turned crimson, the viens in his neck swelled up, he started bleeding and soon died from suffocation, Zolphar couldn't help crying with joy at the sight of his brother's purplish bloddy face, and he burst out laughing in a sinister manner. He turned towards the horizon which he contemplated for a long time. He then started muttering a new incantation. The sky grew even darker and a mass of black clouds appeared above the castle. Zolphar's cape blew in the wind. A bolt of lightning tore across the sky and a tree crashed to the ground. Suddenly, the beating of wings could be heard in the distance. A group of hideous creatures flew towards Zolphar. Their wings were webbed, like those of bats, joined to their emaciated bodies. There red eyes, which resembled fiery coals, lit up their monstruous half-animal, half-demonic faces. Their long hairless bodies ended in a sharply-pointed scaly tail. Yet that was nothing compared to the double row od razor-sharp teeth jutting from their drooling, half-open mounths. The creatures perched on the battlements watching the one who had summoned them. Zolphar addressed them in a hissing voice. Beyond the ramparts, one could now hear scraping, rattling and moaning sounds, as well as the click-clacking of the claws. The sentries were becoming suspicious of these curious noises. The moon, now completely hidden by a dark cloud, made it impissible to distinguish anything but a disgusting adour of rot linguering in the air. Suddenly, the clouds disappeard, bathing the castle and the plain in an almost unreal light. It was then the watchmen were treated to a horrible sight : the plain was filled with an entire army, but not just any army... Under the helmets one could make aou bony skulls. The chain-mail of these zombie- like creature protected their rotting flesh. One could also make out two- headed "Cerberi" with slavering, foaming mouths, as well as ghouls and other nauseating zombies. Although this nightmarish army stood still, apparently waiting for some kind of order, the horrified guards almost simultaneously sounded the alert with their bugles. Zolphar let out a war cry in a mystical tongue. The winged, screeching creatures flew off, while outside an inhuman clamour rose from the chaotic troop, announcing its attack. The guards inside the castle, who had been roused from their sleep, slowly started to get ready. They wondered what could be happening. Meanwhile, the flying creatures rushed towards the guard-post protecting the portcullis. The first two creatures were met with a flood of arrows, killing them on the spot, but this did not stop the rest of them, who descended upon the terrified guards. One of themwas borne up into the air and dropped 75 feet higher. He was killed on contact with the ground. Another guard had his eyes gouged out by a terrible blow from the creature's pointy tail to the face. Others simply had their throats slit by the monsters' powerful jaws. And even if a few creatures had been killed at the beginning of the attack, every last guard was eventually massacred. The monsters then proceeded immediately to open the gateway with a turn of a wheel. A few soldiers appeared in the courtyard and let fly a stream of arrows, but it was too late, for the ghoulish army had already entered the castle. Valiant though they were, the soldiers quickly realzed that they were defeated. As arrows were only effective against the "Cerberi", close combat was inevitable. Yet unfortunately the zombies were at their most fearsome in this type of combat. They displayed unimaginable savagery, sacrificing themselves when necessary, to be immediately replaced by a second wave of zombies. The soldiers retreated, but their pursuers had invaded the whole of the castle, chasing the fleeing soldiers into every nook and cranny, There was hardly one barricaded gate or door that resisted more than ten minutes of the devastating attack. The "Cerberi" threw themselves upon their moamning victims' throats. The flying creatures had quickly thrown from the ramparts all those archers covering their colleagues below. Yet the savage hoard was too busy massacring the wounded survivors to notice a figure stealing towards the stables, hugging a package to his chest. Malthom closed the door of the stable. The sword he was holding dripped with blood and some fragments of rotting flesh still clung to it. Suddenly. there was a growling sound and a dark mass rushed at him. He was so fast with his sword that you could only glimpse a flash of the blade. The two-headed "Cerberus" was stopped in full stride. Malthom's sword had decapitated him at one fell swoop. Malthom then saddled his horse and looked at his charge. Tibor's son was sleeping peacefully despite the battle. Malthom attached the child to his chest with his cloak and quitly left, holding his horse by the bridle. He knew that nothing could be done here. Zolphar was on the ramparts savouring his victory and did not notice the shadowy figures moving further and further away from the castle. At sunrise, not a single guard was alive. The ghoulish army had left behind them only death and desolation. Zolphar had sent them back to the world of darkness. All the corpses had been burned, leaving no trace of the terrible event. Zolphar was now the new ruler of the Green Country. Meanwhile, Malthom rode continuosly for most of the night. He wanted to reach the forest as quickly as possible, for he knew that it was relatively safe place ; few people ever went there. The woods were dark an unwelcoming. Numerous animals fled into the bushes as they approached. Malthom was worried, as he had to find them a shelter for the night, but he was not familiar with the forest. To make matters worse, the boy had woken up and was hungry, yet Malthom had nothing to feed him. Malthom was soon relieved when he came to a clearing and saw a small hut. He quietly approached, sword in hand, and peered into the window. Inside the hut an old man seemed to be cooking. Malthom went in, pushing the door open, and stood there with his sword ready and the boy clinging fearfully to his ankles. The man appeared to be quite old : his hair was white and his face was covered with wrinkles. His eyes, though, seemed to deny his age. "Hello starngers, I've been waiting for you... Don't brandish your sword around in that fashion, you have nothing to fear from me". "How could you have been waiting for us, since I didn't even know myself that I'd be coming ?" asked Malthom inceduslously. "I know things, noble Malthom. Come in and sit down. I have prepared a meal for you as I imagined that you'd be hungry". While they ate, the old man explained many things to them. He was a hermit, but also a wizard. He had seen the attack which destroyed the castle in the flames of a divinatory fire. He had also seen Malthom and the boy fleeing, and had therefor guided them to him by magic. "Zolphar is an extremly powerful evil being", added the old wizard. "You were very lucky to have escaped. You must do all you can to kill him, for I know of his plans to reap havoc once again. Alas, even I, one of the most powerful wizards, can do nothing to fight this demon. However, all is not lost, for there is a prophecy that says that only someone of the same blood can overcome him. That is why he killed his brother. Luckily Tibor's son is still alive, as it will be up to him to triumph over Zolphar. Malthom, you must make of this boy an incomparable warrior capable of raising an army. Only those soldiers who are under his command will be able to overthrow Zolphar. Unfortunately, I cannot be of much help to you, for my days are coming to an end and I will soon have to choose another life-form for my soul. I would like you to know, in any event, that I wish you the best of luck". And thus they followed the old wizard's instructions. As the years went by, Malthom taught Tibor's son the art of fighting, in the heart of the forest. Many years have passed and Malthom is now an old man, but Tibor's son is there to follow after him. He is now a fierce with a burning desire to avenge his father. At last the day arrived when the pupil had nothing left to learn from his master. The young man was ready to face Zolphar. Before leaving, he promised Malthom that there would be be a place waiting for him once he had overthrown Zolphar and won back the castle. And with tears in their eyes they said goodbye, like a father and son would have done. Upon his arrival at the foot of the castle, the young knight felt a shiver run up his spine, In the place of his proud family's residence nothing remained but an old abandoned castle. He entered it and climbed the steps of the highest tower, watching out for the crumbling stones which frequently disintegrated under his feet. From the tower he could look out upon the green countryside that was rightfully his. Although there was no real lord, the region seemed to have prospered. However, he knew that the threat from his uncle was very much alive. This time though, it would be different. He now knew a lot about his enemy, which was certainly in his favour. Zolphar was about to meet an opponent who'd be a match for him. The young man's honour was at stake. He would finally be able to put into practice everything that Malthom had taught him all these years. "The law of the Iron Lords". And now, it's your turn to play... I) OBJECT OF THE GAME You must first persuade your people to arm themselves against your uncle's army. When battle breaks out, you must lead your army to victory. Then and only then will the force of darkness return to the caves of Hell, where they should have stayed for good. II) RULES OF THE GAME A- THE ADVENTURE - MOVING AROUND ON THE MAP (Mouse) You begin the game in your castle. An overview of the kingdom shows you the specific areas you can enter. Consult the section "SAVING OR LOADING A GAME" to get more information about the castle. To do this, move the hand-shaped cursor to your selected destination by using the mouse, and press the left button. Should nothing happen, it means that your chosen destination is not accessible from you current position. You must therefore cross one or more intermediate zones before reaching your selected destination. Each time a display of the countryside appears, the sword-shaped cursor has automatically moved to your current position. - MOVING AROUND IN A SPECIFIC AREA (Joystick or Mouse) - The left-hand display window shows your present position. - The upper right-hand window gives a bird's eye view of the area. You will move around in this area. Fourdirections are possible, corresponding with the principal areas of the game. When you reach your destination, the character you embody will automatically be placed by the exit, next to his steed. When you want to leave, you simply go back to your horse and press the joystick button or left nutton of the mouse. To move your character around using the joystick, shift the joystick in the desired direction : * UP = NORTH * DOWN = SOUTH * LEFT = WEST * RIGHT = EAST The lower right-hand window will then give you information about the area you are in. Therefore, if you're lost or don't know what to do next, you simply press the firing button of you joystick or the left button of the mouse. To this, the cursor must be placed inside the area in which your character is moving around. A message will appear describing the area and advising you on what move to make. To enter a building you just have to get as close as possible to it and then press the firing button of the joystick. Should nothing happen, the house is not worth entering, and you should keep on moving. You can also move your character around with the mouse by clicking on the edges (NORTH,SOUTH,WEST,EAST) surrounding the aerial view if the village. - MEETING OTHER VIDEO CHARACTERS (Mouse) Whenever you meet one of the other characters, several options are available to you. When you've chosenan option and wish to return to the main display, simply position the cursor on the icon marked "DONE" and press tyhe left of the mouse. - LIST OF OPTIONS: INVENTORY : A reminder of the objects in your possession. To get information about a particular object, place the cursor on the item in question and keep your finger pressed on the left button of the mouse. EXAMINE : This option gives you information about the character you meet. Beware of some of these characters since their mood may change in response to your every action. DISCUSS : To talk to another character you need to consult the present option's menu. The arrows at the top of the screen enable you to select the sentence you want. When the sentence displayed corresponds with what you want to say, place the cursor on the sentence and press the left button of the mouse. The other character's reply will be displayed immediately afterwards. When you'we finished reading it and want to return to the menu, place your cursor on the icon "DONE" and press the left button of the mouse. BUY : This option comes in handy when you want to make a purchase. You simply choose an item from thr displayed list and its cost will be automatically deducted from the money in your possession. GIVE : Useful for bartering with other characters. MONEY : A reminder of thr amount of gold coins in your possession. QUIT : to stop your conversation with a character. B - PHASES OF ACTION 1) THE ARCHERY CONTEST To begin this contest, press the left button of your mouse. This is a test of your archery skill. It's divided into three parts : two qualifying rounds followed by the final decisive round. Each round is composed of seven firing sequences, which in turn comprise four attempts per target. If you choose to abandom a game in progress, you won't have to start again from scratch (for example : you don't have to recommence the first round if you have previously passed it). A round is completed once you have optained the required number of points. Your success alone will enable you to progress in this contest and maybe win the trophy. DESCRIPTION OF THE ICONS : All the commands are made through the icons at the bottom of the screen. The left window depicts your video character. The right window shows your viewpoint of the target. - The icon carrying a flag informs you about the force and direction of the wind. - The second arm-shaped icon adjusts your firing power. You can also change the power by clicking on the archer in the upper left-hand part of the screen. - The third icon from the left selects the trajectory height. Place the cursor on either of the arrow's tips and press the left button on the mouse to change the angel of your shooting. When you think you've reached the ideal height, release the button. - The fourth icon from the left enables you to choose the shooting angle in relation to the target. Place the cursor on one of the arrow's tips and press the left button of the mouse to change your shooting angle. When you reckon that you've established the best possible angle, release the joystick button. - Finally, the "STOP" icon enables you to abandon the contest at any moment in time. Hitting the bull's-eye will win you 100 gold coins. FIRING AN ARROW : When you've chosen the vertical and horizontal angles of your arrow, place the cursor on the icon indicating the strenght of your shooting and keep the left button of the joystick pressed down. Your firing power should then increase. When you judge the power level sufficient, release the left button of the mouse. The arrow is then propelled towards the target. If you manage to hit the target, a close-up display enables you to evaluate your shot and improve it the next time. Should your arrow miss the target, a topside view will reveal your mistake so that you can correct it. Press the left button of the mouse to shoot another arrow. 2) THE GAMBLING HALL The gambling hall is a favourite haunt of the local people. Some go there to try and get rich by gambling. Others prefer to watch armwrestling champions in action. And alcohol is readily available here ! To select your choice of game, place the cursor on the display and then press the left button of the mouse to confirm your choice. To take part in an arm-wrestling match, place the cursor onthe two characters fighting to the left of the screen. To play dice, choose the dice-thrower to the right of the screen. If you want a drink, select the waitress in the middle of the screen. If at any time you want to leave the gambling hall, place the cursor on the lower text window and press the left button of the mouse. THE ARM-WRESTLING CONTEST (Joystick) In order to win this test you must beat nine opponents. This contest is designed to reveal your strengh and endurance. The overall display of the game is divided into several sections: The main upper left-hand display is a rear-view of you sitting opposite your opponent. The left-hand column reveals your power level ; it's crowned with your coat of arms. The right-hand column is that of your opponent. These columns come in handy when comparing your power and endurance with that of your opponent during the test. The lower left-hand icon enables you start playing. When you are ready to begin, select this icon. To select one of the three lower icons, move the joystick to the left or right. You will then see that a flashing rectangle appears on the screen surrounding the option you wish to choose. Then press the firing button on your joystick to confirm your choice. The next icon provides information about your opponent. You should ideally find out the weak spots of each champion before fighting one of them. Finally, the futhest icon on the right allows you to abandon the game in progress. The object of this game is simplicity itself. You have to increase your power level by moving the joystick from left to right and vice-versa, as quickly and smoothly as possible. Your arm alone is the key to winning (it's a good way to build up your muscles !). PLAYING DICE (Mouse) This contest could help you to get rich quick. it's played with two dice and two players. In order to win, the sum of the two dice thrown must equal seven. If the combined number is lower than seven, the money wagered goes into the kitty. If the sum of the dice is higher than seven, you don't win but you keep the money youwagered. And if you manage to throw seven you win the money in the kitty. In the event that both players throw seven, the dice must be thrown again. THEORY OF THE GAME The game display comprises several different windows : On the left-hand side of the screen, the gaming area, where the dice are thrown. In the upper right-hand corner, your hand ready to throw dice. At the bottom of the screen, two icons ; the first of these shows both how much the kitty contains and the money you have left. The second icon enables you to abandon the game at any moment in time. To start playing, move the cursor into your character's hand and press the left button of the mouse. A window will appear in which you'll enter how much you want to bet, by increasing or decreasing the displayed sum. In order to do this, place the cursor on either end of the double arrow and hold down the left button of the mouse until you reach the amount you want to bet. Confirm your choice by placing the cursor hand to the left of the window and press the left button of the mouse. Your opponents will invariably make the same choices as you. At this point your character's hand will start to shake the dice. You throw the dice by pressing the left button of the mouse. The dice will roll onto the gaming area and their combined score will be shown immediately. To find out your opponent's score, press the left button of the mouse. With luck, you shouldn't meet any problems, but be careful not to go bankrupt. 3) FENCING (Joystick) This test only takes place if an assassin attacks you while you're leaving a town. The assissins work for your uncle and will stop at nothing to kill you. The only possible outcome of this test is victory or death. Be careful as this is one of the most difficult stages of the game. Read carefully through the following instructions before entering into combat. The view simulates what you would see through a helmet. Fighting is based on instinct, which warrior of your quality is necessarily endowed with. THE GAME You can deliver seven different types of attack, corresponding with the seven directions of the joystick (see Fig 1). In order to win, surprice your opponent before he has time to react. Fig. 1 ------ a strike to the left a strike in the centre a strike to the right in the shoulders from at the top of the skull in the shoulders from top to bottom ___ ^ ___ top to bottom |\ | /| | \ | / | \ | / a strike to the left a strike to the right in the chest <------------ ------------> in the chest from left to right from right to left / \ | / \ | |/___ ___\| a strike into a strike into the enemy's left hip the enemy's right hip from from the left and from top to bottom the right and from top to bottom You dispose of three types of defense corresponding with the three directions of the joystick (see Fig. 2)  Fig. 2: ------- Parrying a blow from opposite ^ | | Parrying a blow from the left <-----------> Parrying a blow from the right | | \/ Parrying a blow from opposite You'll have to react very quickly when you spot the enemy preparing his attack. Two energy markers are situated in the centre of the screen : - the right-hand marker belongs to your opponent. - the left-hand marker is yours. You may noticed that the energy reserves are reduced once participant is wounded. The duel finishes when one of the warriors meets his death. Try to be the survivor ! C - SAVING OR RELOADING A GAME This operation can only be carried out from the Castle. The Castle is your headquarters, where you'll make all your strategic decisions. To enter the castle tower, position yourself to the west of the building and press the left button of the mouse. When you arrive at the top of the main tower, you can access a menu to save or load a game, or take the initiative to amass your army when you judge it to be powerful enough to combat your Uncle's evil forces. Select your option by means of the cursor. Be careful ! Remember to keep a blank formatted diskette on hand to save the game. Try to use the same each time whether to save a game or to load a previous one. D - THE FINAL BATTLE This is the most important stage of your mission. You can begin it as soon as you have at least one regiment of soldiers. But don't forget ! The more troops you have, the greater your chances of winning. To amass your army, go to the central tower of the castle. Choose your option from the menu which is also used for saving your games. This time, select the option "DECLARE WAR". If your troops are available, you'll soon see them, face to face with the enemy hordes ready to do battle... 1) HOW THE BATTLE DEVELOPS Your army is situated in the bottom half of the screen, south of the plain. The enemy is to the north. In addition, you can recognize them by the colour chestnut that they all wear. The only possible outcome of the bttle is victory or death. 2) INFORMATION ABOUT THE TROOPS You'll notice that if you place the cursor on the badge and press the firing button on your joystick, a diagram and a text appear at the top left-hand corner of the screen, giving you information about the troop that you've clicked on : - PLAYER : Indicates a friendly troops - UNCLE : Indicates an enemy troop - MEN : Indicates the number of men - ENG : Current energy - MAX : Maximum energy 3) PROGRAMMING YOUR TROOPS You program your troops by using joystick (see Fig. 3). Position the cursor on the troop that you wish to move and press the firing button of your joystick. A rectangle outlining this troop will apear, indicating that you can program it. FIG. 3: ------- Makes the troop advance in a chosen direction ^ | Rotating movement to the left <----------> Rotating movement to the right | \/ Cancels the last programmed instruction When you make your army advance in one of these directions, a dot symbolizing this order will appear on the screen. Movements to the left or the right will be symbolized by arrows. You can program your army for seven manoeurver (a rotating movement,a forward manoeurvre... each representing one movement). When you have finished the manoeuvre phase, position the cursor on the icon "NEXT TURN" and press the firing button of your joystick. You will then see all the troops moving. Two enemy regiments are ready to do battle as soon as they meet each other. Once all the manoeuvres and fighting hav taken place, the cursor will appear again on the screen. You can then see if you wish to reprogram your troops. Food appears from time to time on the battlefield : take it to increase your energy. The key to overcoming these ebvildoers lies in careful planning and strategy. E - THE LABYRINTH Another challange awaits you : to combat the evil forces of your uncle in the heart of the labyrinth. 1) HOW THE GAME DEVELOPS : Thw screen shows you an overhead view of the labyrinth. Use the joystick to move yor character around. To escape from the labyrinth you must find the exits of all six levels of the maze. To do this, use the keys that you'll find on the floor : they will open cerain doors. Place yourself in front of the door to open it and press the firing button of your joystick. The magic sword is used during the arcade phase to reinforce the power of your shooting (see below, ARCADE PHASE). Your energy level appears in the form of a bar. You must pick up the stars that appear on the floor in order to recover your energy. If you don't have any more energy, you must start at the first maze again. 2) ARCADE PHASE : In between each level of the labyrinth, you must prove your skill in an arcade setting. Watch out! You must try to avoid being touched by acid, otherwise you'll lose some of your energy reserves. You must kill these monsters to get to the highest level of the labyrinth. NOW IT'S UP TO YOU TO PROVE YOUR COURAGE AND YOUR SKILL !!! THE FATE OF YOUR PEOPLE LIES IN YOUR HANDS. ****************************************************************************** * This textfile was written by Snuskbuske H2O * ****************************************************************************** SEWER SOFTWARE present.....COLONIAL CONQUEST. Our thanks to BLACKJACK. Colonial Conquest is a War Game set in the golden age of warfare in the late 1800's and early 1900's. The object of the game is to become the major power throughout the world. Upon booting up the program the player has the choice of selecting the scenario that he wishes to play. The options are as follows: Standard Game : None Of the Major Countries have any overseas colonies. 1880: Race For The Colonies : The World Of 1880. 1914: Brink Of the War : The World Of 1914 before the outbreak of WW 1. After the Senario selection is made, the player must now select the positions of the Major Powers. These may be Active : Player controlled, Neutral : Acts as a Minor Country and Computer : Computer controlled. If a Major country is computer controlled, the player also has the option of selecting a strength for the computer. The default level is level 0 and may be increased to level 9. The level selects how many armies and navies a Major country starts off with and does not change it's playing ability. It is advisable to begin with the computer players being set to default as level 9 for example in the case of Russia will give him 9 Million troops to begin with. Once you have played a few successful games you may then wish to increase the computer levels to match your own ability. Victory Conditions After the player selection is complete the final thing to do is to set the level of victory points required to win the game. this can be set at 500, 1000, 1500 or Unlimited. In the case of 500 points the game will only take perhaps 30 minutes to play. I personally recommend 1500 points. You may also select Unlimited in which case the game will continue until every territory on the map is controlled by one Major power. I warn you now that this can take a long time, a very long time. In order to accumilate points, territories must be conquered. Each territory on the World map has a value of between 13 and 50 points. These values are randomly generated at the beginning of the game and are not revealed. Additional points are given if a Major controls all territories in a given continent. If a territory is conquered by Subversion (See Subversion Phase) the Major country does not get any victory points. In addition to receiving points for conquering, a major also receives points for successful attacks and defenses. For example suppose England attacks France and he is unsuccessful, England will lose victory points and France will gain victory points even though there has been no change on the map. The World Map The World Map consists of all the territories throughtout the world. It also shows all the sea areas available. The 6 Major countries initial territories are coloured in their respective colours. As a Major expands it's newly conquered territories will change colour to match it's Major's colour. As well as changing colour the territory will also show the Major's countries flag to show that a army is present. You will also notice that some sea area will show a little ship. This does NOT MEAN that a navy is present at that location. What it does illustrate is that of all the Major Powers, the Major power whose fleet symbol is illustrated has more fleets bordering onto that sea location than any other Major. For example at the offset of the Standard Scenario, an English fleet symbol is shown in the English Channel/Bay Of Biscay sea area. This shows that before any movement the English have more fleets bordering onto this area than anyone else. In this case the English have 80 Fleets whilst the French can only must 20 in Normandy and 45 in Paris giving a total of 65. In the case of two or more powers having exactly the same number of fleets, the first country on the standard movement list will be shown (England - Germany - etc.) World Geography As you will know countries all vary on how they are made up geographically. Some are also flat and some are full of hills and mountains. Colonial Conquest takes this into account when working out the results of combat. For example a defending army in Greece which as we know is almost totally made up of hills and mountains is very difficult to defeat in view that it is able to use the land to it's advantage. This position can be further strenghtened by fortification (See Fortification Phase). Unfortunately room does not permit to list all the geographic ratings for all the territories. In addition to this, each territory throughtout the world has a financial value. This too is randomly determined at the offset of the game. If a territory is captured all it's wealth is taken by the Major power. This money may then be used during the Build Phase. Movement Movement in Colonial Conquest is played in the following strict rotation : England - Germany - France - U.S.A. - Japan - Russia. All movement is NOT SIMUTANIOUS. Therefore it must be remembered that for example if France decides to attack Belgium and at the same time Germany also decides to attack Belgium, the German attack will be first. If he is successful he will occupy Belgium and then France will attack Belgium (German controlled) and the result will be shown on the map. This will result that a state of war will breakout between France and Germany even though neither country may have wanted it. Army Movement Armies may move to any adjacent land territory. Upon selecting a territory to move the computer will show all the territories that armies within that territory may move to. The player may then move as many troops as he wishes although he must leave a minimum of 1,000 as a garrison. A player selects the number of troops to move by using the arrow selections both to increase numbers with the left arrow icons or to reduce them with the right arrow icons. Selection is made with the right mouse button but to increase the speed of selection both mouse buttons may be held down. After a player is satisfied with the numbers selected he selects O.K. and then moves on to another territory. Once he has finished his army moves he must hold down the right hand mouse button to activate the pull down menu. He may then advance to the next stage under the Option Menu. Navy Movement Navy movement is carried out in exactly the same way as army movement although the number of locations that a player may move to is much larger in view that he may move to any shore line throughout the world. A player may also decide to move armies with his fleets. Each single fleet may move 1,000 men. Therefore to move 50,000 men requires 50 fleets. Of course that number of men must also be available for movement from the sailing fleets starting point. The world is divided up into continents. Unfortunatley space does not me to show which territories belong to which continents but most are obvious. If a player decides to launch an invasion into the same continent that he is sailing from (e.g. Paris attacks Prussia) and he is unsuccessful his fleets and troops are returned to Paris sustaining any casualties that may have arisen. If however he attacks a territory in a different continent from his sailing point and he is unsuccessful his fleets will return but all armies will be automatically lost. It is advisable to first land at a friendly overseas territory and then expand from there (See Subversion Phase). A player may also elect to launch a naval sortie only. That is he may order his fleets to attack a territory without any of his armies present. Although navies cannot capture a territory they will attack any foreign fleets that that may be occupying their destination location. This option can be useful to reduce an opponents naval strength. The game is played in four seasonal turns. After the Winter turn the Build Phase comes into operation : Building Army/Navy Costs ($) Army (10,000 Men) Navy (5 Fleets) England : 600,000 300, SEWER SOFTWARE presents - Maniac Mansion Solution I used characters Dave, Syd, and Razor since I found out you need someone with musical talent. Dave did all the moves and carried all the inventory in my game except where noted. 1) Go to front of mansion. Pickup left bushes, door mat, and key. 2) Unlock front door and enter. Open far right door and enter. 3) Open far right door again and enter. (notice key in Chandelier) 4) Turn on lamp and go far right to loose panel. Pull panel. 5) Pickup cassette tape and exit both rooms. 6) Push right gargoyle while another player goes to basement. 7) Turn on light, pickup silver key and exit basement for now. 8) Enter door by grandfather clock and pickup flashlight. 9) Open refrigerator and pickup old batteries and can of pepsi. 10) Go thru dining room to storage room. Pickup jar & fruit drink 11) Unlock door with silver key and enter to swimming pool area. 12) Fill jar in pool and return to main entrance. 13) Position someone by mail box to wait for package. 14) Save game under " a ". 15) Go upstairs and enter room on left. Pickup wax fruit and paint remover. Exit room. 16) Use key pad and enter correct codes. Enter security door. 17) Go upstairs on right and give wax fruit then fruit drink to green tentacle. 18) Go upstairs on left and enter the first door on the left. 19) Pickup dime and walk to ladder by bed. Climb ladder to room. 20) Pick up record and key on right wall. Exit to hallway. 21) Go to 4th room on right and use hunk-a-matic machine. Exit 22) Save game under " B " and continue. 23) When doorbell rings, switch to mailbox and pickup stamps on package ( Don't pickup package ). Return to person on top floor. 24) While Ed is out of his room, you must enter the room and pickup the hamster, the card key, open the bank and pickup at least one dime. You have to be quick or he will caught you. Keep reloading game " B " until you get it. When you do it, save game. 25) Enter far right door and use jar on man-eater and paint remover on blotch on wall. 26) Return to 2nd floor and enter codes for security door. Enter. 27) Go to door on right and enter the room where the piano is. 28) Use cassette in player, use record in Victrola. Turn on cassette and Victrola. Turn off cassette and pickup tape. Exit 29) Go downstairs to room on right. Open cabinet door, use cassette in player. Turn on player. Pickup old rusty key ( This key will get you out of dungeon ). Pickup cassette tape and exit. 30) Go upstairs to piano room with someone who can play it. Use cassette in record. Turn on recorder and play piano. Turn on TV and watch. Pickup cassette and exit room. 31) Go to room where green tentacle is and give tape. Pickup demo tape and exit rooms. 32) Bring another member to top floor and give them both dimes. 33) Have them enter room with man-eater and switch to Dave. Position Dave by door to right of Radio room on top floor. Save game under " C " and continue. 34) Enter room of old lady and quickly go up ladder to the right. 35) Turn on light and pull picture in front of safe. 36) Switch to person in man-eater room and walk to hatch. Use dime in coin slot. Push right button. Use second dime in coin slot and push right button again. Use telescope and read safe combin. 37) Switch to safe room and open safe. Pickup envelope but don't open it yet. You will be caught when leaving. Just use old rusty key to get out of dungeon. 38) Exit telescope room and man-eater room. Use hunk-a-matic if you have not used it yet before leaving this floor. Return to main floor to met Dave. 39) Send one strong person with yellow key to garage door behind the pool area. Open door, open trunk, pickup tool box. Go to pool. If power goes out, wait 5-6 minutes for it to come back on. 40) Switch to another strong person and go to grating outside by porch. Open grating and enter. Go to water valve at right. Turn on water. 41) Switch to pool and enter. Pickup glowing key and radio. Exit. 42) Switch to valve and turn off water. Exit to kitchen. 43) Switch to pool and have him return to kitchen. Give items to Dave. 44) Fill jar with water from faucet. Use envelope and jar in microwave. Turn on microwave. Remove envelope and jar when cool. Open envelope and save game under " D " and continue. 45) Take envelope to man-eater room and use with typewriter. You will need tools and flashlight with good batteries with you. 46) Open room to right and enter room above. Turn on lights and walk to open wires on left. Put good batteries from radio in flashlight and wait. 47) Switch to another person and send them to breakers in the basement. Open fuse box and save game under " E ". 48) Turn off breakers and switch back to person in wire room. 49) Turn on flashlight and fix wires with tools. Turn off flashlight and switch back to basement. 50) Turn on breakers and return both members to main lobby. 51) Use stamps on envelope, put demo tape in envelope and put envelope in mail box. Lift flag and leave some there at mail box. 52) After Dr. Fred plays video game, go to room where video games are ( second floor far right door ) Enter room and walk to Meteor Mess machine. Use quarter in coin slot. Write down high scores. 53) Return to front door and wait for doorbell to ring. Go to mail and open. Pickup contract and return to house. Save game F 54) Give contract to green tentacle in large speaker room. 55) Go to basement and open door with old rusty key. Open Padlocks with glowing key. Open inner door with numbers from video game machine. Save game under " G ". Last save game. 56) Enter lab and walk to right. Open door and enter. Walk to cabinet at right. Open cabinet and pickup suit. Use card key on door and enter. Turn off switch and pickup meteor at right. Open door and enter to garage. 57) Use meteor in trunk. Use yellow key in weird edsel.... Congratulations on completing Maniac Mansion. It was fun. Excellent set of DOCs for a fun program...SEWER SOFTWARE presents- PICTIONARY PLAYERS GUIDE TYPED IN BY BILBO BAGGINS PICTIONARY-GAME OBJECTIVE THE OBJECT IS TO IDENTIFY,THROUGH CLUES SKETCHED ON THE COMPUTER SCREEN,AS MANY WORDS AS NECESSARY TO ADVANCE TO THE FINISH SQUARE AND CORRECTLY IDENTIFY THE FINAL WORD.SKETCHES MAY NOT INCLUDE LETTERS,NUMBERS OR THE "#" SYMBOL.THERE ARE 5 CATEGORIES:- P: PERSON/PLACE/ANIMAL (OR RELATED CHARACTERISTICTS). O: OBJECTS (OBJECTS THAT CAN BE TOUCHED OR SEEN). A: ACTIONS (ACTIONS OR EVENTS THAT CAN BE PERFORMED). D: DIFFICULT (CHALLENGING WORDS). AP: ALL PLAY (THIS CAN BE ANY TYPE OF WORD). NB.SOME WORDS SELECTED WILL BE ALL PLAY DESPITE BEING IN ANOTHER CATEGORY. SEE ALL ACTION SECTION FOR DETAILS 1-4 TEAMS MAY PARTICIPATE IN THE GAME.EACH TEAM IS GIVEN A COUNTER WHICH MARKS THEIR POSITION ON THE BOARD.THERE ARE TWO WAYS OF PLAYING PICTIONARY EITHER THE COMPUTER DRAWS THE PICTURE AND THE PLAYERS GUESS THE WORD,OR A MEMBER OF EACH TEAM (THE PICTURIST) DRAWS THE PICTURE FOR HIS/HER TEAM MATES TO IDENTIFY.THERE MUST BE AT LEAST 2 PLAYERS ON EACH TEAM TO PLAY THIS WAY AND THE PLAYERS MUST TAKE TURNS TO BE PICTURIST. THE PICTURIST MUST LOOK AT HIS/HER WORDCARD TO FIND THE WORD FOR A PARTIC- ULAR TOPIC FROM THE GRID REFERENCE (CELL) SUPPLIED BY THE COMPUTER.FOR EXAMPLE,THE WORD UNDER OBJECT REFERENCE G3 IS PROPELLER. WHILE THE WORD IS BEING DRAWN PLAYERS ON THE PICTURIST TEAM MAY INTERRUPT THE DRAWING TO GUESS THE WORD FOR A TIME BONUS.THE WORD MUST BE GUESSED CORRECTLY IN THE TIME ALLOWED OR PLAY MOVES TO THE NEXT TEAM. IF A WORD IS GUESSED CORRECTLY,THE DIE WILL BE ROLLED AND THAT TEAMS COUNTER IS ADVANCED ROUND THE BOARD.THEY THEN TAKE ANOTHER TURN TO GUESS A NEW WORD.HOW PRECISE AN ANSWER IS MUST BE DECIDED BY THE PLAYERS AT THE START OF A GAME.YOU DO NOT HAVE TO TYPE IN THE ANSWERS AS THE COMPUTER WILL ASK IF YOU GOT IT RIGHT,ALLOWING YOU TO USE YOUR OWN JUDGEMENT!. (BUT NO CHEATING!). ALL PLAY IF A WORD IS DESIGNATED ALL PLAY,THE PICTURE IS DRAWN AS USUAL,BUT ANY TEAM CAN ANSWER BY INTERRUPTING THE DRAWING.PLAY PASSES TO THE TEAM WHO GUESSES THE WORD CORRECTLY. TO WIN THE FINAL SQUARE IS DESIGNATED AN ALL PLAY SQUARE,BUT THE TEAM THAT LANDS ON IT CAN ONLY WIN THE GAME BY GUESSING THE ALL PLAY WORD ON THEIR TURN TO PLAY. PLAYING PICTIONARY-THE COMPUTER GAME WHEN PICTIONARY FIRST LOADS IN,THE COMPUTER INSTRUCTS YOU TO "PRESS A KEY" THE SCREEN THEN SHOWS THE PICTIONARY BOARD.THE DEFAULT SETTING FOR THE GAME IS ONE PLAYER WITH THE COMPUTER TAKING THE ROLE OF PICTURIST.THE COUNTERS IN PLAY ARE PLACED ON THE FIRST SQUARE OF THE BOARD. USING MOUSE,JOYSTICK OR THE KEYS (MOUSE AND JOYSTICK ONLY AVAILABLE ON CERTAIN VERSIONS.) YOU CAN MOVE THE POINTER TO THE "NEXT WORD" BOX AT THE TOP RIGHT HAND CORNER OF THE SCREEN.THE GRID REFERENCE OF THE NEXT WORD WILL THEN APPEAR ON SCREEN. IN THE TOP LEFT HAND CORNER OF THE SCREEN IS THE DIE WHICH IS ROLLED BY THE COMPUTER.AT THE BOTTOM OF THE SCREEN IS AN HOURGLASS AND "ART"-YOUR GUIDE IN THE GAME.HE WILL TELL YOU WHAT IS HAPPENING AND HOW YOU ARE DOING. AT THE TOP OF THE SCREEN IS A MENU BAR SPLIT INTO 4 CATEGORIES: GAME: SELECTS TYPE OF GAME AND NUMBER OF PLAYERS LEVEL: SELECTS AMOUNT OF TIME GIVEN TO GUESS A WORD DRAW: ALLOWS YOU TO PRACTICE DRAWING,TURN SOUND ON/OFF OR LOAD ANOTHER QUESTION BLOCK FROM TAPE/DISK. HELP: SHOWS THE HELP SCREEN,SCORE CHARTS OR ALLOWS YOU TO CLEAR THE SCORES. ALL MENU OPTIONS HAVE A LETTER IN THEIR WORD HIGHLIGHTED (IE eXit).BY PRESSING THE KEY CORRESPONDING TO THAT LETTER,(THE SHORT LETTER CODE) YOU CAN SELECT THAT MENU OPTION WITHOUT MOVING THE POINTER.OPTIONS WITHIN MENUS AND DRAWING FUNCTIONS HAVE THE SHORT LETTER CODE BESIDE THEM. DRAWING A PICTURE WHEN PLAYING WITH 2,3 OR 4 TEAMS,ONE PLAYER ON EACH TEAM MUST DRAW THE PICTURE OF THE WORD GIVEN.TO DO THIS,YOU ARE GIVEN A BLANK CANVAS WITH MANY OPTIONS TO HELP YOU SKETCH THAT WORD.IF YOU ARE USING A MOUSE,YOU WILL BE TOLD WHICH KEYS CORRESPOND TO LEFT AND RIGHT MOUSEBUTTONS. THE OPTIONS WITH THEIR SHORT LETTER CODES ARE AS FOLLOWS: L: STRAIGHT LINE K: DRAWS STRAIGHT LINE FROM THE END OF THE LAST LINE YOU DREW P: FREEHAND DRAW-LEFT BUTTON TO START,RIGHT BUTTON TO STOP B: DRAWS A BOX THE SIZE OF YOUR CHOICE E: DRAWS A CIECLE OR ELLIPSE THE SIZE OF YOUR CHOICE C: DRAWS A CURVE-SELECT START AND END POINTS WITH THE LEFT BUTTON AND PULL THE LINE INTO A CURVE USING THE POINTER F: FILLS THE DESIGNATED AREA WITH THE CURRENT FILL PATTERN T: LIKE CURVE-IT JOINS THE THREE POINTS WITH STRAIGHT LINES TO FORM A TRIANGLE A: ALL CLEAR-CLEARS THE SCREEN (USE WITH EXTREME CAUTION!) I: INK-SELECTS INK COLOUR (BLACK & WHITE ONLY ON SOME VERSIONS) 0-7: DIFFERENT FILL PATTERNS THE LINES ON THE RIGHT OF THE CANVAS ARE DIFFERENT TYPES OF LINE-THIN,THICK DASHED OR SOLID. ON THE ST,AMIGA AND IBM PC YOU CAN UNDO THE LAST MOVE YOU MADE AND CONTINUE TO UNDO THAT LAST MOVE STEP BY STEP.THERE IS A DISC ICON (D) WHICH CAN BE SELECTED TO ACCESS THE DISC.SAVE YOUR PICTIONARY DRAWING TO USE LATER (BY RELOADING IT WITH THIS MENU) OR SAVE THE ENTIRE SCREEN IN .IFF FORMAT (PC AND AMIGA) OR .NEO FORMAT (ST) IT CAN THEN BE LOADED INTO A DEDICATED ART PACKAGE TO EMBELLISH OR PRINT OUT-DEPENDING ON THE PACKAGE YOU USE...... THAT'S ALL FOLK'S BILBO BAGGINS.... SEWER SOFTWARE present TYPED BY T H E T W I N S T H E Q U E S T F O R T H E T I M E - B I R D ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ I - INTRODUCTION Based on the graphic novel of the same name, this computer game THE QUEST FOR THE TIME-BIRD is a marvellous saga whose principal ingredients are action, danger, suspense, fantasy and magic. In an unknown world, at a time when wizards and witches cast their magic spells, you play a series of roles: ROXANNA: Daughter of Mara the Witch(and perhaps of Bragon the Knight). Her mother has given her the task of completing the quest. Her weapon is a scorching whip, woven from the hide of s Borak slain by Bragon. BRAGON THE KNIGHT: This most valorous and experienced of all knights has been living quitly on his eastate for many years. Only the arrival of Roxanna and an interest in the Quest can persuade him to return to a life of danger and mortal combat. With him goes his trusty war-axe, the Reaper. Roxanna and Bragon will become acquainted with Bulrog and the Unknown knight. They may very well accompany you if you wish it. In the farm-house, Mara explains your task to you. Listen well, For each detail has its importance. 9 days remain for you to complete the Quest. II - THE GAME SYSTEM The Quest For Time-Bird is played (using the mouse) by clicking on pictures, texts and icons. Conventions: - The cursor is a small symbol on the screen. You move it round the screen by moving your mouse. - Clicking means placing the cursor on the picture, text or icon of your choice and pressing the left button of your mouse. Pressing the right button you get some information. In THE QUEST FOR THE TIME-BIRD, the cursor can have different aspects: - most of the time, the cursor ir represented by Roxanna's FURRY (little animal with long tail); - sometimes the cursor transforms itself into 4 arrows. This means that by clicking on this spot you accede to another picture; - finally, in order to confirm certain actions (that you get with the icons), the cursor will take the shape of the corresponding icon. III - THE MAP OF THE WORLD OF AKBAR Use this map to choose the area (the Land or Kingdom) where you wish to send the group of characters. Each time you leave a Land, you will be invited to choose a new destination. Place the cursor so that the Narrator's stick points to the desired Land. Click once (left mouse button), and the group sets off. Every territory crossed is announced in the window on top of the map. Then proceed the same way again to arrive to the city symbolized by a white circle. To enter the city move your group and the stick ontp the white circle then press the left mouse button. You can only accede to territories whose name figure on the map (In the program the names are in English). NO MAN'S LAND When the group moves from one place to another, it crosses territories (no man's land) where it may meet other living beings you can comunicate with. To act, click with the left mouse button on the hero of your choice. The hero goes towards the character. Then the action icons (see explanation below) will be at your disposal. Choose an action, then click on the character. Whilst meeting a character you're not able to return to the Narrator mode. IV - THE LANDS 1. Screen Description Each Land is a territory that may be explored by the group during the Quest. On the screen, you will see a large background picture. Smaller pictures, icons and texts will be superimposed on this background. If only the background picture appears, your group is symbolized by a circle. Click on the left mouse button on the place, where you want your heroes to go. The Background Picture In this picture, you will sometimes see people or animals that you can communicate with or act upon in other ways. You can search through the picture to discover a certain number of objects. To do this, position the cursor on the spot you want to search through and press the left mouse button. If an object appears, it will join the other objects that you possess already. Illustrations These vignettes are superimposed on the background whenever an event takes place. These illustrations can represent one or several people and animals that you can talk to or otherwise act upon. You can seach the illustration for objects. Texts You will often see a text window, Its function is to tell you what's happening and ask you what you'd like to do next (background colour blue). To answer, you must choose one of the sentences which will turn white when the cursor is positioned on them. From time to time, a character from the story will speak. His or her head will appear in the text window (background colour orange). The Group To make the "group" window appear, press the right mouse button. Use this window to select one of the characters present. When the group is complete, you'llsee the four characters in this window. If one of the characters doesn't appear in the window, that means he or she has gone, or is dead. The Icons They symbolize the different actions you may choose. "THE LIPS".........................speak "THE FIST".........................attack "THE DISK".........................load/save the current game "THE HEART"........................charm "THE DINNER".......................food Information Window To get information about individualsin the group, this is what you do: - move the cursor onto the character in the group window - then click the right mouse button. An information window will be displayed, telling you about the character. If the group has collected a number of objects during its travels, those objects will also appear in the information window. Their names will appear when you place the cursor on them. 2.ACTIONS Movements Of The Group In A Territory When you have arrived in a territory, you can indicate to the group where to go to (in the background picture). Just move the FURRY cursor and click on the destination spot. SPEAK - CHARM - ATTACK Here is the way to use these three actions: - click on the character who is to act (in the Group window or in a illustration) - click on the action icon of your choice - click on the character you wish to act upon, in the background picture or in an illustration. FOOD - click on the character who is going to act (in Group window or in an illustration) - click on the FEED icon. - The Information window will display; click on the desired food. Give An Object - place the cursor on a character (in the Group window or in an illustration) - click the left mouse button - click on the object in the Information window - click on the character who is to receive the object, in the background picture or in an illustration. 3.SAVING YOUR GAME AND LOADING AN OLD GAME You don't have to start at the beginning of the adventure every time you want to play THE QUEST FOR THE TIME-BIRD. You can save a game you've started and load that same game next time you play, so you can pick up from where you left off. Saving the current game: - make sure you've got a clean formatted disk, which we'll call the "save disk" - click on the "disk" icon - follow screen instructions. Loading a saved game: - have your "save disk" handy - click on the "disk" icon - follow screen instructions. HOW TO SUCCEED IN THE QUEST It is not an uncommon sight to find adventuregame players sat in front of their screen hopelessly stuck! But why? Several factors contribute tothis unhappy state of affairs. Sometimes the situation requires a weird if not downright illogical solution, others must be played by typing in orders, and most of them feature a bewildering array of icons. The end result is that many players give up and grab their joysticks for a quick "Blast'em out" action game, just to work off some of the frustration! INFOGRAMES has designed this Quest for all those people who want to PLAY. Whether you are new to adventure-gaming or a hardened veteran, this game was made specially for you. You'll find it adapts perfectly to your style of play. If you like a "friendly" level of difficulty, no problem. Looking for a tough challenge? You got it! You choose and ENJOY. THE BEGINNER: You can wander from one module to another, admiring he beatiful scenery, soaking up the atmosphere and getting to know the characters. Take time to try out the various options. You'll soon notice the differences between the Marches (lands) of the world of AKBAR. Gradually, as time passes (and we wish you many hours of enchantment in the Quest), you'll gather the elements MARA needs for her incantation. Our advice to beginners is to avoid going direcly to the GAPING LANDS or the SAND LIPS. The THOUSAND GREENS is a good place to start. THE EXPERIENCED PLAYER: Anywhere is a good place to begin. You will soon discover that while the game's heroes can do the same things, it's advisable to choose the most appropriate character for a given situation. For Example: THE UNKNOWN KNIGHT isn't the best choice when it comes to battling mighty enemies annd fearsome monsters! BRAGON shouldn't be expected to take care of every danger; losing him recklessly could complicate matters considerably! ROXANNA should be kept clear of utterly desperate situations, otherwise her mother MARA will react strongly. Having mastered the most judicious use of your heroes, you will begin to gather the various elements required by MARA. However there is one more obstacle facing you: TIME. Remember, 9 days is all you have to succeed in your Quest. THE EXPERT: Don't forget that time is limited. How fast can you finish the Quest? Why not try playing with just three heroes, then two? Can one hero manage the Quest alone? Each player will discover that many solutions are possible. Remember that playing a second time with exactly the same set of actions won't necessarily lead to success! AKBAR is a living world where the same actions don't always have the same results. You'll find out! W A R N I N G W H A T C O M E S N E X T I S A S O L U T I O N SO IF YOU WANNA DO BY YOURSELF DON'T READ THIS AS THE FIRST THING!!!!!! SOLUTION FOR THE MARCH OF A THOUSAND GREENS This is the domain of the Wizard-Prince BODIAS. As you will soon discover, it's the "paradise" of the world of AKBAR. It is famed for the beuty of tis countryside. The good people of this March live in harmony with nature, especially the magnificent forest. Their ways are peaceful and they will never attack our heroes under any circumstances. A GUIDE FOR THE PLAYER: Don't attack the gentle folk of Green March, otherwise they'll hide from you for as lonng as you remain in their domain. You will, in that case, only be able to meet the OLD ONES OF THE WOODS. Don't attack them either; talk with them to find out about the various inhabitants of AKBAR. Should the UNKNOWN KNIGHT or ROXANNA charm anyone of the opposite sex, they will quit the Quest! The lure of blissful love in this green paradise is irresistible. These two heroes can all too easily fall under the amourous spell and become unavailable for the rest of the Quest. BRAGON will also leave the group for a certain period, if he charms any Ondines. In that event, the others will have to stay where they are and await his return. If you leave without him, then BRAGON will be abandoned in the THOUSAND GREENS and will be lost to the group for the remainder of the Quest. If you speak with the inhabitants, they will offer you rest or refreshment. If you choose to rest, then your heroes will absent themselves for a short while. Don't forget, though, that time moves on even when your heroes take a break! When you meet BODIAS, avoid attacking him. If you attack him, he will die. And the forest, in perfect symbiosis with the Wizard-Prince, will also perish. The March of a THOUSAND GREENS will burn and you'll meet nobody at all! ROXANNA mustn't charm BODIAS more than once, or he will believe she is his daughter and escape with her, leaving the group without her precious presence. HOW TO FIND BODIAS: You arrive in this March by the shore, Click on the forest to enter the realm of the THOUSAND GREENS. You will then find yourself on the map of the March. Click on the left side of the screen. Two inhabitants will be displayed. Choose the only available path. Following picture: You will find two inhabitants and an Old One of the Woods. Go right. Next picture: One way only. There is an Old One of the Woods. Next picture: You will find two Ondines. Go as far right as you can. Next picture: One way only. There are two Ondines. Next picture: There is a Old One here. Go left. Next picture: There is one way only, over the hut. Next picture: You meet two inhabitants. Go right. Next picture: There is a hut here. One way only. Next picture: Click on the left of the vignette and the Old One. You will then find yourself in a picture where you can see a child. Click on the foot of the tree to pick up a mushroom. The UNKNOWN KNIGHT or ROXANNA should speak to the child. Otherwise the child will be frightened and refuse to say anything of importance. Should ROXANNA or the UNKNOWN KNIGHT speak to him, he will reply with a multiple-choice question. You must choose the second option: "Very well, what would you like?" He will then say:"Thank you for the mushroom. Follow me". There is only one exit. After that, you must follow the child's instructions very carefully and you will find BODIAS. When the child tells you to pass between the two trees, take the little exit zone well to the left. Once BODIAS is present, someone must speak to him. BODIAS should ask three multiple-choice questions in a row. Choose, in order, the first answer, then the second and, finally, the second again. This will convince BODIAS of your good faith. He will also believe ROXANNA to be his daughter. Next, click anywhere. You'll return to the shore where you'll see a BALANT in the water. Click on the BALANT to quit the module with BODIAS willing to read the runes in the Temple of Oblivion. Success at the Temple will provide you with some very important information: the location of the Time-Bird. HINT ON THE SAND LIPS In order to follow the advice we're about to give, you must first go to the THOUSAND GREENS to recruit BODIAS. Then go directly to the March of the SAND LIPS. You are advised to have both BODIAS and ROXANNA. You will arrive by BALANT in the Chasm of Lights. You must click in the bottom left-hand corner. Don't click anywhere else! You will find yourself in a room in the palace of FAUL, Wizard-Prince of the SAND LIPS. FAUL will be present along with two of his advisors. Many actions are now available, but you should speak to him once. In answer to his question, choose the first option, which is to spin a gripping yarn. He will indicate his satisfaction. Click on the right- hand door and you will be outside the city, on your way to the Temple of Obivion. Click on the Temple, bottom-left, and your group will move to the Temple entrance. Go straight ahead. You'll find yourself in a corridor with a staircase ahead and a stele (a block of stone) to the right. Click left. Now you're in a narrow corridor. Click at its far end. You're in a corridor. Click right (above the stele, not far right). Once again, a narrow corridor. Click at the far end. Another corridor. Click on the far end, to the right, in the yellow zone (WARNING, there are two passages near together). In the next corridor, click at the buttom. Click on the left in the new picture. In the corridor, ROXANNA will call for her Furry and quit group. BRAGON must now talk to himself. Choose the second answer to the mutiple-choice question: "If only ROXANNA were here...". You are once again outside with ROXANNA. Take the same path from the beginning, to meet up with BRAGON. When ROXANNA and BRAGON are together, click in the background of the picture. You will see a funeral chamber, with a pyramid in the distance. Click on the pyramid. Now you're standing before it. RUNES are engraved on its surface. You also meet a character you probably already know. Now BODIAS must be made to speak by one of your heroes. BODIAS will decipher the RUNES. You will automatically quit this module, running as fast as your legs will carry you! YOU MAY OF COURSE TEST THE VARIOUS PATHS AND OPTIONS AVAILABLE IN THE GAME. TRY SOMETHING DIFFERENT FROM WHAT WE HAVE SUGGESTED. SEE WHAT HAPPENS! THERE ARE LOTS OF SOLUTIONS LEADING TO EITHER TRIUMPH OR DISASTER. DEFCON and INFOGRAMES wishes you many hours of enjoyment. " B Y T H E G O D S O F G O O D , M A Y R A M O R R E M A I N I N H I S C O N C H ! " THAT'S ALL FOLKS TYPED BY THE TWINS OF TRILOGY SEWER SOFTWARE Presents TYPED BY THE TWINS OF TRILOGY R A I N B O W W A R R I O R ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ INTRODUCTION Planet Earth is 4,600 million years old. If we condense this inconceivable time-span into an understandable concept, we can liken Earth to a person of 45 years ot age. Nothing is known about the first seven years of this person's life, and whilst only scattered information exists about the middle span, we know that only at the age of 42 did the Earth begin to flower. Dinosaurs and the great reptiles did not appear until one year ago, when the planet was 45. Mammals arrived only eight months ago; in the middle of last week man-like apes evolved into ape-like men, and at the weekend the last ice age enveloped the Earth. Modern Man has been around for four hours. During the last hour, Man discovered agriculture. The industrial revolution began a minute ago. During those sixty seconds of biological time he has multiplied his numbers to plague proportions, caused the extinction of 500 species of animals, ransacked the planet for fuels and now stands like a brutish infant, gloating over his meteoric rise to ascendancy, on the brink of a war to end all wars and of effectively destroying this oasis of life in the solar system. Direct action campaigns by Greenpeace have alerted the world to major environmental damage. Greenpeace has sailed its ships into nuclear test zones, made itself the target of the whaler's harpoon and thrown itself in the path of chemical dump ships. When these non-violent direct actions were first seen by the world on television screens and in headline newspaper stories, they were greated with both applause and disbelief. The applause was for the courage of the protesters, the disbelief - that they could take the plight of the natural world so seriously they would risk their lives to save it. But now the world understands. Humankind has begun to realise its own future is bound up with the survival of the natural world. As a result, governments and industries are obliged to respond. Enviromental issues which they would have preferred to keep complicated, and unameable to public pressure have been reduced by Greenpeace actions to simple matters of right or wrong. When a Greenpeace volunteer places herself or himself between a hunted whale and the harpoon or between a barrel of toxic waste and the sea, the time for talking is over. It is time to act. Then the public can decide. Against all odds Greenpeace has helped to force the environment on to the political agenda. Now the tide is beginning to turn. Wilderness and wildlife can be preserved, acid rain can be stopped, contamination by chemicals and radioactivity can be brought under control. Peaceful persuasion is proving it can make effective change. P A R T I N U C L E A R P O W E R A N D R A D I O A C T I V E W A S T E Nuclear Power is an inefficient, uneconomic, highly dangerous and unnecessary way to generate electricity. We have been using nuclear reactors to generate domestic electricity for over thirty years. We have invested huge sums of money to build an industry which is based on inherently inefficient and dangerous processes, and which supplies only about 4% of the world's primary energy requirement. In doing so, we have created large quantities of radioactive wastes (for which no safe management techniques exist), have leaked and discharged radioactive materials into the enviroment, and have put ourselves at risk from numerous accidents, some of them disastrous. We have also increased the risk of atomic war, since the development of nuclear power inevitably results in the production of plutonium, an ingredient of nuclear weapons. NUCLEAR ACIDENTS Reactors operate at high temperatures and continue to generate heat even after shutdown, so they must be cooled efficiently. A loss of coolant could allow the reactor core to overheat and melt. The molten mass could then breach the reactor's concrete base and burn down into the soil - the so-called "China syndrome" This could contaminate groundwater, rivers and streams and spread radioactivity over thousands of square miles. A loss of control could allow steam or water or enter the core and result in an axplosion, breaching the surrounding containment and releasing large volumes of radioactive gas and radioactive particles into the atmosphere. Large areas of land would be contaminated and high numbers of cancers and leukaemia fatalities would result in the local population. ACCIDENTS HAPPEN The most important aspect of nuclear plant safety is the prevention of the highly radioactive materials in the core being released. Nevertheless, many serious accidents and radioactive releases have occurred at nuclear plants, including: Windscale (Sellafield, U.K.), 1957. Fuel in the reactor caught fire. Radioactivity contaminated large areas of farmland, millions of gallons of milk had to be disposed of, and the estimates of cancer fatalities range from 13 to over 1.000. Three Mile Island (USA),1979, where a partial meltdown destroyed the reactor. By 1986 the clean up operation had barely got underway and had cost $1 billion. Chernobyl (USSR),1986. Control of theatomic chain reaction was lost at one of the Russian RBMK reactors leading to fuel disintegration. The vast amounts of heat produced led to an interaction between molten fuel and water in the reactor's pressure tubes. The resultant explosion breached the pressure tubes and destroyed the reactor. The core remained on fire for several days and released a radioactive cloud that spread right across Europa. Immediate casualties: hundreds, mostly on-site, including over 30 firefighters who died after massive radiation exposure. Radiation- induced cancers and fatalities: 24,000 to 500,000 (estimates vary), which will take decades to show. Among these are leukaemias (especially in children), and body cancers (including breast, thyroid and bone) and possible increases in Down's Syndrome. NUCLEAR FREE FUTURE For over a decade Greenpeace has campaigned worldwide against nuclear power on the grounds of safety to the individual and the environment. Greenpeace seeks a 'nuclear free future' and commissions scientific studies on the hazards of nuclear power to health and the enviroment. Greenpeace lobbies international commissions which regulate pollution, opposes plans for new nuclear plants and has engaged in 'direct actions' to raise public awareness on this urgent issue. CAMPAIGN 1 : RADIOACTIVE WASTE Introduction The objective is to stop the discharge of "low level" nuclear waste into the sea by blocking the four unterwater pipe outlets. Displayed at the bottom of the screen are the number of pipes blocked, air remaining and the divers energy level. The player controls a dolphin who must collect and guide a Greenpeace diver around sixteen screens to the outlets, dealing with various hazards: sharks, giant squids, jellyfish, seaweed and crabs. Poisonous plants can suddenly stretch out and kill the diver. The dolphin may defend the diver by nudging the mutant with its snout, but must resurface to replenish air. Setting: Beneath the Irish Sea Objective: To block up 4 pipelines to stop radioactive waste from a nuclear power station polluting the sea. Method: The player controls the dolphin. The dolphin must guide the diver to the pipelines, so that he can block them. Once the diver is positioned at the end of one of the pipelines, he will begin to block it. At this stage the dolphin can leave the diver, and swim to the surface, to replenish it's air supply. The dolphin must return to the diver, and when the pipeline is blocked the diver will rejoin the dolphin, ready to find another pipeline. Both the diver and the dolphin must take care to avoid various radio actively-mutated nasties and hazards. THE MUTATED NASTIES......... Sharks: The sharks will chase and instantly kill the dolphin. The sharks are found only near the surface. Giant Squid: The giant squids chase the dolphin, but do not kill it instantly. Instead, they slowly suck out the air from the dolphin. Starfish: The starfish, on contact with the diver, causes him to swim away from the dolphin, so the dolphin has to follow the diver and collect him. Jellyfish: The jellyfish sting the diver, and cause his energy to decrease. There are 3 types of jellyfish, each type cause the divers energy to decrease at a different rate. The lower the divers energy the slower he can swin. The dolphin can push away the jellyfish with it's nose to protect thediver. Crabs: The crabs live on top of the pipelines, when a diver is blocking a pipe, the crab scuttles along and nips him, causing him to stop work on the pipe. The dolphin must then collect the diver and place him back on the pipe. Net: If the dolphin swims into a net, he will become entan gled. The dolphin must then swim in the opposite direction to be free of the net. Seaweed: The seaweed is fixed onto the rocks. These are contaminated by the discharge and are thus poisonous, but only when fully upright, so the diver can sometimes swim through them. Project Nuclear Discharge This game simulates the activities of Greenpeace divers who successfully blocked the outflow pipe of the Sellafield nuclear re-processing plant (in the UK). The pipe was discharging 10 million litres of radioactive water into the sea every day and Greenpeace was determined to stop it. The exact position of the pipe was discovered by the divers who set to work on a device that would plug it. On November 14,1983, four divers taking samples of silt and vegetation near the pipe were contaminated by the oily radioactive slick that poured from it. The dosage of radiation was 50 times the normal background level. Over the next four days, the prevailing winds blew the slick, containing highly radioactive debris, onto the beach, and 40 kilometres (25 miles)of the coast had to be closed to the public for eight months. When divers returned on the 18th November to plug the pipe, they discovered that two metal devices had been welded to the diffuser at the end of the pipe making it impossible to seal. After this incident Greenpeace was pursued through the Courts and application was made for the sequestration of all Greenpeace assets in Britain and overseas. Greenpeace in turn filed notice to contest the claim and planned a counter claim for the contamination of its divers. Greenpeace was eventually fined 50,000 pound costs and the sequestration was set aside. The matter did not stop there. The oily radioactive discharge that the Greenpeace divers had encountered was caused by a combination of operator effort and equipment malfunction, resulting in an emission wellabove the legal level set for the plant. The event might have gone unnoticed if the divers had not been there at the time. There were obvious legal implications. The matter was referred to the Director of Public Prosecutions and, at a hearing in July 1985, BNFL were found guilty on four criminal charges and fined a total of 10.000 Pounds - the first public utility in the UK to be charged in this way. P A R T I I D U M P I N G A T S E A The nuclear industry produces an immense amount of radioactive waste. No safe solution has been found to the disposal of this waste - indeed, when the nuclear industry began, no serious or detailed thought was given to the eventual task of manging radioactive wastes. No strategy emerged, nor was the issue even formally recognised as a problem until after many years. After 20 years, the best solution that the industry could come up with was to dump their wastes into the oceans. Up to 1983, European countries alone disposed of some 60.000 cubic metres of low and intermediate level wastes in the Atlantic Ocean. More wastes were dumped by the USA and Japan. The dumping of radioactive wastes in the ocean is currently banned by an international moratorium. However, burying the wastes in landfill sites, exporting them to poorer countries desperate for hard currency, or disposing of them irretrievably into underground shafts where groundwater and geological changes can speed the return of the hazards to the surface, present only the same complacent "out of sight, out of mind" approach. RADIOACTIVE DISCHARGES Nuclear plants routinely discharge small but measurable quantities of radioactivity into the atmosphere and bodies of water. New cases of radiation-induced illness at statistically higher than normal rates are continually being identified in populations living near nuclear plants. For every cubic metre of classified high level waste that arises as a result of reprocessing, a further 240 cubic metres of low level waste (LLW) and 16 cubic metres of intermediate level wastes (ILW) are also produced. These amounts do not include the quantities of low and intermediate wastes discharged into the living environment by power stations during their life-time, nor the wastes arising from the decommissioning of nuclear plants. Equally important, it does not include the huge amount of radioactive mine tailings that are dumped at uranium mine sites - over 1000 cubic metres for every cubic metre of classified high level waste produced. Even without nuclear accidents, the sheer quantity of radioactive waste produced by nuclear power and nuclear fuel reprocessing is a major world environmental problem. All these wastes, to varying degrees, present real health risks. Many of the radionuclides contained in these wastes are so long-lived (remaining lethal for hundreds of thousands of years) that it is impossible to be certain that any engineered containment system, or natural geological formation, will effectively contain and prevent their migration back into the living enviroment, until they have decayed to natural background levels. The continued production of these wastes is passing on unquantified health risks and awesome responsibilities to future generations. It is impossible to remove the radioactivity from these wastes. After 40 years of nuclear power, the industry has still not come up with a method of guaranteeing their safe management. The only solution is to cease their prodution immediately. CAMPAIGN II: OCEAN DUMPING OF NUCLEAR WASTE The objective is to occupy the three cranes on the dumping ship "Gem" to halt the deep sea disposal of radioactive waste. Displayed at the bottom of the screen are the number of cranes occupied and the campaigners energy. There are three screens depicting the complete ship. The player controls a campaigner in a dinghy, who must run the gauntlet of barrels, hoses and other missiles to reach a ladder on the side of the boat. The campaigner must jump on to the ladder and reach each of the three cranes, avoiding ships crew and missiles, thereby rendering them useless. Accurate jumping and quick dodging are required to achieve success. SETTING: Aboard the dumping ship "GEM" OBJECT: To occupy the 3 cranes which drop the barrels of radioactive waste into the sea. METHOD The player first controls the dinghy, which contains a Greenpeace campaigner, by using the firebutton, the player must make the Greenpeace campaigner jump onto the ladders. Now the player controls the campaigner. He must be guided along the deck, and up the crane ladders to the top, then he has occupied that crane. He must repeat this for each crane. LEVELS: 0 CRANES OCCUPIED: Barrels fall. Crewmen throw objects from the masts. Crewmen patrol base of cranes. 1 CRANES OCCUPIED: As above. Captain patrols main deck. Man sprays dinghy with hosepipe. 2 CRANES OCCUPIED: As above only faster. THE NASTIES: OBJECTS: Bottles, anchors, bones and cans are thrown from the masts. All the objects reduce the greenpeace workers energy when they hit him. CREWMAN WITH HOSE: This crewman squirts the dinghy with his hosepipe if the dinghy is hit, it will sink. CREWMEN ON MASTS: These crewmen throw the objects listed above. CREWMEN ON CRANES: These crewmen patrol the base of each crane. If they catch the Greenpeace campaigner they will push him in the water. CAPTAIN: The captain patrols the main deck. If the Greenpeace campaigner is captured by the captain, he will be arrested. BARRELS: The barrels are dropped from the cranes at random. If the barrel hits a dinghy the dinghy will sink. If the barrel hits the Greenpeace campaigner it will knock him into the sea. PROJECT "GEM" On 19th June 1978 the Rainbow Warrior set sail for the North Atlantic. Her mission: to intercept a British ship, the GEM, which was enroute to dump 2,00 tonnes of radioactiv waste from the UK in international waters. Greenpeace had discovered that several European nations had been dumping nuclear waste, 1,000 kilometres (600 miles) south-west of the Cornish coast, into a 3-kilometre-(2 mile-) deep trench in the seabed, for the past 20 years. Such ocean dumping had been abandoned by the USA in 1972 on environmental grounds. Greenpeace had been monitoring the situation for some time but was spurred into action when, on the day before the GEM left Sharpness Docks near Bristol, a Royal Navy articulated lorry delivered two yellow drums, which were loaded on board. Information was leaked to Greenpeace that the drums contained spent nuclear fuel rods from submarines. If true, this consignment would breach The London Dumping Convention, an international agreement that prohibits the disposal of highly radioactive materials at sea. The exact nature of the material in the drums was never revealed but, whatever the truth of the matter, when the GEM set sail for the dumping zone the Warrior was six hours behind. Greenpeace planned to position its inflatable under the tipping platforms of the GEM to prevent the barrels of waste being dumped off the ship's side. In fact Greenpeace arrived hours too late to document the disposal of the two large drums, but the inflatables were soon in position around the GEM as her crew began dumping the rest of the cargo, hoisting barrels onto the platform two at a time. As the first of the two drums pitched over the side, a wave swept the nearest inflatable away from the GEM momentarily and the barrel crashed into the sea. But the second 270-kilogram (600 pound) barrel smashed onto the dinghy, narrowly missing its two occupants, deflating one of the craft's air panels and destroying the transom and outboard motor. Breaking off the action, the second inflatable took the first in tow and returned to the Warrior. The entire incident had been filmed from the bridge of the Greenpeace vessel and was subsequently shown on television around the world. During this incident high pressure water hoses were also turned on a Greenpeace inflatable as the crew attempted to hold its position beneath the dumping platform. P A R T I I I S A V E T H E W H A L E INTRODUCTION Whales are perhaps the most remarkable creatures on earth, evoking awe and fascination in us. They belong to a unique class of marine animals called cetaceans that have lived on earth far longer than humankind (some 50 million years). but humanity has hunted and systematically killed these creatures, driving them to the edge of extinction. WHALE LIFE There are about 80 species of whale, dolphin and porpoise that make up the "cetaceans". They evolved from land-dweliing creatures to animals which are remarkably adapted to the marine environment. Among them are the largest creatures evr to have inhabited the earth. The blue whale is bigger than the largest of the dinosaurs and can weigh up to 136 tonnes. Whales use "echo location" a type of sonar, to assist in navigation and the detection of objects. Despite the huge size of some species, whales appear to have gentle natures with little natural aggression, and a tendency to enjoy play. There is also every indication that the whales are highly intelligent. In addition to having highly developed brains, there is evidence that they communicate through a complex system of sounds. The "song" of the humpback whale, for instance, weaves an intricate, evolving pattern. Studies also reveal complex behaviour. Groups of whales (usually called schools) exhibit coordinated feeding behaviour and gregariousness. A school will protect the young and wounded - a tendency which has been used by professional whalers to increase their kill. In some species, a calfless female will assist a mother in caring for hers. It remains to be determined how the removal of pod members or changes in sex and age ratios through indiscriminate killings disrupts social patterns and reprodution. Cetaceans are divided into two suborders, the mysticetes or baleen species and the odontocetes or toothed species. The baleen whales have fibrous plates suspended from their upper jaws which act as sieves and they feed on plankton and small fish. When a whale swins into a school of crustacea it takes a large gulp of water; the tongue then expels the water, the plates acting as a filter mechanism. Baleen whales include the gray, right, blue, bowhead, sei, fin, humpback, minke and Bryde's whales. In the odontocetes group belong the sperm, pilot, orca, beluga and beaked whales. These toothed cetaceans feed primarily on squid and fish, though the orca also eats sea mammals and sea birds. The brain of the sperm whale is the largest of any creatures on earth. WHALE DEATH A modern steel harpoon is fired from a cannon at around 60 mph. It penetrates the whale's body whereupon a grenade explodes, forcing steel barbs to open within the whale and anchoring the creature to the whaling ship via a cable. In this way, a whale can take up to half an hour to die, in agony. Originally, whales were hunted for the oil their bodies contained. Until comparatively recently, the whales were completely at the mercy of those who viewed them as an exploitable resource. The first commercial hunting, with hand-held harpoons, began in the ninth century. The "industry" spread through Europe, becoming a substantial part of some nations' economies, and to the East coast of North America. Technology in the shape of faster steam engines and exploding harpoons enabled the whalers to cause a hugely increased destruction. Many species have been severaly depleted by whaling, some to the extent that a population recovery is unlikely. The right and bowhead whales, large and slow moving, were hubted extensively in the ninetenth century. The once common right whale, despite being officially protected fo decades, has shown no sign of recovery. The bowhead haunts inaccessible arctic waters, but has still been reduced to 5% of its original population. Nowadays it is prime cuts of whale meat and whale 'ivory' (called scrimshaw) that are sought after, with much of the remaining carcass simply dumped. The continuing trade in whale meat is due to Japan's consumption. Although the Japanese claim that whale meat is a traditional food, widespread consumption hardly existed apart from a handful of coasttal fishing villages until it was promoted in the 1950's. Yet it provides far less than 1% of the protein in the national diet. This minority taste is sufficient to perpetuate the hunting of the last whales. In addition to the tragic loss of the creatures we may be interfering with a delicate natural balance. Just as in other ecosystems, the depletion of a significant species may have unforeseen effects on the whole food chain. Scientists, too, mourn the killingsl. We still have much to learn from the whales. THE IWC In the 1940's an international body was formed to deal with whaling issues. The international Whaling Commission (IWC) met annually from 1949 to regulate world whaling activities. Since it was composed entirely of whaling nations, the IWC did little more than serve as a cartel to stabilise whale oil prices and ensure the survival of the whaling industries. Although one principle guiding the IWC was the conservation of whale stocks, this was qualified by the second principle of regulating their commercial exploitation. During the first 15 years of the Commission, whaling 'quotas' were so high that the period is now referred to as the 'whaling olympics'. Commercial whaling peaked in 1961-2 when 67.000 whales were slaughtered. Many immature and nursing whales were taken from endangered species. It was only when the depleted stocks began to threaten commercial availability that some protection ensued for certain species, but the quotas set were still dangerously high. Fortunately for the whales, the 1970's was a time for change in the Commission towards conservation efforts. The period marked a time of increased pressure to end whaling by new non-government organisations such as Greenpeace and a strong anti-whaling sentiment was born in the public. A number of non-whaling nations joined the IWC, some with a decidedly conservationist stance, and many whaling nations stopped hunting. And in 1972 the United Nations recommended a ten year cessation of commercial whaling (which was rejected by the IWC). Eventually the balance of influence within the IWC was tipped and, in 1982, the Committee voted by 25 to 7 to halt commercial whaling for four years, to begin in the 85/86 season. The IWC had changed its focus from exploitation to conservation. The 'Save the Whale' movement celebrated what appeared to be a landmark victory. It proved to be an empty victory. The IWC has no enforcement powers, and any nation that objects to a decision can exempt itself by filing an objection. Japan, Norway and the USSR objected, and continued as before. Since the commercial moratorium, at least 11.000 whales have been killed. Despite worldwide opposition, a handful of nations was determined to continue whaling at any price. As most species are already recognised to be "commercially extinct" due to short-sighted greed, this means hunting down the last of the whale stocks. This is particularly ironic in the case of Japan, whose whaling industry is running at a loss despite huge government subsidies and loans. 'SCIENTIFIC' WHALING Besides the objection to the IWC decision, another strategy has emerged for continuing to whale. The IWC allows for any nation to take whales if it is done for the purpose of scientific research'. By taking a few measurements and noting the age and sex of the whales killed, the whaling nations can claim that they are providing scientific data, while they still sell the meat gained. Most members of the IWC Scientific Committee have concluded that there is no basis for this claim. Indeed, over a million whale carcasses have been 'cut up' this century and further dissections will yield nothing new to scientific research. The only useful new data on whales can come from non-lethal methods like sightings surveys. In short, scientific whaling is simply a loophole allowing nations to disguise their commercial whaling. It features the same whaling ships firing the same exploding harpoons at the same whale stocks as before. And it allows the whalers to keep their whaling fleets in operation until the expiration of the moratorium, when they will press for a resumption of commercial whaling. The USSR has now given up commercial whaling, but Iceland has led the field in exploiting the scientfic loophole. Their first research programme called for an annual kill of 200 whales (80 fin, 80 minke and 40 sei) and are determined not to be restrained by the IWC rulings. When a resolution of 1986 tried to remove the commercial incentive from whaling by ruling that meat from scientific whaling should be "primarily for local consumption", Iceland, who normally export 90% of their meat to Japan, declared they would increase their domestic consumption to five times its previous level, so that 51% would be consumed, the rest exported. And since most Icelanders do not eat whale meat, it mainly went as feed to fur farms. In 1987 a resolution was passed at the IWC meeting stating that research whaling could only be conducted if it did not adversely affect the overall whale stocks and if added to the scientific body of information on whale stocks were such information could not be obtained from existing data or non-lethel methods. The scientific whaling proposals of Iceland and Japan were completely rejected under these criteria. Despite this rebuff, both nations sent their whaling fleets to sea: Iceland killed 100 whales and Japan slaughtered 273 in the Antarctic. WHALE WARS From the beginning, Greenpeace has been in the frontline of the battle to save the remaining whales. On 27th June 1975 the 150ft. Russian whaling ship, Vlastny, was in pursuit of a pod of sperm whales when the harpoon gunner found three small inflatable boats carrying six activists who had decided to form a human barrier between the whales and the whalers. The gunner fired the 90 mm cannon loaded with a 160lb exploding grenade harpoon. It passed over the centre inflatable, striking a whale with deadly accuracy - the steel harpoon cable slicing the water like a guillotine, feet from the tiny boat. This was the first of many Greenpeace actions to oppose the whalers on the open sea (from the Soviet Union, Japan, Iceland, Spain, Peru and others) which involved risk of death and injury to activists and seizing of Greenpeace ships on several occasions. In June 1975, a Greenpeace cameraman was present to record the confrontion, and the issue made front page news around the world. In July the following year, Greenpeace repeated the action but this time the gunner didn't fire and the harpoon boats retired. More success came from Greenpeace exposing pirate whaling operations in Peru, Taiwan, Spain and the Philippeines. These operations recognise no quotas or protected stocks. The most notorious pirate ship, the SIERRA, scandalously changed, quite regularly, its owners, its flags and registration documents to avoid investigations into its true ownership and funding. Greenpeace is also active within IWC as an officially-recognised non-goverment organisation, working to convince the government representativesto adopt further conservationistmeasures. NO FISH FROM A BUTCHER In its campaign against "scientific" whaling Greenpeace has launched its international boycott of Icelandic fishproducts. Iceland is dependent on its fish exports, and its main markets lie in countries of great Greenpeace support. Hundreds of thousands of signatures have been collected urging Iceland to stop whaling and asking retailers, supermarket and restaurant chains to stop doing business with Iceland. In addition, the public has been asked not to buy their fish "from a butcher". There have also been whale days of action around the world. The means of stopping the whalers through legislation exists, but only on paper. The US has two pieces of domestic legislation which allow economic sanctions to be applied against countries whose whaling operations "diminish the effectiveness" of the IWC. Those laws can place an embargo on fish imports from offending countries and withdraw fishing rights from US waters. The Japanese hunt, in defiance of two IWC resolutions, prompted Greenpeace and other environmental groups to take the US government to count, urging that the maximum possible sanctions be brought on Japan. The response was too slow and too limited to have am impact. However, Japan's permits to fish in US waters have been turned down, but not the import of $500 million worth of Japanese fish products into the US. FUTURE THREATS In addition to research whaling, Japan is eager to have some of its smaller scale whaling operations reclassed, allowing nine coastal whaling boats to continue, totally exempt from the commercial whaling moratorium, killing over 200 minke whales. Norway submitted a proposal to the 1988 IWC meeting to kill 35 whales for 'research' purposes. This is particularly disturbing since it proposes to study the relationship between whales and the fish they eat. In this way, 'protecting' fish stocks could be the next disguise for commercial whaling. Norway's 'research' could expand to kill 200 whales per year. VIOLENCE MUST BE KEPT TO BRING AN END TO THE WHALE SLAUGHTER. CAMPAIGN III: SAVE THE WHALE The objective is to publicise the illegal killing of whales, by building up the Greenpeace "Save The Whales" picture. The player controls a whale moving along the bottom of the screen. By bouncing balls of water around the screen, small sections of the posters are displayed. When the picture is complete, then this mission is accomplished. Careful aiming, anticipation and quick reactions are an essential part of the challenge on this campaign. Whales and dinghies aid progress, while whale "products" can wipe out large parts of the poster if hit. Catching a fish provides a "super ball" which, if carefully aimed can fill in the picture. Object: To fill in a hidden picture by firing balls of water from the killer whale. Method: The player controls the killer whale at the bottom of the screen, the whale moves left and right along the screen. By pressing the fire button, water can be fired which bounces off the blank spaces as it fills them in with a portion of the picture. The whale starts off with 3 balls of water, but these are reduced when the whale is hit by a harpoon from the whaling ships. The whale will die when it has been hit by a harpoon 3 times. THE NASTIES..... Whaling Ships: The whaling ship moves from left to right. Everytime one is hit by a water ball, it fires a harpoon at the whale. Margarine Tubs: When the margarine tubs are hit by a ball of water, they fall down towards the whale, wiping out part of the picture in their path. Perfume Bottles: Have the same action as the margarine tubs. Harpoon: Harpoons are fired from the whaling ships. If they hit the whale, the whale loses a ball of water. Three hits and the whale dies. Whale Steaks And A Harpoon Gun: Both of the flags wipe out large parts of the screen when they are hit. GOOD OBJECTS: Dinghy: When the dinghy is hit by a ball of water. It fills in the parts of the picture that are in its path. Sperm Whale: Has the same action as the dinghy. Fish: The fish will float down to the bottom of the screen. If the whale can eat the fish, he will then have a 'super ball', which moves very fast as it fills in the picture. The super ball does not hit any of the nasties. PROJECT AHAB Greeenpeace has been synonymous with saving whales - one of its most noted campaigns took place back in 1975. Two Greenpeace boats: the Phyllis Cormack and the Vega sailed from Vancouver to interrupt Soviet Whalers 100km off the Californian coast. Within days, Japanese newspapers were filled with stories about the protest and the Japanese Government threatened legal action if Greenpeace interferred with its whaling operation. Within a few days the Soviet ships were in sight about 80km due west of Eureka, California, so was a dead baby sperm whale. The whalers had attached a marker beacon to the corpse to return later. Shortly after the inflatable had made a randezvous with the stricken whale a harpoon boat bore down on the inflatable threatening to spray it with a high pressure hose. The inflatable withdrew - but soon the Greenpeace crew headed for a confrontation with the giant factory ship. As two of the Zodiacs buzzed around the factory ship Dalbiy Vostock, with cameramen Easton and Weyler filming the whales being fed into the bowels of the ship, blood gushing from a waste outlet in its hull, the Cormack pulled alongside. To the astonishment of the Soviet crew lining the deck, the Greenpeace people took up their guitars and sang anti- whaling songs, then serenaded them with tape-recordings of the songs of humpback whales, played at full volume through the loudspeakers. Phyllis Cormack then chased after another harpoon boat, the Vlastny, which had just unloaded six whales onto the factory ship and was now hunting for more. Soon whale spouts were clearly visible directly ahead of the Soviets. Within minutes the Zodiacs were in the water. In one, Hunter and Korotva raced to position themselves between the harpoon guns and the whales. Patrick Moore fought to keep his Zodiac alongside them while Rex Weyler was frantically snapping pictures. In the third craft, Watson and Fred Easton pounded across the waves to join them. Suddenly a harpoon was fired just over the heads of Hunter and Korotva, plunging into a whale right next to them, the grenade on the harpoon exploding in the back of the defenceless animal. The harpoon cable lashed down less than 1.5 metres from Korotva and Hunter. "They didn't give a damn whether they blasted us out of the water or not," fumed Korotva. This close call was captured on film and was soon to be famous. "For the first time in the history of whaling, "reported the New York Times, "human beings had put their lives on the line for whales." Although that unfortunate creature died, Greenpeace's actions allowed at least another eight whales to escape the Soviet harpoons. As the Dalniy Vostock moved off towards the horizon, the Comack headed for San Fransisco, where the press was waiting along with a huge crowd of supporters and well-wishers. P A R T I V S T O P A C I D R A I N Acid rain is with us all the time, wheneverwe are. It is in the air we breathe and in the soil beneath us. It is a pollution "cocktail" that is damaging our health, endangering our forests, lakes and wildlife and causing millions of pounds worth of damage to buildings. The phenomenon was first identified more than a century ago. Not long after, Norwegian scientists were blaming industrial Britain for the appearanceof black snow in their country. Acid rain's effects have been known since the 1960s. We have the technology to deal with it, but precious little is being done. A COCKTAILOF CHEMICALS Acid rain is caused by severe air pollution from power stations, factories and cars. When fossil fuels like coal or oil are burnt they give off a mixture of chemicals, chiefly sulphur dioxide and nitrogen oxides. If these chemicals are discharged into the air in sufficiantly large quantities they combine to from a dangerous pollution "cocktail" which will sooner or later return to earth. Acid rain is ever present in the air around us in many guises. In heavily industrialised areas much of the pollution leaves the air as fine dust or gas particles and settles close to its source. Airborne pollution is also carried by the weather and can travel distances of more than 2,000 km, returning to earth as rain, snow, hail, mist or fog. This type of "wet deposition" varies enormously in its acidity and can be anything between four and 1,000 times more acid than normal precipitation - and as sharp as vinegar. THE POLLUTANTS The quantity of pollution discharged into the air every year has risen dramatically since the early days of the induatrial revolution. Vast quantities of sulphur dioxide (principally from fossil-fuel power stations), nitrogen oxides (from power generation and traffic) and other hydrocarbons (from vehicle exhausts, industrial processes and certain solvents) and ammomia (mostly from intensivefarming) are emittedinto the atmosphere every year. ACID WATERS During the early 1900s the fish population of Norway's lakes began noticeably to decline. In 1949 a Scandinavian biologist identified a particular species of a microscopic plant (diatom) which thrives in waters so acidic that many plant and animal species cannot survive. In lake sediments skeletons of this species of diatom were found to be rare or absent from mud layers predating the 1940s. From then on they are found to proliferate and today they exist in abundance. Britsh research reveals similar evidence in Scottish lakes. Mud layers of the Round Loch of Glenhead at Galloway show the appearance of diatoms only after the time of the industrial revolution in the mid-1800s. The toll of acidified lakes is huge: by 1982 Norway had 5,000 lakes suffering from acidfication, and 1,750 had lost all their fish. In Sweden, 90,000 km of rivers and 18,000 lakes were acid by the same year. In thousands of lakes in Europe and North America, fish have died or failed to breed, though acidity itself is not often the direct cause. All soils contain large amounts of aluminium, normally insoluble. But acid rain can "mobilise" and wash the metal into rivers and lakes where it interferes with fish's breathing. The combinationof acid and aluminium has a profound effect on freshwater ecosystems. As wildlife species sensitive to acidity die out, then those species reliant on them for food also disappear. HEALTH EFFECTS In Sweden, acid rain turned fair hair green. This strange phenomenon was caused by unnaturally high levels of acidity in well water dissolving the inside of copper pipes and contaminating drinking water. Apart from turning blondes into greens, the presence of copper in drinking water had more serious effect on health, including diarrhoea in infants. In southern Norway, acid rain has been linked with abnormally high levels of aluminium in drinking water and an exceptionally frequent incidence of Alzheimer's Disease, a form of senile and presenile dementia associated with high levels of aluminium in the brain. Glasgow, in Scotland, has also suffered from contaminated drinking water, through to be caused by the high acidity of Loch Katrine, from which the city draws its water supply. This time the acid water was dissolving the inside of old lead pipes and tanks. Leadconsumption is known to represent a serious health risk, particularly when children are exposed to unnaturally high levels. FOREST DAMAGE It was not until the late 1960's that scientists finally agreed that the evidence linking the acidity of lakes with acid rain pollution was conclusive. It took longer to wake up to the devastation acid rainwas causing to forests. Forest decline caused by acid rain was first identified in the silver fir (Europe's original Christmas tree)in Germany in the 1970s. At first the decline was put down to natural growth cycles. But the problem continued to escalateand other species of tree began to show the same symptoms includingthe spruce, beech, oak and mountain ash. The blame for the Waldsterben (forest decline) fellon pollution. Soon it was discovered in Switzerland and Holland and by 1987 it was found throughout Europe. The exact mechanisms of decline remain unclear, but symptoms include damage to the metabolism of the tree resultingin abnormal leaf loss, distorted branching, mineral imbalance and pests. These indications of chronic stress are generally preceded by long periods of reduced growth which is revealed in ever denser growth rings (when a cross section of the trunk is examined) and, in case of beech, in the spacing of the annual scars on the uppermost twigs. In 1982 a survey was carried out in Germany to assess the extent of tree decline in certain sections of forestry. The survey estimated that just 8% of trees were affected. In 1983 a revised survey was carried out on a national basis and found that 34% of trees were affected. Then in 1984 the survey revealed that halfthe trees were affected. The rate at which forests were declining had far outstripped the rate at which the process could be monitored. Intensity of defoliation in European Countries 1987, for all species, or onlyconifers, based on national and regional surveys. INTENSITY OF DEFOLIATION COUNTRY INTENSITYOF DEFOLIATION IN % None Ireland* 4.1 ------------------------------------------------------- Low Hungary 15.0 Italy 15.3 Bulgaria 18.3 ------------------------------------------------------- Moderate Sweden* 32.7 Yogoslavia 32.2 France 31.7 Austria 33.5 Finland** 33.4 Luxembourg 34.6 Norway* 35.9 Spain 37.0 German Dem. Rep.* 37.0 Belgium 46.5 ------------------------------------------------------- Severe Czechoslovakia 52.3 Germany, FR of 52.3 Liechtenstein 55.0 Switzerland 56.0 United Kingdom 56.0 Netherlands 57.4 USSR* 58.5 Denmark 61.0 ------------------------------------------------------- * conifers only ** preliminary estimate Source: UNIECE ------------------------------------------------------- CAMPAIGN IV: STOP ACID RAIN SETTING: Muckybridge power station OBJECT: To attach 12 letters to the chimneys To form the words "stop acid rain" METHOD: The player controls the Greenpeace campaigner.He must collect a letter from the dinghy that floats by, and then climb up one of the ladders to fix the letter in place. He must avoid various nasties. Once he has placed all 12 letters in the right order he has completed this level. NASTIES MISSILES: The spanner and the coal are thrown by the power station workmen. Both objects cause the Greenpeace campaigner to drop the letter he is carrying. WORKMEN: The workersrun upand down the ladders. If a workmen catches the Greenpeace campaigner will be pushed off the ladder. POLICEMAN: The policeman patrols the baseof the chimneys. If a Greenpeace campaigner is caught by the policeman, he will be arrested. SECURITY GUARD: The security guard also patrols the base of the chimneys. If a Greenpeace campaigner is caught by the security guard he will be pushed into the sea. ACID RAIN CLOUDS: The acid rain clouds float past the chimneys. The clouds cause the Greenpeace campaigner to fall offthe chimney. STOP ACID RAIN CAMPAIGN This game simulates the spectacular events of the morning of April 2, 1984. In this campaign, Greenpeace teams simultaneously climbed smokestacks in Belgium, West Germany, Austria, the United Kingdom, Denmark, the Netherlands, France and Czechoslavakia. From each one they hung a banner with a single letter on it, so that a composite photograph of all the smoke stacks would show the banner reading "STOP", twice over. Preparations for the protest in Czechoslovakia were made in West Germany. When the came, the Greenpeace activests - including Lena Hagelin of Sweden - drove into Czechoslovakia and secretly painted their banner in awood. "We went into the factory and went right up the chimney and the workers just stood staring at us," said Hagelin. "The secret police came out and thought we were terrorists. And so they started to shoot - [a bullet] hit just a hand's length from my head on the chimney! I don't know if they were real bullets, but they started to shoot and we ran up as quick as we could! But we wanted to hang that banner, and we didn't get scared till afterwards... They stopped shooting and we unfolded the banner. Then the fire brigade came. They took hoses and began climbing up. We didn't wantto mess with them, and we already had a photograph of us taken for the protest picture, so we went down. There were police cars and we were taken to the police station. Greenpeace put pressure on the various embassies, and the embassies put pressure on Prague, and so we were expelled the same day with a small fine." P A R T V O Z O N E D E P L E T I O N CFC's or chlorofluorocarbons do not occur in the natural environment, they were invented in the late 1920's. By the 1930's they began to be used as cooling liquids in refrigerators, instead of ammonia. CFCs are various compounds built up from atoms of chlorine, fluorine, and carbon. Non-toxic they do not react with water, animal, or plant matter, and are non-flammable. Use of CFCs was relatively limited for the first 30 years of their existence. The two best-known CFCs - CFC11 and 12 - have always dominated the market, and now account for almost 80% of CFC manufacture. From 1960 to now, production of CFC11 and 12 has mushroomed: MANUFACTURE OF CFC 11 AND 12, IN TONNES 1931 5.000 1941 6.600 1951 45.000 1961 169.000 1966 357.000 1971 604.000 1976 750.000 1981 638.000 1984 694.000 2. 1973 - THE FIRST INDICATIONS OF DANGER Fears about CFCs - the wonder chemicals - began in the 1970's, after scientists Sherry Rowland and Mario Molina worked out that CFC releases of 800.000 tonnes a year (the rate of release in 1972) would result in half a million tonnes of chlorine being deposited in the atmosphere over 30 years, destroying between 20 and 40 per cent of the ozone layer. This was an extremely serious prospect, as the ozone layer is an essential protection against ultraviolet radiation (UV-B) coming from the sun. Because of their fears for the ozone layer, the US government banned CFCs from all aerosols (with a few minor exceptions) in 1978. Similar action was taken by Sweden, Norway, Finland, Switzerland and Canada. 3. OZONE AND THE OZONE LAYER Ozone is a minor constituent of the earth's atmosphere, found in varying concentrations between sea level and a height of some 60km. Most of the atmosphere's ozone is found in its two lowest layers: the troposhere, which extends up to 12 km above the earth's surface, and the strtosphere above it, which extends up to about 50 km. The majority of ozone is found between 20 and 50 km above the ground, with the highest ozone concentrations occurring between 20 to 25 km - but evenhere onlyabout one molecule in every 100.000 is ozone. If all the ozone in the earth's stratosphere were brought down to ground level and spread evenly around the globe, it would be a layer only about 3 millimetres thick. The ozone layer shields the world from harmful ultraviolet radiation from the sun, in particular screening out most UV-B radiation. This, even at the low levels that currently reach Earth, causes eye damage and skin cancer in humans. Increased radiation of this type would be detrimental to human health. Ozone in the atmosphere is broken down when it absorbs UV-B radiation. This natural process can be disrupted by the presence of pollutants. Chlorine speeds up the breakdown of ozone molecules, thus leading to a depletion of the ozone layer. Chlorine is one of the constituents of CFCs. 4. 1982 - THE DISCOVERY OF THE ANTARCTIC OZONE HOLE The aerosole ban dented the market for CFCs, but production picked up as other CFC usage took up the slack. As the graph shows, production of CFCs 11 and 12 began to approach the peak years of the 1970s. Meanwhile evidence of ozone layer depletion began to be seen. In 1982, British Antarctic Survey Scientists detected a fall in ozone concentrations above the southern ice cap. The results were so unexpected as to be almost unbelievable. For two years the scientists checked and rechecked their findings. By October 1984 the 'hole' over Halley Bay showed a 30% reduction in ozone. Checks on the NASA Satellite monitoring the area showed that it too had detected the ozone reduction, but the data had been automatically discounted by the computer as not credible. While there was little doubt as to the existence of the Antarctic hole, controversy raged as to the cause. Was it a natural event or caused by CFCs? The producers of CFCs defended their ground fiercely, and there was little in the way of conclusive evidence to prove the case either way. Then in 1986 a number of scientists proposed the idea that Polar Stratospheric Clouds (PSCs) may be linked to ozone depletion. These clouds, forming at high levels over the Antarctic during the winter, could be implicated in the release of ozone-eating chlorine. Experiments in late 1986 appeared to bear this out. 5. N A S A' S ANTARCTIC FLIGHTS, 1987 On 30 September, 1987, preliminary results from NASA's Antarctic flights were released. The NASA flights found that: a) the hole was about the size of the USA and the height of Mount Everest; b) in the centre of the hole at certain altitudes, 97.5% of the ozone was missing; c) chlorine monoxide - one of the breakdown products from CFCs - was present at up to a thousand times the 'background' concentration at lower altitudes. 6. LIKELY EFFECTS OF OZONE DEPLETION i) A small thinning of the ozone layer will have a large impact on the rate of skin cancers - a 1% decrease in ozone is likely to lead to a 2% increase in ultra-violet radiation, which is estimated to raise skin cancers in white-skinned people by 8%. Also eye cataracts are likely to increas - a global problem for animals as well as humans. ii) Ultra-violet radiation damages protein and DNA. The united Nations Enviroment Programme believe that yields of sensitive crops such as cotton, peas, soya beans, cabbages and many species of trees and grasses are vulnerable. iii) Crucial links in the food chain could be affected: algae right at the bottom of the aquatic food chain, is susceptible. An immediate threat is that the Antarctic ozone hole now spreads into the Southern Ocean which is one of the last great fishing areas of the world. Damage to algae would have severe effects. Uv light could also damage fish larvae, killing them outright or causing mutations. Damage to krill, also near the bottom of the food chain, will mean very hungry whales, seals, dolphins, etc.. iv) Extra UV light will make the greenhouse effect worse by increasing production of the greenhouse gases. For instance, tropospheric ozone is created from nitrogen oxides and hydrocarbons (from e.g., cars and power stations) in sunlight. Less ozone protection means more ozone depletion and so on... GREENPEACE AIR POLLUTION CAMPAIGN Greenpeace actively campaign for the follewing in order to protect the environment from ozone depletion: 1. Emergency measures to control 'greenhouse gases' to halt the spiralling trend of climatic change and return global warming to its natural level. The leading pollutants are chloroflouro-carbons (CFCs) - which also destroy the ozone layer - carbon dioxide from burning fossil fuels, nitrous oxide and methane from fossil fuel burning and agricultural sources, and ground-level ozone - a dangerous pollutant in the lower atmosphere - formed mainly from car pollution and linked to acid rain. 2. Full protection for ozone layer; and end to the production and use of all ozone-depleting chemicals which will, in time, allow levels of ozone-depleting chemicals to return to their natural levels. The first stop is an immediate halt to production and use of CFCs, HCFCs and halons. Oppose the introduction of substitute chemicals which further damage the ozone layer, contributing to global warning or those which are base on synthetic chlorinated substances which are long-lived in the enviroment and have no place in natural cycles. 3. An end to industrial air pollution. As a first step, Greenpeace are calling for air pollution to be cut to levels which are currently known not to harm the enviroment. This means a 90% reduction Europewide in emissions of sulphur dioxide and nitrogen oxides, which together from acid rain. We also demand a cut in hydrocarbon pollution sufficient to reduce ground- level (pollutant) ozone by 75% to protect human health, crops and forests. CAMPAIGN V - STOP OZONE DEPLETION The objective is to prevent destruction of the ozone layer by CFC products. The action takes place over eight screens of Antarctic scenery with the Greenpeace, French and American bases. The ozone layer is displayed at the top of the screen. Setting: Antarctica Object: To destroy the aerosol cans before they destroy the ozone layer. Method: The player controls the Greenpeace campaigner. He must throw snowballs at the aerosol cans as they head towards the ozone layer. The Greenpeace campaigner must destroy the cans before they spray the ozone layer. Otherwise, if they break through the layer, rays of radiation will shine through. The Greenpeace campaigner must not touch these rays, or his radiation level increases. Too much radiation and he will die. The worker must avoid nasties on the ground by throwing snowballs at them. NASTIES: Radiation Rays: These rays penetrate the ozone layer. If the campaigner touches them his radiation level increases. Aerosol Cans: There are four types of aerosol can, each with a different colour. Each of these cans destroy the ozone layer at a different rate. Penguins: The penguins are harmless until they touch a ray of radiation. They then become "killer" penguins, and will attack the Greenpeace campaigner. Base Workers: There are two types of base worker. Both will attack the Greenpeace campaigner. Flying Objects: These include various items, such as, fast food cartoons. All will destroy the ozone layer and may require more than one hit to destroy them. GOOD OBJECTS: Clouds: The clouds float along in the sky and block out the radiation rays. The Greenpeace campaigner can move under a cloud to get past the harmful rays. Greenpeace's activities to halt the production of CFCs have generally centered around political lobbying and utilising the power of the press to put their message across. However, there have been occasions that direct action has been taken to deal with continuing CFC production. On Sunday March 5, 1989, two Greenpeace climbers, Joe Simpson and John Stevenson, attempted to scale the House of Commons in an effort to hang a 20ft x 6ft banner protesting at the continued production and use of ozone-eating CFCs. The climb began at 10.30 a.m. as delegates from 120 countries arrived at the 'Saving of the Ozone Layer' Conference at the nearby Queen Elizabeth Conference Centre. Three Greenpeace inflatables deposited the two climbers at the sea wall of the House of Commons. One inflatable was held in place at the wall by the other two boats as a ladder was extended for the climbers to reach the first foothold. One climber was already thirty feet above the Thames when a police launch arrived. A police officer caught hold of the climbers' ropes, preventing them from climbing without danger to themselves and damage to the building. The climbers managed to unfurl a banner, demanding '100% NOW, CUT CFCs' before the police tore it from their grip and took them away in a police launch. P A R T V I B L O O D O N T H E I C E T H E G R E E N P E A C E S E A L C A M P A I G N INTRODUCTION Seals belong with sealions and walruses in a group of marine mammals called pinnapeds. There are 20 different species of seal with populations scattered across the globe, from Arctic to Antarctic waters. But human interference, brutal or simply careless, has become a serious threat to the seals and many of the world's species have been reduced; some driven to the edge of extinction. Every species of seal to which humanity has access has been or is being systematically slaughtered. SEALS AND HUMANITY Seal species vary considerably in size, coat marking and general appearance: the largest, the male elephant seal, may be 4-5m from nose to tail and weigh 3.6 tonnes: the pups of hooded seals and harp seals have a beautiful coat of silvery blue and white which has made them a prime target for hunters from the fur trade. Well adapted to their aquatic environment, seals are able to stay under water for a considerable length of time. The Weddell seal, for example, is recorded to have been under water for at least 73 minutes. The fore flippers used for propulsion are streamlined for efficiency in swimming and a seal's sight and hearing are much sharper under water than on land. SEAL SLAUGHTER There are three distinct populations of harp seals. One inhabits the White Sea/Barents Sea; the second lives in the Jan Mayen area between Norway and Greenland; the third is found off Canada's east coast. Scientists believe the three populations originally were over 9 million. Intense hunting has reduced this to some 3 million. Pups are born in February/March on the sea ice and weaned at 9-15 days, when their 'valuable' white coat is replaced by a silvery-grey pelt. The Canadian harp seal hunt peaked between 1820-60 when 'catches' averaged 500.000per year. As petrol ad vegetable oil replaced seal oil, there was less incentive to kill, but a method of processing the white coats into a soft luxury fur was developed and large sealing fleets descended on Canada. By 1947 the sealers had decimated stocks in the north east Atlantic and were starting on the Newfoundland population. Between the 1950s and '60s the seal herd was reduced by half, only to be followed by a new acceleration of the kill as light aircraft permitted the sealers to reach the main nurseries. Average kills were 278.000 annually. It involved the clubbing of newborn pups with spiked gaffs. SAVING THE SEALS A wave of public outrage over the carnage on the ice in the 1960s led to the Canadian government introducing a quota system, but this was ineffectual. No serious attempt at responsible management was made and Greenpeace decided that the best way to stop the sealing was to send teams to the culling sites. CAMPAIGN VI - SAVE THE SEALS From 1976-85, Greenpeace activists delayed sealing ships and used their bodies to shield pups from the clubs and used harmless dye to render their bodies to shield pups from the clubs and used harmless dye to render their coats commercially useless. Many activists were arrested, but public outrage grew stronger by the year. In 2983, Greenpeace launched a campaign to ban the import of the white-coat pelts and products from harp seal pups and of 'blue black' hooded seals. The European public and politicians responded - lobbying and demonstrations brought a temporary ban on the import of white pelts. The market was greatly reduced for this period, and the slaughter dropped fom 150-200.000 to an annual toll of 15-40.000 taken mainly by Canadian 'landsmen' on foot or operating from small boats. Despite this great achievement, the sealers have not been stopped. As well as those still taken by the landsmen, the commerial sealers have found a way to continue their trade. They defy the spirit but not the letter of the ban by killing pups after they have modulted and developed a darker coat. The Canadian government has stooped the 'large vessel' hunt but loop- holes and uncertainties exist and the formal declaration of a protective policy hides the fact that older seals can still be killed. The total permitted seal catch for 1988 was almost as high as before 1983: 186.000 seals. The hunt is being caaried out quietly; few people realise that it continues. WHY SEALING CONTINUES In the late 1970s some 90% of the seal pelts taken by Norway and Canada were turned into trifles like trinkets, apres-ski boots and glove trimmings. The majority of the profits went to one huge Norwegian corporation. When the EEC ban took effect the industry searched for alternative markets: aphrodisiac trade for seal genitals in the far east; seal meat as feed on fur farms. In addition, the governments of the sealers provide large subsidies to support them. The fishing industry, too, largely supports sealing and makes repeated calls for renewed culls, arguing that seals have reduced the stocks of commercial fish. There is very little scientific evidence to corroborate this claim, however. Seals are made the scapegoats for a localised problem with no study made of the complex factors involved in the ecological balance of the sea. The seals are in the firing line due to the fisheries' refusal to see their own over-exploitation of fish stocks. The lack of responsible long-term management of marine resources is causing problems worldwide. In 1987 hundreds of thousands of hungry harp seals invaded the coast of Norway. Tens of thousands of seals drowned, entangled in fishing nets. Although the environmental lobby was blamed for the invasion - the European import ban being responsible for the increase in seals, allegedly ruining the fisheries - the decimation of fish stocks due to overfishing in the Barents Sea is the root of the problem. This is supported by the scientific community who see the problem as that of seals moving to non-traditional areas in search of their depleted food supply. There is no evidence to suggest seal numbers have increased since the ban. Indeed, Soviet scientists have stated that the White Seal population is in decline. In addition, calls for a cull of grey seals in eastern Canada in 1988 had to be called off by the authorities when they conceded that there was no scientific evidence to justify a cull. In the UK, repeated calls have been made for seals culls. In 1978, for instance, Greenpeace was successful in preventing a grey seal cull in the Orkneys. More recently, there have been calls for culls due to supposed interference by seals with salmon farms. These farms are developed rapidly in the Scottish Highlands, and an unknown number of seals (thought to be at least 1000) are being shot each year. Seal interference in such farms could be easily avoided. Fish farmers site their farms in regions were seals are already active. And the installation of correctly designed 'bag netting' would prevent seals from taking caged fish, enabling fish farmers and seals to co-exist. CAMPAIGN VI - SAVE THE SEALS FROM CULLING Setting: The arctic Object: To save the seal cubs from the hunters by spraying their pelts with dye. Method: The player controls the Greenpeace campaigner must first collect a can of dye. He must then reach the seal cubs by running and jumping across the ice floes. He can jump onto the moving ice floes, but he must be careful as he may slide off the other and, or miss altogether. He must reach the seal cubs before the hunters do. NASTIES: Hunters: The hunters attack the sealcubs and bludgeon them. Every time a seal cub is killed the player loses points. If 2 or more hunters are on the same ice floe as the Greenpeace campaigner, they will push him off. Nuclear Submarine Or Helicopter: The nuclear submarine arrives when 16 seal cubs have been saved. It shoots missiles through the gaps in the ice floes, and will kill the Greenpeace campaigner if he is hit by them. Greenpeace's activities to save Seal pups have been many and diverse. Such as is simulated in this game, pups were sprayed to render the pelts wothless. In others, Greenpeace members have put themselves bodily in front of the pup. This is one such event. On March 2, 1976, the first Greenpeace expedition to save the seals left Vancouver to travel cross-country by train to Nova Scotia, by ferry to Newfoundland, and by road up the length of the island to the port of St.Anthony. There they were met by two helicopters, chartered to take then to the ice floes where the hunt took place. It was late winter and snowstorms were raging. At several points the van swerved off the narrow and slippery road to St.Anthony, where the temperature had plunged to -20C. As if the treacherous weather were not enough to contend with, Greenpeace was met by a gang of angry Newfound- landers, blocking the road into town. As the Greenpeace van drew slowly to a halt, the crowd pressed against it, trying to push it over. But the violence was short-lived, and a meeting was arranged for later that evening, enabling each side to put its case. The Newfoundlanders were not the only ones anooyed at Greenpeace's interference. The Canadian government had hastily drawn up a new law making it illegal to spray seals and had banned anuone from moving a pup or placing themselves between a seal ad a hunter. On March 15, the Greenpeace helicopters set out from the base camp on Belle Isle, some 50 kilometres (30 miles) north of St Anthony, ready for the first encounter with the Norwegians. Prohibited from landing within 800 metres (half a mile) of the seals, the protesters had to make their way on foot across the shifting ice to the hunting grounds. HUMAN SHIELD As they approached, the air was filled with desperate wails and screams, the mother seals standing by helplessly as their offspring were brutally clubbed and skinned. (The blood had been visible even from a helicopter more than 600 metres [2,000feet] above the ice.) Greenpeace member Al "Jet" Johnson wrapped himself around a pup, shielding it bodily from a sealer with his raised hakapik. Time and again that day the same action was repeated. Once more, Greenpeace had succeeded in placing itself between the hunter and the hunted. As night fell, the helicopters whisked the protesters back to Belle Isle. There the storm worsened, the wind gusting to nearly 160 kilometres per hour (100mph), forcing Greenpeace to evacuate the base camp and return to St Anthony to wait for three days until the weather improved, before resuming the protest in earnest. The following day they flew 130 kilometres south of the last encounter with the sealers and landed on the ice. The only cause of action seemed to be try and prevent the sealing vessel from moving further into the ice. The action was successful forcing the ship to retreat but at a cost: Paul Watson suffered a dislocated shoulder and was dumped back on board the ship face down in the bloody pelts on board. Greenpeace helicopters were grounded and placed under the guard of the Royal Canadian Mounted Police and Greenpeace had to pay a bond of $10.000 on each helicopter before the aircraft were freed pending a trial. P A R T V I I T H E S P I R I T O F R A I N B O W W A R R I O R GREENPEACE - 18 YEARS OF MAKING WAVES "We want peace and we want to make it a green one" - words attributed to the original Greenpeace protesters who sailed into the US nuclear weapons test zone at Amchitka in the Aleutian Islands. The test programme was eventually abandoned. Today, the island is a bird sanctuary. Greenpeace began by hiring one battered boat and now owns a sophisticated fleet of ocean-going vessels and river craft. It began by opposing one nuclear test and has now expanded its campaign coverage to include a range of issues such as toxic waste, atmospheric pollution, kangaroo slaughter, nuclear weapons at sea, whaling, ocean and river pollution, deforestation, the preservation of Antarctica, and many others, as the threats to the natural environment have proliferated. Now firmly established in the Western world, it is busy setting up bases in Latin America and moving into the Soviet bloc. It even has a small research station in Antarctica. The last fifteen years have seen the transformation not only of Greenpeace, but also of the world in which it operates. Ecological issues, which were once on the fringe, have now become the central questions of our time, ranking high on both national and international agendas, and a major topic of public concern. The Greenpeace story is not a neat and orderly oe. It sprawls, loops, twists ad expands in every direction as if in defiance of any attempt to contain or define it. This is history written on the run. News is constantly being made. Greenpeace's most public face, the one for which it is most well known is direct action. It is this approach that has consistently marked it out from other environmental groups and one that has gained it press and television headlines around the world. "THE OPTIMISM OF THE ACTION IS BETTER THAN THE PESSIMISM OF THE THOUGHT" (Harald Zindler - Greenpeace) is the philosophy which underpins this approach. Direct action remains the central theme of Greenpeace operations. This needs to be stated clearly because there is a current media cliche that Greenpeace is turning its back on such tactics and is becoming more bureaucratic, softer version of its earlier radical self. This is demonstrably untrue; the number of direct actions continues in an upwards spiral. What is true is that in recent years, such actions have been backed up by sophisticated political lobbying and scientific enquiry that have added strength to the organization's dramatic calls for change. Greenpeace's continued insistence on non-violent tactics, even when faced with violence, reflects both its cultural origins and its links with the other great movements for social change in the twentieth century. Greenpeace encourages us to see the world as an indivisible whole, to cherish life on Earth, to recognise that national boundaries are false divisions on a natural landscape, to stand up and say enough is enough. By placing itself between the natural world and the forces that seek to destroy it, Greenpeace is acting for all of us. The bombing of the Rainbow Warrior by the French in 1985 transformed the organization, making it headline news around the world and reminding everyone of the forces that are arrayed against it. Consistently working in the face of danger, Greenpeace holds the thin green line. It seeks to transform, radically, both our understanding of the world and the direction in which it is heading. Its message is simple and powerful: everyone has the right to clean water, fresh air and a safe future. This campaign is dedicated to Fernando Pereira who died when the Rainbow Warrior was bombed in 1985. CAMPAIGN VII: FREE THE SPIRIT OF THE RAINBOW WARRIOR Object: To create a picture of a pollution free world and thus free the spirit of the Rainbow Warrior. Method: The player controls the ship Rainbow Warrior. He guides the ship across the screen, and can fire missiles at various objects. Every time he hits a good object, a part of the screen will appear. If he hits a nasty object, then these will react as below. When he has filled in the entire screen, and collected all the letters he has completed the game. NASTIES Radiation Symbols: These symbols wipe out part of the screen when hit. Toxic Signs: These signs wipe out large areas of the screen. Nuclear Power Signs: The same as the toxic signs. Injuction: These will sink the Rainbow Warrior if they hit it. Barrel: These will also sink the Rainbow Warrior. H-BOMB: These will blow up the Rainbow Warrior. GOOD OBJECTS: Sun And Moon: These objects will fill in parts of the picture when they are hit. When they are flashing they will fill in a larger area of the screen. Dove: When the doves are hit they will fill in the screen as they fly along. Letters: The letters must be hit to complete the wording in the borders of the picture. When complete, Mega-Scoring is possible.  JIGSAW PUZZLEMANIA Documentation By MEDUSA Select a puzzle from the directory by clicking on its name. When the puzzle is displayed on the screen, you may choose to play it or to view a different puzzle from the directory by clicking on another puzzles name. To see the entire list, scroll the puzzle names up and down by clicking on the up/down arrows. After selecting a puzzle, click on PLAY for Solo puzzle-making or select COMPETITION or Team and then PLAY to begin. Next, you will select the piece size by clicking on the size you would like. The program will generate a unique set of pieces for you and, after removing them frm the puzzle, will place them face up and properly oriented on the game board next to the puzzle border. The timer will start immediately for Solo mode. To play, select a piece by clicking on it and then position it by dragging it where you feel it belongs and clicking once more to place it. If you wish to drop a piece without placing it, just click on the RIGHT mouse button (Atari ST) or drag the piece off the board (Amiga). To see other pages of pieces, click on the page number at the bottom of the screen. You may view the entire puzzle by clicking on the time. There is no penalty in Solo mode but in Competition Mode there is a 30 second penalty per peek. You may save the current state of the puzzle you are working on at any time by clicking on SAVE. A file called TEMPPZL is created which can be resumed by clicking on CONT from the main control screen. If you click on QUIT, you will be given the option of quitting the puzzle (nothing is saved) or continuing again. This is useful for stopping without a time penalty. When you have finished the puzzle, you will hear a digitized sound effect appropriate for the puzzle (so be sure your moniters sound is turned up). The sound may be repeated by clicking anywhere on the completed picture. THE CONTROL SCREEN PUZZLES Bengal Tiger Crazy Daisies Dinosaurs Ferrari F40 Lion | Drive | A QUIT | SCORES | COMPETITION | PLAY | CREATE | | TEAM | SOLO | | CONT PUZZLE SELECTION BOX UP Arrow Click on this to move up the puzzle directory. DOWN Arrow Click on this to move down the puzzle directory. DRIVE and A-D ( Atari-ST) or DF0, DFI, DF8 ( Amiga ) Click on this to get a new listing of contents on a disk. Clicking on the letter A will change the drive destination to B,C,D and then back to A. The Amiga version will give you a choice of DF0,DF1 and DF8. Click on DRIVE to list the files. PUZZLE NAME Click on puzzle name to load it for playing or viewing. COMPETITION This mode lets two players play against each other using the same puzzle and piece size, but each set will be scrambled differently. You can handicap each player by picking different times per turn, the computer will normalize the times when showing the final results. There are time penalties for peeking at the picture and for incorrect guesses. TEAM This mode lets two players alternate turns using the same puzzle. You can take turns of 1,2 or 4 minutes each. The number of pieces each person places is counted and shown at the end. SOLO Use the SOLO MODE when playing by yourself. The time taken to complete the puzzle is shown at the end. CONTINUE This will re-start a previously saved puzzle. There is only one TEMPPZL file saved on a disk, but other disks could be used to save other puzzles. After completing a previously saved puzzle, the TEMPPZL file remains on the disk until another partial puzzle is saved. Thus, you could go back to the partial puzzle again if desired. PLAY This starts the play of the currently displayed puzzle. The next step will be selecting a puzzle piece size. CREATE Allows you to create your own puzzles by taking you to the Puzzle Maker part of Jigsaw Puzzlemania. ( See Below ) QUIT Will return you to the desktop, after checking to make sure that you really do want to quit. JIGSAW PUZZLE MAKER The Puzzlemaker allows you to create your own Jigsaw puzzles. Upon entering the Puzzle Maker portion of Jigsaw Puzzlemania, you will be asked for a picture or puzzle to load. Any low resolution picture may be loaded ) Degas or Deluxe Paint, etc.) or any of the Puzzle files may be loaded for modification. Put the Puzzle Data Disk in and load the MMONROE picture. At this point the picture will appear peculiar. This is because the background appears in gray to show where the background is used in the image. This must be changed so that pieces will show up clearly against the background. The picture is also too large for a puzzle, so click on 90 after the H to reduce the height by 90%. This will usually result in the correct height for a vertical picture. Then to keep our ratios right, click on the 90 after the W to reduce the width by 90%. Now grab the picture to capture the part you want for the puzzle. Click on GRAB and then select VERTICAL. You now have a vertical rectangle that follows the cursor. Pick the part of the picture you want included in the puzzle and click on it. The portion picked will be grabbed and re-painted in the upper left. You may undo this, or any other procedure by clicking on UNDO. ATARI-ST version only: Now some adjustments must be made to the colors. Click on SWITCH and the background will start flashing to show you where it is located in the picture. This will help you pick another color in the palette to replace the background. Click on the darkest color that is not the background: the background will now be replaced by that color. Since this is a slow process, we waited until we had the smallest area to do, which will be after you GRAB it. You can stop the switching by clicking on the RIGHT mouse button which will restore the previous settings. Next, change the background color to make it as different as possible form the colors used in the puzzle picture and still be pleasing. Click on BKGND, then click in the R-G-B control area to change the color of the background to something like a purple/violet ( lots of red/blue but no green ). Clicking on the right mouse button for the Atari-ST, and on the OK button for the Amiga, will save that color and return to the main puzzle maker menu. The only thing remaining is to pick a sound file to be used with this puzzle. Click on ADD SND. Then click on the PUZZLES folder to view the list of sound files available ( This is where you put any of your own digitized sound files). Pick something like LAUGH5K.SPL, which will be loaded and played for you. You can repeat it, choose again or use it. Even after you say YES at the dialog box prompt, you can click on the file name to play the sound. Insert a disk with a folder named PUZZLES. Save the puzzle by clicking on SAVE. Enter a file name ( maximum of 12 characters for Atari-St, 10 characters for Amiga ) and press return. Click on OK. FILL lets you pick a color and fill a designated area with that color. Quit by clicking the RIGHT mouse button for the Atari-ST. For the Amiga, move cursor to the right or bottom of the screen (exit GRAB and SWITCH in the same manner). Click on DONE to return to Jigsaw Puzzlemania. PICTURE FILES You can load low-res compatible files: Degas compressed or uncompressed format for the Atari-ST and Delux Paint (FF) format for the Amiga. You can also load any of the Puzzle files and change the background colors, the sound files, and so on. You can then save them to a new disk or to replace an old file. SOUND FILES Standard files are used as the completion sound for puzzles (ST-Replay format for the Atari-ST and Pro Sound Designer IFF((8SVX) format for the Amiga). They are limited to 40K bytes in length. You may re-use any of the provided sounds, of course. There are additional sound files on your data disk which you can use. Additional sounds may be obtained from bulletin boards or from your own digitizations if you have a digitizer. There are several Public domain programs which will convert other sound file formats to the format used in the program. CONVERSIONS There are public domain and shareware programs to convert other picture formats to the Degas and Deluxe Paint formats used in the program. One useful program for the Atari-ST is PICSWITCH by Advanced Software. PICTURE SOURCES An excellent source for images to put into Jigsaw Puzzlemania is a BBS such as GEnie or Compuserve. In addition, local user groups frequently have libraries of public domain images. Some computer stores will digitize images as a service. DATA DISKS There is one data disk included with your master. Artworx will also be offering more data disks in the future. NOTES ATARI-ST: Should a picture or puzzle be loaded with a color palette that makes the menu difficult to read, click on the right mouse button and the menu colors will be inverted. This should correct the problem and make the menu easier to read. Clicking the right mouse button again will toggle the palette back to its original state. THE END  North and South Dox by: by The_Barron Infogrames of the T.O.I.! I. Introduction The Civil War has never been do cleverly converted to the ST.even with a touch of humor?Ah well, these are not official docs but This is what I've figured out.This is the Civil War, a large blab in textbooks. A landmark in U.S. History..However,for this game's purpose all you have to do is defeat the opposing army. II. Booting up Ok,real simply, put in the disk,turn on the computer.After the digitized music comes on select the British flag(if you can read this,do it). III. Controls You may use the mouse, the joystick, or the arrow keys/space bar. However, in the action sequences you must use only the joystick or arrows. IV. Main Menu This is where everything happens..There are a total of 7 taggable boxes on this screen (2 of which are rather large).These 2 screens should show a flag or computer with a person in front of it.Tagging the flag/computer will cause the 2 to toggle back and forth.If you would like a player to represent this army the toggle it until there is a flag behind the person, if you would like the computer to rep. the army then toggle it until there is a computer behind the person.Also, the person in front of the flag represents that armies playing/thinking abilities.From the looks of each person you should be able to tell which would be the most experienced. Three of the other five smaller boxes in the center of the screen(the 3 upper boxes) control occasional happenings throughout the game.The first box(from left to right) is a picture of an indian.If this box is left uncheckered out then indian attacks may occur(explained later).The second box shows a lightning bolt.If this is left uncheckered then storms may occur(later).The third box represents the troop supply boat.If left uncheckered, it may arrive(explained later) The remaining 2 boxes are control/method of play boxes. The first box (left box) if left on the picture of a soldier playing an arcade then action sequences(explained later) will be allowed in the game.If this option is toggled, then this box will show a picture of a soldier playing checkers..action sequences will NOT occur making the game quite shorter in time. The second(last) box will only be uncheckered if two humans are playing(both things behind the guys in the LARGE boxes must be flags).Then, this will show a picture of a computer and a picture of a computer with a joystick(one below the other).The player who's controlling the army of the large box on the left has control of the controller shown on the top. The Year. Right in the middle of these boxes should be a paper with the year 1861 scrawled on it.if you tag this paper it will change to 1862 and so on until 1864 at which time it will scroll back to 1861.This option will change the position of the Union and Confederate's troops when you start. Once all of this has taken place,you may take the mouse arrow down to the photographer and tag him in the butt..uh.. just kidding..anyway tag the word "GO"off on his briefcase(on the ground to his right).The disk drive will spin and the game will begin. V.The Map I suppose that overall most of the moves you make in the game will be made from this screen.What you have here is a partial map of the U.S. what existed of it at the time of the civil war that will be necessary for the game).There are a few things that you should notice right away when you see this.First, the black line with red dots on it.This shows the path of the "money" train.After a turn is completed the train supplies money bags to the army that just completed its turn.This is represented by a window appearing in the upper-left hand corner of your screen showing a train chugging along then the picture will show a vault opening(with a guard from the army receiving the money standing next to it.the money bags will fly from the train into the vault).You may receive a maximum of 4 money bags after one turn.The amount of money you receive is based solely on the amount of land your army occupies.VERY IMPORTANT!! If the "money" train passes through a state occupying a troop of the opposite army then the train may be boarded and robbed by a soldier of the opposite army(look under Boarding the train in the action sequences section).Also, if the capital of an army is taken by the opposite army, then the train will not supply that army with money. Secondly, you'll notice the states.Some of thes will have a Confederate flag or a Union flag in it or be empty.The flag in the state determines which army has power over that state.There are only a few states with specific purposes.North Carolina is the state where the supply boat arrives.There are forts in Georgia(Confederate capital),Texas,Pennsylvania(Union Capital) , Iowa, and Kansas.(look under Taking the Forts under the Action sequences ) section. Also on the map are picture of soldiers(which we will from now on refer to as troops of soldiers).In the state there is a limit of one troop per state.When it is your army's turn to move,these troops of soldiers will flash.At this point tag one of the troops.Then all of the possible places of movement will appear.Then, tag where you would like that troop to go and they will move there.*Important*.If there is a cloud with lightning and rain pouring over a state where one of your troops is located then that troop will not be able to move that round.However, he may be moved upon.If you desire to see what the troop contains, then move the mouse arrow over the troop a display in the lower right hand corner will tell:The state you are looking at,the # of cannons in the troop,the # of horses in the troop, and the number of soldiers in the troop.you may only move each troop once per round.To merge two troops of men together to form 1 massive troop simply move a troop of men onto another one of your own troops of men.There are limits however on the screen at once.There can only be 3 cannons,3 horsemen,and 6 soldiers on the screen at once.If all the soldiers are killed, then another flank of the remaining troops will come out.*IMPORTANT* The game will not let you merge 2(or more) troops of men if the total # of cannons would be greater than 3. War! If (after you tag the troop to move) one of the places that you may move contains an enemy troop you may move on him.In strategic mode,the computer will determine(by amount of cannons,horses,soldiers,player ability,etc...) who wins with an almost instant decision of who wins or loses/retreats.If arcade mode is chosen then you will have an active part in the fight(look under War under the Action Sequences section).If you lose the battle,but some of your cannons,etc.. retreated, then your troop will be replaced at the state where they moved from.If you have a total of 5(or more) money bags in the vault,then you will lose the 5 money bags and an extra troop will appear.Then, some of the states you occupy will start flashing.Select the state you would like that troop to occupy and press the button on your controller.the troop will appear there. Injuns!! Indian attacks.. If the Indian picture was left uncheckered, then an Indian may attack ANY troop locate in Oklahoma or Kansas.This will happen randomly there is nothing you can do about it.You will lose that whole troop of men. VI.Action Sequences(Arcade option MUST be turned on at main menu) A. War This is the most complex ,but also most crucial action sequence there is this type of fighting occurs when an enemy troop moves into a state that a troop occupies.The screen will then switch into a nice little battleground(joystick or keyboard only now).When you first hold start fighting you will have control of the cannons(unless they've been destroyed in a previous battle.Then you would start with your horsemen, then the soldiers).Cannons are by far the most destructive force you have at your command you use these by moving up and down to position the cannon. Then,using your controller, hold in the equivalent of the button. You will notice a bar appearing and filling up at the top of the screen next to the picture of what you are in control of at the present.The longer this bar gets, the longer your shot will be.Keep firing away until they're all dead.(Note:on battlegrounds with a bridge or houses, cannons can be used to destroy them if you have your position and length of shot right.Once a bridge has been destroyed,there is no way for horsemen to cross over to the other side.If the bridge has only been partially destroyed, then soldiers may still cross.).Uht oh, your cannon just got nuked ,what do you do?? hit the right shift key in 1 player mode to toggle between control of cannons,horsemen,and soldiers.In 2 player mode,the player using the keyboard for movement uses the right shift key and the player using the joystick uses the left shift key to toggle control. Horsemen and soldiers:These nifty little hit men are fun.once you have control of these movement is normal.However when they are preparing to fire(soldiers) or swing their swords(horsemen) they will break out of single file formation and rush the enemy making a "wall" coming toward them.To put either of them in single file formation, move in the direction OPPOSITE to the way they are facing(use this to walk over the bridges,otherwise.....Splash!!). B.Taking the forts Offense: If you arrive at a state that is occupied by the opposite army,it may have a fort there.If so you will have to enter the fort and run to the flag pole(far-right) without being delayed so much that the enemy soldiers' alarm clocks go off.The control is normal, the only differences are: Down-Duck Up-Jump Button/spacebar(enemy soldier in range)-punch Button/Spacebar(enemy soldier outta range)-throw knife In this stage there are 2 levels:roofs, and ground.On the ground you must climb ladders to get to the roofs.Down there you must avoid:guard dogs,enemy troops,and land mines.On the roof you may fall to the ground if you don't jump over the cracks in the wall/roofs.Up here you must avoid soldiers.You only have 4 knives.The roof sounds easier but it isn't.On the ground if you can find a ladder you can go up to avoid danger.Up here you may only move back the way you came and forward. At the bottom of a screen is a boot and a clock moving to the right.When the clock gets to the far right you're outta time and you will not be able to take this state.If the boot(representation of you) beats the clock to the right then you will have reached the flagpole and you get the state and fort. Defense: If you have a fort in a state that you occupy and an enemy troop takes that state, he will try to take the fort.He will start to make his way to the the flagpole.If he is on the lower level, then pull down and this will send one of your 10(or so) troops out to delay him.Once your troop has attacked,you will be able to hit the spacebar to make the guard throw knives and punch.Stall him to death. C. Boarding the Train Offense: As described above you can board the money train from the opposite army when it passes through a state with one of your troops in it.The control of this sequence is nearly identical to that of Taking the Fort except if your soldier is knocked off the train, you will have to push up when the rear of a train car passes you.The timer and all are still active.Make your way to the engine of the train.Once, you reach the coal car your soldier will whip his big gun out and tell the engineer to pull the train over.You will then receive all the money the opposite army was supposed to have received. Defense: This part is identical to that of taking the fort.Push up to send a soldier to nail him.Keep knocking him off the train!! This doc is pretty accurate and covers pretty much everything in this fantastic action/strategy/adventure/historical game The_Barron P.s. Mega- Greetings to The ST Amigos(Hey Lulu!!),The Big Four(Great Canadians),Sewer Rat(great dox),The Replicants(Yo! DoM),Hotline(Commando + was great),Automation(keep the cd's comin!!),Hrfh..??(are they dead?),The Unknown Pirates(who are those guys??)..Thanx to I.C. for great cracks and K.C. Slim and the Revolution(who's the Revolution?) The HRFH is dead? long live Eliteness... The T.O.I. Heisted from a DREAMWEAVERS compilation disc...thanx guys.. (SP) THE CHAOS EDITOR By Edward Penman Welcome to the Chaos Strikes Back Editor, the sequel to the Dungeon Master Editor. This program is very similar to the original Dungeon Master Editor (it is in fact an updated version, with new features, which has been altered to work with Chaos Strikes Back) and will be familiar to Dungeon Master Editor users. These instructions will explain the new changes as well as providing information for new users. As with the Dungeon Master Editor the Chaos Editor works by altering a saved game file ("CSBGAME.DAT") and so does not affect the Chaos Master Disk. It will allow you to do the following things to a saved game, produced when you save whilst playing Chaos: 1) Alter the map at will to create short cuts, new passages etc. 2) Alter it so you can open doors during the game without using keys. 3) Remove secret doors. 4) Print out plans of all the ten levels in the Dungeon. The new features have meant the menu bar has had to be lengthened and it will now no longer work in low resolution but will work fine in medium (colour monitor/TV) and high resolution (Atari SM124/5 monitor) as before. The best way to learn how to use this program is to play around with it. We advise only ever using it on a copy of a saved game file, in case you make a mistake and want to return to the original position. The following explanation of the menu bar should provide enough information on using the program. DESK This contains an information box and any desk accessories that you might have loaded. Warning: Desk accessories can only be assessed before loading or after closing a saved game file as they would otherwise corrupt the Editor screen. FILE This contains the functions Load File, Save File, Close and Quit. The Load File box automatically appears when you first run the Editor. It allows you to load a saved game file using the normal file selector box ("OK") or automatically load the file "CSBGAME.DAT" and display Level 5 (the level you start on) for editing ("Auto"). Save File is the opposite ("Auto" will automatically save the file "CSBGAME.DAT"). The manual method allows you to change the name of the file if you wish (you can then build up a library of files on one disk). Warning: Chaos only recognises the file "CSBGAME.DAT". EDIT This is similar to the old "Map" bar. You can select any of the ten levels to view and edit on screen. Editing involves clicking over a section of the map to turn it into either a (black) wall or (white corridor). The left mouse button only changes normal (blank) wall or corridor. The right button will change anything. Warning: Chaos is very sensitive to map alterations and may crash if you start removing triggers, transporters etc. You can do a lot by just using the left button but the choice is there to change anything if you want (we know you won't be able to resist). You have been warned! Undo will remove your most recent change. Most of the legend "building blocks" are similar to Dungeon Master but with some changes: Transporters is the new term for blue hazes (which you can see) and anything which teleports you around (you may see only normal corridor). False walls is the new term for the old secret doors. Triggers is a new group which includes trigger points on the ground (some you can see, some you can't) and monster regeneration points but also include some objects and some stationary monsters. All these used to be in the general group Objects. Warning: A few objects don't appear on the map and many of the monsters carry objects including keys. Some trigger points are in fact objects and visa versa and also include some monsters (which may have moved by the time you get there). Our advise is to use the maps only as a guide and to expect the unexpected! DOORS This function has been expanded to allow you to choose which type of door or gate with button beside it to replace all the ones in the dungeon. You can choose between gate or door, normal, old or ornate or double (opens horizontally) or not. Gates allow you to throw and see through them. Doors are either metal or wood, depending on which level you are on. Most gates and wooden doors can be broken by chopping weapons or fire balls and all can be opened at a distance by magic spells. Warning: Changing all the doors so they don't need keys is obviously very powerful and will ruin the game for you if you do this function to play the game from the beginning. We advise you to only use it on old saved game files on levels which you have already completed. WALLS Remove false walls allows you to automatically remove all false walls either in the level on screen or in the whole map. This is a lot quicker than doing it by hand. PRINT Select any level to print (not just the one on screen as before) by clicking on the appropriate menu bar. You can choose to either print just the map and level number or the map and the whole legend. This function uses the ALT-HELP screen dump routine and so can be stopped by pressing ALT-HELP. You may want to put a CONTROL.ACC desk accessory on the disk to load in with the Editor so that you can make the screen dump work for your particular printer. HELP Press the HELP key or click on the Help menu bar to view this file. Press any key or click with the mouse to go from page to page and press the ESC key to finish. We hope you enjoy using this program and welcome any comments or criticisms you may have. Now go out there and crack some skulls! Ed and co. HUGE DOCS....originally from an IBM source, hence the references.... 688 ATTACK SUB USER MANUAL Another Plagarite Document by GtR> @1989 ------------------------------------------------------------------------------ TABLE OF CONTENTS 1 Welcome Aboard.....................................................1 About the Game.....................................................1 Using This Manual..................................................2 Getting Started....................................................2 How to Get Help....................................................9 2 Quick Start Guide to TORPEX '89...................................10 3 Missions..........................................................18 4 Game Controls.....................................................29 Configuring 688 to Your Computer..................................29 Playing by Modem..................................................30 Using Two Modems..................................................30 Using a Null Modem Cable..........................................33 Other Game Controls...............................................34 Russian Script On/Off.............................................34 Sound On/Off......................................................34 Surrender.........................................................34 Turning Off Your Mouse............................................34 Boss Key..........................................................35 5 Submarine Controls................................................36 Reading Your Displays.............................................36 Radio Room........................................................42 Navigation Board..................................................43 Ship's Control Panel..............................................45 Sonar Room........................................................46 Periscope.........................................................48 Weapons Control Panel.............................................49 Status Panel......................................................51 6 Submarine Warfare.................................................52 7 Technical Reference...............................................60 Submarines........................................................60 Weapons...........................................................61 Ships.............................................................65 Aircraft..........................................................68 Appendix A........................................................70 Glossary..........................................................71 Index.............................................................73 ------------------------------------------------------------------------------ 1 WELCOME ABOARD ============== There are only two kinds of ships: submarines and targets..... You are hereby given command of a nuclear-powered attack submarine, the world's most powerful and versatile ocean-going defense weapon. You are now a hunter/killer, a predator of the deep. You play a silent, sometimes lethal game of hide and seek. Every minute you make countless decisions that may have grave consequences for you, your crew....even your country. About the Game ============== You command an American Los Angeles or Soviet Alfa class submarine. You prowl through a dark, undersea world, carrying out dangerous missions that require predatory cunning and bold action. In peacetime, you track and hunt potential enemies. In war, you ambush enemy convoys and defend your warships; stalk ballistic missile submarines and duel other hunter/killers; strike at inland targets from enemy waters and live to tell about it. All the major systems of a modern attack submarine -- sonar, weapons navigation, helm, radio and periscope -- are at your disposal. Over 40 separate controls let you feel what it's like to operate the world's most sophisticated -- and deadly -- defense technology. At the same time, crew transmissions and pictures remind you that as captain you manage men as well as machines. 688 Attack Sub turns the most up-to-date technical information available concerning subs into one of the hottest games on the market. Whether you play the computer or challenge a friend to a modem game, you'll get hours of pleasure from 688 Attack Sub's exciting graphics, fast pace, attention to detail and variety of player options. 1 ------------------------------------------------------------------------------ Using This Manual ================= This manual was written for IBM or IBM-compatible computers. If you're using another type of computer, some commands and features described in this manual may be different or unavailable on your computer system. If you're using any computer OTHER than an IBM or IBM-compatible computer, please read the Command Summary Card included in the package for information specific to your computer. The manual is both an introduction to the 688 Attack Sub simulation and a reference manual. It's divided into two parts so you don't have to read it all the way through in order to start playing. Chapters 1-2: Introduction to 688 -- The first two chapters are designed to get you into the game quickly and painlessly. By no means do you have to read both chapters -- if you're the type of player who doesn't like to read manuals, follow the step-by-step instructions in Chapter 1 and you'll be ready to choose a mission and begin play. However, the fastest way to get your finger on the launch button is to let the Quick Start Guide in Chapter 2 lead you through the first mission, TORPEX '89. By showing you how to set up an attack on several decommissioned warships, the Quick Start Guide will introduce you to the sub's controls and basic game concepts. Chapters 3-7: Captain's Reference -- Refer to these chapters only when you need to know about something specific -- missions, controls, tactics, or ship and weapon specifications. Getting Started =============== To play 688 Attack Sub, you need a computer with at lease one floppy drive and 384k of free memory. Your system must be running on DOS 2.0 or higher. 688 Attack Sub has an unusually large number of detailed screens, bitmaps and text; in fact, over two megabytes of information, all of which had to be compressed several times to fit onto the floppies included in the package. The result is YOU CAN'T PLAY FROM THE ORIGINAL 688 DISK(S). Instead 2 ------------------------------------------------------------------------------ an install program on your original 688 disk creates a copy of the game from which you'll play. The install program configures the game to your current system. If you upgrade your system, you should create a new copy of the game. The time it takes to make a copy of the game varies depending on your hardware. Although the process can take up to several minutes, we felt the extra time was a fair trade for the game's stunning graphics and fine detail. 5.25" users: You'll find two disks in the package: Disk #1 and Disk #2. During installation, you'll have to swap these disks. 3.5" users: The entire game has been packed onto one disk. Whenever you're asked to insert an original Disk (#1 or #2), insert the single disk included in the package. Installing 688 Attack Sub on a Hard Disk ======================================== To copy all the files from the original 688 disks to your hard disk, do the following: 1. Turn on your computer and wait for the DOS prompt. 2. Insert the original Disk #1 in drive A or B. 3. Type A: or B: (whichever drive the original disk is in) and press . 4. Type INSTALL and press . On slow machines, you may not see anything on your screen for about a minute. 5. You'll be asked what kind of disks you want to install the game on. Type 1 and press to install the game on your hard disk. 6. Next, you'll be asked where the original Disk #1 is. Type A or B (whichever drive the original Disk #1 is in) and press . 7. The machine will want to know which drive on your hard disk you're going to install 688 Attack Sub on. The default drive is C. Press to install the game on drive C,or type the letter of the drive you want to install it on, then press . 8. Finally, you'll need to name the directory that the game will be stored under, "688" is the default name. Press to name the directory "688", or type in a new name and then press . 9. The install program will tell you when to take out Disk #1 and insert Disk #2. When the installation is complete, put away the original disks for safekeeping. 3 ------------------------------------------------------------------------------ When you want to start playing: 1. If you have a mouse, plug it in and load your mouse driver. If you're using a Covox Speech Thing (tm), plug it in too. 2. Type CD\ and the name of the directory that the game is stored under (for instance, if you chose the default name, "688", you'd type CD\688). Press . 3. At the prompt, type 688 and press . 4. Type in the number of the monitor and color adaptor appropriate to your computer: 1 for EGA, 2 for Tandy 1000, 3 for CGA, 4 for VGA- MCGA, 5 for Hercules. 5. Type in the number of the sound adapter appropriate to your computer: 0 if you only have an internal speaker; 1 if you have an Ad Lib (tm) board; 2 if you Covox Speech Thing. What you hear depends on what you have. If you only have an internal speaker, you won't hear the title music but you'll still get sound effects (however, a Tandy computer with Enhanced Sound Capability gives you both). The Ad Lib board re- produces the title music the best, but relies on the internal speaker for sound effects. The Speech Thing reproduces both reasonably well. A Tandy with Enhanced Sound Capability and an Ad Lib Board will give you the best sound quality for the game. 6. Press the SPACEBAR to go directly to the MISSION SELECTION screen. Installing 688 Attack Sub on Floppy Disks YOU CAN'T PLAY FROM THE ORIGINAL 688 DISKS, so you'll have to install the game on floppy disks from which you can play. Please format ONE of the following configurations of disks before you do anything else: A) two 5.25" 360K floppy disks B) one 5.25" 1.2MB or one 3.5" 1.44MB floppy disk C) two 3.5" 720K floppy disks See your DOS manual if you don't know how to format disks. If you get one of these messages during installation of game play, do the following: Insert the disk with batch file You should insert your and press any key when ready copy of 688 Disk #1 Insert disk with command.com: You should insert your DOS disk 4 ------------------------------------------------------------------------------ To install the game on your blank disks, do the following: 1. Boot your system with DOS (2.0 or higher). 2. Insert the original 688 Disk #1 in drive A or B. Type A: or B: (whichever contains the original disk) and press . 3. Type INSTALL and press . On slow machines, you may not see anything for about a minute. 4. You'll be asked what kind of disks you want to install the game on. Type the number of the disk configuration that's appropriate to you. 2 if you have one 5.25" 1.2MB or one 3.5" 1.44MB floppy disk; 3 if you have two 5.25" 360K floppy disks; or 4 if you have two 3.5" 720K floppy disks. Press to choose the disk configuration. 5. The machine will ask if you have these disks ready at this time. Press if you have the blank disks read. If not, return to DOS by typing NO and pressing . 6. Follow the onscreen instructions. You'll have to swap disks from time to time. When the installation is complete, put away the original disks for safekeeping. You only need one drive to play. When you're ready to start: 1. If you have a mouse, plug it in and load your mouse driver. If you're using a Covox Speech Thing, plug it in too. 2. Insert your copy of Disk #1 into drive A or B. 3. Type A: or B: (whichever contains the copy), the press . 4. Type 688 and press . 5. At the prompt, type in the number for the monitor and color adapter appropriate to your computer: 1 for EGA, 2 for Tandy 1000, 3 for CGA, 4 for VGA-MCGA, 5 for Hercules. 6. At the next prompt, type in the sound adapter appropriate to your computer. Type in the number of the sound adapter appropriate to your computer: 0 if you only have an internal speaker; 1 if you have an Ad Lib board; 2 if you have a Covox Speech Thing. What you hear depends on what you have. If you only have the internal speaker, you won't hear the title music but you'll still get sound effects (however, a Tandy computer with Enhanced Sound Capability gives you both). The Ad Lib board re- produces the title music best, but relies on the internal speaker for sound effects. The Speech Thing reproduces both reasonably well. A Tandy with Enhanced Sound Capability and an Ad Lib board will give you the best sound quality for the game. 5 ------------------------------------------------------------------------------ 7. Press the SPACEBAR to go directly to the MISSION SELECTION screen. Commanding 688 Attack Sub ========================= The 688 Attack Sub simulation is divided into levels. At the top level is the CONN (Conning tower), the game's main menu. From the CONN you can go to different STATIONS. Each station is identified by its own icon which appears as your cursor passes over the area. +- Ship's Control +- Weapons Control Status Panel -+ | Panel | Panel | | | +-------------|---------|-------------------|-----------+ | | | | | | | v | | | v v | | /|\ | | .-=!!==. ---+--- -=======+ | | \|/ | | | | /\/ | | -( )( )- /-\ | | ^ | () () | | | | | | | +-------------------+ ^ | | | | | | | | | | | | X | | | | | | | | | | | | | | ^ | | | | | | | | | | | +--|-------------------------|----|-----------------|---+ | | | | +- Radio Room Periscope -+ +- Navigation +- Sonar Room Board Figure 1.1: 688 CONN At each of the stations are controls for different parts of the sub. Some of the controls are clustered into control groups; for instance, the controls for the sound filter, active sonar and towed array make up the Sonar Control group. The stations and their controls are "hot spots", areas that perform functions. You give commands by moving the cursor to a hot spot and press or clicking a mouse button. There are two ways to move the cursor: Using a mouse: A mouse (with a Microsoft(r)-compatible mouse driver) is by far the easiest way to play the game. Your cursor will change color and/ or shape when it's over a hot spot. Click any button on your mouse to select that function. If you encounter problems with your mouse, you may have to disconnect it and use the keyboard to move the cursor. Turn to p.34 for information on disconnection the mouse. 6 ------------------------------------------------------------------------------ Using the keyboard: Move the cursor using the key and the arrow keys. Pressing while holding the key down moves through the groups in reverse. Use or + Tab to tab through the different control groups; then use the right and left arrow keys (<- ->) to move the cursor between positions within a control group. The up and down arrow keys (^ v) will move the cursor through all the controls regardless of their groupings (^ moves the cursor to the left; v moves the cursor to the right). 688 Attack Sub also has quick keys that instantly move your cursor to a station of function. On every screen, each control group has been assigned a number -- the number keys will move your cursor to the control groups you see onscreen. The function keys (-) take you to the subma- rine's stations. Within each station, different controls have been assigned letter keys (for example, pressing R at the Ship's Control Panel will move your cursor immediately to the rudder control). For the game's keyboard interface, see the table on the back inside cover of this manual. In the rest of the manual, "select" means moving your cursor to a station or control and activating it by pressing or clicking the mouse button. Choose a Mission, Configure 688 =============================== Choose a mission (mission descriptions begin on page 18). Once you select a mission, the CONFIGURATION PANEL comes up. Set the sound, play level and whether you want to play by modem (see p.29 for information on configuring you computer). Select BEGIN GAME to start your mission. If you plan on using the Quick Start Guide to TORPEX '89 in the next chapter: On the MISSION SELECTION screen, select 688 from the column next to TORPEX '89. Once you've selected the TORPEX '89 mission, the CONFIGURATION PANEL will come up. Make sure to set the CONFIGURA- TION PANEL as follows: 1. Select NO MODEM game. 2. If you have a Covox Speech Thing, select the port your unit is plugged into (LPT:1 or LPT:2). Otherwise, select DEFAULT. 7 ------------------------------------------------------------------------------ 3. Set the play level on BEGINNER. 4. Select BEGIN GAME to start playing. You start in the sub's CONN. Be- fore you do anything else, you must enter a Security Access Keycode (see below). Enter the Security Access Keycode +------------------------------------------------------------+ |TARGET | |BEARING RANGE COURSE  SPEED DEPTH | |============================================================| | | | | | Establishing satellite uplink...... | | xxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxx | | xxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxx | | ALBANY: THERE ARE NO ??? | | | | | |------------------------------------------------------------| | | | | | +---+ +---+ +---+ | MSG PREVIEW | ECM LEVEL | | | D | | I | | F | |+----+ +----+| +---------------+ | | +---+ +---+ +---+ ||PREV| |NEXT|| | | | | | | | | | | | < > < > < > |+----+ +----+| +---------------+ | | | | PERISCOPE ANTENNA | | SEND CODE | | | TRANSMIT | | | |DOWN| |DOWN| | | | | | |============================================================| | | |------------------------------------------------------------| | | | SPACE TO PAUSE | +------------------------------------------------------------+ Figure 1.2: Radio Room You're in the sub's CONN. You can take your time: the game always pauses when you're in the CONN, except in modem games. Select the Radio Room by moving your cursor with the mouse or the key until it changes into the Radio Room icon. Enter the Radio Room by pressing or any button on your mouse while the Radio Room icon appears (you could also have pressed R or F2 to go to the Radio Room). You're given the name of a Los Angeles class submarine and the beginning of a sentence (in the example in Figure 1.2, the code is "ALBANY: THERE ARE 10 ???"). Starting on page 18, you'll find paragraphs marked with the names of Los Angeles class submarines. Find the name of the sub -- they're in alphabetical order -- then look at the paragraph that's directly to its side. Find the sentence fragment you see onscreen, then enter the first three letters of the next missing word. For example, the next missing word in the sentence asked for in Figure 1.2 is DIFFERENT (p. 18). DIF would be the letters you'd enter into the boxes on the screen. 8 ------------------------------------------------------------------------------ Use the arrows below the boxes to enter the letters. When you have the letters in the right sequence, select SEND CODE. If you've transmitted the correct security code, you will receive your mission orders. 688 Attack Sub will tell you if you've sent an invalid code and will put you back in the CONN. If this happens, go to the Radio Room to try again. You have as many tries as you want. Quitting the Game To quite the game, select EXIT from the CONN. You'll be given a choice of playing another mission, continuing your last mission, or exiting to DOS. Select EXIT TO DOS. How to Get Help =============== You can get on-line help for all the controls with the Help feature. Press within each station of from the CONN go get explanations of each feature. Press the SPACEBAR to advance through the help screens. Before you dive into the first scenario, try using the help key to take a "walking tour" of your sub. When you're done, you'll at least have a nodding acquaintance with all of the game's controls. 9 ------------------------------------------------------------------------------ 2 QUICK START GUIDE TO TORPEX '89 =============================== As a quick start to 688 Attack Sub, we'll run through the first mission, TORPEX '89. Playing the mission should acquaint you with most of the game controls and a few of the strategies. In TORPEX '89, you're the captain of the Los Angeles (SSN 688) on a torpedo exercise in the Faeroe Island chain. Your mission is to sink three decommissioned warships without being detected. During the exercise you'll give commands by moving the cursor to the sub's controls and clicking your mouse button or pressing . You can move the cursor by a variety of means. Turn to p. 6, Commanding 688 Attack Sub, to learn the mouse and keyboard interface. For the sake of simplicity, we'll use the word select to mean a two-step process: 1) moving your cursor to a station or control; and 2) activating the station or control by pressing or a button on your mouse. If you find yourself completely clueless about a station, a term, or a control press for help or go to the appropriate section in the manual. If the telephone rings or some other crisis comes up, you can put the game on pause by going to the CONN. When you're reading what to do next in the exercise, go to the CONN so you won't lose valuable game time. +- Select Exit v +------------------------------------------------------------+ |EXIT|T | |----+NG RANGE COURSE SPEED DEPTH | |============================================================| | | | | | Establishing satellite uplink...... | | xxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxx | | xxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxx | | ALBANY: THERE ARE NO ??? | | | | | |------------------------------------------------------------| | | | | | +---+ +---+ +---+ | MSG PREVIEW | ECM LEVEL | | | D | | I | | F | |+----+ +----+| +---------------+ | | +---+ +---+ +---+ ||PREV| |NEXT|| | | | | | | | | | | | < > < > < > |+----+ +----+| +---------------+ | | | | PERISCOPE ANTENNA | | SEND CODE | | | TRANSMIT | | | |DOWN| |DOWN| | | | | | |============================================================| | | |------------------------------------------------------------| | | | SPACE TO PAUSE | +------------------------------------------------------------+ Figure 2.1: Radio Room 10 ------------------------------------------------------------------------------ 1. Exit the Radio Room. If you followed the instructions under Getting started in Chapter 1, you've already a) selected TORPEX '89 from the MISSION SELECTION screen; b) configured 688 to your computer on the CONFIGURATION PANEL; and c) entered in the Security Access Code and received your mission orders. You should now be in the Ra- dio Room of the Los Angeles. Go to the CONN by selecting EXIT in the top left-hand corner of the screen. 2. Tour the CONN. You are now in the submarine's CONN. This is the main menu of the game -- from here you can go to any of the submarine's control stations. Press to get the locations and descriptions of each of the stations (within each station, will tell you what all the controls do). When you're done with the tour, select the Periscope icon. 1. Select Periscope + 2. Rotate Periscope + \ / +---------------------\-------------------------------------/+ |TARGET: C:FORREST SHER\AN CLASS DESTROYER / | |BEARING 175 RANGE 6.4\ COURSE 355 SPEED 9.5 DEPTH /ft| |========================\===============================/===| | \ | / | | \ | ESDI LEVEL / | | \ | +----------------/----+ | | \ | | | | | | | | | / | | | | | \ | +--------------/------+ | | \ |-----------------/---------| | \| / | | X \ PERISCOPE /ANTENNA | | \ |\ +----+ / +----+ | | \ | \ | UP | / |DOWN| | | \ | +----+ / +----+ | | \ |-----------/---------------| | \ | / | | \ | PERIS/OPE ROTATION | | \ | /+-----+ | | \| < | 000 | > | | \ +-----+ | |---------------------------------\--------------------------| | +-+ +-+ +-+ | \ | | |P| |F| |S| | \ WEAPON CONTROL | | +-+ +-+ +-+ | \ | | +-+ +-+ +-+ +--------------+ | +-\------+ +--------+ | | |I| |H| |O| | TARGET | | | L\UNCH | |  | | | +-+ +-+ +-+ +--------------+ | +---\----+ +--------+ | | +-+ +-+ +-+ ^ | \ | | |C| |B| |T| | | \ | | +-+ +-+ +-+ | | \ | |----------------|--------------------------\----------------| | | \ | | SELECT TARGET | \ | |----------------|-----------------------------\-------------| | | \ | | 02:52:48X | 01:10:24Y 00:0\:04 | |----------------|--------------------------------\----------| | \ 3. Select Target + 4. Move cursor to + closest target Figure 2.2: 688 Periscope 3. Go to the Periscope. You are now at the periscope station. Look at the map. You probably see a number of "X"'s. These are sonar contacts that your sonar operator is picking up. At this point, he doesn't know what the contacts are or their range, depth or speed. In this mission, you won't have to worry about unidentified contacts until your sonar oper- ator can identify them. You'll be receiving sonar contacts and they can be anything from enemy subs to schools of fish. The ocean's filled with sounds -- the only reliable sounds are the ones your sonar operator 11 ------------------------------------------------------------------------------ can positively identify. (In combat, however, you might make more guesses.) Sonar is not the only way to get positive identification of a target -- if it's a surface ship, you can view it with your periscope. Right now you're at periscope depth (20 ft), so go to the PERISCOPE button and select it. Rotate the periscope until you see the destroyers. Select TARGET. A crosshair-cursor will appear in the viewing window. Place the cursor on the closest ship and press or click the mouse button. Notice the target information that fills the bar at the top of the screen. Now take a look at the top-down map by selecting T on the 9-button map display control in the lower left corner of the screen. At lease one of the "X"'s should have turned into a letter. This means that you have a firm fix on the target's location. If you can't see the letter, the target may be outside the map area. Select O on the map display control until you get a bigger view of the map. While your periscope is still up, return to the CONN by selecting EXIT. +------------------------------------------------------------+ | In an effort to reduce filesize the remaining figures have | | been deleted. | +------------------------------------------------------------+ Figure 2.3: Navigation Board 4. Set a waypoint. While your periscope is giving you a firm fix on your targets, go to the Navigation Board so you can set the auto-pilot to steer your sub toward your targets. Select SET from the WAYPOINT CON- TROLS. A crosshair-cursor will appear on the map. Using the mouse or the cursor keys, move the crosshair to a point near your targets. Press 12 ------------------------------------------------------------------------------ or the button on your mouse to select that point. A number will appear marking the waypoint. Now that you know the general direction you should be going, return to the Periscope station and lower the periscope to avoid being detected by surface radar. You may immediately lose the target information at the top of the screen. Don't worry about it. After your sonar man has listened for a few minutes, he'll get another fix on the target with his passive sonar. o See page 53 for a brief discussion of passive sonar. Figure 2.4: Ship's Control Panel 5. Set the throttle and depth. Even when the ship's auto-pilot is on, you're still in control of the speed and depth of your sub. Go to the Ship's Con trol Panel by pressing . Set the throttle on 2/3. Select 150 FT under AUTO FUNCTION. The crew will bring the sub to that depth. You could also have done this manually using the DIVE PLANE CONTROL. 13 ------------------------------------------------------------------------------ Figure 2.5: Weapon Control Panel 6. Load torpedoes. Torpedoes are never stored armed and ready in a sub's torpedo tubes. Consequently, you must give an order to ready them. Go to the Weapon Control Panel by pressing . Torpedo tube 1 should be already selected (the box around the number will be high- lighted). Press R or 4 to move the cursor to the box and press or click a mouse button to arm and load the torpedo. Place your cursor on the next tube and press once to select the tube, then once more to arm the torpedo. Do this for all four torpedo tubes. The two auxiliary tubes hold noisemakers -- don't bother loading them, you won't be needing them in this mission. The weapon's officer will inform you when each of the torpedoes is armed. The torpedo icons will also turn a darker color, indicating that they're ready to fire. o See page 57 for a brief discussion of noisemakers. 14 ------------------------------------------------------------------------------ Figure 2.6: Sonar Room 7. Deploy Towed Array. Now press to go to the Sonar Room. Select TOWED ARRAY. A towed array is a long cable with a series of micro- phones along its length. The towed array will improve your sonar operator's listening capabilities but will limit the sub's top speed. o See page 47-48 for a brief discussion of towed arrays. Figure 2.7: Navigation Board 8. Compress time. If your sonar man doesn't have a fix on the destroyers, you'll have to wait. This can take a few minutes. If you're impatient, go to the Navigation Board and select TIME under WAYPOINT CON- TROLS. This speeds up the time. Keep your hand over the button. When your sonar man has a fix on one of the targets, deactivate the time compression by pressing . 15 ------------------------------------------------------------------------------ Figure 2.8: Weapon Control Panel 9. Target and launch. Go to the Weapon Control Panel. If the ships are no longer targeted, select TARGET again and move the cursor on the map to the ship you want to attack. If the range is under 10 miles (the maximum range of a 688 Attack Sub torpedo), you can go ahead and fire a torpedo. Check that the box around torpedo tube 1 is highlighted. If it isn't highlighted, select it once. Now select LAUNCH. It will take more than one torpedo to sink a destroyer, so wait about 10 seconds, then select LAUNCH again. If you're still out of range (10 miles or more), you'll have to move in on the targets. This may require setting your engine on a higher speed. The sonar man will confirm if and when the torpedoes have reached their target. If you think it's worth the risk of detection (and in beginner mode, it probably is), you can go to periscope depth and raise your periscope to confirm a hit (the blood and guts brand of captain does this just to watch the flames rise). Fire torpedoes until the ship sinks (the letter will disappear from the map). 16 ------------------------------------------------------------------------------ Figure 2.9: Navigation Board 10. Set up your attacks on the next ship. If you're lucky, you're already in range to strike your next target. If you're unlucky, you'll have to set new waypoints to attack the other two ships. Remember that you can set up to nine different waypoints and your sub will go to each of them in numerical order. 11. End of exercise. The exercise ends when you sink all three ships or after 15 minutes have gone by. This is when you receive warm praise or a sound verbal lashing from your superiors. Don't worry if you didn't do too well this first time around. Run through the exercise again -- the controls will begin to become second nature and your performance will improve immediately. You've been introduced to most of the submarine's controls. There are only a few more that you haven't actually used. You might want to take a few moments to read up on these as well: o Plot Projection p. 43 o Sonar Computer pp. 46-47 o Sonar Control pp. 47-48 o Torpedo Control pp. 50-51 o Status Panel p. 51 17 ------------------------------------------------------------------------------ 3 MISSIONS ======== [Editor's Note: When you next see a name in []'s that is the name and the following paragraph is the paragraph to be used in the determination of the Security Access Code.] [ALBANY] 688's perilous missions try the true mettle of a submarine captain. There are 10 different missions set in the geographical powder kegs of the world's oceans. the missions progress chronologically from a cold war state of mutual distrust to total war. The challenge of the earlier missions is one faced daily by submarine commanders: determining if a situation is threatening while trying to avoid ambiguous gestures that could lead to a shooting match with foreign submarines. (Of course, in 688 you're free to "resolve" conflicts in any way you like.) The later missions put the commander's abilities as a hunter/killer to the test. In general, the missions become more and more difficult -- as the war heats up, each side becomes more and more merciless in their hunting. In each mission, the action unfolds within only a small portion of the full mission map. This "playfield" is usually an area of tactical interest to one or both sides. If a player wanders too far away from where the action is, the game will come to an end and a message from you CINC (Commander-in-Chief) will inform you that you missed the boat. The idea is to keep the players from going off on wild goose chases where nothing will challenge them. [ALBUQUERQUE] The following brief mission descriptions give you the necessary background information that you won't get from your onscreen mission orders. You can choose to command an American 688 or a Soviet Alfa. Both subs have their advantages and disadvantages, but neither sub's abilities outweigh the value of a cunning commander. A note on playing by modem: you can choose to play by the mission objectives described here, or you can set your own. There are no special objectives when playing by modem. Whatever objectives you declare are valid -- even something as unsophisticated as "turn the other guy into canned tuna". The worse thing that can happen is that your CINC will scold you for your runaway battle lust -- and even HE can be silenced by the key. 18 ------------------------------------------------------------------------------ Figure 3.1: Faeroe Islands -- Norwegian Sea [ASHEVILLE] 688: Your superiors are going to look over your shoulder a few more times before they let you sail off with a billion dollar sub. In this training exercise, you only have 15 minutes to sink three decommissioned Forrest Sherma n class destroyers and prove that you're commander material. Your attack must come swiftly and silently. Navy helicopters will be attempting to locate your sub, so don't advertise you position with a lot of active sonar or by leaving you periscope out of the water for too long. Torpedoes: 22 Mark 48 ADCAP Torpedoes Missiles: 2 Submarine-Launched Harpoon Anti-Ship Missiles Noisemakers: 6 700: You command the Dallas (SSN 700) in a joint training exercise with the Los Angeles. In this mission, you earn your commander's respect by beating your colleague to the draw. Sink three of the five de-commissioned warships to win the competition. You can play this on your own (against a computer- run Los Angeles) or by modem. Both subs are equipped with the above weapons. Modem: TORPEX '89 is the only mission in which you and your modem opponent can match Los Angeles class subs against each other. One side commands the Los Angeles and the other commands the Dallas. For the sake of game balance, neither side has missiles in the modem game. 19 ------------------------------------------------------------------------------ Shake 'Em ========= See Figure 3.1 for map of location [ATLANTA] 688: American and Soviet naval forces sometimes practice ASW (Anti- Submarine Warfare) techniques on each other, rehearsing, as it were, for the real thing. The experience the crews gain and the information gathered on enemy tactics apparently make these high-tech games of superpower hide- and-seek worth the risk. In this mission, a Soviet sub is tracking you. The navy brass sees their own pride and budgets on the line, so the pressure's on for you to shake this Russian sub. (See pp. 52-59, Submarine Warfare, for tips on maneuvers you can try.) You must lose the Soviet sub for a period of at least 3 minutes in order to be declared successful -- this means that the Alfa can't detect you as an "X" (see p. 38, Sonar Contacts). The mission will end once you've successfully evaded your opponent for the 3 minutes of after the 20 minute time limit is up. Torpedoes: 8 Mark 48 ADCAP Torpedoes Missiles: 4 Submarine-Launched Harpoon Anti-Ship Missiles Noisemakers: 6 [AUGUSTA] ALFA: As in every Navy, the only way up the ladder is by making your superiors notice you. Prove that American high-tech equipment is no match for Soviet training and you'll make a big impression on the fleet admiral. Since you're practicing for real war, you must track the 688 in such a way tha t you'd be able to destroy him if this were a combat situation. This means you may not lose contact with the 688 for any period longer than 3 minutes (to keep "contact" on the 688, it must appear as an "X" on a letter on your map display -- see p. 38, Sonar contacts). Don't lose contact on the 688 at the last minute or you lose. You must be close enough to the 688 that you could fire on him and easily hit him (see pp. 58-59, Evading Torpedoes, for ranges). Try and stay in the baffles (p. 59) of the 688 to stay undetected as long as possible. Torpedoes: 8 type 53 Torpedoes Noisemakers: 4 Modem: In the modem game, the 688 has 20 torpedoes and the Alfa has 18. 20 ------------------------------------------------------------------------------ Sub Ops ======= Figure 3.2: Barents Sea ALFA: After a week-long operational test in the Barents Sea, you're ordered to execute routine ASW (Anti-Submarine Warfare) maneuvers before re- turning to your home port of Severemorsk. Since imperialist submarines sometimes try to follow outbound Soviet subs as they leave home waters, you are given the job of "securing the port"--i.e., chasing off any intruders. If you use active sonar ("pinging"), enemy subs will know you're there and you'll scare them off (see p. 47, TARGETING PULSE). Be careful, though -- spying subs may interpret pings from a long-distance as a prelude to a torpedo attack...at which point they may decide to actively defend them- selves. Your best bet is to get as close as you can (under one mile) before you actively "ping" them. At very close range, the risk of being damaged by their own torpedoes is too great--they'll be forced to simply run away. Torpedoes: 18 Type 53 Torpedoes Noisemakers: 4 21 ------------------------------------------------------------------------------ Mumar Cadaver ============= Figure 3.3: Strait of Gibraltar [BALTIMORE] 688: The White House is blaming the Libyans for recent acts of terrorism. To punish these "international criminals", a 688 is ordered to sink four Libyan oil tankers as they exit the Strait of Gibraltar. The tankers are under the protection of Libyan warships. Remember that the Strait is filled with traffic so don't put the U.S. in a bad light by sinking non-Libyan ships. Torpedoes: 20 Mark 48 ADCAP Torpedoes Missiles: 4 Submarine-Launched Harpoon Anti-Ship Missiles Noisemakers: 6 Escape ====== See Figure 3.3 for map of location [BATON ROUGE] 688: Your crew is fatigued from month-long operations in the Mediterra- nean, so you're less than happy when your commander reports that there are Soviet submarines waiting to "accompany" you out of the Strait of Gibraltar. The Navy wants you to make a lasting impression on the Russians -- you must pass through the western edge of the Strait undetected by Soviet subs. (The Soviets shouldn't have contact on you when you reach the Atlantic. See p. 38, Sonar Contacts.) Torpedoes: 20 Mark 48 ADCAP Torpedoes Missiles: 4 Submarine-Launched Harpoon Anti-Ship Missiles Noisemakers: 6 Alfa: While returning from tour duty, your sub is suddenly ordered back to the Strait of Gibraltar where you'll wait to intercept an American attack sub. Intelligence sources observed a 688 in an Italian port and expect it to exit the Mediterranean soon. You must keep contact on the 688 as it enters the Atlantic (see p. 38, Sonar Contacts). Also, you must be at a range at which you could easily destroy the 688 if you had to (see pp. 58-59, Evading Torpedoes, for ranges). Try to be sly about this...active sonar will not only make your presence known, it could be regarded as hostile action Torpedoes: 18 Type 53 Torpedoes Noisemakers: 4 Modem: This mission provides a good battlefield for a one-on-one hunt and kill scenario. However, even if you throw out the mission objectives and just play "to the death", you should concentrate on moving to the west so you won't wander out of the playfield and end the mission abruptly. Goulash ======= Figure 3.4: Mouth of the Adriatic Sea [BIRMINGHAM] 688: Under new leadership, Yugoslavia attempts to reform their economy and widen their autonomy. To do so, they have chosen a capitalist model and have asked for NATO's support. Perceiving a Yugoslavian alliance with NATO as a threat to themselves and the other Warsaw Pact nations, the Soviets invade Yugoslavia and attempt to set up a naval blockade. The U.S. and Italy agree to provide Yugoslavia with covert military aid. A Los Angeles class submarine is assigned as escort to provide maximum protection with a 23 ------------------------------------------------------------------------------ minimum of exposure. Your job is to get six cargo ships north to Trivat before the rebellion is completely crushed. The Soviet warships have orders to sink first, ask questions later--if they get close enough, your cargo ships are history. You can try to lead the warships away, or you can make the seas safe for free trade by destroying the warships before they're in range of the cargo ships. The bottom line is: the cargo ships must get northeast safely. Torpedoes: 20 Mark 48 Torpedoes Missiles: 4 Submarine-Launched Harpoon Anti Ship Missiles Noisemaker: 6 Cat Walk ======== Figure 3.5: Kunashir Passage [BOSTON] 688: Sparked by the Yugoslavian conflict, a limited war in Europe begins and quickly escalates into World War III. Your 688 has been assigned to patrol an area north of Japan--an important sea lane through which a number of Soviet SSBN's (nuclear-powered ballistic missile submarines) travel. A Soviet SSBN has reportedly left Vladivostok the day before and is entering your patrol sector. It may be under the protection of a Soviet attack submarine (SSN). Your main objective is the SSBN--think of any SSN's you encounter as dessert. Since slow-moving SSBN's can be extremely difficult to detect, a Seahawk helicopter will try to aid you in locating it. If the helicopter finds the boomer, it'll drop a "marker" buoy in its vicinity. The marker buoy floats on the ocean surface and transmits a sonar "ping", informing you that it's over the general location of the SSBN. Your sonar officer will inform you when he detects a buoy, When you get the 24 ------------------------------------------------------------------------------ message, you should go to a depth of 150 ft or less so that you can target the marker buoy. Note the bearing and the distance of the buoy: If you're too far away to launch torpedoes, make a course for the buoy; if the SSBN is close enough, launch torpedoes and direct them to the buoy's location, then set the torpedoes in a search program. Torpedoes: 20 Mark 48 Torpedoes Missiles: 4 Submarine-Launched Harpoon Anti-Ship Missiles Noisemakers: 6 Alfa: Virtually all Soviet ships entering or leaving the main port of Vladivos tok must traverse the Kunashir passage. This strategically critical "choke point" connecting the Sea of Japan with the Pacific is a likely place for an American attack on the outbound SSBN you've been ordered to protect. If it comes down to combat, don't confuse the SSBN with the 688. Make sure you know what you're firing on, because your torpedoes won't! The sonar analyzer will help distinguish contacts and keep you from firing on friendlies (see pp. 46-47, Sonar Computer). Torpedoes: 18 Type 53 Torpedoes Noisemakers: 4 Modem: This mission can also be played by modem. Surprise Party ============== Figure 3.6: Edge of the Celtic Shelf 25 ------------------------------------------------------------------------------ [BREMERTON] 688: The war is heating up. NATO is sending a large battle group to the Norwegian Sea from the south in support of their current forces. The Norwegian Sea is of vital significance to both sides--it represents the only access the Soviet Northern Fleet has to the Atlantic Ocean. If NATO can keep the Soviet Northern Fleet "bottled up" in home ports, American and European shipping can continue delivering preciously needed arms and supplies with minimum harassment. Your orders are to escort the reinforce- ments to the north and protect them from Soviet submarine attack. Torpedoes: 20 Mark 48 Torpedoes Missiles: 4 Submarine-Launched Harpoon Anti-Ship Missiles Noisemakers: 6 Alfa: Your orders are to patrol your sector and proceed to attack any enemy vessels you encounter. You stumble onto a large battle group and must single-handedly engage the American ships. Good luck. Torpedoes: 18 Type 53 Torpedoes Noisemakers: 4 Modem: Since the Alfa is at a clear disadvantage in this mission, the stronger player should take the Soviet side as a handicap. Homecoming ========== See Figure 3.6 for map of location. [BUFFALO] 688: In order to keep the war effort rolling, America must keep the sea lanes to Western Europe open. As in two previous world wars, American shipping forms convoys protected by warships. Your 688 is assigned to counter any naval assaults on a convoy destined for France. In the event of an attack, you'll have to quickly perceive what the biggest threats to the convoy are and deal with them first. Torpedoes: 16 Mark 48 Torpedoes Missiles: 8 Sea lance Missiles Noisemakers: 6 Alfa: The Soviet Stavka realizes that it only has to cut off the American supplies to Europe and the war will come to an effective halt, perhaps resulting in total victory for the Soviets. The massive Soviet submarine force 26 ------------------------------------------------------------------------------ is sent to sea to cripple the U.S. Navy. This time, your Alfa and an Oscar class SSGN (nuclear-powered cruise missile submarine) wait in ambush for a NATO convoy. Torpedoes: 18 Type 53 Torpedoes Noisemakers: 6 Modem: The sheer number of targets in the water make this an exciting-- and difficult--scenario. With the Americans at a slight disadvantage, stronger players should take the American side to balance the game. Hit and Run =========== Figure 3.7: Baltic Sea [CHICAGO] 688: As the war between East an West escalates, the Navy decides that forward defense is the only way to force the Soviets to back off. Forward defense attempts to cripple or intimidate the enemy by attacking long range targets behind enemy lines. The next step is to destroy inland targets--in this mission, you've been sen to the Baltic Sea to deliver a load of Tomahawk cruise missiles that will take out Soviet nuclear weapons facilities. When the scenario begins, you're just off the coast of East Germany. One of the first things you should so is raise your periscope to confirm your location. Switch to top-down map by selecting T on the map display. Zoom out by selecting O until you see a letter on the top down map. The letter is a pre- set waypoint for your Tomahawk missiles: this is the target you'll be firing your missiles at (Cruise missiles such as the Tomahawk get their bearings by 27 ------------------------------------------------------------------------------ comparing computerized maps with the local terrain -- what you're doing is providing the missile with its first landmark, which the missile will use a s a reference point to guide itself to its target.) With your periscope still raised, select TARGET. You have only 5 minutes to fire ALL four missiles. Don't get too far away from the coast or you'll lose the targeted waypoint for the missiles. After you fire the missiles, you must rely on your own cunning to escape through the narrow, heavily patrolled passage out of the Baltic Sea. Torpedoes: 20 Mark 48 Torpedoes Missiles: 4 Submarine-Launched Tomahawk Cruise Missiles Noisemakers: 6 28 ------------------------------------------------------------------------------ 4 GAME CONTROLS ============= Configuring 688 to Your Computer -------------------------------- Once you've selected a mission, you can adjust the following on the Configuration Panel :- Sound: If you have a Covox Speech Thing, select the port your unit is plugged into (LPT1: or LPT2:) -- otherwise, leave DEFAULT SOUND highlighted. [CINCINNATI] Play Level: 688 Attack Sub comes with two play levels -- BEGINNER and STANDARD. You can choose play levels only when you're playing against the computer. Modem games are automatically set on STANDARD. BEGINNER -- Gives you certain advantages: you're quieter; your sonar is more powerful than your opponent's; your sub can take more damage; and your raised periscope isn't as noticeable by surface radar STANDARD -- You and your opponent have normal capabilities. Modem: Select NON-MODEM if you want to play against the computer. To play against a modem opponent, see p. 30, Playing by Modem. Exit: There are three ways to exit the Configuration Panel: BEGIN GAME -- Begins the mission you selected on the Mission Selection screen. MISSION SELECTION -- Returns you to the Mission Selection screen. EXIT TO DOS -- Quits 688 Attack Sub altogether and returns you to DOS. NOTE: WHENEVER YOU CHANGE THE SETTINGS ON THE CONFIGURATION PANEL, 688 ATTACK SUB SAVES THE NEW CONFIGURATION AS YOUR DEFAULT SETTING. 29 ------------------------------------------------------------------------------ Playing by Modem ----------------  Both computers will have to meet the specifications on p.2 of this manual. Both players must have manuals and play disks of their own. [CITY OF CORPUS CHRISTI] 688 Attack Sub can be played by using two Hayes@--compatible modems with a minimum of 1200 BAUD or one null modem cable. In both instances, one player will have to be designated the "originator" and the other the "an- swerer".The originator sets up the game and initiates the call (the originator also foots the bill if there are any phone costs). There are a few things you should know about playing against a modem opponent. There are no pauses in a modem game. Any time spent in the CONN is time wasted. Learn the Function keys and use them often to save time. Also, time compression has no effect -- game time runs normally. Using Modems ============ Preliminaries (both parties): 1. Choose one player to be the "originator" and the other to be the "ans- werer". Decide which mission you'd both like to play. Only missions 1, 2, 5, 7, 8, and 9 may be played by modem. While you're at it, decide who gets what side (Los Angeles or Alfa). 2. Load 688 Attack Sub and select your mission. 3. At the CONFIGURATION PANEL, each player should select the commu- nication (serial) port his or her modem line is connected to (MODEM GAME ON COM1: or MODEM GAME ON COM2:). What the originator does: 1. Enter your opponent's phone number under SET TELEPHONE NUM- BER. There are 11 slots for standard phone numbers: enough for a seven digit phone number, a three digit area code, and a single digit prefix (for example, a "1" for long-distance calls). Select UP or DOWN above and below the boxes to set the numbers. If you don't need 11 digits (i.e., your call is local), leave the extras blank at the end of the number. 30 ------------------------------------------------------------------------------ 2. If you're using any special long-distance rate numbers like those of- fered by Sprint, M.C.I. and other companies, dial them now and wait for the second dial-tone. The modem must detect a dial tone to start. You can only use special long-distance rate numbers that leave you with a dial tone so that the modem can dial your opponent's phone number. 3. Select ORIGINATE. Your computer will now try to establish communi- cation with your opponents computer (a window will appear indicating that the machines are attempting to communicate). If the call is suc- cessful, the message window will disappear and the scenario will begin. If the call does not go through, a message will appear telling you so. Select OK to have the computer try again. [DALLAS] What the answerer does: You have a choice of letting your computer answer the phone or answering it yourself. If you're going to let the computer answer the phone, select AUTO-ANSWER and wait for the computer to make the connection (a message will appear telling you when this happens). If you want to answer the call manually, wait for the phone to ring, then select MANUAL ANSWER. If you can't seem to establish any communication between the modems: check the following: A) Have you entered the right phone number? If it's wrong, some con- fused soul is getting a very irritating noise at the other end. Select CANCEL and reset the phone number, then ORIGINATE again. B) Did you select the correct communication port? Check to see which port your modem is connected to and compare it with what you sel- ected on the CONFIGURATION PANEL. C) Are you and the other player clear on who's answering and who's originating? If you're both selecting ORIGINATE, you won't get any- where. D) Is your modem working right? Check your modem manual to see that it's hooked up properly and you're using it correctly. If you're getting a dialtone but your modem refuses to dial, make sure the Carrier Detect (CD) setting isn't "forced on". On most modems, Carrier Detect is switch #6 -- it should be in the "up" (or off position. 31 ------------------------------------------------------------------------------ If you get cut off: Your computer will send you a message telling you it's no longer communicating with your opponent's computer. Select OK to have the computer attempt to re-establish contact or CANCEL to return to DOS. Sending messages to your opponent: When you're playing by modem, you can use the Radio Room to chat with your opponent. You can be at any depth and you don't need to use your antenna. Select TRANSMIT and type your message on the keyboard. Pressing turns off the transmit mode and sends the message. Playing another mission: After a mission, 688 Attack Sub will maintain a connection between you and the other player so you can play another game without redialing. The game ends in the Radio Room so that the players can type messages to each other and arrange for another game (see "Sending messages to your opponent" above). Decide what mission you want to play and who is going to originate the call (either player can originate). Both players must select EXIT from the top left corner of the Radio Room. A message window will appear in the middle of the screen. Each player should select PLAY AGAIN, then select the new mission. The originator selects ORIGINATE. The answerer selects MANUAL ANSWER. (The modems will know they're connected and the game will begin without one of the modems needing to dial.) [GROTON] Quitting the game (READ THIS!): The game ends in the Radio Room. Select EXIT from the top left corner. A message window will appear in the middle of the screen. When you've played all the modem games you're going to play for that day, select EXIT TO DOS. You MUST return to DOS in order to break the modem connection. If you don't, the computer will still maintain contact with the other modem...even if you've gone on to play a new mission against the computer! That can add up to big bucks if the call was long-distance! [HELENA] Getting cut off during your game? Does your phone have "call waiting?" If it does, you may be getting calls during your games which disrupt the modem connection. You can temporarily stop your "call waiting" service so that other calls won't interrupt your game. In many areas, you can do this by dialing *70 on a touch-tone phone or 1170 on a rotary phone BEFORE you "originate" or "answer". "Call waiting" will be cut off for the duration of a 32 ------------------------------------------------------------------------------ single call (i.e., your game). Note that these numbers may vary depending on your location. Consult your phone company for the numbers in use in your area. Connecting the modems with a telephone cable: If your computers are near each other (i.e., in the same room), it's sometimes possible to connect your modems using regular telephone cable. Plug one end of the cable into the jack marked "WALL" or "LINE" on your modem. Plug the other end into the jack marked "WALL" or "LINE" on the other player's modem. Whether this works depends entirely on the kinds of modems you have. Some modems search for a dial tone before establishing contact with the other computer. Obviously, a telephone cable by itself won't produce a dial tone, so this method won't work with these kind of modems (if this is the case, you should invest in a null modem, available at computer or electronic stores). Using a Null Modem Cable ------------------------ You can also play a modem game using a "null modem". A null modem is a cable that transmits information from your computer's communication port to that of your opponent's. You don't need modems at all when you use a null modem cable -- however, the two computers must each have a free serial port connection and be near enough to connect with the null modem cable. Ask your computer dealer for details on where you can get a null modem cable. (See Appendix A for the specific wiring information.) [HONOLULU] Preliminaries (both parties): With your computers off, connect the two computers with the null-modem cable. Turn on the computers, load the game, and go to the CONFIGURATION PANEL. Select the communication (serial) port your null-modem line is connected to (MODEM GAME ON COM 1: or MODEM GAME ON COM2:). What the originator does: 1. Select MISSION SELECTION and choose the mission. The side that you (the originator) selects the side you'll play. 2. Select ORIGINATE. 33 ------------------------------------------------------------------------------ What the answerer does: 1. Wait for the other player to "originate" the contact. 2. Select MANUAL ANSWER. Other Game Controls =================== Russian Script On/Off --------------------- The Alfa's controls are in a pseudo-Cyrillic script to remind you that you're a Soviet officer fighting for world socialism. However, we realize that this attempt to add flavor may be distracting to some players, so we made it an optional feature. To turn the pseudo-Cyrillic script off, go to the CONN and press -R. To turn it back on, return to the CONN and press -R again. Sound On/Off ------------ Toggle the sound on and off by pressing -N. In some circumstances, you may want to turn the sound off for a while. Depending on how fast your computer is, sound effects may slow down the rate at which your machine is updating the information on your maps. In some circumstances, this can be critical. For example, if time compression is on, the information lost while a sound is being produced could make a big difference. Surrender (modem games only) ---------------------------- There may come a time in a modem game where the only conclusion you foresee consists of you and your sub scattered across several miles of ocean floor. Rather than watch your crew get transformed into fish food, you can surrender by pressing -K. It's not the most honorable way to go, but it does deny the other player the satisfaction of hearing his torpedoes rip into your hull. Turning Off Your Mouse ---------------------- If you're having trouble with your mouse, you can turn it off without having to disconnect it. Press -A to turn the mouse off altogether. The mouse will still be enabled for other software. To turn the mouse back on, you must exit to DOS and reboot the game. 34 ------------------------------------------------------------------------------ Boss Key -------- You're at work, and you're escaping the dull monotony of whatever it is you're supposed to be doing with a quick game of 688. Just then, you hear the familiar footsteps of your boss drawing closer. Rather than anxiously awaiting the painful attitude adjustment he or she is going to inflict on your head, press . This will pause the game and replace the screen with a bogus DOS prompt. Wander off to the coffee machine or make it look like you're doing something of vital importance to the company. When the offending supervisor is out of view, press again to resume the infinitely more interesting game. Kids, this works just as well with the parental unit. 35 ------------------------------------------------------------------------------ 5 SUBMARINE CONTROLS ================== Most of the submarine controls are the same for both American and Soviet subs -- they look different, and may be on different areas of the screen, but they do the same things. The older Soviet Alfa class sub is missing some high-tech equipment, such as the contour imaging display; any exceptions pertaining to the Alfa are noted in the descriptions. Reading Your Displays --------------------- [HOUSTON] As an attack boat, your primary role is to stalk enemy vessels. To success- fully do this, you must CONSTANTLY be aware of your position and course relative to those of your target(s). Since in a submarine you can't actually see anything around you, you can orient yourself with the aid of top-down maps and the contour imaging display. Top-dow maps are available at all stations except in the Radio Room -- where only your location and target information are at hand -- and at the Status Panel. Contour imaging is available at all stations except the Radio Room, Status Panel and Periscope. At the Periscope, the map window becomes your periscope view when you raise the periscope. (Note: the Alfa isn't equipped with contour imaging.) 36 ------------------------------------------------------------------------------ Top-Down Map ------------ Your Course | | +--------------------------|-----------------------------+ | _____________v___________________ | | | | | | | | | | | | | | | | | | | | | | | | | | | | SE S | | | | __ | | | | | |\___| |<---Your depth | |/ | | | __| | | | | | ====|===| <---Thermal Layer | | | | __| | | | | | ___| | | O <------------------------------Your Position | __| | | | | | ___| | | | | | X <-Sonar Contact __| | | |  | | ----|---| <---Depth of Water | | | | 1 <----------------------------Waypoint | | | | Targets------> o ___| | | \ | | \-------------> o | | | |--------------------------------------------------------| | CRS: 151 SPEED: 125 DEPTH: 131 FT | +--------------------------------------------------------+ |-----------------------+--------------| | Your course, speed and depth Figure 5.1: Top-Down Map [HYMAN G. RICKOVER] The top-down map gives you aerial perspectives of the area your submarine is traversing and displays information collected by your sonar and peri- scope. The area can be viewed from ten different ranges using the zoom feature. On the 688, select I and O from the Map Display Controls to zoom in and out. To zoom in and out on the map aboard the Alfa, select DN and UP. Selecting the zoom buttons repeatedly moves you quickly through the magnifications. Your submarine is the fixed point in the center of the screen (except at some of the highest zoom levels). Other information on your maps include: Ocean Depths ------------ [INDIANAPOLIS] Different shades on your map designate different depths. The darker the shade, the deeper the water. (MCGA and VGA graphics modes will display more layers between light and dark.) Depth can vary from 0 to greater than 2000 ft (since very few submarines can actually dive below 2000 ft, the exact depth of really deep ocean doesn't matter). Always stay aware of the average depth of the water you're sailing through (see Heads-Up-Display below). It's possible to run aground -- somewhat embarrassing for a submarine commander. To cross the shallowest waters (the lightest color on your top- down map), you'll have to surface. 37 ------------------------------------------------------------------------------ Sonar Contacts (letters) ------------------------ When you first receive a sonar contact, the ship's computer displays the contact as an "X". An "X" means that you know what direction the sound came from. The target's range, speed and depth are still a mystery. An "X" ALWAYS appears halfway between you and the edge of the display regardless of the zoom level. When your sonar operator gets a fix on a target, it's assigned a letter so you can keep track of it. Letters always mark the exact location of a target. The sonar operator still may not know exactly what the target is. If he doesn't, UNKNOWN SURFACE CONTACT or UNKNOWN SUBMERGED CONTACT will be displayed in the target information bar and the target's letter will appear dark. When the sonar operator positively identifies the target, the letter will turn a lighter shade. If a contact is lost and regained, it may be assigned a new letter. Waypoints (numbers) ------------------- Waypoints (destinations) that you've set are displayed on the map as numbers (see Waypoint Controls, pp. 43-44, on how to set and clear way- points). Contour Imaging Display ------------------------ Figure 5.2: Contour Map 38 ------------------------------------------------------------------------------ [JACKSONVILLE] In 688 Attack Sub, the Los Angeles is equipped with a device called a "side scanning sonar" that produces a contour image of the ocean floor. This is useful when traveling near the ocean floor. A sophisticated, high-frequency sonar beam scans the ocean terrain around the bow, port and starboard of the submarine. The beam's high-frequency and short range make it virtually undetectable by other ships' arrays -- there are no penalties for using the contour imaging system. With the sonar information, a computer generates an image of the ocean terrain around the sub. Oval shapes designate sonar contacts. The larger the oval, the closer it is to your sub. The ovals are assigned letters, too, which always correspond with the letters displayed on the top-down map. To turn on the contour imaging display, select C from the map display control on the left side of the screen. Use P,F and S to look to port, forward and to starboard. (Note: the Alfa isn't equipped with contour imaging.) Heads-Up-Display (HUD) ---------------------- [KEY WEST] The HUD is an overlay on the map that lets you quickly refer to your sub's course and depth. A compass is displayed along the top of your view screen. The white triangle in the middle of the line is your sub's current course. The vertical gauge along the right side of the view screen shows your depth relative to the ocean floor. The top marker on the left side of the gauge is your sub's current depth. The bottom marker is the depth of the ocean directly below you. Thermal layers are marked by longer lines on the right side of the depth gauge. Always stay aware of how close you are to the ocean floor -- keep a safe distance between you and the bottom maker or you may end up with a ruptured hull. In the top left hand corner, the HUD will also tell you what direction your periscope is currently pointing. When you first boot the game, the HUD will be activated. If it's in the way of a target you're viewing, you can turn the HUD on and off by selecting H from the 9-button map display control of the 688. On the Alfa, select HUD to turn the display on and off. 39 ------------------------------------------------------------------------------ Map Display Control ------------------- The 688 has contour imaging, and the Alfa doesn't. Consequently, the 688 has more map controls than the Alfa. +---------+ +-----------------------------+ |+-++-++-+| | +-------+ +---------+ | ||P||F||S|| | | SCALE | | CONTOUR | ( ) | |+-++-++-+| | +-------+ +---------+ | |+-++-++-+| | +--+ | ||I||H||O|| | |/\| UP +---------+ | |+-++-++-+| | +--+ | HUD | ( ) | |+-++-++-+| | +--+ +---------+ | ||C||B||T|| | |\/| DN | |+-++-++-+| | +--+ | +---------+ +-----------------------------+ 688 Map Display Control Alfa Map Display Control P)ort -- Look to Port in contour UP -- Zoom out on top-down map. imaging or periscope view. DN -- Zoom in on top-down map. F)orward -- Look forward in CONTOUR -- Bottom contours on/off. contour imaging or periscope view. HUD -- Heads-Up-Display on/off. S)tarboard -- Look to starboard in contour imaging or periscope view. I)n -- Zoom in on top-down map. H)eads-Up-Display -- HUD on/off. O)ut -- Zoom out from top-down map. C)ontour Imaging Display -- Turn contour imaging on. B)ottom -- Bottom contours on/off (top-down map only). T)op-Down Map -- Turn top-down map on. Target Information ------------------ In the box at the top of the screen is the target information: +--------------------------------------------------------------+ |TARGET A: FORREST SHERMAN CLASS DESTROYER | |BEARING: 185 RANGE: 27 COURSE: 315 SPEED 9.3 DEPTH 0FT| +--------------------------------------------------------------+ [LA JOLLA] In a typical combat situation, your map will be showing several sonar contacts. Some may have been identified; others may still be undetermined. Choose the TARGET command to find out what your sonar operator has determined about the various objects in the water. The things the sonar operator is trying to determine are: 40 ------------------------------------------------------------------------------ TARGET: What the target is. If the sonar operator doesn't know yet, "UN- KNOWN CONTACT" will appear here. Sometimes the sonar operator will know whether the contact is on the surface or submerged -- in this case, "UNKNOWN SURFACE CONTACT" or "UNKNOWN SUBMERGED CON- TACT" will appear here. [LOS ANGELS] BEARING: Where the target is IN RELATION TO YOUR SUBMARINE. It is important to understand the difference between bearing and course. In determining a ship's course, the northern point of the compass is the reference point (000 is North; 180 is south; etc.). In determining your target's bearing, YOUR SUBMARINE is the reference point. Your bow (the tip of your ship) is 000, the location of all other vessels in the water are reckoned from this point. Moving clockwise, 090 is to your right (starboard); 180 is behind you (stern); and 270 is to your left (port). In the figure above, the bearing of the torpedo is about 045. RANGE: How far away the target is from your ship. This is measured in nautical miles (nm). COURSE: What direction on the compass the target is headed. When reckoning course, North is 000. In the figure to the left, the sub's course is 090. SPEED: How fast the target is going. This is measured in knots. DEPTH: How deep the target is. This is measured in feet. Information Bar --------------- The crew reports to you from time to time to tell you when something has happened. Crew reports and messages run from right to left along the information bar directly below the stations controls. If for some reason a message has to be repeated, the message will not scroll from right to left -- instead, an audible "click" will tell you that the message currently in the information bar is being repeated. Long strings of messages may interrupt your game. You can make messages go by faster by pressing the SPACEBAR. 41 ------------------------------------------------------------------------------ Location and Time ----------------- [LOUISVILLE] On the information bar at the base of the screen are your sub's current map coordinates. To the right of these is the number of minutes that have elapsed during your current mission. Mission time runs twice as fast as real time when time compression is activated (this is a rough approximation; the exact ratio depends on the speed of your computer). Time compression isn't available in modem games. Radio Room ========== All missions begin and end in the Radio Room where you receive your CINC's warm praise or cold shoulder. However, this isn't the only function of the Radio Room.... EXIT -- Returns you to the CONN. PERISCOPE -- Raises or lowers your periscope. You must be at periscope depth (20 ft) to raise your periscope. ANTENNA -- Raises or lowers your antenna. You must be at periscope depth (20 ft) to raise your antenna. Message Review -------------- [MEMPHIS] If messages from the crew are rolling by too quickly and you think you missed something critical, you can review the messages in the radio room. Select PREV to review the previous recorded message. It will appear in the message bar, only darker than the current messages coming from your crew. NEXT will scroll you forward through the recorded messages until you come to the latest message. Transmit -------- If you forgot your mission objectives, you can review your mission orders DURING the mission by selecting TRANSMIT and typing MISSION. You must be at periscope depth and your antenna must be up. 42 ------------------------------------------------------------------------------ to tell you when something has happened. Crew reports and messages run from right to left along the information bar directly below the stations controls. If for some reason a message has to be repeated, the message will not scroll from right to left -- instead, an audible "click" will tell you that the message currently in the information bar is being repeated. Long strings of messages may interrupt your game. You can make messages go by faster by pressing the SPACEBAR. 41 ---------------------------------------PART 2 of the 688 ATTACK SUB docs... [MIAMI] When you're playing by modem, you can use TRANSMIT to chat with your opponent. For this, you can be at any depth and you don't need to use your antenna. Select TRANSMIT and type your message on the keyboard. Pressing turns off the transmit mode and sends the message. Navigation Board ================ EXIT -- Returns you to the CONN. Plotting -------- [MINNEAPOLIS-SAINT PAUL] ALL TRACKS -- Select this to view the tracks of all the targets displayed on the screen. The tracks appear as small dots. The closer the dot are to each other, the slower the target is moving. All tracks will be black except the track of the current target, which will appear as a lighter color (red on most screens). TARGET TRACK -- Displays the target's track only. PLOT PROJECTION -- Select this to see where you and a target will be in a given amount of time assuming you both maintain your present course and speed. You have to use this in conjunction with the TIME PROJECTION feature. Enter the number of minutes you want to project into the TIME PROJECTION slots. Now select PLOT PROJECTION. A light marker will show you what your position will be in the selected amount of time IF you maintain your present speed and course. A dark marker will show the currently selected target's projected position. You can now direct torpedoes to go to the projected point (see Torpedo Control on pp. 50-51). TIME PROJECTION -- See PLOT PROJECTION above. Waypoint Control ---------------- [NEW YORK CITY] A waypoint is a destination for your sub. Selecting waypoints activates the auto-pilot,which will steer your sub to each of the waypoints in the order you selected them. The auto-pilot won't set your speed for you. It will adjust the speed down to make turns efficiently and quietly. After making the turn, the auto-pilot will return to the previously set speed. (Note: the auto-pilot is programmed not to return to FLANK speed -- if you were at FLANK speed and you make a turn, the auto-pilot will only return you to FULL.) The auto- pilot won't control your depth, either, so make sure you're not too close to 43 ------------------------------------------------------------------------------ the ocean floor. A waypoint is cleared only when you've reached it or when you've selected CLEAR. SET -- You can only set waypoints while viewing the top-down map. When you select this command, a crosshair-cursor will appear in the viewing window. Move the cursor to where you want your sub to go and press or any mouse button. A number will appear on your map marking the waypoint. You may select up to nine waypoints. The ship's auto-pilot will guide the sub to each waypoint in numerical order. CLEAR -- Erases the last waypoint you set. TIME -- Turns on the time compression feature, making game time go by twice as fast (this is a rough approximation: the exact ratio depends on the speed of your computer). Use this to speed up the game during longer transits. Press to return to normal time. [NEWPORT NEWS] AUTO-PILOT -- Turns the auto-pilot on or off. The auto-pilot will only function if you have set at least one waypoint. Changing the rudder will automatically turn OFF the auto-pilot. Changing depth or speed won't effect the auto-pilot. (Note that the auto-pilot is oblivious to the ocean depth. It won't take you to a higher depth if you're about to smash into the bottom of the ocean.) If something comes up and you have to change your course manually using the rudder (thus turning your auto-pilot off), you can always head back to a waypoint as long as it's still set. Simply turn the auto-pilot back on. TARGET -- When you select this, a crosshair-cursor will appear on the viewing window. Move the crosshair-cursor with the TAB key or mouse to the target (typing the letter of a target will also move the crosshair-cursor). As you move the cursor to each of the targets on the screen, all available information on the target appears in the TARGET INFORMATION box at the top of the screen. Select a target by pressing or clicking a mouse button. Launched torpedoes will head for whichever target is currently selected. Once the torpedoes are launched, however, you are free to target any other contacts in the water. 44 ------------------------------------------------------------------------------ Ship's Control Panel ==================== EXIT -- Returns you to the CONN. Cavitation Level Gauge ---------------------- [NORFOLK] This gauge monitors the noise produced by cavitation. Cavitation results from partial vacuums that form around the propeller blades when the propeller is moving faster than the water around it can follow. Since the bubbles produced by cavitation are very noisy, you want to avoid it as if it were death itself. Two factors are involved here: acceleration and depth. Quick acceleration causes your propeller to spin faster than normal, which spells more noise. Depth effects the cavitation level, too. Since water pressure increases with depth, partial vacuums don't form as readily around your propellers the farther down you go. You can avoid high cavitation levels by not setting your speed at FLANK or REVERSE. (Note: THIS GAUGE ISN'T AVAILABLE ON THE ALFA.) Dive Plane Control ------------------ [OKLAHOMA CITY] Controls the rate at which you dive and surface. Lowering the handle releases air from the ballast tanks, filling the tanks with seawater and causing the sub to dive. Raising the handle releases compressed air into the ballast tanks which blows out the water and causes the sub to rise. How far you lower or raise the handle determines how fast you dive or rise -- for instance, raising the handle a few degrees will cause the sub to rise very gradually, while raising the handle all the way will cause the sub to rise quickly. Auto Functions -------------- Use the auto functions so you can order the crew to change your depth without having to monitor the dive plane. 150 FT -- Brings you to a depth of 150 ft. PERISCOPE DEPTH -- Brings you to periscope depth (20 ft). EMERGENCY SURFACE -- Brings you to the surface at maximum rate. This can be quite noisy. Do as it says and only use this in emergencies. AUTO-PILOT -- See AUTO-PILOT, p.44. 45 ------------------------------------------------------------------------------ [OLYMPIA] ENGINE CONTROL -- Set your speed with the engine control or throttle. The numbers represent fractions or percentages of your total power output. You can't go to STD (standard), FULL or FLANK at depths of 100ft or less because you'd be making far too much noise for your own good. Use FLANK speed to accelerate quickly, but remember that higher speeds have their penalties -- not only do you become more audible to enemy sonar at high speeds, you can't hear as much over your own engines and the water flowing over your hydrophones. Part of the real art of submarining is knowing when you should use high speeds and when you should cut your engines completely. REV (reverse) will slow you down quickly but it is EXTREMELY noisy (the sub's propeller is spinning opposite its normal direction, which produces a LOT of cavitation, especially between 0 and 100 ft). [OMAHA] RUDDER -- The rudder changes the ship's course PROVIDED you're moving forward. The control is incremented, which means you can control the rate at which you change course. The farther you move the handle to the left or right, the "harder" (i.e., more sever) the turn. Remember that activating the rudder will turn off the auto-pilot. Sonar Room ---------- EXIT -- Returns you to the CONN. Sonar Computer +-----------------------------------+ |__ | | |_ | | |__ | | |_ | | |__ | | |--------------------------------+ | | | || ||| | ||| | | | | | || || || | | +---|-----||-----||-----||-----|----+ |--+--||--+--||--+--||--+--| | | | | Ships Subs Bio. Torp. Figure 5.5: Sonar Analyzer. [PASADENA] ANALYZE -- All ships, submarines, torpedoes and marine life make distinc- tive sounds. Each of these sounds has a sound "signature" or frequency pattern that distinguishes it from other sounds. Use the frequency analyzer 46 ------------------------------------------------------------------------------ to display the sound signature of your current target. The horizontal line of the gauge represents the audible frequency spectrum (left being the low frequency end and right being the high frequency end). The vertical line represents the degree of sound received in that part of the frequency spectrum. Different objects will "peak" in different parts of the spectrum. Figure 5.5 shows where different objects TEND to peak in the sound spectrum. As you can see, ships tend to make more noise in the low end of the frequency spectrum; torpedoes in the higher end. Keep in mind that the above diagram is only a rough approximation -- there are exceptions. To get positive identification, you must be able to recognize the individual sound signature of an object. This takes experience. Remember, it can be well worth your while to know the signatures of torpedoes and enemy subs when you're surrounded by "unknown contacts" and you need to act fast! Sonar Controls -------------- FILTER -- Sound waves travel at many frequencies in the ocean. Generally, you'll want to have the filter set on BAND PASS so you can monitor all of them. However, in critical situations, you may have to set this on HIGH PASS to filter out everything except high frequency noise. Torpedo engines make noise in the high frequency range, and torpedo sonar arrays usually emit high frequency "pings" when actively searching for a target. Set the filtering device on HIGH PASS when you want to see JUST torpedoes on your map display. [PHILADELPHIA] TARGETING PULSE -- The targeting pulse is your active sonar. Selecting this directs your sonar officer to send a sonar "ping" which temporarily informs you of everything that's ahead of you. The problem is, it also alerts just about everything to your presence. (See p. 53 for a brief description of active sonar.) TOWED ARRAY -- The towed array is a long cable with a series of microphones along its length that heighten the sub's listening capabilities. Figure 5.6 shows the relative listening capabilities of a submarine with a towed array and without. 47 ------------------------------------------------------------------------------ Sonar Capabilities \ 100% / 100% \ / \ / \ / \ / \ / \ / \ / \@/ @ 50% @ 50% @ ----------------@---------------- ----------------@---------------- @ 65% /@\ 65%  @ / @ \ @ / @ \ / \ / \ / \ / \ 0-5% 0-5% Figure 5.6: Increased Sonar Capabilities With Towed Array The disadvantage of dragging towed arrays is that they oscillate at high speed (creating a good deal of noise) and produce drag. For these reasons, towed arrays limit the sub's speed: 2/3 in the 688; 50% in the Alfa. [PHOENIX] Towed arrays can be over 2000 ft long. Consequently, the towed array must be reeled out. As you expect, this takes a matter of minutes. Select TOWED ARRAY once to deploy the towed array. Select it again to retrieve it. Situations may arise in which you absolutely must accelerate quickly despite the fact that your towed array is deployed. In these situations, you be given the choice of cutting the array's cable or not. Once you've cut your towed array, it's gone for the rest of the mission. TARGET -- Targets a vessel (See TARGET, p. 44). PERISCOPE ========= (Note: there is no contour imaging in the Periscope station. C on the map controls only returns you to periscope view.) EXIT -- Returns you to the CONN. ESM Level --------- [PITTSBURGH] ESM stands for Electronic Sensing Measures. This gauges how strong your 48 ------------------------------------------------------------------------------ opponent's search radar is at your location. Enemy radar can detect not only your raised periscope but the wake it leaves in the water. This is true for a raised antenna as well. The stronger the ESM signal, the faster you'll be detected. Always lower your periscope or antenna as soon as you can. PERISCOPE -- Raises and lowers your periscope. You must be at periscope depth (20 ft) in order to do this. Watch the ESM level to keep your chances of detection low. When you raise your periscope, the map display window will turn into your periscope view. You can switch back and forth between your map display and your periscope view: select T from the map controls to switch to the top-down map, then select C to return to periscope view. PERISCOPE ROTATION -- Use the arrows to rotate the periscope. The direction of the periscope is relative to the bow of your submarine (the bow is 000). ANTENNA -- Use this to raise or lower your antenna so you can communicate with satellites to receive mission orders and transmit messages. You must be at periscope depth (20 ft) in order to do this. While your antenna is up, watch the ESM level to keep your chances of detection low. TARGET -- Targets a vessel (see TARGET, p. 44). LAUNCH -- Launches a torpedo, noisemaker or missile (whichever is currently selected at the Weapons Control Panel). Weapons Control Panel ===================== EXIT -- Returns you to the CONN. Torpedo Tubes and Auxiliary Tubes [PORTSMOUTH] The 688 is outfitted with four main torpedo tubes (at the bow) and two auxiliary tubes (amid ships) for noisemakers. The Alfa has six torpedo tubes at the bow only, but the sixth tube launches noisemakers (until you run out, at which point it launches torpedoes). Armed weapons aren't store in the torpedo tubes, so you have to order your crew to load torpedoes. First select the torpedo tube you want to arm by moving the cursor to that tube. You 49 ------------------------------------------------------------------------------ must arm each tube individually. Press the activate button to highlight the tube's number. Press the activate button again to start the arming cycle (an icon of the type of torpedo in the tube will appear.) When the weapon is ready to fire, the weapon icon will change colors. The weapons officer will also inform you that the torpedo is ready to launch. Missile Selection [PROVIDENCE] Though the more recent ships of the 688 are equipped with vertical launch tubes for missiles, the Los Angeles itself fires its missiles from its torpedo tubes. Since the room aboard a submarine is limited, only a small number of missiles may be carried. Then number and type of missiles are pre- selected for each mission and are listed in Chapter 3, Missions (pp. 18-20). Missiles are loaded and launched the same way torpedoes are. Select the missile box, then select it again to initiate the arming cycle. The missile icon will appear as long as you still have missiles on board. When the icon turns a darker color, it's ready to fire. Select LAUNCH to fire the missile. Missile specifications begin on p. 64. TARGET -- Targets a vessel (see TARGET, p. 44). LAUNCH -- Launches a torpedo, noisemaker or missile (whichever is currently selected). Torpedo Control [SAN FRANCISCO] The Torpedo Control Functions let you guide torpedoes to a target or location or set them on an active search program. This is useful if your torpedo seems to have "lost" its target or in those situations where you don't have a firm fix on an enemy vessel that you want to try and take out. [SAN JUAN] A launched torpedo has a guidance-wire connecting it to your sub. The guidance-wire is 7.5 nm long: once it's cut, you can no longer control the weapon. The weapons officer will inform you when a torpedo has gone off course. The torpedo marker on the map will change to a darker color (red on most machines). A torpedo with a guidance-wire will seek a target until it detonates or runs out of fuel. 50 ------------------------------------------------------------------------------ [SALT LAKE CITY] SELECT -- If you've launched a torpedo and you want to control it, you must first press SELECT. A crosshair-cursor will appear in the viewing window. Use the TAB key or mouse to select the torpedo you want to control, then press or click a mouse button. Now select one of the following: SEARCH -- Sets the torpedo on active search. The torpedo will run a search pattern and begin emitting sonar pings to help it find a target DIRECT -- Select this and a crosshair-cursor will appear on the map. Move the cursor to where you expect your target to be if it maintains its course and press or click a mouse button. Directing a torpedo will only send the torpedo to a specific location -- that in itself isn't enough. When the torpedo's near its destination, you have to set it on SEARCH so it will look for a target. If you don't initiate a search pattern, your torpedo will drift until it runs out of fuel. [SCRANTON] DETONATE -- Your own torpedo may lose its original target and end up locking on you or a friendly ship. In a situation like this you may decide it's safer to just blow it up. Make sure the torpedo is at a safe range -- it doesn't have to actually hit something to do damage. Status Panel ============ EXIT -- Returns you to the CONN. [TOPEKA] SELECT -- Your crew will tell you when a severe hit or scraping the bottom has damaged one of the ship's systems. If you need to review the damage your sub has taken, press SELECT repeatedly to scroll through the status of each of the ship's systems. All systems will read "OK" unless you've sustained damage. If the system has been damaged, the status bar will tell you its operational condition in percentages. For example, a hard hit to the stern could damage the ship's engines. The status might read: "Engines 75% operational". This would mean you couldn't go faster than 3/4 of your top speed. The diagram shows the sub's major systems -- any major systems that have been damaged will be highlighted. (Note: NO DIAGRAM IS AVAILABLE ON THE ALFA.) Remember that a damaged system is damaged for the DURATION of the mission. In combat, your crew is too busy running the sub to repair anything. At any given moment, you have to make do with what you have. 51 ------------------------------------------------------------------------------ 6 SUBMARINE WARFARE ================= A submarine isn't much more than an air-bubble enclosed by one or more metal shells (hulls) and designed to move underwater at great depths. All submarines must do certain things: submerge, move forward, navigate and monitor their surroundings. Therefore, they share certain design features. Propulsion -- Submarines need power sources to propel them forward and to provide energy for subsidiary systems such as life support, lighting, navigation, weapons control, the periscope, etc. Internal combustion en- gines, like automobile engines, require air to burn fuel and are therefore unsuitable for use while underwater. Two sources of power have proven- themselves effective for submarine propulsion, and both have their advan- tages and disadvantages. CONVENTIONAL SUBMARINES use electric batteries while underwater, but these run down with use and must be recharged by diesel engines. To do this, the submarine has to return to the surface, at which point it becomes fair game for anybody who wants to shoot at it (it's diesel engines make it pretty audible to enemy sonar, too). Despite this disadvantage, conventional submarines remain popular among a majority of the world's navies -- they're cheap, simple to operate, and virtually silent when running on battery power. NUCLEAR-POWERED SUBMARINES use a nuclear reactor to heat water, which in turn drives a steam generator. They don't need to recharge batteries, which nicely eliminates unsavory things like range limitations and the need to surface. However, nuclear-powered submarines are costly and require greater expertise to operate. Only large navies with huge resources can maintain nuclear-powered submarines in their fleets. Nuclear-powered submarines have one disadvantage: the pumps they need to cool their reactors make them noisier than conventional submarines. However, their ability to remain submerged for literally years makes this a suitable risk. Submersion -- Submarines submerge by flooding ballast tanks with sea- water, which causes the submarine to lose buoyancy and sink. To surface, compressed air is blown into the ballast tanks, forcing the seawater back 52 ------------------------------------------------------------------------------ out again. Ballast tanks can be located within the pressure hull or between the pressure hull and the outer hull. Some submarines have "saddle tanks": streamlined tanks fitted to the outside of the hull. Diving planes (fin-like appendages located on the sides near the bow or on the sail) con- trol the angle of the dive. Sensors -- A submarine's most important sensors are its sonar and periscope. Since the periscope can only be used near the surface, the modern submarine must rely almost totally on sonar for its sensing. Sonar stands for Sound Navigation Ranging and works on the principle that all objects in the water produce sound waves or reflect them and are thereby subject to detection. ACTIVE SONAR devices actively emit sound waves (the legendary sonar "ping"), which are reflected back by objects in the water. Sensitive receivers on board the sub pick up the reflected waves, which are then interpreted by sonar operators using processing devices. Active sonar devices are usually bow-mounted, though some submarines (such as the 688) also have conformal arrays that run along the sides of the sub, giving greater all-around sensing. Active sonar, though limited by the character- istic features and noises of the ocean, can give you a lot of critical information about the objects directly before you. The major drawback of active sonar is that it alerts just about everything in the vicinity of your presence. PASSIVE SONAR uses sensitive listening devices called hydrophones to pick up sound waves that are already moving through the water. Passive sonar has the advantage of not alerting everyone to your presence. Unfortunately, it's something more of an art than a science, requiring sophisticated spectrum analyzers, powerful microprocessors, intuition, and, most importantly, TIME. Passive sonar capabilities can be greatly increased with the use of a towed array, a long, tapered cable with many hydrophones on it. While a towed array is helpful, it limits a submarine's speed and maneuverability. Towed arrays are not effective in hard turns, and the fact that they oscillate at high speeds (and create noise) limits th overall speed of the submarine. 53 ------------------------------------------------------------------------------ Submarine Classifications ========================= The U.S. Navy typically classifies submarines in two ways. The first is by the role the submarine is designed to fulfill. Traditionally, the submarine's strategic purpose has been to hunt and attack enemy surface vessels, whether merchant or military. While this is still a primary function, techno- logical innovations have given the submarine new roles. Refined sensors now allow submarines to hunt and attack enemy submarines. Finally, those submarines outfitted with long-range cruise and ballistic missiles can strike at land-based targets, too. The role a submarine can perform determines what kinds of weapons it carries. Attack submarines such as the Los Angeles generally carry mines, cruise missiles of various sorts, and torpedoes. A few classes of submarines, such as the Charlie and Oscar classes of the Soviet Union, are primarily cruise missile platforms. Ballistic missile submarines typically carry long-range ballistic missiles and a small number of torpedoes for defense. Another way to classify a submarine is by its means of propulsion. Subma- rines are typically conventional or nuclear-powered (see "Propulsion" above). Thus we have the following classifications: SS Conventional attack submarine SSN Nuclear-powered attack submarine SSB Conventional ballistic missile submarine SSBN Nuclear-powered ballistic missile submarine SSG Conventional guided missile submarine SSGN Nuclear-powered guided misile submarine The Ocean Environment --------------------- Since the ocean doesn't allow much light in, submarines are "blind" in the most literal sense. Consequently, submarines rely on sound to gain informa- tion about the things around them. Sound waves travel through water at speeds roughly four times greater than they do through air. Solid objects in the water reflect sound waves, and a sonar operator with a good listening device can listen to the sound waves and determine a number of important thing about an object that's near him: what it is, its location and speed, etc. 54 ------------------------------------------------------------------------------ However, the art of sonar is by no means simple. The ocean is a dynamic environment, a fact that has, for better or worse, direct consequences on a sonar operator's ability to pick up sound waves. There are several factors which affect the transmission of sound waves, but the most important is water density. Sound waves in water of a consistent density would travel in a straight line, but sound waves moving from an area of water with a certain density to an area with a different density will BEND. Two important factors affecting the density of water are temperature and pressure. Water Temperature -- Cold water, of course is denser than warm water. Sound waves traveling from warm water into cold water will bend toward the bottom of the ocean (a negative gradient), while sound waves traveling from cold to warm will bend toward the surface (a positive gradient). The temperature of water decreases with depth, but not as gradually as you might expect. Instead, the ocean at any given time will be made up of several thermal layers. The water is normally warmest near the surface, forming a surface duct that can be tens to hundreds of feet deep depending on your location. Below the surface layer the temperature drops gradually with depth until it reaches another thermal layer (the thermocline). The temperature falls quite rapidly below the thermocline until it reaches a thin layer near the bottom (the permanent thermocline). Water Pressure -- The greater the pressure, the more dense the water. Water pressure increases the deeper you go, so sound waves bend up with depth. Figure 6.1: Thermal Layers 55 ------------------------------------------------------------------------------ Using the Ocean Environment to Your Advantage -- The complexity of the ocean environment and its effects on sonar can provide the submarine captain with numerous "hiding places" and the sonar operator with nu- merous headaches. Sound waves are typically "trapped" between thermal layers, forming long sound channels. A submarine trying to escape de- tection can often cross a thermal layer and stand a good chance of evading enemy sonar. Even within a sound channel, a submarine is not easily detected. Look at figure 6.1 above. Part of the effect of bending sound waves is that they tend to fall into a more or less single, or convergent path. Convergent paths produce extensive areas where no sonar waves penetrate. These areas, called shadow zones, can be exploited by subma- rine captains -- a submarine lurking in a shadow zone will be virtually invisible to enemy sonar. There's no way to know whether you're precisely in a shadow zone or not, but your best bet is to hide just below the thermal layer. Tactically, this a good place to be anyway: it allows you to quickly move between thermal layers and thus gives you an easy way of "dodging" the enemy's sonar. Evading Submarines There's no foolproof way of evading a submarine that's pursuing you. If your submarine is faster, you can outrun the other sub over the long run -- however, this tactic gives the other sub plenty of time to call in help or, in combat, to fire torpedoes and destroy you (the noise you create at top speed also makes you a great target). It's better to try and out-maneuver the other sub. The first step is to do something that will make the other sub lose contact on you. You can do this in a number of ways. As mentioned above, slipping across a thermal layer gives the other sub a weaker return signal (the sound waves bouncing off of you will tend to stay in the thermal layer you're in). If you're lucky, the other sub will lose contact with you altogether. Another tactic is to cut your engines and drift. Chances are, the enemy has been tracking been listening to your engines turn. When you cut your engines, his sonar operator will have to listen for something else: the water rushing over the outer hull, your reactor pumps, etc. In any case, it will take a moment for him to reestablish contact on you. 56 ------------------------------------------------------------------------------ Once you think the other sub has lost contact on you, change course. The more unexpected the new course is, the better. You can turn to the side, turn 180 from the other sub's course and duck under him, or attempt to circle around and start tracking HIM. Combining maneuvers is effective, too. You can cut and drift, change course, drop below a thermal layer, then change course again and silently speed off. The more imaginative and complex the move, the better your chances of survival. Using Noisemakers Noisemakers are devices you fire from your torpedo tubes that simulate the noises produced by your submarine. Enemy sonar -- whether submarine or torpedo -- may be temporarily deceived into thinking that the noisemaker is actually your submarine. Figure 6.2 shows the effective use of noisemakers (the example demonstrates one sub evading another, but the principle is the same for evading a torpedo). Sub A is being pursued by sub B. At 1., sub A cuts his engines and drifts. Sub B immediately loses contact with A. 2. Sub A releases a noisemaker to distract his pursuer. At the same time, A makes a hard turn to either the right or left (in this case, the right). Sub A can now use other maneuvers: he can dive below a thermal layer, or, while he's still drifting, he can circle around and attempt to hide in sub B's baffles. In combat, against torpedoes or submarines, noisemakers can only help you survive. However, in peacetime, it may not be such a good idea to release noisemakers in order to evade another submarine. Since noisemakers are released by compressed air through torpedo or auxiliary tubes, the other sub has no way of knowing whether you're launching a noisemaker to evade him or a torpedo to kill him! He might answer your call by launching several torpedoes in your direction. 57 ------------------------------------------------------------------------------ Evading Torpedoes Torpedo Limitations -- There are no foolproof ways of evading torpedoes. Modern torpedoes are intelligent and capable of recognizing decoys and executing search programs. However, all torpedoes had limitations which a knowledgeable submarine captain can exploit. Like a submarine, a torpedo relies on sonar to pinpoint its target; however, the torpedo's relatively small size limits the area it can sense. Its cone of vision -- the area is actually "sees" or senses -- is small (perhaps on 20 degrees wide directly in front of it) compared to a submarine's. If a submarine captain can quickly maneuver his ship out of the torpedo's narrow cone of vision, the torpedo will have to initiate a search program in order to try and find him. Torpedoes are fairly "stupid" in the sense that their reactions to a lost target are very mechanical. A torpedo doesn't have the facility to "guess" where the target went when it escaped the torpedo's sight. The torpedo can only initiate a pre-programmed search pattern, which might very well take it in the wrong direction, giving the submarine a chanc e to slip away. Torpedoes are also limited by the amount of fuel they can carry. This gives them a maximum range -- a point at which they run out of fuel and sink to the bottom, where they self-destruct. In reality, torpedo ranges vary from type to type. However, in 688 Attack Sub, all torpedoes have a range of 10 nm (see Designer's Notes, p. 68). This makes it possible to outrun torpedoes in certain circumstances. Like submarines and ships, torpedoes also have a maximum Rate-of Heading-Change (RHC). The RHC is nothing more than how tightly the torpedo can make a turn. A torpedo's RHC is pretty good in comparison to a ship's, but a torpedo can't run on a dime -- after all, it's swimming at speeds greater than 45 kts! A submarine captain can maneuver such that the torpedo is forced to turn in order to keep the target in view. If the torpedo's RHC can't compensate for the change in the target's course, th e torpedo may "overshoot", loosing the target altogether. Responses to a Torpedo Attack -- Figure 6.3 shows three evasive measure sones (A, B and C,), each demanding a different response on the part of the submarine captain. The numbers represent the approximate range of the torpedoes -- notice that the range at which an evasive measure should be 58 ------------------------------------------------------------------------------ taken depends largely upon the torpedo's bearing. For example, if the torpedo's bearing is 000, you'd have to take action sooner than if the torpedo were coming from behind. Why? Because at 000, you and the torpedo are headed for each other -- the gap between you and the torpedo is closing fast. A) At long range, you should turn and out-run the torpedo. All torpedoes in the game have a range of 10 nm. You only need to stay ahead of the torpedo for a few miles and it will run out of fuel. B) At medium range, turn so your sub is heading 90 degrees away from the torpedo's course (choose the shortest path to get there). If you're real lucky, you'll escape the torpedo's narrow cone of vision, which will force it to initiate a search program to look for you. C) At short range, the best you can do is turn so your sub is heading 150 or 210 degrees away from the torpedo's course (choose the shortest path to get there). Hopefully you'll escape the torpedo's cone of vision or turn so fast that the torpedo will "overshoot", giving you time to make a clean get away. The Baffles Both the wake a submarine leaves as it moves through the water and the rota- tion of the screw (propeller) disrupt the transmission of sound directly behin d the sub. The "baffles" are, in effect, the submarine's blind spot. Even a towed array, though diminishing the size of the baffles, does not completely eliminate the problem. The experienced captain stays aware of the fact that he sense virtually NOTHING to a narrow area astern. 59 ------------------------------------------------------------------------------ 7 TECHNICAL REFERENCE =================== Submarines ---------- Although you can only play a Los Angels or Alfa, other submarine classes make their appearances in one or more of the missions. The following specifications will help you know what you're up against should you encounter one of these submarines. For the sake of convenience, we've chosen to call the Soviet subs by their USN designations, even when you're commanding the Alfa. SInce very few players speak Russian, this probably won't be missed much. Note that some of the specifications have been altered to balance game play, particularly the maximum depth of certain Soviet submarines (see p. 68, Designer's Notes). Max. Max. Noise Class Nat. Type Speed Depth Level Weapons -------------------------------------------------------------------------- AKULA USSR SSN 45 kt 1800ft Above Type 53, Type 65 Average SS-N-16 A/S ALFA USSR SSN 42 kt 1800ft Above Type 53 Average CHARLIE USSR SSGN 24 kt 1800ft Average Type 53 II SS-N-9 FOXTROT USSR/ SS 16 kt 800 ft Low Type 40, Type 53 Other KILO USSR SS 16 kt 1200ft Very Type 53 Low LOS US SSN 37 kt 1500ft Low MK 48 ADCAP ANGELES Harpoon, Tomahawk Sea Lance A/S 60 ------------------------------------------------------------------------------ Max. Max. Noise Class Nat. Type Speed Depth Level Weapons -------------------------------------------------------------------------- OSCAR USSR SSGN 35 kt 1800ft Average Type 53, Type 65 SS-N-16, SS-N-19 TRAFALGAR UK SSN 32 kt 1500ft Low Spearfish, Harpoon TYPHOON USSR SSBN 24 kt 1800ft Above Type 53, Type 65 Average SA-N-5, SS-N-16 A/S VICTOR USSR SSN 32 kt 1800ft Below Type 53, Type 65 Average Weapons ------- The following weapons are used in the game by or against submarines. Those multitude of weapons used by ships against airplanes, missiles, land targets or other ships are not described here since they have little impact on the submarine commander. Weapons flagged with icons are actually used in the game by the 688 or Alfa. All other weapons described here appear in the game but are used by ships or other subs. Torpedoes 688 Attack Sub was designed to be a "hot" game, demanding quick responses and daring moves on the part of players. Real submarine combat may be intense, but all truth be told, there's a lot of waiting for things to happen -- courses to be plotted, contacts to be identified, missiles to fly... A computer game can't reproduce this aspect of naval combat and still call itself a game: the excitement has to be the grab-you-by-the-shirt-collar variety. With this in mind, the entire game was "scaled down" so that the ranges at which things happen were greatly reduced (see p. 68, Designer's Notes.) The result was that ALL torpedoes (Soviet and American) were given an artificially short range of 10 nm. 61 ------------------------------------------------------------------------------ Max. Torpedo Nat. Range Speed Payload Notes ------------------------------------------------------------------------------ MK 32 US/ 10 nm 40 kt 150 kg Though somewhat obsolete, this Various warhead anti-submarine torpedo still finds use in many of the world's navies primarily aboard escort ships. MK 46 US 10 nm 40 kt 44 kg The Mk 46 is a deep-diving, high- warhead speed ASW torpedo capable of multiple search patterns and re- attack. It can be launched from surface ships and aircraft or be carried by ASROC missiles. MK 48 US 10 nm 52.5kt 267 kg The Mk 48 ADCAP (Advanced Cap- ADCAP warhead abilities) program was begun to ===== counter the operational charac- teristics of newer Soviet subs such as the Alfa. The result of the program was a faster, deep- er-diving torpedo with better acoustics and electronics. MK 50 US 10 nm 40 kt 45 kg The Mk 50 Advanced Lightweight ALWT directed Torpedo (ALWT) is the successor energy to the Mk 46 torpedo. Most torp- warhead pedo warheads have a large payload that blasts outward in all direc- tions. The directed energy war- head uses a smaller, directed blast to "punch" a hole through the ship's hull. This requires even more precise delivery systems so that the directed blast won't just glance off the side but will actually penetrate the ship's hull Spear- UK 10 nm 60 kt directed Like the Mk 48 ADCAP,the Spearfish fish energy was developed in direct response t warhead improved Soviet submarine technolo gy (in particular the Alfa). This heavyweight torpedo is faster, mor accurate and capable of greater depths than its predecessor. The Spearfish also uses a directed energy warhead (see Mk 50 above). 62 ------------------------------------------------------------------------------ Max. Torpedo Nat. Range Speed Payload Notes ------------------------------------------------------------------------------ Type 40 USSR 10 nm Unknown 100 kg This relatively new, lightweight 406mm warhead torpedo is currently in use with light destroyers and other sub killers. It may also be found aboard certain Soviet nuclear submarines. Type 53 USSR 10 nm 47.5 kt 400 kg 533mm has been the standard calibe 533mm used by the Soviet Navy and its ======= allies for many years. Type 65 USSR 10 nm 47.5 kt 900 kg  This heavyweight torpedo was only 660mm warhead recently developed and many ships are currently being refitted to accommodate its larger diameter. 63 ------------------------------------------------------------------------------ Missiles -------- Max Missile Nat. Range Speed Payload Notes ------------------------------------------------------------------------------ ASROC US 2-10km Secret MK 46 The ASROC (Anti-Submarine Rocket) Anti- Torpedo is the principal ASW weapon of the Submarine US Navy and is popular with over Weapon ten other countries. The ASROC consists of a ballistic rocket carrying a Mk 46 torpedo. The rocket drops the torpedo by para- chute at a pre-determined point near the target. Once underwater, the torpedo homes in on the target by quickly placing a torpedo in th vicinity of the target, the ASROC reduces the submarine's reaction time to the attack, increasing the likelihood of scoring a hit. Harpoon US 130 km .9 Mach 570 lb Must be at periscope depth and hav SLCM high positive identification of your ======= energy target before you can launch this warhead weapon. Tomahawk US 460 km 475 kt 1000 lb Must be at periscope depth and hav SLCM (anti-ship)/ high positive identification of your ======== 2600km energy target before you can launch this (land-attack) warhead weapon. SS-N-14 USSR 55 km .95mach See The SS-N-14 (Silex) is a ship- Anti- Notes launched A/S missile believed to Submarine carry a homing torpedo or low- Weapon level nuclear warhead to its targe Sea Lance US SECRET SECRET SECRET The Sea Lance was designed to give ASW Stand- American attack submarines an edge Off Weapon over Soviet subs by extending thei ========== normal torpedo range. The missile is launched from a submerged sub- marine. As the missile clears the surface, a rocket motor is ignited which carries the payload (a torp- edo) to the target. As the missile re-enters the water, the homing device on the torpedo activates and begins searching for a target. Exact figures for the Sea Lance are currently not available. Test- ing is scheduled for July 1989. 64 ------------------------------------------------------------------------------ Ships ----- As a submarine commander, you need to know as much about your targets as you do about your own submarine. A ship's noise level will give you an idea of how easily it can be tracked, while its type, size and maximum speed will tell you how easily it can evade your attack. The kinds of weapons a ship carries are also important -- they determine what the ship can do to your torpedoes and missiles as well as your submarine. Armed ships generally rely on a three point system of defense against incoming missiles and torpedoes. Surface-to- air missiles (SAMs) and anti-torpedo missiles are the first line of defense, typically being employed against long range targets. If missile defense is unsuccessful, guns will be used. Phalanx and chaff make up the last line of defense. Ships will attempt to protect each other as well as themselves, firing at missiles and torpedoes destined for other ships. Keep this in mind when setting up attacks on convoys and battle groups -- take out warships first. Be wary around any ships carrying depth charges, depth bombs, and anti-submarine (A/S) torpedoes or missiles (ASROC and SS-N-14's). The latter are particularly dangerous because of their long range. Max. Noise Class Nat. Type Speed Level Weapons ------------------------------------------------------------------------------ CARGO Various ----- 20 kt Very ----- High FORREST US DD 20 kt High Not applicable in scenario. SHERMAN IOWA US BB 35 kt High Guns: 9 16in/50 guns; 12 5in/38 guns; 4 Mk 15 20mm CIWS SLCMs: Tomahawk, eight quad lanuchers SSMs: Harpoon, 4 quad launchers KARA USSR CG 34 kt Above A/S Missiles: SS-N-14, 2 quad lanchers Average Depth Bombs: A/S/anti-torpedo depth bombs, 2 RBU 6000 12-barrelled trainable launchers 65 ------------------------------------------------------------------------------ Max. Noise Class Nat. Type Speed Level Weapons ------------------------------------------------------------------------------ Guns: 4 76mm/59 guns; 4 30mm Gatling guns SAMs: SA-N-6, 6 launchers; SA-N-4, 2 twin launchers; SA-N-3, 1 twin launche KIDD US DDG 33 kt Above A/S Missiles: ASROC missiles Average A/S Torpedoes: Mk 32, 2 torp tubes Guns: 2 Mk 16 20mm CIWS 6 barreled Phalanx SAMs: SM-1 ER, 1 MK 13 dual-purpose launcher SSMs: Harpoon, 2 quad launchers KIROV USSR BC 33 kt High A/S Missiles: SS-N-14, 1 quad launcher A/S Torpedoes: Type 53, 10 tubes Depth Bombs: A/S/anti-torpedo depth bombs, 1 RBU 6000 12 barrel trainable launcher, 2 RBU 1000 6 barrel trainabl e lanchers Guns: 2 100mm guns;8 30mm gatling guns SAMs: SA-N-6, 12 launchers; SA-N-4, 2 twin launchers SSMs: SS-N-19 MER- Various ---- 20 kt High ---- CHANT NIMITZ US CVN 33 kt High Guns: 4 Mk 16 20mm CIWS 6 barrelled Phalanx SAMs: Sea Sparrow 66 ------------------------------------------------------------------------------ Max. Noise Class Nat. Type Speed Level Weapons ------------------------------------------------------------------------------ OLIVER US FFG 29 kt Above A/S Torpedoes: Mk 32 A/S torpedo, two HAZARD Average triple torpedo tubes PERRY Guns: 1 76mm/62 Mk 75 gun; 1 20mm CIWS Mk 17 six barrelled Phalanx SAMs: SM-1 ER, 1 Mk 13 dual-purpose launcher SSMs: Harpoon, 1 single Mk 13 launcher SACRA- US AOE 26 kt High SAMs: Sea Sparrow, 1 Mk 29 system MENTO SLAVA USSR CG 12 kt Above A/S Torpedoes: Type 53 torpedoes, 8 Average torpedo tubes Depth Bombs: A/S/anti-torpedo depth bombs, 2 RBU 6000 12 barrel trainable launchers Depth Charges: Depth charges, 2 racks SAMs: SA-N-6, 8 launchers, SS-N-4, 1 twin launcher SSMs: SS-N-12 TANKER Various ---- 16 ky Very ---- High 67 ------------------------------------------------------------------------------  Aircraft -------- Max. Mission Aircraft Nat. Speed Endurance Notes ------------------------------------------------------------------------------ Lockheed US 415 kt 16 hours This four-engine, land based plane P3C has served the US Navy well as an ASW Orion patrol aircraft. With its onboard radar, forward looking infra-red, MAD equipment and sonobouys the PC3 Orion is used to detect, track and, if necessary, destroy enemy submarines. Sikorsky US 126 kt 3 1/2 hrs. Carried by a variety of cruisers, SH-60B destroyers, frigates and special heli- Seahawk copter-carriers, the Seahawk acts as Helicopter the forward sensors of the ship based LAMPS III ASW system. With its search radar, towed MAD system, sonobuoys and dipping sonar, the helicopter provides raw data to the parent ship's onboard processors. The Seahawk also carries two Mk 46 lightweight torpedoes, makin it a serious threat to enemy submarines. Designer's Notes ================ By Paul Grace When John, Randy, and I started 688 Attack Sub, we wanted to design a game where the strategic and tactical decisions that confront the player occur at a reasonably exciting pace. An attack sub isn't a jet fighter, of course, but we felt that a submarine game's potential for excitement and serious challenge was at least equal to that of an air combat simulator -- and given the things that today's billion-dollar subs can do, the potential might even be greater. However, creating a submarine game that's both reasonably accurate as a simulation yet exciting enough to play as a game presents certain problems. For example, a long-range (two-speed) torpedo can travel up to 40 miles, at speeds between 20 and 50 knots. Its run time could easily end up being more than 30 minutes long. If we changed the game scale so that this is compressed to a reasonable time frame for a game (say one or two minutes "real time"), 68 ------------------------------------------------------------------------------ then the speed of a helicopter (or worse, a missile) is so great that it can't even be represented! To overcome this difficulty, we had to throw out "conventional" game design theories (as might be published in trade journals) and invent something truly radical. By selecting a "combat range" on the order of 15 miles, we've brought real excitement to an otherwise slow process. The game scale is such that ships move at a reasonable rate, torpedo run times are short enough to provide a fast feedback loop without the need for too much time compression. (In fact, by using this technique, time compression runs the entire game, not a simplified statistical model.) The bad news is: many weapons have incorrect maximum ranges. Furthermore, (or, as we say at Electronic Arts, Farthermore,) we had to simplify several features present in modern submarine warfare. Some of these modifications were trivial (modern SONAR sounds more like a "warble" than a "ping"). Other modifications had real game impact -- for example, we decided to place the appropriate weapons on board your vessel at the start of each mission, which improved the play balance of the missions greatly. The US enjoys some strong advantages in weapons, and we wanted to focus on specific problems facing hunter-killer commanders, not the intricacies of weapons selection. For similar reasons, we left out nuclear "superweapons" that would rob you of long-term satisfaction. You'll have to pretend you've used them all up, you're stuck with what you have.... Please, NO telephone calls regarding the top speeds of the various submarines modelled in the game. The published data in Jane's Defense Weekly seems ludicrously low, while other sources would have us towing water-skiers behind our beloved Los Angeles. We picked what WE felt were reasonable speeds, and then balanced the game around those speeds. Good hunting, Paul Grace 69 ------------------------------------------------------------------------------ KEYBOARD COMMANDS ================= Initiate command Cursor Keys Tab through control groups (one direction only) Move between positions in a group (to the left) Move between positions in a group (to the right) Move between controls regardless of group (to the left) Move between controls regardless of group (to the right) Plus any of the above keys reverses the direction -------------- You can play the entire game with just the above six keys. Quick Keys ========== Calls up the help screen Exit help spacebar Go to next help screen Go to Radio Room Go to Status Panel Go to Ship's Control Go to Periscope Go to Navigation Board Go to Weapon Control Go to Sonar Room Go to CONN The ever-popular BOSS key <1-9> Go to specific control group Go to exit Go to exit Ship's Control Panel Navigation Board R Rudder control G Target E Engine control W Set Waypoint D Dive plane control K Clear Waypoint . Autopilot Q Time Compression 5 Auto Function . Autopilot 1 Display Controls 4 Plotting Controls Weapon Control Panel Periscope G Target G Target R Torpedo Tubes U Periscope Up/Down A Auxiliary Tubes N Antenna Up/Down M Missile tubes - 688 L Launch L Launch - Rotate Periscope Left 2 Torpedo Control - 688 = Rotate Periscope Right 3 Torpedo Control - Alfa 1 Display Control 1 Display Control Sonar Room Radio Room G Target A Antenna Up/Down 3 Analyze P Periscope Up/Down 2 Sonar Controls - 688 S Send Code 4 Sonar Controls - Alfa T Transmit 1 Display Control 2 Message Review Status Panel S Status Map Keys P Look to port in contour mode * F Look forward in contour mode * S Look to starboard in contour mode * I Zoom in on top down map H Heads Up Display On/Off O Zoom out on top down map C Contour display imaging On/Off * B Bottom contours On/Off T Top down map On/Off * indicates not available on the Alfa Game Controls Pseudo-Cyrillic On/Off (if you select a Russian boat you'll see what this means) Sound On/Off Disconnect Mouse Surrender (modem game only) ============================================================================== Plagarite @1989 GtR> , we decided to place the appropriate weapons on board your vessel at the start of each mission, which improved the play balance of the missions greatly. The US enjoys some strong advantages in weapons, and we wanted to focus on specific problems facing hunter-killer commanders, not the intricacies of weapons selection. For similar reasons, we left out nuclear "superweapons" that would rob you of long-term satisfaction. You'll have to pretend you've used them all up, you're stuck with what you have.... Please, NO telephone calls regarding the top speeds of the various submarines modelled in the game. The published data in Jane's Defense Weekly seems ludicrously low, while other source. 4.. 4ATARI STE@ATARI STFw. A.. ADESKTOP INF #a000000 #b000000 #c7770007000600070055200505552220770557075055507703111103 #d #E 58 03 #W 00 00 18 07 1E 09 08 A:\*.*@ #W 00 00 0D 08 15 0B 00 @ #W 00 00 0E 09 15 0B 00 @ #W 00 00 0F 0A 15 0B 00 @ #M 00 00 00 FF A FLOPPY DISK@ @ #M 00 01 00 FF B FLOPPY DISK@ @ #T 00 03 02 FF TRASH@ @ #F FF 04 @ *.*@ #D FF 01 @ *.*@ #G 03 FF *.APP@ @ #G 03 FF *.PRG@ @ #F 03 04 *.TOS@ @ #P 03 04 *.TTP@ @ 03 FF *.PRG@ @ #F 03 04 *.TOS@ @ #P 03 04 *.TTP@ @ Alfa 1 Display Control 1 Display Control Sonar Room Radio Room G Target A Antenna Up/Down 3 Analyze P Periscope Up/Down 2 Sonar Controls - 688 S Send Code 4 Sonar Controls - Alfa T Transmit 1 Display Control 2 Message Review Status Panel #a000000 #b000000 #c7770007000600070055200505552220770557075055507703111103 #d #E 58 02 #W 00 00 18 07 1E 09 08 A:\*.*@ #W 00 00 0D 08 15 0B 00 @ #W 00 00 0E 09 15 0B 00 @ #W 00 00 0F 0A 15 0B 00 @ #M 00 00 00 FF A FLOPPY DISK@ @ #M 00 01 00 FF B FLOPPY DISK@ @ #T 00 03 02 FF TRASH@ @ #F FF 04 @ *.*@ #D FF 01 @ *.*@ #G 03 FF *.APP@ @ #G 03 FF *.PRG@ @ #F 03 04 *.TOS@ @ #P 03 04 *.TTP@ @ *.TOS@ @ #P 03 04 *.TTP@ @ Cyrillic On/Off (if you select a Russian boat you'll see what this means) Sound On/Off Disconnect Mouse Surrender (modem game only) ============================================================================== = Plagarite @1989 GtR> ain a connection between you and the other player so you can play another game without redialing. The game ends in the Radio Room so that the players c SEWER SOFTWARE presents D R A K K H E N FROM INFOGRAMES (IN ENGLISH) FULL MANUAL TYPED IN BY S C O T T / O R A C L E I - BEGINNING OF THE ADVENTURE """""""""""""""""""""""""""""" In Drakkhen Territory --------------------- Your four characters appear in the action zone . You are in CHARACTER mode . It is the most often used mode; you can move your characters individually and let them act, fight, take objects, speak to creatures ,meet etc.... it is also the mode which is used inside the dungeons. Press RETURN; they will dissapear and you can move your team through the world with the arrow keys or with a joystick . Beware of obstacles !!!! this movement and visualization is called the GROUP mode (you move your team). Direct yourself to the dungeon, you enter automatically CHARACTER mode. To switch back to GROUP mode, press the RETURN key and keep on exploring. II - CONVENTIONS """""""""""""""" For easy understanding of these instructions, there are a few regulary used terms which are explained here. - To SELECT something, simply place the cursor on it and then confirm your selection by pressing the left or right mouse button or an equivalent key. III - MOVEMENT COMMANDS """"""""""""""""""""""" In Group Mode ------------- You see what your characters see. They dont appear on the screen. The environment around you moves. Use cursor keys or a joystick for movement of your characters. This mode of movement is available only in exteriors, not inside castles and dungeons. In Character Mode ----------------- You are in this mode : -When having pressed RETURN in GROUP mode, -Automatically when you meet somebody, -Always inside the dungeons. In this mode the characters are visualized. They move in an unchanging environment. With the mouse or the keyboard: -Select your ACTIVE character, -Choose where you want the active character to go and confirm (left button). Inside the dungeons left click on a door to go to another room. IV - SCREEN DESCIPTION """""""""""""""""""""" ----------------------------------------------------- | | | |CHARACTER | | | STATE | | | | | | | ACTION ZONE | | | | | | | | | | | | | |----------|------------------------------------------| |WEAPON / | | COMMAND | | SPELL| | | | | DIALOGUE ZONE | ZONE | | ZONE | | | | | | | ----------------------------------------------------- Action Zone ----------- All game events are displayed in this zone. Character State --------------- This window contains information concerning the condition of each of the adventurers. 1) Visualization. Each is represented visually. You can check what clothes they are wearing and the weapons they are carrying. The character framed in red is the ACTIVE character. 2) Level lines. You can at any time check the general level of a character. Just look at the three lines situated above above and beneath his picture. 3)Light. If the light is red, then that character is the group leader. Dialologue Zone --------------- This zone is reserved for specific descriptions and dialogues with creatures you meet in the game. Some commands also appear in this window. Command Zone ------------ All directly accessible commands appear in this zone. Weapon/Spell Zone ----------------- This zone signals to the player that his characters are ready to use either their weapons (sword symbol) or a magic spell(Drakkhen script). Each symbol corresponds to a particular player. By placing the cursor on one of the symbols, you will notice that a red frame is displayed around the correspondin g character (in the CHARACTER STATE zone). V - ACTIONS """"""""""" Activating a command : You have to be in charater mode. In the COMMAND ZONE, left click on the command character of your choice. NOTE :The ACTIVE character (framed in red) will carry out the command. LOOK AT COMMAND ZONE (Bottom right of screen). ----------- | 7 | 8 | 9 | 1 - INSPECT 6 - ACTIVATE |-----------| 2 - LEAVE 7 - GREET | 4 | 5 | 6 | 3 - DISK 8 - QUESTION |-----------| 4 - TAKE 9 - IMPRESS | 1 | 2 | 3 | 5 - COMBAT ----------- VI - COMBAT AND SPELL COMMANDS """""""""""""""""""""""""""""" Remember that your characters will fight with the weapons or spells previously chosen in the WEAPON/SPELL zone. Weapons/Spells -------------- Weapons : If you want to replace a weapon with a spell, move the cursor corresponding to the chosen character (see red frame) in the Weapon/Spell zone , and click the right mouse button. The selected weapon is the one the character is holding in the Character state zone. To change a weapon , see VII - CHARACTER SHEET. NOTE : A character can only hold one weapon at a time. Spells: If the character has a number of spells at his disposal, you can choos e to change the currently ready spell by left clicking on the little arrow displayed right or left of the spellin the Weapon/Spell zone. To replace a spell with a weapon, place the cursor on the spell and right click. NOTE : Spells are also accessible from the keyboard. Individual Attack ----------------- The active character will attack the creature you have selected by right clicking on it. At each click, your character will strike a blow. NOTE : The Active character will attack with the weapon you have previously selected . You can change the Active character whenever you like. Grouped Attack -------------- Left click on the COMBAT icon, and all your characters will approach and attac k the creature at the same time. To stop Grouped Combat, left click on the COMBA T icon. NOTE : You can, at any moment, select a new weapon or spell. VII - CHARACTER SHEET """"""""""""""""""""" Each character is defined by a number of personal characteristics, objects, weapons and equipment. All these details can be seen in the CHARACTER SHEET. Description ----------- To access the character's CHARACTER SHEET, place the cursor on the character i n the CHARACTER STATE zone, and right click. To leave the character sheet, left click outside the character sheet. In the bar at the top of the screen, from left to right appears : The class of the charater, his name, his level then hi s points of experience. Below are the explanations of the abreviations shown on the screen. Hpt.......Hit points Magic.....Magic points Strgt.....Strength points Dext......Dexterity points Intel.....Intelligence points Educ......Education points Const.....Constitution points Luck......Luck points Prot......Protection points What they all mean : NAME:- Name of character. CLASS:- The character will be one of the following : Fighter, Scout, Priest, Magician. The number of hit points varies from Class to Class. LEVEL:- The character's level will rise as he gains Experience points. EXPERIENCE POINTS:- A character wins these when he eliminates a monster or suceeds with any attempted action. HIT POINTS:- Any character with zero Hit points has taken more damage than he could handle and is a dead character. Keep an eye on the current level by looking at the red line in the CHARACTER STATE ZONE . MAGIC:- The level of the magic points is indicated on the blue line in the CHARACTER STATE ZONE . STRENGTH:- This is a measure of the character's physical strength. Fighters ar e supposed to have more than magicians . DEXTERITY:- This indicates the character's manual dexterity. Scouts should hav e plenty . INTELLIGENCE:- Brainpower. Preists use more of this than fighters . EDUCATION:- This is a measure of the character's general cultural level. Magicians are usually well educated people. Not like scouts . CONSTITUTION:- This is the character's level of health and robustness . LUCK:- Some actions have a better chance of succeding when luck takes a hand . PROTECTION:- This depends on the armour and weapons the character has . TREASURE:- Your characters will be using JADE coins . OBJECTS:- All the objects the character is carrying . FACULTIES:- The charater's particular gifts or skills . PIT:- Throw unwanted objects in to the pit . NOTE : Each character may carry up to 8 items of clothing or weapons and 8 objects (flasks,rings...) Commands Accessible Through The Character Sheet ----------------------------------------------- TAKE A WEAPON IN HAND OR PUT ON AN ITEM . Right click on the object in question. You will see the object displayed on th e character in the CHARACTER STATE ZONE. The objects held by the character are in red, while the objects he's carrying in his pack are green. HAND AN OBJECT TO SOMEONE . Let's suppose the fighter wants to give his shield to the scout. -For this purpose the characters have to be in the same room of a dungeon. -Open the Fighter's Character Sheet, -left click on the shield, -keep the button down and drag the shield to the scout (in the CHARACTER STATE ZONE), -Relaese the left mouse button . Now open the Scout's Character Sheet; one of two casses will be true : 1/ You can see the shield . It's shown in green : The scout is carrying the shield in his pack but he's no t holding it in his hand. If you want the scout to take the shield in his hand, then right click on it. 2/ You cant see the shield . This means the Scout is carring a maximum of 8 items and can't carry the shield. The fighter keeps it. NOTE: Certain character Classes cannot carry certain objects. THROW AWAY AN OBJECT . To get rid of an unwanted object that one of your characters is carrying, open his character sheet and left click on the object, keeping the button pressed down. Drag the object in to the pit in the bottom right hand corner of the character sheet. Release the mouse button ; the object has disappeared down th e bottomless pit. READ (Parchment,magic book....) In the Character Sheet right click on the object. The object will appear in red, which means he's holding it. The text will then be displayed on the screen. FILL AN OBJECT (Flask,container....) Open the character sheet and left click on the object to hold it (it turns to red). If there's a source of liquid nearby(fountain, lake....), the object wil l be filled. The number of doses it contains is displayed in the character sheet . EMPTY THE OBJECTS OF AN OBJECT (Flask,container....) Take the object in hand. Keep the left mouse button down and drag the object t o the pit. The object empties. Release the button; the empty object re-appears in the Character sheet. DRINK THE CONTENTS OF A FLASK Right click on the object in the character sheet. Each time you click, the character drinks a dose. REMEMBER: what a character's carrying of holding. The GREEN objects are carried in the character's pack. The RED objects are what the character's holding in his hand. VIII - LEADERSHIP """"""""""""""""" The group has a leader. The others follow him when the group moves from f\room to room inside dungeons (assuming they're in the same room as the leader). A red light shines above or beneath him in the CHARACTER STATE ZONE . CHANGING THE LEADER ------------------- Left click on the black (switched off) light of the character you wish to designate as leader . IX - THE ACTIVE CHARACTER """"""""""""""""""""""""" The active character is framed in red in the CHARACTER STATE ZONE. He's the character you command at any given moment. If the active player is no t the leader, he can leave the group without being followed. CHANGING THE ACTIVE CHARACTER ----------------------------- Left click on the character of your choice in the CHARACTER STATE ZONE or in the ACTIVE ZONE . X - CREATING A CHARACTER DISK """"""""""""""""""""""""""""" When playing with a CHARACTERS disk you can save your games. This disk will contain all the information concerning a group of four characters. If you want to play with another team or start the adventure all over again, you will have to prepare a CHARACTERS disk. 1/ PREPARING THE CHARACTERS DISK The first thing to do is format a blank disk . 2/ CREATING A TEAM OF CHARACTERS Switch off your computer for 30 seconds before following the instructions beneath : ATARI ST -Insert Disk 2 in the drive, -switch on your computer . AMIGA -Insert Disk 2 in the DF0 drive -switch on your computer . AMIGA 1000 users should first load KICKSTART. NOTE THE CHARACTERS DISK SHOULD ALWAYS BE WRITE ENABLED . You will play with a group of four adventurers, men or women. Each of the four characters will have a number of qualities or characteristics: strength, dexterity, intelligence, constitution and education. These qualties will be at difering levels , represented by acertain number of points ; you will decide o n the verious levels when you create the adventurers. A/ First choose the characters sex . Click (left button or equivalent) on MAN or WOMAN in the bottom left of the screen window . B/ Select the character's class . Left click on one of the available choices : Fighter, Scout, Magician or Preist. C/ Name the character . Type on the name on the keyboard (Max 11 chars) , then press the RETURN key to confirm. D/ Distribute the available points among the characteristics . The dice throw gives you five figures (visable in the centre bottom screen). You decide which figure is attributed to which characteristic. Do that by pressing and keeping down the left mouse button on the figure of you choice, then dragging the figure (score) to the chosen characteristic zone. ANOTE: It is a good idea to bear the character's clas in mind when deciding hi s characteristics . E/ SATISFIED ? If the adventurer you've just created doesn't satisfy you, left click on NO. The dice are thrown once again. Remember, though, that you can only restart tw o times. If you a dice throw for a second time, the program will automatically choose the version with the last dice throw . Now create the other characters the same way. You can check the characteristics of one adventurer while creating another; just click on the character you want to check. Keep the button down to see all his scores. Release the button to return to the character you are already creating . You can choose to scrap the group you have created, and start again. When the following message is displayed : "Group Completed. Do you want these character s ? ",Left click on NO to start again . 3/ SAVING THE GROUP ON THE CHARACTERS DISK Insert the CHARACTERS disk in the drive : When the following message is displayed : "Group completed. Do you want to kee p these characters ?",left click on YES . XI - AT THE WEAPONSMITH'S """"""""""""""""""""""""" If you go to the weaponsmith's the playing system alters a little . 1/SELL SOMETHING -Open the selling character's character sheet (right click). -Place the cursor on the object to sell in the opened Character Sheet. -Press and keep the left button down as you drag the object onto the weaponsmith's head (beside the pit). -Release the mouse button. -The weaponsmith will make you an offer (in the Dialougue Window). -Right click on YES OR NO to accept accept or refuse the offer . 2/BUY SOMETHING -Move the cursor round the Action Zone. Whenever into a magnifying glass, you can obtain information about the object on sale: -Left Click. -You will see a catalougue. Each page contains an object your chcracter can buy. There's a little arrow on the book which changes direction as you move th e mouse (or joystick); turn to a page, right click when the arrow is in the desired direction. -Each time you turn a page, you can read information on the object in the Dialougue Window . TO BUY the displayed object, click on the TAKE icon . TO LEAVE the weaponsmith's, click on the LEAVE icon . XII - POWERKEYS """"""""""""""" Here are some of the keyboard shortcuts . Choosing a character in the CHARACTER STATE ZONE : F1 - selects the top left character. F2 - selects the bottom left character. F3 - selects the top right character. F4 - selects the bottom right character. Each command represented by an icon can be transmitted through the numeric keypad : 1 - INSPECT 5 - COMBAT ----------- 2 - LEAVE 6 - ACTIVATE | 7 | 8 | 9 | 3 - DISK 7 - GREET ----------- 4 - COMBAT 8 - QUESTION | 4 | 5 | 6 | 9 - IMPRESS ----------- | 1 | 2 | 3 | ----------- ------------------------------------------------------------------------ Zoom in on top-down map. F)orward -- Look forward in CONTOUR -- Bottom contours on/off. contour imaging or periscope view. HUD -- Heads-Up-Display on/off. S)tarboard -- Look to starboard in contour imaging or periscope view. I)n -- Zoom in on top-down map. H)eads-Up-Display -- HUD on/off. O)ut -- Zoom out from top-down map. C)ontour Imaging Display -- Turn contour imaging on. B)ottom -- Bottom contours on/off (top-down map only). T)op-Down Map -- Turn top-down msewer software presents...the key guide ************************************************************************ ***************** ***************** *************** ****** ***** ***** *************** ************* * * * * * ************* *********** * * * * *********** ********* *** *** * ***** ********* ******* * * * ******* ***** * * * ***** *** * ****** * *** ************************************ RETALIATOR ===> A SMALL HELP TO YOU, WHO LOST YOUR MANUAL <=== F1 : RETALIATOR COCKPIT FRONT VIEW .............. F2 : COCKPIT BACK VIEW .......................... F3 : COCKPIT LEFT VIEW .......................... F4 : COCKPIT RIGHT VIEW ......................... F5 : SATELITE VIEW .............................. F6 : BACK VIEW .................................. F7 : ZOOM + ..................................... F8 : ZOOM - ..................................... F9 : STATUS PANEL ON/OFF (BACK AND SATELITE VIEW) F10 : FRONT VIEW ................................. ESC : EJECT ...................................... RET : WEAPON CHANGE .............................. HLP : BALANCE PLANE .............................. * : AUTO SPEED UP .............................. + : SPEED UP ................................... - : SLOW DOWN .................................. A : AUTO PILOT ..................... H................. B : BRAKE ...................................... D : 3D DETAIL ADJUST ........................... E : ECM ........................................ F : FLAPS ...................................... G : GEAR ....................................... H : SIGHT ...................................... J : JOYSTICK MODE .............................. K : KEY BOARD MODE ............................. M : MOUSE MODE ................................. P : PAUSE ...................................... R : RADAR RANGE CHANGE ......................... 1 : CHANGE INFO ON THE LEFT MONITOR ............ 2 : CHANGE INFO ON THE MIDDLE MONITOR .......... 3 : CHANGE INFO ON THE RIGHT MONITOR ........... 4 : ALTERNATE SATELLITE VIEW ................... 5 : MISSILE VIEW ............................... 6 : FULL FRONT VIEW ............................ - Location and Time ----------------- [LOUISVILLE] On the information bar at the base of the screen are your sub's current map coordinates. To the right of these is the number of minutes that have elapsed during your current mission. Mission time runs twice as fast as real time when time compression is activated (this is a rough approximation; the exact ratio depends on the speed of your computer). Time compression isn't available in modem games. Radio Room ========== All missions begin and end in the Radio Room where you receive your CINC's warm praise or cold shoulder. However, this isn't the only function of the Radio Room.... EXIT -- Returns you to the CONN. PERISCOPE -- Raises or lowers your periscope. You must be at periscope depth (20 ft) to raise your periscope. ANTENNA -- Raises or lowers your antenna. You must be at periscope depth (20 ft) SEWER SOFTWARE presents....... Leisure Suit Larry 3 - Protection Codes Codenumbers for entry Advertisements to the show: (for the lockers) Page Number Page Advertisements 3 00741 2 Pink Flamingo Disco 5 55811 8 Comedy Hut 6 30004 9 Community Calendar 9 18608 10 Island Computer Center 11 32841 10 Nontoonyt Casino 12 00993 10 Bibbis Island Liquors 15 09170 12 ChipnDales 18 49114 12 Freddis Feral BBQ 19 33794 13 Panti-of-the-Month 22 54482 13 Island Office and Voodoo 23 62503 16 Dewey, Cheatem and Howe 17 Witch Doctor 18 Piggis Coffee Shop 23 Fat City 24 Hurtz Rent-a-Bike The Way through the Jungle Maze: N N E E N W N E N N N W W S W W N N W N ungeons. Press RETURN; they will dissapear and you can move your team through the world with the arrow keys or with a joystick . Beware of obstacles !!!! this movement and visualization is called the GROUP mode (you move your team). Direct yourself to the dungeon, you enter automatically CHARACTER mode. SEWER SOFTWARE...... PRESENTS F I E N D I S H F R E D D Y ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ KEY COMMANDS P Allows you to pause any event. S Toggles the music on or off. The sound effects will always remain. Allows you to bypass the opening credits and opening sequence. THE glorious GAME Blasted Big Bank! Your small, strggling circus is about to be seized by a sinistescumbag, to whom you owe the sum of 10.000 smackeroos. Your Big Top will be blacktop if you don't bag the bucks needed to banish the barbarous banker from your beloved business. To make matters more miserable, he's sent Fiendish Freddy to foil your fragile finances and prevent your people from performing at their peak. Your objective is to obliterate this financial obligation by perfectly performing the precarious perils of the Big Top. Thus you will thrill the throng of spectators while also earning the megabucks needed to expand your arena. THE magnificent MENU After the opening sequence, the carnival hawker and the Main Menu will come on the screen. This menu allows you to choose Game or Practice Mode. Practice Mode lets you practice any particular event (in order) and will give a score to each player. Practice Mode To select Practice Mode, use the joystick to move the pointer to the bottom of the menu where it says PRACTICE and press the FIRE button. The menu changes to a list of the six events. Now move the pointer until it is over the event you want to practice and press the fire button. If necessary, you'll be instructed to insert a different disk. Once the event has loaded, the following message appears on the screen: PRESS "Q" TO QUIT OR, PRESS FIRE TO CONTINUE Whenever the fire button is pressed you'll go to the beginning of the event. Each event has three or four levels. You'll begin your practice at the first level ad advance to the subsequent levels only as you successfully complete each level. Whenever you "fail" at an event, or make it through all of the event's levels, the "Quit or Continue" message reappears. When you are finished practicing, press Q and you will be returned to the hawker and the Main Menu. Game Mode to select Game Mode, use the joystick to move the pointer to the number of players that will be playing the game. There may be anywhere from one to five players. Keep in mind that the $10,000 must be earned by a single player, not accumulated from what several players earn. Thus, in a multi-player game, you're trying to raise the money, but you're also trying to earnn more than the other players. Once the pointer is over the desired number of players, press the fire button. Next, each player will select an animal character to represent the player in the game. Each of the five characters is displayed one at a time. To scroll through the different characters, move the pointer over the words "Next Beast" and press the fire button. When the beast that you want appears, move the pointer to the words "Take this beast" and press the fire button again. When each player has selected his/her character, the ringmaster appears and the game begins. As each event begins, the character whose turn it is appears on the screen along with the level he/she is performing and the message "Now Appearing." The player then presses the fire button to begin the event. After all of the players have completed an event, the distinguished panel of judges will come on the screen and "score" each player by awarding him/her a certain amount of money. After the amount for the event is given, the player will see what his/her total is at that point. Once each player has been scored, the Ticket Tally appears and shows the totals for all of the players. THE explosive EVENTS Phenomenal Feats of Diving Daring (High Diving) To begin our Big Top O'Fun we bring you an act involving horrendous heights and terrifying targets (especially Level 3). Only the studiest of souls (and heads) will survive this stupendous spectacle. In this event you take on the persona of Horace the High Diver. First Horace climbs up the ladder and moves out to the end of the end of the diving platform. An arrow points to the level where Horace is standing. In the upper left corner of the screen is the name of the pose that Horace should perform first. In the lower left corner is a picture of the diver's target. Press the fire button to begin Horace's dive. Once Horace is airborne, begin to quickly move the joystick from side to side, but keep Horace over the target. This gets Horace spinning around so that he can gain enough momentum to go into a pose. Once he is going fast enough, a bell rings and the name of the pose flashes, indicating it's time to go into a pose. To perform a pose. move the joystick to the appropriate position and then press the fire button. The joystick positions for each diving pose are as follows: Swan Recline | Pike \|/ Yoga-- --King Tut /|\ Ballet | Nose Pinch Dive Bomb As each pose is done, another name of a pose appears in the upper left corner. At this point you should again move your joystick from side to side so that you prepare for the next pose. The more poses that are correctly done, the more money you will make on your dive- that is, as long as you hit your target! As your man reaches the target area, he will automatically go into his entry pose. ~~~~~~~~~~~~~ If you notice Horace veering from the center of the target, move the joystick in the direction he needs to go to steer him back on course. Once he is again on track, go back to moving your joystick from side to side and prepare for another pose. With each new level, Horace starts from higher up on the platform and has more time to perform the dives. However, it's also easier to go off course when your man is that high in the air. Freddy's Role Once the bell rings indicating it's time to go into a pose, you must immediately perform it. Failure to do so brings out Freddy with his portable, industrial-size fan to blow you off course. With each level Freddy appears sooner if you don't perform your poses as soon as the bell rings. Genuine Juggling Genius (Juggling) It's time to welcome Jeffy-Joe the Juggler to the center ring. As a boy he was bemoaned as "Butterfingers", but now, he's well known the world over as the "Wee Wizard of Wonderful Juggling" (and he's wealthy, too). The juggling event begins with Jeffy-Joe's obedient assistant catching and then tossing items up into the air. Jeffy-Joe then moves his unicycle to maneuver himself into position to catch and then juggle each of the items. Your objective is to keep Jeffy-Joe juggling as many items as possible until the time limit runs out. Drop five items and Jeffy-Joe's juggling career will be just a memory. To maneuver Jeffy-Joe, push the joystick in the direction you want to move. When you want to catch an item, move Jeffy-Joe so that he is positioned to catch the item in either his left or right hand. When you press the press the fire button, he will toss whatever is in his left hand and put whatever was in his right hand into his left hand. He will always throw things from HIS left hand (that's your right side), so you may want to get into the habit of catching with his right hand and then switching it to his left. Once you toss an item release the fire button and prepare for the next one. If you pull back on the joystick, Jeffy-Joe brings both hands in to catch something against his body. It doesn't matter how the items land in your hands: you can't get hurt or penalized as long as you catch it (i.e. you can catch a knife by the blade or a flaming stick by the fiery end). In Level 3 and 4 a baby becomes one of the juggling objects. Your objective is to safely return the little tot to its carriage. Doing so removes one of the dropped items from your tally. The carrigage will roll by as you juggle the baby. To put the baby in the carriage, position Jeffy-Joe so that after he tosses up the baby, the baby falls not into his hands, but straight down into the carriage. Both Jeffy-Joe and the carriage must be exactly positioned for this to happen. Beware of the tantrum that occurs if your baby misses the carriage. Without fire button pressed Moves___________________________________________Moves left | right | Brings in hands With fire button pressed Right hand___________________________________________Left hand goes up | goes up | Tosses bombs (and objects switch from right hand to left) Freddy's Role. Every now and then Freddy will distract your assistant and toss the items out for him. Unfortunately you could live without Freddy's help - REALLY. He's only tossing bombs and missiles. If one of these items falls, it's "Kablooey"for you (and were not kidding either)! To handle Freddy's bombs, catch the bomb in either hand and then press the fire button while pushing upon the joystick. This maneuver will toss the bomb back in Freddy's court. If he throws a missile into your act, simply keep juggling it as you would any other item until time runs out for that level. BREATHTAKING BRAVADO FROM HAZARDOUS HEIGHTS (Trapeze) May I direct your attention high above the center ring of our Big Top O'Fun. It's time for yet another death-defying act of courage, bravery, and scanty outfits that could come off at any time. It's our own Finola of the Flying Fuller Family, and she's ready to swing her way across out tent and into your lustful minds. As the event opens, Finola appears in the upper right corner of the screen. In the lower right corner you'll notice a picture of Finola's head. This represents the second chance that you'll should anything happen to Finola on your first attempt. In the upper left corner you'll see the next bar swing in and out of view. Press the fire button to start Finola off the platform. Then move the joystick in the direction that she should swing to get her momentum going. As Finola swings forward you should push the joystick left. As she swings backward, push the joystick right. To jump to the next bar, wait until the bar is moving toward Finola as she swings forward. Then, right when she is at the top of her swing, press the fire button. She'll then perform a beautiful flip and, if timed correctly, grasp the next bar. The process then begins again. In addition to just swinging from bar to bar, Finola encounters several obstacles like paper targets and flaming hoops. Some of these are even bobbing up and down. Again, you must time your swing so that the hoop or target is low enough for Finola to go through. Freddy's Role Where does he get those wonderful toys? In this event, Freddy is armed with a large pair of scissors and a jet pack. He's able to fly freely about the big top waiting for his opportunity. dy is armed with a layou leave Finola on one bar toos opportunity. dy is armed with an while she waits for the perfect time to jump, Freddy comes along and "cuts" her act short. DEADLY AND DANGEROUS DAGGERS OF DEATH (Knife Throw) Ah, your lovely assistant, Knancy Knife, is in a precarious position now! You'll notice she's been blindfolded and tied to a rotating wheel, which also has balloons placed in many strategic areas about her. Your objective here is to break all of the balloons on the wheel before time runs out for that level. In addition to the beautiful and scantily-clad Knancy, there is a row of knives that represents how many tries you have to break the balloons in each level. A clock showing your time limit appears in the upper right corner. At the center of the wheel is your aiming knife. Use your joystick to move this knife around the wheel until it is over an area where a balloon will come by. Press the fire button when you want to throw the knife and it will fly from you to the wheel. Timing is everything in this game, so you'll need to get a feel for how long it takes the knife to hit the wheel. Take care not to hit Knancy. She's a real whiner and will surely let you know if your aim is off. In addition, you'll be penalized two throws whenever your dagger dents her. Freddy's Role Freddy still has a stash of bombs left over from the Juggling Event, so he's decided to put them to good use here. Periodically, he will appear from the side, throw his smoke bomb and then scram before it explodes. Unfortunately for you and Knancy, you have nowhere to run. The bomb fills the screen with smoke and generally shakes things up a bit. It will most likely throw off your timing and your aim, so try to regain your senses as soon as you can. Besides, he's always got another one where that came from. TENSE TRACEL TECHNIQUES ON TIGHTROPE (Tightrope) It's time to raise your gaze once again as our tightrope walker, Tony Tiptoe, demonstrates his amazing ability to span spectacular distances while perched at perilous heights. In other words, he's going to walk across that really high wire! The event begins with Tony Tiptoe poised in the upper right corner of the screen. The platform he must walk to is positioned in the lower left corner. In the upper left corner is the "tilt-o-meter" view of your man. This will clearly show which way Tony Tiptoe is leaning on the rope. Begin the event by pushing your joystick staight ahead. As Tony goes forward he will probably lose his balance and begin to lean to right or left. Depending on the direction he leans, move your joystick right or left to balance him again and continue moving him forward on the rope. (For instance, if he leans left, move your joystick to the right to straighten him and then move him forward again.) If Mr.Tiptoe leans too far and is in danger of falling off, he will yell "Whoa" and his balancing pole will turn red. If he remains in this dangerous position for more than a second, he will lose his balance altogether and Freddy will be on the scene in no time. Freddy's Role For this event Freddy has reached deep into his bag of tricks and pulled out some of his best. To begin with, if your man takes too long to cross the wire, Freddy wheels out his cannon and stops the man "dead" in his tracks. In other levels he can be seen flying about trying to push you off or hurling circular saw blades at poor Tony. When Freddy throws blades at Tng circular s Tiptoe, you can deflect them with his ploe by hitting the fire button as the blade approaches him. Failing to do so will leave Tony with a "spitting" pain. COMBUSTIBLE CANNONS OF COLOSSAL COURAGE (Cannonball) And now for our fantastic and fiery finale! It's the fearless (and somewhat frenzied) Fernando, the Human Cannonball. I direct your attention to the far end of our Big lop where Fernando is pausing prior to his last minute preparations (and possibly making a pass at his pert apprentice). This event begins with your handsome human cannonball, Fernnnando, taking his pre-flight bows. In the lower right corner are two additional helmets, representing the two other chances you'll be given in this event. (That's three chances in all.) In the lower left corner is a small outline of the cannon. As his assistant, the lovely Lisa, loads the cannon with gunpowder, the small outline fils with red to indicate how much gunpowder has been placed in the cannon. Once she finishes putting in gun powder, our hero dives in. Once he's in the cannon, a scale version of the tent appears across the top of the screen. In the middle of this will be the target that the little guy must hit. Depending on how much gunpowder the lustful Lisa has placed in the cannon, you must decide how close or far the target shouldbe in order for Fernando to hit it. As soon as this screen appears, use your joystick to move the target closer (left) or farther (right) from the cannon. This must be done quickly before...well, read what it says under "Freddy's Role". Once your target is where you want it to be, press the fire button. At this point, your alluring assistant lights the fuse. Once she finishes, the opening of the cannon begins to rotate to the right side. You must now decide the angle at which you want Fernando to be fired out of the cannon in order to reach his target. When the cannon is at the angle you want, press the fire button again. This will launch the fearless Fernando. To see how Fernando progresses, follow his path along the scale drawing that appears at the top of the screen. If your placement of the target and angle at which he is shot are correct, he'll land on the target. If your choices were off, Fernando's landing will be more than a bit uncomfortable. Freddy's Role Once again, Freddy makes use of his jetpack so that he can fly about the tent. This time, however, he's armed with one big cork and just guess where he wants to stick it? Yes, if you waste too much time in this event trying to dicide where to postion your target, Freddy will make sure thatyour act creates a big bang. A wonderful WIN OR A loathesome LOSS If any one player has accumulated $10.000 or more, then your big top is saved from certain demise and it's curtains for Freddy. However, if no one person raised the needed $10.000, Freddy will take up permanent residence in the area and your circus will be nothing but a memory. THE END TYPED BY THE TWINS IN OCTOBER SEWER SOFTWARE thanks TRIPPLE H for these docs....... JUMPING JACKSON DOC by Mr.Thompson and Mr.Terry / Tripple H ----------------------------------------------------------- THE STORY ---------- The bad times have come. ROCK'N'ROLL is dead! Classical music(yuk) has taken over and the world's a sad, sad place you want to get out of;nothing but dusty oboes, creaky cellos and incredible old conductors waving their melancholy arms around. To save civilization as we know and love it, someone's going to have to find ELVIS PRESLEY's first ever record, because that's where the whole soul of ROCK is preserved in its essential purity. The KING cut the historic masterpiece when he has working as a truck driver. He saved up enough to record two songs for his mother's birthday. The record was made in a small studio in MEMPHIS, where 10 copies were pressed. Of the original 10 records, only 1 remains. Whoever finds it will free the spirit of ROCK'N'ROLL and save the world from the gloom and despair of classical music. Before we get some fun back in the world, however, all the great ROCK'N'ROLL records of history have to be collected. There is only one person who can do the job right: the direct descendant of the one and only JUMPING JACK (from JUMPING JACK FLASH, the crazed amazing 1968 ROLLING STONES song, written by Mick JAGGER and Keith RICHARDS). Loading -------- Switch you computer off. Insert the JUMPING JACK SON disk. Switch your computer on. The game will auto-load. The options screen ------------------- The screen will offers the following options: START.....This starts the selected game(A or B,with 1 or 2 players) GAME A....You have to get through 16 game levels.The easy version.Click on this option to obtain the GAME B icon. GAME B also features 16 game levels,but they are harder; for professional rock-fans only! Click on the GAME B icon to switch back to GAME A mode. 1 PLAYER..This is for solitary fans.Click on it to switch to the 2 PLAYER option.Click again if you want to to choose the 1 PLAYER version. DEMO......This gives you an idea of the game. PASSWORD..Every 4 levels,following the CHALLENGE level, you'll be given a password in case of success. To use it,click on PASSWORD at the beginning of play, and type in your password. TOP 1000..All your names and scores are stocked here. When you're ready to roll,click on START.If you don't select anything ,a demo will auto-start. The Rules ---------- THE MISSION: In each game level,JJS must collect all the ROCK records and save them from being destroyed by classical instruments.When all the records in one level have been picked up, JJS moves to the next level. HOW TO PICK UP THE ROCK RECORDS: In each level, there are special zones with coloured tiles. JJS must colour the whole special zone with the same colour.Once a special zone has tiles of only one colour, a good ol' Rock'n'Roll record appears beside the zone. JJS must then move onto the tile containing the record. The record will then appear in the JUKE BOX. JJS then has to put the record onto a turntable of the same colour(for example, a yellow record on a yellow turntable).The turntable willstart to spin,some good music starts to happen and this joint gets rockin'! HOW TO COLOUR A SPECIAL ZONE: Do this by jumping onto the colour-tiles,which can be of three different colours; for example, Blue,Yellow and Pink for the first level. Each time JJS bounces,the tile changes colour. If it started blue, it will turn yellow.If JJS bounces on the same tile a second time, it will turn pink. Another bounce, and it turns blue again. And so on. JUMPING JACK's HERE TO HELP YOU: Every time he bounces on a colour-tile, his fluorescent hair turns the same colour as the tile he's on. The colour order is notedby three small lights at bottom left of the screen. STORING THE RECORDS: In the player's control zone, you can see a juke box which shows the colour of the record(s) that JJS has picked up. In general,you can store (and therefore take) only one record at a time, unless you've already picked up a juke- box or two on the game screen. In that case, your bottom-screen juke box will grow,allowing the storage of on or two extra records. STARTING AND FINISHING A LEVEL: JJS starts each level from a chequered tile which has a number of special properties.As long as JJS stays on the chequered tile, the monsters can't move.No monster can move onto that tile. Anytime JJS is being chased by a monster, you can increase the distance between them by moving JJS across the tile. The chequered tile is also the FINISH for the level. When JJS has completed the level, he has to move onto a chequered tile in order to go on to the next level. The game universe ------------------ THE CHALLENGE LEVELS: JJS will confront one of these every four levels.A CHALLENGE level is made of lots of little balls that grow when JJS moves over them. He has to move over all of them. Once they've grown,they block his path. Success is rewarded! The price is a password which allows you access to a level. DELAYED POWERS: During the Challenges and SECRET levels, JJS will find powers on golden tiles; these powers will only activate on the next level.They are, of course, shades, invisibility, etc. JJS HAS ENEMIES: Classical instruments hate JJS. They'll stop at nothing to stop him. Some are only pretty intelligent. Others are diabolically clever.You will need to work out the tactics necessary for cornering them or keeping away from them. There's one sure way:drop a rock cassette,by hitting FIRE (or one of the two AMIGA keys). You have 3 cassettes. A cassette will block the instrument for a few seconds,then disappear. You can recover a cassette before it disappears, by moving over it and hitting FIRE. A cassette can only be dropped onto an ordinary tile, not a colour-tile or bonus. MEGAENEMIES: you'll see. USING THE TOP 1000: Arrow UP and DOWN :scroll the scores. Arrow LEFT and RIGHT :stop the scrolling. FIRE :scrolls the score 10 by 10 The keys "F1" to "F10" :scroll the scores in the corresponding hundreds. RETURN or "E" :allow to leave the TOP 1000. Winning Techniques ------------------- --Keep an eye on the colour-order lights at bottom screen. When they're off,it means it's no longer necessary to get a disk of the corresponding colour. --Don't forget the bottom-screen JUKE BOX which shows the colour of record JJS is carrying. Try to pick up the game-zone juke-boxes. --The best way to get through a level is to corner the most dangerous enemies as soon as you can. --It's important to build up a big score as fast as you can.At scores of 5000, 10000 and 20000, if you have three lives left, a double scoring system is triggered. The score will flash during the double score period which ends when you lose a life. If you have less than three lives when you reach these scores, then you will get another one. --Here are some keyboard commands: *"P" or "SPACE" will pause the game.Same keys to restart. *"HELP" will scroll the entire level, showing you which turntables have yet to be completed.(Your enemies will leave you alone during the scroll). *"F1" :all sound on/off *"F2" :music on/off *"F10" and "E" quit the game and switches you to the options screen. A final word.If JJS gets stuck on a level,stay cool.Check out the screen; the word on the street says there are secret passages in there. May the beat be with you! E - MOTION ~~~~~~~~~~~ TYPED BY TEDDYSTACKER - APRIL 1990. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ SCENARIO E-MOTION TAKES PLACE IN THE SUB-ATOMIC WORLD WHERE PARTICLES CAN BE BROUGHT INTO EXISTENCE,ACCELERATED,COLLIDED AND DESTROYED.STRANGE ELASTIC BONDS CAN FORM BETWEEN PARTICLES AND COMPLEX LATTICES WILL BLOCK YOUR PATH.BUT BEWARE: NOTHING IS STABLE IN THIS STRANGE WORLD,AND ONLY THE MOST EXPERIENCED AND EXPERT NUCLEAR PILOTS CAN PREVENT PARTICLE MELT-DOWN....... GAMEPLAY E-MOTION GIVES YOU CONTROL OF A SHIP WHICH CAN BE ROTATED LEFT AND RIGHT,AND MOVED IN THE DIRECTION IT IS CURRENTLY FACING.THE SHIP IS USED TO PUSH COLOURED SPHERES AROUND THE SCREEN AND EACH SPHERE MAY BE ONE OF THREE DIFFERENT COLOURS(CONTAIN ONE OF THREE DIFFERENT SHAPES).AT THE START OF A LEVEL,THREE SPHERES PULSATE SLOWLY,BUT AS THE LEVELS PROGRESS THEY PULSATE FASTER AND FASTER UNTIL FINALLY THEY EXPLODE.EVERY TIME A SPHERE EXPLODES,ENERGY IS LOST (INDICATED BY A BAR AT THE TOP OF THE SCREEN).WHEN THE ENERGY BAR REDUCES TO ZERO,A LIFE IS LOST,WHEN ALL LIVES ARE LOST THE GAME IS OVER.THE STRATEGY IS TO AVOID THE EXPLODING SPHERES BY PUSHING TWO SPHERES OF THE SAME COLOUR (SAME SHAPE)TOGETHER,WHEREBY THEY'LL BOTH DISAPPEAR HARMLESSLY.IF YOU SHOULD ACCIDENTALLY PUSH TWO DIFFERENTLY COLOURED (DIFFERENT SHAPED) SPHERES TOGETHER,A SMALL POD IS FORMED.INITIALLY THIS CAN BE PICKED UP FOR AN ENERGY RECHARGE,BUT IF LEFT ALONE FOR TOO LONG IT GROWS INTO A NEW FULL-SIZED SPHERE,WHICH MUST ITSELF THEN BE DISPOSED OF.THE LEVEL FINISHES WHEN THERE ARE NO SPHERES LEFT ON THE SCREEN.IF THERE IS ONLY ONE SPHERE LEFT ON SCREEN THEN OBVIOUSLY IT CANNOT BE DISPOSED OF BY PUSHING IT INTO ANOTHER ONE,SO IT EXPLODES IMMEDIATELY,TO FINISH THE LEVEL. TO COMPLICATE YOUR PROGRESS,THERE ARE PIPES SCATTERED AROUND THE THE SCREEN WHICH BOTH YOUR SHIP AND SPHERES WILL BOUNCE OFF.ON SOME LEVELS SPHERES ARE JOINED BY ELASTIC BONDS WHICH MEANS THAT TO PUSH ONE AROUND WILL RESULT IN IT DRAGGING OTHER SPHERES(OR EVEN YOUR SHIP) WITH IT. MOST LEVELS HAVE ALL THE SPHERES THAT YOU NEED TO FINISH,BUT A FEW HIGHER LEVELS LEAVE SOME OF THEM OUT WHICH FORCES YOU TO MAKE NEW SPHERES BY PUSHING DIFFERENT COLOURED ONES TOGETHER. EVERY FOURTH LEVEL IS A BONUS LEVEL WHERE YOU HAVE THE CHANCE TO SCORE BONUS POINTS BUT YOU CANNOT LOSE A LIFE. THERE ARE THREE DIFFERENT TYPES OF BONUS LEVEL AND EACH ONE CONTAINS INSTRUCTIONS AS TO WHAT MUST BE DONE TO SCORE POINTS. THERE ARE 50 LEVELS IN ALL AND UPON COMPLETION OF ALL LEVELS COMES THE CONGRATULATIONS SEQUENCE. THERE ARE 5 SECRET GAMES BONUSES TO BE DISCOVERED THROUGHOUT THE GAME. WHEN EACH ONE IS FOUND,A MESSAGE FLASHES UP AT THE END OF THE LEVEL IT WAS FOUND ON. GETTING STARTED E-MOTION REQUIRES A COLOUR MONITOR AND IS BEST PLAYED WITH A JOYSTICK (THOUGH THE KEYBOARD CAN BE USED).WHEN THE GAME HAS LOADED,THE TITLE SCREEN IS DISPLAYED,FOLLOWED BY THE HIGH SCORE PAGE AND THEN A DEMO MODE.WATCHING THE DEMO MODE WILL GIVE YOU AN IDEA OF WHAT TO EXPECT WHEN YOU START A GAME. PRESS THE FIRE BUTTON TO TAKE YOU TO THE OPENING MENU,WHERE YOU CAN PRESET ALL OF YOUR OPTIONS. MODE: NORMAL,PRACTICE OR DEMO NORMAL MODE: PLAY THE GAME. PRACTICE MODE: TRY THE FIRST FIVE LEVELS WITHOUT THE BALLS EVER EXPLODING. DEMO MODE: RUNS THE SAME DEMO SEQUENCE AS SEEN IN THE ATTRACT MODE. PLAYERS: ONE OR TWO E-MOTION CAN BE PLAYED BY TWO PLAYERS SIMULTANEOUSLY,EACH CONTROLLING THEIR OWN SHIP.BOTH PLAYERS MUST CO-OPERATE TO FINISH A LEVEL.THE PLAYERS SHARE ONE JOINT SCORE. JOYSTICK/KEYBOARD CONTROLS THESE CAN BE SET ACCORDING TO PREFERENCE.NOTE: WHEN PLAYING ON THE ST ,WHEN PLAYING A TWO PLAYER GAME,WITH BOTH PLAYERS USING KEYBOARD CONTROL,PLAY WILL BE RESTRICTED BECAUSE ONLY TWO KEYS CAN BE DETECTED AT ONCE. CONTROL MODE: NORMAL AND ALTERNATIVE THE MODE THAT MOST PEOPLE WILL RECOGNISE AT ONCE IS THE LEFT- RIGHT-THRUST MODE USED AS A DEFAULT.AS AN ALTERNATIVE,THOUGH,THERE IS ANOTHER MODE WHERE LEFT AND RIGHT WORK AS NORMAL ,BUT UP ACCELERATES AND DOWN BRAKES. ROTATION SPEED: FAST OR SLOW IF YOU FIND IT DIFFICULT TO CONTROL YOUR SHIP ,TRY ADJUSTING YOUR ROTATION SPEED TO SLOW INSTEAD.THE SHIP WILL THEN ROTATE AT HALF SPEED AFTER SELECTING YOUR OPTIONS,PRESS FIRE TO START THE GAME.YOUR PREFERENCES ARE REMEMBERED FOR THE REST OF THE SESSION,SO YOU CAN GO STRAIGHT PAST THE MENU BY PRESSING FIRE TWICE SUCCESSION FROM THE TITLE PAGE. CONTROLS PLAYER 1 UP = W DOWN = X LEFT = A RIGHT= S FIRE = SPACE PLAYER 2 UP = UP ARROW OR 8 ON NUMERIC KEYPAD DOWN = DOWN ARROW OR 2 ON NUMERIC KEYPAD LEFT = LEFT ARROW OR 4 ON NUMERIC KEYPAD RIGHT = RIGHT ARROW OR 6 ON NUMERIC KEYPAD FIRE = 0 ON NUMERIC KEYPAD GENERAL PAUSE = P QUIT = ESCAPE SOUND FX ON/OFF = F9 JOYSTICK CONTROL MODE 1 CONTROL MODE 2 UP THRUST DOWN FLIP DECELERATE LEFT ROTATE LEFT ROTATE LEFT RIGHT ROTATE RIGHT ROTATE RIGHT FIRE THRUST FLIP SCORING POINTS ARE AWARDED FOR PUSHING SPHERES TOGETHER: EITHER 200,250 OR 300 POINTS DEPENDING ON THE COLOUR OF THE SPHERES.AT THE END OF EACH LEVEL,A 500 POINT BONUS IS AWARDED IF NO PODS ARE CREATED.A 1,000 POINT BONUS IS AWARDED IF NO SPHERES EXPLODE DURING DURING THE LEVEL.AN EXTRA LIFE IS AWARDED FOR EVERY 20,000 POINTS. ---------------------- DOC TYPED BY TEDDYSTACKER WITH PROOF READING BY WACKY JACKY. ORIGINAL DOCS SUPPLIED BY THE WIZARD AND KING.- THANKS VERY MUCH LADS - KEEP UP THE GOOD WORK!!!!! 000 Germany : 400,000 400,000 France : 300,000 500,000 U.S.A. : 300,000 400,000 Japan : 300,000 500,000 Russia : 200,000 700,000 In order to build additional forces a player must have control of at least one of his home supply centres. If he has lost control of all his own supply centres he is unable to make any builds until such time that he is control again. All the major countries start with 2 supply centres except U.S.A. which has 3 and Russia which has only 1. As you will appreciate it would be a catastrophe for Russia if he was to lose his supply centre. Fortification Phase During the fortification phase a player may decide to fortify any of his chosen territories. A player may fortify a territory only once, but may fortify it again if he loses and recaptures it. The effect of fortification is that it doubles the defensive factor of that territory (50,000 will fight as if 100,000). This defensive measure is also increased if the territory has a high defensive value (See World Geography). For example a fortified Norway is a very tough nut to crack. Supply centres are considered fortified automatically. The cost of fortification is a standard $1 Million. Economic Aid Phase During the economic phase a player decide to give money to another country. The effect of this on a Minor country is that the Minor country will use the money to buy arms and to protect itself. This option can be useful in an attempt to slow down another Major countries expansion. Money can also be given to a Major computer controlled country in an attempt to stop a war between him and you. No assurance is given that a cease fire will occur but a 'bribe' of $8 Million will at least assure that he will cease actions against you for that turn. He may however re-start actions against you the following turn so it must be advised that this option on a Major country can often be a big waste of time and money. Espionage Phase During the espionage phase a player may decide to spy on another territory. The information given will be a reasonably accurate estimate of the number of troops that occupy that territory. No information on naval strengths will be given. The costs of spying are : Normal Territory - $ 200,000 Fortified Territory - $1,000,000 Subversion Phase During the subversion phase a player may decide to attempt to take over a Minor territory from within by bribery. If a bribe is successful the country will automatically give 1,000 men as a garrison. THERE IS NO GUARANTEE THAT A BRIBE WILL WORK. If a bribe is unsuccessful the Minor country will use the money to build up it's army. This option can be particularly effective at the beginning of the game to begin your expansion throughout the world, without the risk of sending conquering armies (See Navy Movement). Hints At the beginning of every turn check to see who is at war with who. Don't attack another Major power at the beginning of the game. If possible wait until you are attacked. Always take care to defend your supply centres. If attacking another Major, try all out to capture his supply centres. Remember you supply centres will be far away from the action. Fortification is money well spent. Attempting to bribe a Major into stopping a war against you is a waste of money. If you have several overseas colonies ensure that you have sufficient fleets to transport reinforcements in neccessary. Personally I find it easier if a player keeps all his fleets together. *********************************************************************** I hope that these instructions are of use to you all and that you spend many hours conquering, even though I'm sure the computer cheats! Special Greetings to all at Plymouth Computer Club, England. Blackjack eography As you will know countries all vary on how they are made up geographicallSEWER SOFTWARE.... Presents TYPED BY THE TWINS OF TRILOGY ADVANCED DUNGEONS & DRAGONS P O O L O F R A D I A N C E ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ ------------------------ CHARACTERS AND THE PARTY ------------------------ WHAT ARE CHARACTERS? You create characters to accomplish quests in the Forgotten Realms. Characters are differentiated by their Race, Ability Scores, and Class. Several characters are needed to accomplish the missions presented here. These characters make up a Party. For maximum flexibility, you should have a balanced party with characters of different classes and races. THE SIX PLAYER RACES IN Pool of Radiance Dwarf. This is a cunning race of sturdy workers and craftsmen. They have no magic of their own, but are resistant to magic. Dwarves can advance up to 9th level as fighters, and any level as thieves. They can be fighters and thieves at the same time. Dwarves can see in the dark using infravision. Elf. This is a long-lived race. As tall as humans but slimmer, they can be fighters, magic-users, thieves, fighter/magic-users, fighter/ thieves, magic-user/thieves, and fighter/magic-user/thieves. They can advance to 7th level as fighters and 11th level as magic-users, and any level as thieves. Elves also have a better chance of finding hidden objects and can see in the dark using infravision. Gnome. Members of this race are shorter and slimmer than their cousins the dwarves. They can go up to 6th level as fighters, and any level as thieves. They can be fighter/thieves. Half-Elf. These hybrids have many of the virtues of both humans and elves. Like elves, they can be more than one class at once, though they can advance only to 8th level as magic-users and 8th level as fighters. Like humans, half-elves can be clerics, and unlike humans, combine that class with other classes. Halfling. These folk are about half the size of a human, hence their name. They have little ability with magic, but are resistant to its influences. They can be fighters, thieves, and fighter/thieves. They are limited to becomming 6th level fighters, but have no limits as thieves. Humans. This is the most common player-race in the Forgotten Realms. They have unlimited progression as fighters, magic-users, clerics, and thieves. Ability Scores The computer randomly generates the ability scores that every adventurer has. There are six ability scores; all have some effect on the play of the character. Ability scores are based on a range from 3(low) to 18(high). Each Character Class(see below) has a Prime Requisite ability score. A Prime Requisite of 15 or more increases the amount of Experience (see below) the character gets from adventures. Strength(Str). This is the measure of how much a character can carry and how much damage he can do in a fight. The Prime Requisite for fighters is strength. Fighters with an 18 strength also have a percent value from 1 to 100 (listed as 01-00), denoting the highest possible natural character strength. Intelligence(Int). This is the measure of how much a character can ultimately memorize. The Prime Requisite for magic-users is intelligence. Wisdom(Wis). This is the measure of a character's ability to understand the ways of the world and interact with it. The Prime Requisite for clerics is wisdom. Dexterity(Dex). This is the measure of the manual dexterity and agility of the character. The Prime Requisite for thieves is dexterity. Constitution(Con). This is the measure of the overall health of a character. It influence both Hit Points (see below) and the character's chance of surviving the effects of a raise-dead spell. Charisma(Cha). This is the measure of how well the character. It is sometimes a factor when the character has an encounter with Non-Player Characters, usually called NPCs. Each character also have two other important values: Hit Points and Experience Points. Hit Points(HP). This characteristic is derived from a character's constitution (he gains a bonus to his Hit Points per level if his constitution is over 14) his level, and his character is hit in combat, he loses HP. A character with many HP can survive far longer in combat than one with few HP. When a character reaches 0 HP he is Unconscious and may be Dying or Dead, depending on how much damage he has taken. Experience Points(XP). As a character has adventures, kills monsters, and accumulates treasures, he gains Experience Points. When he has enough XP he can increase in level, becomming more proficient in his class. The computer keeps track of XP. Every character starts at first level with 0 XP. CHARACTER CLASSES An adventurer must be at least one of the following character classes. A human adventurer can only be one class, non-humans can combine classes. A character with combined classes has more playing options, but he advances more slowly in his professions because he is doing more than one thing at a time and his XP are divided up among his classes. Cleric. The cleric is a holy crusader who fights for the causes of his religion. Due to religious restrictions, he cannot use a cutting weapon that draws blood, such as a sword or an arrow, but can use any form of armour and use crushing weapons, such as a mace. He casts holy spells that can heal and support his friends and also uses his natural holy power to drive away undead. Some magic items are actually holy objects that only a cleric can use. A cleric gains 1-8 HP with every advance in level to 9th level, plus any constitution bonus. From 10th level on, he adds 2 HP per level, without constitution bonus. Fighter. THe fighter can use any form of armor or weapon including magic ones, but most other magical items, and all magical spells, are beyond him. A fighter gains 1-10 HP plus constitution bonus with each advance in level through 9th level. With the 10th level, he gains 3 HP per level without constitution bonus. Magic-User. The magic-user is potentially the most powerful character class, but he starts out weak. Initially, he has very few HP. In addition, he cannot memorize many spells, and must carefully husband his few spells until he gains more through advancement in level. The beginning magic-user is given four first-level spells in his magic book. He can add one additional spell in his magic book every time he advances a level. He can also scibe spells into his magic book from scrolls he finds inthe course of his adventures. In this game, magic-users cannot use any form of armor or any weapon other than a dagger or staff. However, there are many magic items only a magic-user can use. A magic-user gains 1-4 HP with every advance in level through 11th level, plus constitution bonus. At 12th level and beyond the gains only 1 HP per further level. Thief. This is the thief of the sagas, who uses trickery and misdirection-instead of brute force-to win his objective. This is the only profession in which demi-humans may climb as far as any human. Indeed, halflings and elves are especially adept in this craft. To be a proficient thief, a character must have a high dexterity. Thieves must stick to leather-based armor and have a restricted list of weapons. A thief gains 1-6 HP with every advance in level, plus constitution bonus, through 10th level. They gain 2 HP, without constitution bonus, per level thereafter. Multiple Classes. Non-humen races can sometimes be a combination of classes. When a character is more than one class, his HP per level are averaged among the classes involved. However, his experience is split between the two classes evenwhen he cannot further advance in one of them. He gains all the benefits of both classes in regard to weapons and equipment. Alignments Alignment is the philosophy a character lives by. While the actions of a character are under your control, the character's alignment can affect how NPCs in the game view him. The computer provides all the possible all the possible Alignments for a character and you can choose any of those you wish. Lawful Good. Followers of this alignment strictly interpret law and order, but they use these principles to bring all the benefits to the society. Lawful Neutral. Followers of this alignment view regulation as all-important, taking a middle road between good and evil. Lawful Evil. Followers of this alignment believe in the rulership of the strong and the enslavement of the weak. Neutral Good. The follower of this alignment believes there must be some regulation in combination with freedoms if the best is to be brought to the world. True Neutral. A follower of this alignment believes that everything must be kept in balance-law and chaos, and good and evil-to maintain world harmony. Neutral Evil. The follower of this alignment considers law and chaos to be minor considerations as long as evil is brought to the world. Chaotic Good. Followers of this alignment value randomnThanks to MEDUSA (USA) for these docs..... DC UTILITIES by MEDUSA SQUISH To SQUISH a program, click on the SQUISH button with the left mouse button or press the [ S ] key. The program can have any extender ( .acc, acx, prg., prx, tos, ttp ) just so long as it is an actual executable file. After you have clicked on SQUISH, you will be presented with the system file selector, and a heading across the top of the screen which reads: choose File to Squish. Simply select the file which you wish to SQUISH by either double-clicking on the name in the file selector, or selecting the name, then click on OK (or press RETURN for OK). If you decide not to SQUISH a program, then you can click on CANCEL, and you will be taken back to the DC SQUISH main menu where you can choose one of the other options. Assuming you have selected a file to SQUISH, you will next see a dialog box which reads: " currently SQUISHING " in the center of your screen. DC SQUISH i s now analyzing the file, and performing the SQUISH compression. Once the SQUISHING is completed, you will be presented with the system file selector, and a heading across the top of the screen which reads: Save Squishe d File. Select the path and enter the filename you wish to save the SQUISHED file to. Click on OK to save the SQUISHED file, click on CANCEL to not save the file. NOTE : The old program name is changed to FILENAME.XYZ, where FILENAME is the same as the originally selected file. Once the SQUISHING is completed, you will see the SQUISH INFO dialog box which will tell you several pieces of information about the SQUISHed program, including the original size, the SQUISHed file size, the percentage of SQUISHing, and the version of DC SQUISH which was used. After you have SQUISHed the program, you have not only reduced the disk space used, but you have also reduced the loading time for that program. The reduction in loading time is very significant for TOS 1.0 and TOS 1.2 users. Rainbow TOS 1.3 users read on. Before you SQUISH a program, two options available can greatly affect the time required for the SQUISHed program to load and begin execution. The FAST option sets the FAST LOAD bit in the program header. If you have RAINBOW TOS 1.4, the n you will probably want the FAST option set. This tells the Operating System (TOS) not to clear free memory before executing the program. If you have TOS 1.0 or TOS 1.2, then this option is not significant because DC SQUISH bypasse s the TOS slow memory clear. If you run a program that does not work correctly after being SQUISHed, then you will want to set the TPA option before you SQUISH the program. Here is why. When a program runs, it will sometimes know exactly how much memory it needs for a work area. The program header actually contains a size value describing this area, commonly known as the BBS (Block Storage Segment). Almost all programs assume that this memory is set to a value of zero before the program starts. DC SQUISH always clears the BBS area. However, some programs also need more memory, but they don't know how much until the program starts running. In this case, the program asks for some or all of the free memory. Some programs assume that the free memory is also cleared to a value of zero before they start. Since DC SQUISH bypasses the slow memory clear routine in TOS, the programs which assume that the free memory is clear may not work correctly. Using the TPA option will clear all free memory before executing the program, so program s that assume free memory is clear will run correctly. DC SQUISH's memory clear routine is much faster than the TOS routine, so even with the TPA option set, the program will still load faster than non-SQUISHed programs. UNSQUISHING UNSQUISHing a program or desk accessory will return the selected file to its original size. The program will be exactly the same as it was before SQUISHing. To UNSQUISH a program click on the UNSQUISH button with the left mouse button or press the [ U ] key. The program can have any extender ( .acc, lacx, .prg, .prx, .tos, .ttp) just so long as it is an actual SQUISHed file. After you have selected the UNSQUISH, you will be presented with the system file selector, and a heading across the top of the screen which reads: Choose file to Unsquish. Simply select the file which you wish to UNSQUISH by either double-clicking on the name in the file selector, or selecting the name, then click on OK ( or press RETURN for OK). If you decide not to UNSQUISH a program then you can click on CANCEL, and you will be taken back to the DC SQUISH main menu where you can choose one of the other options. Assuming you have selected a file to UNSQUISH, you will next see a dialog box which reads: Currently UNSQUISHING in the center of your screen. DC SQUISH is now analyzing the file, and performing the UNSQUISH decompression. Once the UNSQUISHing is completed, you will be presented with the system file selector, and a heading across the top of the screen which reads: Save UnSquished File. Select the path and enter the filename you wihs to save the UNSQUISHed file to . Click on OK to save the UNSQUISHed file, click on CANCEL to not save the file. NOTE: The old program name is changed to FILENAME.ZYX,where FILENAME is the same as the originally selected file. INFO To get information about a file that has already been SQUISHed, or to check if a file has been SQUISHed, click on the INFO button with the left mous e button, or press the [ I ] key. Once you have selected INFO you will be presented with the system file selecto r and a heading across the top of the screen that reads: SQUISHED FILE INFO. Simply select the file which you wish to get INFO about by either double clicking on the name in the file selector, or selecting the name, then click o n OK ( or press RETURN for OK). If you decide not to get INFO about a program, then you can click on CANCEL, and you will be taken back to the DC SQUISH main menu where you can choose one of the other options. Assuming you have selected a file to get INFO on, you will next be presented with the Information Dialog. In it you will find the Original Filename, Original Filesize, SQUISHed filesize, percentage of SQUISHing, the version of DC SQUISH used to create the program, and iconic representations of the FAST and TPA buttons directly under the OK button. If the [ F ] is selected, the the FAST LOAD bit is set, if [ T ] is selected, then the TPA will be cleared before the program begins execution. To quit DC SQUISH, click on the EXIT button with the left mouse button, press the [ E ] key, or press the right mouse button any time while at the main menu . If you attempt to EXIT by pressing the right mouse button, an alert will come up inquiring if you really want to EXIT. To EXIT DC SQUISH, click on the YES o r press RETURN. COMMANDS Arc is a method of storing (ARChiving) programs, resource files, text files, any type of file in one single file and also reducing the individual size of the stored files. DCxtract will allow you to manipulate an ARC file in the following ways: To extract from an ARC file, select the XTRACT button. To test the integrity of an ARC file, select the TEST button. To list an ARC files contents, select the VERBOSE button. Once you have done this, you will be presented with the system file selector. Use this first file selector to choose the ARC file to perform the selected operation on. If you chose XTRACT then you will be presented with another file selector to select the destination path to write the extracted file(s) to. EXIT To EXIT DC XTRACT, select the EXIT button, or press the right mouse button while at the main menu. Additional comments: Each time you click on OK while holding the left shift will toggle between using the extended TOS 1.4 file selector and using the standard file selector (or alternate selector if one is installed). DC DESKEY V2.8 OVERVIEW Clicking on the REMOVE box, is a toggle to either remove or install DC DESKEY responding to keystrokes. Select this button to choose the currently displayed option. HW! on/ HW! off- this button is a toggle to switch compatibility with HotWire on or off. Select this button until it displays the setting desired. SET DEFAULT PATH-select this to set the directory path where DC DESKEY will find the key assignment files. EXIT- select this box to exit DC DESKEY configuration. You may also press the right mouse button. GEM BUG A bug in GEM (TOS 1.0 and 1.2) will sometimes make a desk accessory go to slee p and not wake up until you kick start the DA by selecting its entry from the DESK menu. Basically, a desk accessory can wait for a certain event to occur, including a keystroke, a mouse button press, or a passage of a certain length of time. The GEM bug occurs when a desk accessory waits for a length of time t o pass, and we call it the event timer bug. Rainbow TOS 1.4 DOES NOT have this problem. DC DESKEY 2.0 has a method to work around the event timer bug, so the DA will always respond to keystrokes. To activate DC DESKEY 2.0, select the menu entry DC DESKEY 2.0 under the DESK menu. When DC DESKEY 2.0 activates, the current menubar will be replaced by th e DC DESKEY 2.0 menubar with titles Desk and File. Certain information used by DC DESKEY 2.0 can be configured. To select the configuration dialog box, select About DC Deskey 2.0 from under the DC DESKEY menubar. When you have done this, you will see the DC DESKEY configuration dialog centered on your screen. Because of the method HotWire uses to detect an idle state at the desktop, the PREFERRED method for running DESKEY 2.0 at the desktop interferes with HotWire s performance. So that HotWire will work at the DESKTOP, we allow you to select HotWire compatibility in the about DC Deskey configuation dialog. Select the compatibility button until you see 'HW!on' to allow HotWire hotkeys to work at the GEM desktop. NOTE: Selecting HotWire compatibility on (HW! on showing) will circumvent the DC DESKEY event timer bug fix, so that DC DESKEY may sometimes fall asleep. When the button reads HW! off, the GEM work-around is in place. This is the PREFERRED method of running DC DESKEY 2.0 since the DA will never fall asleep. However, if you need to use HotWire, then select 'HW! on' when at the desktop. IMPORTANT NOTE: When you save the DC DESKEY 2.0 configuration for a program, you can also save the HotWire configuration to be used when in that program. Therefore,since HotWire is only useful at the desktop, you can select HW! off with all programs,and never worry about the GEM bug biting you inside a program. DC DESKEY PATH When you run a GEM program, DC DESKEY 2.0 will automatically load in the assignments you have made for that programs menu ( if they exist). In order to do this, DC DESKEY must know where to find these key assignments, which are stored in .DSK files. You can have DC DESKEY 2.0 load the .DSK files from one of two places, either where the actual program resides, or from a centrally located directory path. To set the .DSK path, select the option SET DEFAULT PATH from the ABOUT DC DESKEY dialog, and you will be presented with another dialog box asking you to either set the default path, use the programs path, or exit. USE PROGRAMS PATH-selecting this will cause DESKEY 2.0 to save and load the .DSK files from the same directory that the program you are currently executin g resides. Choosing this option will clear the currently defined path displayed in the SET DEFAULT PATH dialog. SET DEFAULT PATH-selecting this will allow you to assign a path which DESKEY 2.0 will use to save and load all .DSK files. You wil be presented with a file selector which you can use to go to, and set the path. Click on OK when you ar e in the desired path, click on cancel if you do not wish to set the default path. EXIT-exit this dialog. REMOVE - if you do not want DESKEY 2.0 to respond to the menu key assignments , then you can turn it if by selecting REMOVE from the ABOUT DC DESKEY 2.0 dialog. Selecting this button will toggle its display to read INSTALL. To allo w DC DESKEY 2.0 to respond to menu key assignments, select the button again so that it displays REMOVE. To assign the keystrokes you want to use to call up a particular menu entry, select EDIT MENU BAR ENTRIES from under the DC DESKEY 2.O FILE menu. EDIT ENTRIES Once you have selected EDIT MENU BAR ENTRIES you will be presented with a display of the first menu from the program (assuming yu have not already selected this option-if you have, the display will reflect the last editted menu) including all the menu entries within that menu. On the right-hand side of the edit dialog are the current KEY ASSIGNMENTS for the corresponding menu entries on the left-hand side. The keystroke assignment is represented by: CLAR + where: is the CAPS LOCK indicator C is the Control key L is the Left Shift key A is the Alternate key R is the Right Shift key + is the base keystroke For example, LA + S indicates the left shift + alternate + S keys at the same time. You can select from over 2000 possible key assignments. Assigning the keystrokes is acheived by clicking on the Key assignment box to the right of the menu entry you wish to define. When you have selected the desired box, you will be prompted to press the keystroke assignment yu wish to assign to that menu entry. Simply press the desired keystroke ( you can toggle the Caps Lock ), and its abbreviated representation will be shown. Press space to cancel input, alt+space to clear the current entry. Next menu-To move on to the next menu, select NEXT MENU ( if its not disabled) . To go back to a previous menu, select PRIOR MENU ( if its not disabled). If the current menu contains more entries than can be displayed on one screen, you will be able to select the MORE MENU button to see the next screen of menu entries. You can keep selecting the button, and DC DESKEY 2.0 will merely cycl e through all the entries in that menu and will eventually return you back to th e original first screen for that menu. EXIT- Select exit or press the right mouse button to exit the EDIT MENU entrie s dialog. SAVE FILENAME .DSK To save the key assignments for the program you are currently running, simply select the menu entry Save FILENAME.DSK from the DC DESKEY menu bar FILE. The filename shown will change for each program you are in. The name shown will be constructed from the FILENAME protion of the program you are in. The name show n will be constructed from the FILENAME portion of the program you are executing , with the .DSK appended to it. The GEM desktop file is named GEMDESK.DSK and also contains configuration information of the default path and HotWire compatibility mode for the desktop. GEMDESK.DSK is loaded only once when you boot up, and gets saved internally so that every time you return to the desktop the configuration is remembered. Chaining to programs (from a shell or from one program to another) will work just fine, and DC DESKEY will load in the .DSK file for each program executed. DC DESKEY 2.0 also has support for calling desk accesories via keystrokes. The following key assignments are hard coded into DC DESKEY 2.0 for calling DA s.: LA + 1:desk accessory 1 in DESK menu LA + 2:desk accessory 2 in DESK menu LA + 3:desk accessory 3 in DESK menu LA + 4:desk accessory 4 in DESK menu LA + 5:desk accessory 5 in DESK menu LA + 6:desk accessory 6 in DESK menu If you assign these keystrokes in the .DSK file currently in use, then the above assignments will be ignored for that program. DC DESKEY 2.0 also has keystroke assignments for itself. CLAR + D : Call DC DESKEY 2.0 (can be called from GEM programs without menu bars, but be careful!-gives access to DA s too). LA + A: About DC DESKEY 2.O configuration dialog LA + E: Edit menu bar entries LA + S: Save menu bar key assignments LA + Q: Quit DC DESKEY 2.0 Additionally , DC DESKEY 2.0 has warm and cold boot keys. CA + Del:warm boot CAR + Del:cold boot USING DC SEA DC Sea (Self extracting Arc) allows you to make an executable program from and Arc file that will allow you to extract or list the contents. DC SEA is extremely easy to use and is prompt driven the entire run of the program. Begin by executing DCSEA.PRG. The screen will be cleared, and you will be presented with an alert box telling you a little about DC SEA. After you have gawked at this amazing sight, select the OK button to move on to the next part of DC SEA. After you are past the introduction screen, you will immediately be presented with the system file selector ( or alternate file selector if one is installed). From this file selector, you should choose the name of the .ARC that you wish to convert into a DC SEA file. Select the file by double clicking on the name in the file selector, or selecting the name, then click on OK (or press RETURN for OK). If you decide not to create a DC SEA file, then you can click on CANCEL and you will be asked if you want to create another file. Assuming that you have selected an .ARC file to convert, you will next be presented with the system file selector, asking you to define the path and enter the filename for the DC SEA file. Select the path to write the file to, and enter a filename for the DC SEA file . Next click on OK (or press RETURN for OK) to write the DC SEA file. If you decide not to create a DC SEA file, then you can click on CANCEL and yo u will be asked if you want to create another file. Once you have selected OK the designated file will be created in the path chosen. After the file is created you will be presented with an alert box asking you i f you want to CREATE another DC SEA file. Select YES to create another DC SEA file, select NO to quit DC SEA. DC SEA FILES To run a DC SEA file, simply execute the program normally. When you have done this, you will be presented with an alert box asking you to select the functio n of either extracting or listing the contents of the file. You do not need ARC.TTP to do this. Select EXTRACT to restore the contents of the DC SEA file to the original files. To select EXTRACT click on EXTRACT or press RETURN. Once you have selected EXTRACT you will be presented with system file selector. Choose the directory path that you wish to extract the files to. Once you have selected the desired path, click on OK, or press RETURN to choos e OK. If you do not want to extract the files, select CANCEL. Once you have selected OK, the files will be extracted, and a listing of the files as they are extracted will be displayed on the screen. After extraction, press any key to exit the program. VERBOSE: If you wish to view the contents of the DC SEA file, select VERBOSE b y clicking on the VERBOSE button. A display of the DC SEA file will appear on the screen. After you are finished viewing the listing, press any key to return to the Select function alert box. DC DESK ORGANIZER DC Desk Organizer allows you to make an executable program from a DESKTOP.INF file that will allow you to change the appearance of the GEM desktop instantly! Begin by executing DCDSKORG.PRG. The screen will be cleared, and you will be presented with an alert box telling you a little about DC Desk Organizer. Afte r you are past the intoduction screen you will immediately be presented with the system file selector (or alternate file selector if one is installed). From this file selector, you should choose the name of the .INF that you wish to convert into a DC Desk Organizer file. We suggest that you create several different DESKTOP.INF files, but rename them after you have created them (such as DESKTOP.IN1, DESKTOP.IN2,etc). Select the file by double clicking on the name in the file selector, or selecting the name, then click on OK, (or press RETURN for OK). If you decide not to create a DC Desk Organizer file, then you can click on CANCEL and you will be asked if you want to create another file. Assuming that you have selected an .ARC file to convert, you will next be presented with the system file selector, asking you to define the path and enter the filename for the DC Desk Organizer file. Select the path to write the file to, and enter a filename for the DC Desk Organizer file. Next click on OK ( or press RETURN) to write the DC Desk Organizer file. If you decide not to create a DC Desk Organizer file, then you can click on CANCEL and you will be asked if you want to create another file. Once you have selected OK the designated file will be created in the path choosen. After the file is created you will be presented with an alert box asking if you want to Create another DC Desk Organizer file. Select YES to create another DC Desk Organizer file, select NO to quit DC Desk Organizer creator. DC RAMdisk Setup DC RAMdisk is the fasted RAMdisk available for the Atari ST! DC RAMdisk is als o the only RAMdisk that can be configured to look just like a floppy disk drive, with real sides, sectors, and tracks! Additionally, combined with DC RAMIT, yo u have a powerful combination that allows for fast disk copying, and quick loading of the RAMdisk with the same contents. First of all, DCRAMIT.ACC can also be named to DCRAMIT.PRG, thereby allowing you to run it as a program. When running DCRAMIT as a program, if you allocate a RAMdisk from within the program, the RAMdisk will be removed when you exit DCRAMIT program. Begin by running DCRAMIT as a program, or selecting DCRAMIT from the DESK menu (when run as a desk accessory). Next, select the drive identifier which you wish to have the RAMdisk installed as. Select the ?: button, and you will be presented with a dialog box with the drive letters A: through P: for you to choose. If a letter is disabled then yo u are unable to use that drive identifier, otherwise click on the drive you want . The ?: will become the drive letter chosen. When you have selected the drive, you can next configure the RAMdisk size. Thi s can be accomplished two ways. One way is to select the floppy disk sides, sectors, and tracks that you want the RAMdisk to look like. Simply select the desired combination by clicking on the tracks (80 or 82), sectors (9 or 10), and sides (1 or 2). Once you have selected the type of floppy RAMdisk parameters you want, select the PARAM button to have DC RAMDISK determine the amount of kilobytes the selected parameters will require. If the total FREE RAM is less than the Disksize that has been calculated, then select the INSTALL button to install the RAMdisk. NOTE:the RAMdisk is not reset-proof if installed this way. You will then be prompted to confirm that you really want to install the RAMdisk. If you are sure, select YES to install the RAMdisk, otherwise select NO to not install it. The RAMdisk can also be configured by simply entering the size in Kilobytes that you want the RAMdisk to be. Again, you can not allocate a RAMdisk larger than the amount of Free RAM displayed. RESET-PROOF RAMdisk DC RAMdisk also comes with a companion program designed to run from your AUTO folder. DCRAMDSK.PRG is a reset-proof RAMdisk which can be configured similarl y to the DC RAMIT RAMdisk. To configure the reset-proof RAMdisk,you need to install a desktop drive icon for the RAMdisk you want installed as reset-proof. The icon name must be constructed like: Icon name: DCS????? where ????? can be: Configure DC RAMdisk with (TT) tracks, (S) sectors, and (s) sides always an underscore | |number of tracks (can be any number from 1 rto 99!) | | | | hexidecimal sector count (0-F= (1-15 decimal)) | | | | | | number of sides (1 or 2) _ T TS s Example: _80A1 = 80 tracks, 10 sectors, 1 side (DCS-80A1) Configure DC RAMdisk with 10 sectors of n Kilobytes always a space | |always a zero | | | |size of RAMdisk on Kilobytes | | | | | | # # # # EXAMPLE: 0400=400K, 10 sectors, >475K = 2 sides (DCS 0400 Configure DCRAMdisk with 9 sectors of n Kilobytes always a space | |always an underscore | | | |size of RAMdisk on Kilobytes | | | | | | _ # # # EXAMPLE: _360 = 360K, 9 sectors, >475K=2 sides (DCS_360) When DC RAMdisk sees this entry in your DESKTOP.INF file, the RAMdisk drive will be created using the parameters in the icon name and the drive installed. Press the CONTROL key on bootup to disable the DC RAMdisk installation. SAVE CONFIGURATION Be sure to install a drive icon on the GEM desktop for the RAMdisk you just created, if you want to access that RAMdisk from the desktop. Once you have installed the RAMdisk, the install button will disappear, and a REMOVE button will show up in the main menu. Also the size of the RAMdisk will be shown to the right of the RAMdisk drive identifier, and the DCramit button will become selectable. Should you want to have the same RAMdisk installed everytime you boot up, select the A button next to SAVE. This is the AUTO create button. Next click o n the SAVE button, and the file DCRAMAIT.INF will be created which contains the RAMdisk info. This file should be on the ROOT directory of your bootup disk. I f you just want the RAMdisk parameters remembered on each bootup, then do not select the A button, before clicking on SAVE. You can now move to the DC RAMIT portion by simply clicking on the DCRAMIT button. DC RAMIT allows for manipulation of the DC RAMdisk like no other utility available. From DC RAMIT you can sector copy the RAMdisk to a floppy disk, and you can DC RAMIT format the floppy disk before copying. Or you can sector copy from a floppy to the RAMdisk. You can save the entire contents of the RAMdisk to one file. You can even load the RAMdisk contents from one file. Plus, you can get information about the RAMdisk(to see what kind of floppy it looks like). And you can completely erase the contents of the RAMdisk. For information about the RAMdisk, select the Info button. You will then be presented with a dialog box which displays the RAMdisk size in Kilobytes, the number of floppy disk sides, tracks, and sectors per track (SPT) the RAMdisk looks like. Press the right mouse button to exit from the info dialog. COPYING You have several choices when you want to perform the copy operation using DC RAMIT. You can perform a sector copy ( which is just like the GEM desktop disk copy operation) to or from the DC RAMdisk. You can evern have DC RAMIT format the floppy disk before copying. You can also save or load the entire DC RAMdis k contents to/from on file. When performing a copy operation you have the choice of either performi;ng a sector or an image copy. In either case, you must decide whether you wish to copy from the RAMdisk or to the RAMdisk. To copy from the floppy disk to the RAMdisk, select the arrows pointing right, to copy from the RAMdisk to the floppy disk select the arrows pointing left. Once you have decided which direction to copy, you can select the source and destination drive. Either select the Floppy icon to toggle between drive A: an d B:, or select the RAMdisk icon to choose the RAMdisk drive. Now that you have set the above parameters for the copy, simply select the cop y button to begin the operation. When you press the copy button, you will be presented with a dialog box asking you to confirm the operation. Select YES to perform the copy, select NO not to perform the copy. A sector copy will copy only those sectors which the RAMdisk is configured for . For example, if you have the RAMdisk configured to be only 40 tracks, then copying from a floppy will only copy the first 40 tracks to the RAMdisk, Copying to the floppy would only copy the first 40 tracks. You can format the destination floppy disk before performing the sector copy by selecting the Format button. This will cause the destination disk to be formatted to the sam e specifications as the RAMdisk. The Format button has no effect when copying from the floppy disk. To save the contents of the RAMdisk to one file, select the Image button befor e performing the copy operation. Performing an image copy will always present yo u with the system file selector. When copying from the floppy to the RAMdisk, choose the file which will be overlayed directly into the RAMdisk.When copying from the RAMdisk to the floppy disk, enter a filename, or select an already created file to save the entire contents of the RAMdisk to. Saving the entire contents to one file greatly reduces the amount of time required to load the RAMdisk with the same contents. NOTE: An image copy is not the same as copying a file to the RAMdisk from the desktop. An image copy is the same as performing a disk copy, only the content s of the disk are stored in one file. STATUS- Upon completion of the disk copy operations, you will see the operatio n status displayed on the DC RAMIT screen. EXIT- To exit DC RAMIT, select the EXIT button, or press the right mouse button. ERASE- Select Erase to completely erase the contents of the RAMdisk. You will be asked to confirm the erase operation................... THE END SEWER SOFTWARE presents - ISLAND OF LOST HOPE DOCUMENTATION Brought to you by Angel Eyes of Vision Factory ADVENTURING In an adventure game you play the role of a character in a story. You must manipulate the story in such a way that you can continue your quest. This is done by finding certain objects and using them in a particular way for solving puzzles. Carefully chosen actions should allow you to reach your goal or eventually the conclusion of the story. Communication with the story is done by typing in commands that determine what happens next. These commands usually involve an action word or verb such as "Examine", "Get","Drop","Throw" or "Attack" and the object or noun you want to act upon such as "Room","Book","Key","Stone",or"Man". Commands may be more precise than simple two word inputs and may include adjectives and words such as "the". This allows players to type in commands that are more natural and descriptive. The simple commands may not always be enough to tell the program what you exactly want to do. You may have to specify the "object" that you will use to commit this action, as in "Unlock the door with the iron key". You may also need to specify what to do with the object, as in "Throw the coconut into the ocean". Words such as "the","a" and adjectives may be omitted, so "Unlock the wooden door with the iron key" becomes "Unlock door with key". In this case if you possessed more than one key the program would prompt you to pick which type of key "Iron or Silver". Some actions only require one word such as "Look" and "Inventory". If you use "Look" by itself it will print the room description while "Inventory" will give you a list of objects that you are currently carrying. Not all actions have good effects. Some may get you killed, stop you from solving a puzzle, or may do nothing at all. Not all the commands you type will be understood by the program: remember the program isn't a person and can't possibly have that large of vocabulary and under- standing. If you encounter a phrase that isn't understood, act according to the error prompt you receive. If the program doesn't understand a verb then try others that have similar meanings, if those fail then it is reason- able to think that the verb is not used in the story. The program under- stands the most commonly used verbs. To examine something you can use words like "look","search" or "examine" but not "peruse". The program understands quite a few words, but remember the most commonly used words throughout any adventure game will usually be "go","look","drop","get", and "open". If a noun isn't understood then that object isn't in the game or you spelled it wrong. If the sentence isn't understood then try to reword it in a more logical order and simplify it into the format shown above. If you are prompted with an error message like "with what" or "You can't unlock the box with nothing" then retype the command, but remember to include the object with which you wish to perform this action. Always remember to look at everything for clues and use your understanding of how an object may be used, no matter how bizarre, to solve a puzzle. Following is a typical sequence from an adventure game: "You walk down into a room in the basement. Acounter surrounds three walls and on the counter are various objects. An Amiga computer and monitor sit on the middle counter. An exit leads south and stairs lead upward". Examine the computer "On the computer is a switch." Turn on computer "The screen lights up and prompts you to insert a disk." Get disk "The disk is not here." Go South "You go south. You are inside a small messy closet. Garbage is all over the place." Search the garbage "You find a particularly interesting small blue square object." Get the disk "You get the disk." Examine the disk "The label says 'Island of Lost Hope'." North "You go north. A computer surrounds three walls on the counter are various objects. An Amiga computer and monitor sit on the middle counter. An exit leads south and stairs lead upward." Put the disk into the computer "The screen lights up and you sit down to play." This is a fairly simple example, but it is a good starting point for playing an adventure. Expermenting with various words usually has to be done in order to solve a puzzle. LOADING THE PROGRAM 1) Follow normal booting procedure as described in your computer manual. 2) Insert "disk one" at the workbench prompt. 3) After the Intro has played and game has been loaded you will be prompted to insert disk two*. Remove disk one from the internal drive and replace it with disk two. NOTE: You won't have to reinsert disk one again until you finish the game ending animation has to be loaded. *Disk one is copy protected(not anymore haha!)but disk two is not protected. Since you save games to disk two we recommend you make a copy of it and always use the copy to play the game. GETTING STARTED For those with a megabyte(1024k)of memory or more please note that when the second disk begins to load, the graphics file will be loaded into memory. This will increase the intial loading time by about 50 seconds but will greatly enhance the playability and speed of the game. Although we recom- mended extra memory, those with 512k will still get these features. The last few graphics are stored in a ram buffer, so the graphics won't have to be re - loaded every time you move between adjoining areas. If you have at least one and a half megabytes of memory, then as the sounds are loaded they will be stored in a ram. The animators will still load from disk even with extra memory, but they are only played once at specific times in the game. Please leave the second disk inserted in the drive at all times unless otherwise prompted. Those people with the early Amiga 100 computer systems should note that the program uses extra halfbrite. Although the program works fine on these machines the graphics lose some of their depth. You can contact your local dealer if you want to get your machine upgraded. THE STORY SO FAR... You are a young captain searching for the lost treasure of forgotton souls. unfortunately, in your quet you ran into a band of cutthroat pirates led by the infamous Captain Black. They sink your ship, killing all of your crew and stealing your cargo. You were thrown overboard in the battle and drifted until washed upon a nearby small island. Now you stand there watching the pirate ship, anchored within sight, as they gloat over their victory. All the resources you had at hand are now lost and only your wits will get you out of this alive. The treasure seems so distant now and your only thoughts are on survival and revenge. NUMBER KEYS To move from one area to another you can type in the direction, click on the movement gadget as described above or press the number keys. "8" is north, "4" is west, "6" is east, "2" is south, "5 is down and "0" is up. DELETE AND BACKSPACE Backspace moves the cursor back one space and erases the character at that location. Delete deletes the current character the cursor is on. Like back- space, all the characters after the cursor are moved back one space. If after deleting, two spaces or periods are back to back then one is auto- matically erased. RESTORING/SAVING A GAME The second disk should should always be write-enabled so you can save your games to that disk (use a backup copy). You can get to the store/restore menu by using different methods. Use the F10 key as described in the special keys section, type "save" or "restore" into the text window or press "R" after ending or quitting a game. Ten games can be saved at any one time. labelled 0-9. To restore a game simply click on the saved game or press the corresponding number of the game you wish to restore. To save a game, pick the number you wish to store into(the previous game in that location will be erased). A cursor will appear at the save position, and you will be prompted to type in the name of the game you wish to save. Most of the special keys are disabled when inputting the name of the game, but you can edit the text as usual. Pressing shift with the right of left cursor will now move the cursor to the end or beginning of the line respectively. The up arrow will print the previously saved game name for that position. Press return to save the game or ESC will take you back to the save game menu. WHEN THE GAME IS OVER When you are killed or exit the current game you will be prompted to "Play Again?(Y/R)". Use the right and left cursor keys to highlight your choice and press return, or press the coresponding key. Press "Y" to play again or "R" to restore a saved game. THE SCREEN LAYOUT THE TOP HALF OF THE SCREEN The top half of the screen contains the following: On the left side is a port hole through which a graphic representation of the area you are currently in will be shown. On the right side of the screen is a map which shows your current location represented by a blue sphere. It also shows you all the areas you have visited on this level and the possible exits. In the middle of the screen is a graphic of a skull surrounded by the letters "N E W S U D" (each one represents a direction). Click on the specific letter with the left mouse button, by using the mouse to move the pointer (sword) to that particular letter. The bottom half of the screen will inform you whether or not the move is possible. If you were successful the graphic will change and a new room description will appear. You can also move around by hitting various keys, please read the next sections for more information. THE BOTTOM HALF OF THE SCREEN The bottom half of the screen is the text area. In this area the text that you type will be displayed along with the descriptions, responses and prompts from the game. On the right half of the screen you will see a box labeled "Inventory". All the objects you are currently carrying will be dis- played here. A maximum of six objects can be displayed at once, but by clicking on the up and down arrows you can scroll through your entire inventory. Moving the pointer over the name of the object will highlight the text and then by clicking on that name will perform the following. If your current input is empty then a description of the item will be printed in the text window. Otherwise, if there are enough characters in the line to accomodate the word, the object's name will be inserted at the current cursor position. For example if you had typed "Throw" and clicked on the word "Coconut" then your input would now read "Throw Coconut". A space is added if one is not already there. For a better understanding of how to input your commands read the next section. You can also list the items you hold by typing "Inventory". Instead of using the inventory gadget you may type the object's name. Before you pick up an object you will have no choice but to type in it's name, if a list was displayed of all the objects in the room, it would be too easy to find the items. HOW TO INPUT INTO THE TEXT WINDOW When the cursor appears on an empty line the program is waiting for input. Type whatever commands you want to enter into the program, and they will appear in the window. You can type in upper or lower case, there is no dis- tinction between them. The maximum you can input for any command is 52 letters. When the cursor reaches the end of the line, the program will accept no more input for that command. Apart from the letters, the only characters that are accepted for input are "&" or "'" or ".". You can in- clude numbers in your save game names, otherwise the number keys serve a differnt purpose as described in the next section on special keys. The cursor can always be repositioned at any part of your typed command using the cursor keys. If you notice a misspelling in a command you just typed, use the left arrow to move the cursor to the mistake. Use the backspace or delete key to remove the misspelling and anything you type will be inserted at that point. The program automatically formats the text as you type. Only one space or period is allowed between words. A period is used to separate different commands just as "and" is used. You can type "get book and go east" or "get book.go- east", both work the same way. The program's parser allows for multiple commands, and with some verbs multiple nouns can be used. With "get" or "drop" you can specify "get key and pen" or even "get all but knife". The text window displays a maximum of eight lines at once, when full, a prompt will appear for more. Press any key or the mouse button to scroll the text to the next section. SPECIAL KEYS HELP - The help key displays a brief explanation of what each special key does, much like this section. FUNCTION KEYS The first five function keys (F1-F5) are macros. Press shift with that function key to define the key. These keys are predefined but can be used to store any frequently used commands. When you are defining the function keys most of the other special keys are dormant but the cursor keys will still allow you to edit the text. The previously assigned function for that key will be displayed above the input prompt. To keep the same macro press return without typing anything, otherwise press the return key after you have entered the new function. Pressing function keys F1-F5 will insert that function's macro into the current command, starting at the cursor. If the length of the macro plus the length of the command exceed the maximum size of input, then nothing is added to that command. The other function keys are defined below: F6 - Takes you to the restore game menu. Shift F6 - Takes you to the save game menu. (READ THE RESTORE/SAVE GAME SECTION FOR MORE INFORMATION) F7 - Clears the screen and moves the cursor to the top line. Shift F7 - Clears the line and moves the cursor to the beginning of the line. F8 - Clears the text after the cursor. Shift F8 - Clears the text before the cursor and shifts the remaining text to the beginning of the line. F9 - Moves the cursor to the end of the line. Shift F9 - Moves the cursor to the start of the line. F10 - Turns the graphics on. Shift F10 - Turns the graphics off. CURSOR KEYS The left cursor moves the cursor back one character. Using the shift with the left arrow will move the cursor to the beginning of the current word or the beggining of the last word. The right cursor moves the cursor forward one character. If you are at the end of the current input then the cursor won't move until another character is typed. Pressing shift with this key will cause the cursor to jump to the end of the current word or the beginning of the next word. The right and left cursor keys are also used to select between different objects. If the program isn't sure which object you want to use, for example "iron key or silver key", it will give you a choice between the two objects. Use the cursor keys to switch between the objects and press return when done. Select abort if you don't want to use that command. The up cursor key actsmuch like pressing the first five function keys. But instead of inserting a defined macro it inserts the last command that was followed with a return. So if you make a mistake in typing a command, simply press the up arrow and edit the command. The down cursor key is similar to the up cursor key. It, however, does not insert the last command but erases the line and prints the last commands entered. The second to last command is printed first and by continuously pressing the down arrow the previous five commands are scrolled through. Please note that your current input will be erased when using this key. MISCELLANEOUS KEYS ESC - Allows you to quit your current game and restart. A prompt appears asking if you really want to quit. Just press the "N" key if you accidently pressed escape. TAB - Dims the colors of the screen to half the intensity of the normal palette or returns the palette to normal if it was laready dimmed. This is helpful for reducing eye strain when playing in a dimly lighted room. (.) Turns the sound on/off. (=) Turns the wipes on/off. (') Switches between two available fonts. H A V E F U N ! ! ! SEWER SOFTWARE thanks TRIPPLE H for these docs....... PIPE MANIA DOX ---------------- BY MR.TERRY/TRIPPLE H ------------------------------------------------------------------ LOADING Switch off your computer.After 10 seconds turn it on.Insert the disk in drive A and the game will load automatically. HARD DISK INSTALLATION Make a new folder on your hard disk called PIPE or another suitable name. Copy the contents of your AUTO folder into the hard disk folder. Then copy the file PIPEDATA in as well. These two are the only necessary files. Please Note The program can only load and save high scores to a floppy disk. If you want to save your high scores you must have the game disk in Drive A:. If you wish,however,you can copy the high scores onto a blank disk of your choise. To do this insert your chosen disk into the drive and then during the attract sequence press ALT-S. After a warning the high scores will be written to your disk. SECRET CODE Certain versions of Pipe Mania require you to enter a secret code at the beginning in order to start the game. A screen will appear with one large symbol, with a colour below it and seven assorted pipe sections. You'll use the large symbol to get the secret code from the code card.Find the large symbol on your code card together with the colour. Read down the card from the large symbol until you find the line opposite the colour. Where these two lines cross you will find three pipe sections. Now find the matching pipe sections on the screen and click on them in the same order they appear on your card.Don't lose your code card as you can't begin the game without it. THE GAME Pipe Mania starts on a playing grid that is empty except for the starting piece. The object is to score as many points as possible by construction pipeline from the starting piece. As you play, pipe sections appear in a dispenser to the left of the grid. You can place a pipe section anywhere you like, wheather or not it connects with other pipe sections.In fact, you'll learn to place pieces in a pattern that anticipates connections five or ten moves in advance. You can "bomb"any previously placed pipe section by placing a new section on top of it.The old pipe will explode and the new pipe will appear in its place. There is a short time delay for replacing pipes, and a 50 point penalty. Once a pipe piece fills with flooz,you can no longer replace it. At the start of higher levels advanced pipe sections and obstacles will appear randomly on the grid. These pieces can't be replaced by other pieces. With each level you have a set amount of time in which to connect as many pipe sections as posible before the flooz starts to flow.This time decreases as you as you progress up through the levels. When the flooz reaches the end of your pipeline the round is over. Once you've placed all the pipe pieces you can(or want to), press the F key and the flooz will speed up and end the round quickly. You will score double points for each additional pipe section the flooz passes enough. ADVANCING TO THE NEXT LEVEL In order to advance to the next level, the flooz must flow through a certain number of pipes. A counter in the upper right corner of the screen indicates the minimum number of sections that must be connected within that level. The countdown starts the moment the flooz starts flowing through the pipeline allowing you to keep track of how many sections still need to be connected. When the counter reaches zero, you qualify for the next level. On higher levels things change. * The flooz flows at a faster rate. * Obstacles appear on the grid which you can't "bomb". * Bonus-pieces: These earn you extra points if the flooz goes through them. * One-way pieces: Through which the flooz can only flow in one direction. * End pieces: In addition to achieving the required pipeline lenght,the flooz must terminate in an end piece in order to advance to the next level. * Reservoir pieces: These slow down the flooz giving you valuable extra time. * There are sections of the grid that allow the flooz to exit one side of the screen and reappear on the opposite side. PLAYING MODES Pipe Mania has three playing modes: basic one-player, expert one- player and competitive two-player. There is also a training mode that allows you to play any of these modes at a slower rate of flow. In training mode it is not possible to enter your score into the high score table. BASIC ONE-PLAYER Pipe sections appear in a single dispenser on the left of the screen.You can always see the next five sections in the dispenser. EXPERT ONE-PLAYER Pipe sections appear in two dispensers on the left side of the screen, one above the other. The pipe sections nearest the middle of the screen are available to be placed on the grid. You can always see the next three sections in each dispenser. COMPETITIVE TWO-PLAYER As in expert mode, pipe sections in two dispensers on the left side of the screen. Player one uses the pipes from the top dispenser and player two uses the pipes from the bottom one. PIPE SECTIONS You'll encounter a variety of pipe sections, obstacles and speciality pieces as you progress through the levels of Pipe Mania. BASIC SECTIONS The seven basic pieses conduct the flooz straight, around corners and back through itself in a loop. Remember, the flooz flows in a straight line unless it has no other choice. PLAYER TWO SECTIONS They are just like player one's pipes, except for the identifying dots and/or colour differences, depending upon your computer system. ONE WAY SECTIONS The flooz can only flow in the direction of the arrow on the one way pipes. so be careful how you use them. START SECTIONS Soon after the round begins, the flooz oozes out of the starting section, identified by the letter "S", or an arrow. END SECTIONS On some levels, you'l find an end piece, identified by the letter "E" or an arrow. Try to build a pipeline that exceeds the minimum distance required and terminates in the end piece. When the flooz enters the end piece, you'll earn a 1000 point bonus. If you don't finish in the end piece you lose that level. OBSTACLES You can't "bomb" them or go through them, so you'll have to go around them. Try to construct loops with the obstacles in the centre. RESERVOIRS These are very useful because they buy a little extra time. The flooz has to fill the entire reservoir before it will flow out the other side. Use a reservoir before your pipeline reaches the minimum distance and earn 500 bonus points. After that you'll earn 1000 bonus points. BONUS SECTIONS Build a higher score by direction the flooz into a bonus piece. Before the minimum distance required, each bonus piece is worth 500 points. After the minimum requirement, each bonus piece is worth 1000 points. CONTROLS JOYSTICK: Up, Down, Left and Right to move cursor. Fire button to place a piece. In expert mode, whilst holding the fire button down, move the joystick up to place a piece selected from the top dispenser, or down to select from the bottom dispenser. MOUSE: Up, Down, Left and Right to move cursor and left places a piece. In expert mode the left mouse button selects from the bottom dispenser. KEYBOARD: UP Up Arrow, keypad 8 or keyboard I DOWN Down Arrow, keypad 2 or keyboard K LEFT Left Arrow, keypad 4 or keyboard J RIGHT Right Arrow, keypad 6 or keyboard L PLACE Left Shift, Space bar, Return or keypad 0 TWO PLAYER: All input commands are the same as for one player mode. The players can choose any combination of mouse/keyboard/joystick or two joysticks. Player one selects from the top dispenser and player two from the bottom. SPECIAL KEYS: P Pauses the game(any key to re-start) F Speeds up the flow of the flooz ESC Quits the game back to the title page SCORING BASIC GAME SCORING * 50 points for each section the flooz flows through until the minimum is reached. * 100 points for each extra section the flooz flows through. * 500 points for each time the flooz crosses itself in a cross pipe section. * 500 points for each bonus or reservoir section the flooz flows through. * 1000 points for using the end piece. * 100 point penalty at the end of each round for each unused piece left. * 50 point penalty for each replacement made. * After pressing the "fast flooz" key, every pipe the flooz flows through earns you double the usual point value. EXPERT ONE PLAYER The basic scoring as above, plus: * 100 bonus points are given every time the flooz flows through pipe pieces selected from alternating (top and bottom) dispensers. COMPETIVE TWO PLAYER The basic scoring as above, plus: * Points from the flooz flow, including the 500 point bonus for cross-overs,are scored only by the player who placed that section. * The 100 point penalty is taken only from the player who placed the pipe. * The bonus piece points go to the player who placed the previous piece and connected it to the bonus piece. PLAYING TIPS * Use the training mode to become a good Pipe Mania strategist. Learn how to visualise the completed pipeline and place pieces accordingly. * If you want a big score, don't be too eager to advance quickly to the next level. Earn as many points as you can on each level. * Think ahead. If you don't need a piece right away, put it where you can connected it later. Blowing up pipes wastes time and valuable points. * Use cross pipes wisely.You only get a limited number of them, and each one can earn you bonus points. Make sure you place them where there's room to loop back through. * Even if you're way ahead of the flow, work fast. That way, you'll have time to figure out how to fill as much of the grid as much of the grid as possible, alternatively you can press the "F" key to score bonus points. -+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+- "keytoscorebonuspoints. -+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+- ess and freedom, but also value life and individual welfare. Chaotic Evil. The Chaotic Evil character disdains laws and order, kindness and good deeds. He seeks positions of power, glory, and prestige in a system ruled by his own whims. Starting Equipment Each character is assumed to have starting equipment including clothes, boots, backpack, money pouch, food, water, tinderbox, and flint and steel. The character's on-screen list of items only includes important items such as weapons, armor and magic items. ---------------- PLAYING THE GAME ---------------- To play Pool of Radiance you need a party of characters. You can use the party of characters provided or you can create your own. Creating A Party Of Characters: A party is a group of characters you have generated and saved to the save game disk for use in missions. You may have up to 6 Player Characters in your party at a time. You can control up to 8 characters in a game, but the remaining two slots are left open for NPCs your characters may hire or meet along the way. When starting a game, the first screen you see is one with positions for the vital information about the characters in the party and a menu with all the ways putting together an adventuring party. This is the Party Creation Menu. Party Creation Menu: Create New Character Drop Character Modify Character Train Character View Character Add Character To Party Remove Character From Party Load Saved Game Save Current Game Begin Adventuring Exit To DOS The following describes the results of using each command. Create New Character This is the opportunity to build an adventurer from scratch. This leads you through a series of menues to help you define the character. Pick Race Menu. This gives you the choice of the six races a player-character can be in the Forgotten Realms. Pick Gender. After you pick a character's race, you pick their gender. Gender affects the possible strenght of a character and what sort of portraits you will have to choose from to represent the character. The computer then randomly generates the ability scores that every adventurer has. Once you have seen the ability scores, you may have the computer roll again and it will randomly generate a different character. Otherwise, you may accept the rolls, and take the character as generated. If you accept the rolls, you still have the opportunity to alter the character from the AD&D game by using the Modify Character command described later. Pick Character Class. This gives you the choice of the class or classes your character is qualified for based on his race and ability scores. Pick Alignment. From this menu the computer provides all the possible Alignments for a character. You can choose the one you wish. Name Character. Your choice of name for a character is entirely up to you. You cannot use more than 15 letters in a name. The computer displays the complete character screen and gives you a chance to save the character. If you save the character, it is written to the save game disk to become one of the regular characters you play. At this time the computer genrates a portrait of your character. You can choose both the head and body of your character's portrait. You then choose the weapon, head, and colors for your character's combat icon (the figure that represents the character in combat). Refer to the Encamp section for instructions on how to alter combat icons. Exit. From any of these menus this command brings you back to the Party Creation Menu. Drop Character This command is only used when you never want to play with a particular character again. It eliminates the character's record from the save disk and leaves a space in which you can create a new character to fill. Modify Character You may bring your favorite beginning AD&D character into the Pool of Radiance. Create a character of the proper race and class and then modify it to match your non-computer AD&D character. You can adjust the created character's ability scores and HP. The character must start at 0 XP and with no items beyond those he can buy with his initial gold allowance. Train Character Use this command when a character has attained enough experience to advance a level. this is available at the start of an adventure and when the party travels to the Guild to get training. The computer asks who is to train, and checks the current XP of the character. If he has sufficient points, the computer subtracts the cost of the training from the character's current money and the character advances a level. This takes no game time. A character can only advance as high as the highest level character willing to train him. In the Training Hall of Phlan, the maximum limits are 8th level fighter, 9th level thief, and 6th level cleric and magic- user. View Character this allows you to View a Character as descriped under that heading below. Add Character To Party This command allows you to pick party members from previously used characters that are on a save game disk. Remove Character From Party Since a party may only include 6 player characters, you can use this command to write a character to the save game disk and then substitute another with the Add Character To Party command. The Saved character will replace the previous entry for that character on the save game disk. Load Saved Game This command brings up a precious adventuring party from the save game disk. Save Current Game This command puts the group you are currently construction onto the save game disk for future reference. Then some versions will allow you to exit the game. Begin Adventuring When your party is ready to go, use this command to return to the game. Follow the on-screen messages to get back into the game and you are ready to go with your new party of adventurers. Non-Player Characters (NPCs): In the course of a game, the party can run into many characters controlled by the computer. They may talk to the party, attack the party, and even offer to join the party. These are known as Non-Player Characters, or NPCs. There are three kinds of NPCs: those you can hire at the Training Hall to adventure with your party, filling in the two slots possible in a party that you cannot fill with player characters; those who volunteer to join the party for a specific mission or quest; and those who won't join the party but will give either information or a fight. What You Can Do With NPCs NPCs that want to join you are treated like your player characters, with a few differences. Remember that you only have room for 2 NPCs if you have a full party of 6 player characters. During an adventure you may find NPCs that you want to add to your party. You should seldom have more than 7 characters in your party so there is room to add the NPC. The computer commands NPCs in battle. They have Morale. If things are going badly for the party, they may run, even if you don't want them to. You can give NPCs treasure, which may help their morale, but you cannot trade their items to other characters. If they die, however, you can use the Trade Items function to take their items. Loyalty NPCs can also be traitors insinuated into your party, depending on the way the adventure goes. They can spy on you and give information to your enemies, and even turn on you in battle. NPCs can be a big help, but don't trust them in every situation. -------------------- VIEWING A CHARACTER -------------------- The Character Screen: The character screen appears whenever you use the View command. The character screen displays the character's name, race, and age. It also displays his alignment, character class, and ability score. The current wealth of the character is also shown. Initially, the computer generates a random number between 30 and 180 in gold pieces, which the character can use in buying his equipment. Later, as the character accumulates wealth through his adventuring, there are several entries on the screen showing the copper pieces (cp), silver pieces (sp), electrum pieces (ep), gold pieces (gp), platinum pieces (pp), gems and jewelry vary and are found when they are appraised. The screen also shows the character's current level, his earned XP, and his current HP. If the HP are higlighted, the character has taken damage that has not been healed. The number shown is his current HP, not his normal Hp. Once the character has healed all the damage, the number reverts to normal. The Armor Class is shown as AC; the lower the AC number, the better the armor. Then it shows the character's Ready weapon and what armor he is wearing. This is followed by the character's To Hit AC O (THACO). The lower the character's THACO, the better fighter he is. This is followed by the damage the character does, which depends on his strength and the wepon he has ready. The last entry is the Character Status. This is an indication of the current health of the character. The Character Status can be: Ok The character has positive HP and can move and fight normally. Unconscious The character has exactly 0 HP. He cannot move or fight, but is in no danger of dying. Dying The character will die in a short period of time unless the character is bandaged or healing magic is applied. If the character is bandaged his status changes to Unconscious. Healing magic will make him OK again. In the course of a combat, a character who is Dying has a chance of becoming Dead unless he is bandaged (see Combat). A character who survives a combat in Dying status is automatically assumed to have his wounds bandaged after combat and becomes Unconscious. Dead The character has died. He will be brought with the party (assume he is set down during any combat) and can possibly be resurrected with a raise dead spell from an NPC cleric. The character's actual chance of being raised when the spell is used depends on his constitution. Fled The character fled from the previous battie. After a battle is over, he can rejoin the party as if nothing had happened, and regain his previous status. Gone The character has been destroyed by dragon flame, a disintegrate spell, or some other form of total destruction. He cannot be raised from the Dead. View Options: To inspect the active character choose the View Command. This brings up the View Menu. View Menu: View: ITEMS SPELLS TRADE DROP EXIT Items Using this command allows you to see what items the character is carrying. The character's items and their combat ready status are displayed. An item that is not Ready cannot be used. Not all commands in the Item Menu are always available. Item Menu: READY USE TRADE DROP HALVE JOIN SELL ID EXIT Ready. If you want to ready or unready an item, you can use the Ready command to change the status of the weapon, armor, or other item. A character has several restrictions on what he can use. Basically, he cannot use more than two hand-held items at once. Thus, he cannot have ready a sword, a shield, and a bow at the same time. Arrows are assumed to be in a quiver and can be Readied at all times, though they cannot be used unless a bow is Readied as well. Use. This command means the character is going to use an item. In Combat, you will be asked to indicate the target (see Combat for targeting) and proceed back to the Combat Menu. Trade. If you use this command, the screen switches to the Party Screen and asks which character and the screen switches back to the Items Screen. Indicate which item (you can trade multiple items in one transaction) is to go to the other character and the item disappears from the trading character's list and reappears on the item list of the receiving character. Remember that an NPc does not give up an item once he has it, unless he is dead. Drop. If this command is used on an item, the item is gone. It cannot be retrieved. Do not use this if you want to give the item to someone else, that's what the Trade command is for. Halve. Multiple items such as arrows are often combined onto one line, such as 42 Arrows. Halve creates two lines, each with half the number of items; such as two lines each with 21 Arrows. Only items like arrows, that are shown as several items on one line, can be halved. Join. This is the opposite of Halve. If you have several lines of arrows or a similar item on the Items screen, you can use this command on one line and all similar lines are joined with it. The number of items shown is the total of the numbers in all the former lines. No more than 250 of an item can be joined on one line. NOTE: The Ready status (Yes or No) of the item depends on the line that all the others are joined with. Sell. This command is described under the Shop Menu. ID. This command is descriped under the Shop Menu. Spells This is a listing of what spells a magic-user or cleric has memorized and is ready to cast (see Magic Menu). Trade This command is used when you want to transfer money from one character to another. Indicate which character you are trading with, and then indicate which coins and how much are to go to the other character. The coins disappear from the trading character's list and reappear on the money record of the receiving character. Drop If this command is used on money, the money is gone. It cannot be retreived. After you create your party, you appear in the civilized section of Phlan. The party is ready to begin adventuring. Missions: Phlan is a very dangerous place. The civilized nations are only now gaining a foothold. You can either wander around town and run across dangerous situations, or report to the City Council of Phlan. They will assign the party missions and give rewards when the missions are completed. Initial missions are local in nature, later ones are more ambitious to match both your increased expertise and their opinion of you. Phlan is split into two sections; the civilized section is controlled by the settlers and the uncivilized section is controlled by monsters. After you clear all the monsters from a block, settlers move in and it becomes civilized. Points Of View: As you move around the town and the wilder ness, there are three different points of view: 3-D, Area and Wilderness. 3-D This appears with the Adventure Menu any time you are in town, underground, or in any other built-up area. It shows a view of the surrounding area as seen by the party. It only shows one direction at a time, so you must rotate the party using the directional controls (see Adventure Menu) to see in each direction. At the same time, the screen shows what compass direction the party is facing and the coordinates of their location in their current block. Area This option is given in the Adventure Menu when the 3-D view is shown on the screen. This view shows the position of the party and an overhead view of the surrounding area. It can only be obtained in a 3-D view, it does not appear in the Wilderness. There is no real detail, just the position of all major obstructions such as walls, trees, water, etc. A cursor shows the position of the party. Wilderness This screen shows when the party is traveling in the Wilderness. It displays an image of the party moving through a map-like wilderness. It shows the area around the party for 2 moves in each direction. If there is an encounter in the wilderness, an image of the encountered monster appears next to the icon showing the location of the party. You will be given all the usual options for the encounter (see Encounters). Blocks Most adventures take place in one or more blocks of 16 squares by 16 squares. The party moves from block to block by moving into a long corridor with a low ceiling. Stairs and caves with low ceilings may also move the party from one block to another. Time And The Party From the moment the party begins its adventures in Phlan, the clock is ticking. The longer it takes a party to complete a mission, the harder it becomes. Moving Around: The first thing a new party must do is equip itself from the Shops. Then it has to get to the scene of its adventures. There are two ways of doing this. Town Travel You can walk the party to in-town missions, having encounters along the way. Wilderness Travel Some missions involve locations away from Phlan. The party travels in the Wilderness Point of View until they reach the location of the mission. The computer keeps track of the time traveled. Civilization: The civilized section of Phlan contains a number of locations of interest to the party. In the civilized section the party can find out information, train, rest and heal, and buy and sell equipment. The City Council This is where the characters meet the Council and receive missions and news. The Docks The party may catch a boat at the docks to take them to otherwise inaccessible blocks and into the wilderness. The Inns These give a safe haven in which to Rest (using the Encamp Menu). Each stay at an Inn costs monay, but once you begin your stay you can rest as long as you like. The Taverns These are rowdy places full of gossip, stories, and information. The Training Hall This is where the characters can receive training from NPCs of higher level and add starting PCs. This displays the Party Creation Menu so that you can use the Train Character command. The Shops Here the characters can buy their initial equipment and later sell some of their treasure and upgrade their equipment. When you enter a shop, you are presented with a Shop Menu. Shop Menu: BUY VIEW TAKE POOL SHARE APPRAISE EXIT Buy. If you use this command, the computer displays a list of items available and their cost. If you try to buy something you do not have the money for, the computer tells you so. If you try to buy something that will overload you, the computer tells you that, too. View. This is the same screen as shown for this commands in other menus with the addition of the Appraise command in the VIew Menu, and the Sell and ID commands in the Items Menu. Sell. Use the cursor to highlight any item you want to sell. The Shop will make an offer and you can either sell or not. If you decide to sell, the screen asks you one more time to be sure, then the item is gone. The shops in Phlan are very busy; no item sold to a merchant remains for long. If you sell an item, it won't be there when you go back. ID. This command is used to get a magical evaluation of a magic item. The shop charges you for the service of identifying the magic on an item. Take. If you have left money through the Pool or Drop commands, you can use this command to pick it up again. Indicate that you want to take money and who will take it. The computer then displays each type of coin available and how many of each coin there are. You indicate how many of thecoins the character take. One character can take all of the coins if he has the strength to do so, or you can allow each character to take a share. If you try to pick up more than the character can carry, the screen displays a message saying "The character is overloaded" and will not let any more coins be put on the character. Remember, carrying lots of coinage slows a character down in combat. Pool. This command makes all the party members drop all of their money into one pool of money. All purchases made at the shop come out of this central pool. Anything left over can be picked up again using the Take Menu. Share. This command picks up all the money in the pool, divides it into shares, and distributes it among the characters. Appraise. This is used in Shops to get an appraisal of any gems and jewelry the character has. The computer asks what gems and jewelry are to be appraised, and offers a price on the indicated gem or jewelry. Once you have received a price, you may take it and the item is sold. The money is immediately put in your money record. If you do not want to sell immediately (gems and jewelry are a lot easier to carry than coins), the gems and jewelry become items and go from the money record on the Character Screen to the items list, and can be sold off of that lists like any other item. The Temples The temple will cast clerical healing spells for a price. When you enter the temple, the Temple Menu is presented. Except for Heal, the commands on the Temple Menu are the same as those on the Shop Menu. Temple Menu: HEAL VIEW TAKE POOL SHARE APPRAISE EXIT Heal. This command displays a list of the healing spells the clerics will cast. Indicate the spell you want cast. The computer displays the cost and asks you to confirm that you still want them to cast the spell. The cost of a spell may vary depending on the recipient and circumstances. ADVENTURE MENU The Adventure Menu allows access to all of the main functions in the Pool of Radiance. This menu shows either the current 3-D picture of the area in front of the party and the status of the party (if in a town adventure), or the area around the party (if in the wilderness). If any party members are injured, their hit point numbers (showing how many they have now) are highlighted for easy recognition. There are several commands available to you from this menu. Adventure Menu: MOVE VIEW CAST AREA ENCAMP SEARCH LOOK Move: This is the command to move the party. In 3-D travel, the Party can move forward, move backwards, turn right, or turn left. Normally, each movement forward or back puts the party into another square and takes one minute of game time. Turning keeps the party in the same square and takes no game time. If the party has Search on, moving one square takes 10 minutes. In the Wilderness, the party can move in any of eight directions. Moving one square takes a half a day of game time. Search mode has no effect in the wilderness. View: This displays the Character Screen, as described in Viewing a Character. Cast: This command sends you to the Cast Menu so your active character can throw a magic spell. See the section on Magic for a description of how to cast spells and their effect. Area: This shows an overhead view of the area around the party. If the party is lost or in unfamiliar territory this command may not be available. Encamp: This command sends you to the Encamp Menu. This is a very important part of the game, and is described in detail in its own section. Search: A party can move in Search Mode, which takes 10 minutes of game time per move. This allows the party to carefully search the area they are passing, but also gives wandering monsters a greater chance to find them. You only need to hit the Search command once to start the party moving at Search speed, then hit the command again later to reset them to normal movement. You do not need to hit Search for every move. In Search you are assumed to be checking for secret doors, mapping, moving as silently as possible, hiding in any available shadows, and generally being as creful as possible. If you never go to Search mode, you will run into fewer wandering monsters (because you are moving faster) but have much less chance of finding concealed treasures or traps before they are sprung. Look: This command is used to look at a square more closely, as if your party moved into the square again. If the party is moving at normal rate, then a Look command treats that particular square as if the party moved into it in Search mode. ENCAMP This command is used in several menus to take time off and try to rebuild characters and the party. It is used to handle day-to-day functions such as saving the game, resting to heal, or memorize spells (desribed under Magic Menu), and changing game items such as game speed or party order. Encamp Menu: Encamp: SAVE VIEW MAGIC REST ALTER EXIT Save: This command saves the characters and game as they are. View: This displays the View Menu, as described under Viewing a Character. In camp, this does not display the Sell Item or ID commands. Magic: Magic is a very important part of Pool of Radiance and is desribed later under its own heading. Magical Spells canonly be memorized while the party is in camp. Rest: One of the most important aspects of the Encamp Menu is the chance to rest. Characters catch their normal sleep without having to go to camp. However, to memorize spells or heal naturally, specific rest time is necessary. For every 24 uninterrupted hours of resting in camp, every wounded character regains one hit point above and beyond any recovery gained from healing magics. The initial resting time is established by anyone who is memorizing spells. The screen will show the days, hours, and minutes necessary for the spell-using members of the party to memorize (or pray for) the spells they want to memorize. Memorizing any spells at all takes a minimum of four hours. Third level spells take a minimum of six hours. See the Magic Menu for further description of memorizing spells. Rest can be interrupted by any random encounter. Only take long rests in safe places, such as inns, hideouts, or secure buildings. Rest Menu: REST INCREASE DECREASE EXIT Rest Once you have determined the full time you want the party to rest, this command starts them Resting. Increase This command adds to the time that the party will stay in camp, usually for resting to regain lost hit points. Every 24 uninterrupted hours in camp restores 1 HP to every injured member of the group. Decrease This command decreases the time to be spent in camp. This may mean that characters do not memorize all the spells they want or that characters may not recover all their hit points, but sometimes time constraits are part of the adventure, and the party cannot spend all the time it wants resting. Alter: This command is used to change the basic makeup of both the party and the characters who are part of it. You are given the following menu: Alter Menu: Alter: ORDER DROP SPEED ICON PICS EXIT Order This command allows you to reorganize your characters for combat. You can place characters in the first or second rank. The first four characters are in the first rank, where they will meet enemies hand-to- hand , the rest are in the second rank, where they can use spells and missile weapons. The computer asks who takes position number 1, etc. and reforms the group, with position #1 on top, when all the choices are made. Position of NPCs can be changed with this command. Drop This command allows you to permanently drop a character or NPC from the party. Once dropped, the character is gone from the party and his current version will not be saved if you then use the Save command to save the game. Speed This command controls the speed of messages presented on the screen. If you are having trouble reading messages before they disappear, use the Slower command. If messages seem to take forever to get off the screen, use the Faster command. Note that once you have used this command, it affects all subsequent messages, and you may have to re-use the command if later messages are too fast or too slow. Speed Menu: Speed: SLOWER FASTER EXIT Icon When a character is created, he is given a combat icon. When the party is in Combat, each party members icon dsignates hit position and general facing on the screen. The icon command is used to change the character's Icon. You can customize this icon to represent the character's favorite weapons, armor, and colors. You may want to do this when the character picks up a new weapon. Icon Menu: Icon: PARTS COLOR SIZE EXIT Parts. You can alter the weapon (which controls the rest of the body shape) or the head of the icon. You are shown both the Ready icon character and the character's Action Icon (which shows the character attacking). When you are done choosing the weapon and head, you can reject the new form or accept it. The screen shows you the new and old versions of the Ready and Action Icons. Parts Menu: Parts: WEAPON HEAD EXIT Color. You use Color to alter the color of virtually every part of the Icon, as shown on the screen. Some of the areas you can alter on the Icons do not correspond to the terms given in the menu. For instance, changing the shield color for a character with a bow or crossbow actually changes the color of the arrows or quarrels. Play with the Icons commands until you get a feel for how these variables work. Color Menu: WEAPON BODY CAP HAIR SHIELD ARM LEG EXIT Size. Large size Icons are usually used for humans, elves, and half- elves. Small size Icons are usually used for dwarves, gnomes, and halflings. Size Menu: Size: LARGE/SMALL EXIT Exit. When you are done, use this command. The computer will ask you to confirm any changes to your icons. Make your choice and the computer returns to the Alter Menu. Pics This command governs when character band encounter pictures will be displayed. Pics Menu: Pics: CHARACTERS ON/OFF MONSTERS ON/OFF EXIT Characters ON/OFF. This command governs the portraits displayed with the character statistics when you use the View command. Characters On shows the pictures when you view a character; Characters Off hides the pictures. Having the characters hidden slightly speeds up the game since the computer does not have to take the time to load or draw the portrait each time. Monsters ON/OFF. This command governs the pictures that appear during encounters. Monsters On shows the animated picture when the monsters get to the closest range in an encounter; Monsters Off hides the animated pictures. ENCOUNTERS When a party comes across NPCs of any knid, there is an encounter. The computer provides a quick glimpse of who the party has encountered, then asks whar you want to do. The computer determines whether both partless see each other, the NPCs surprise the party, or the party surprises the NPCs. If the party surprised the NPCs, the party can attack immediately, getting a free round to attack in which the NPcs cannot retaliate. This opportunity must be taken at once or surprise is lost. If hostile NPCs surprise the party, the NPCs can attack immediately and get a series of attacks in without retaliation by the party. If the NPCs do not surprise the party, the computer offers these commands. Encounter Menu: Encounter: COMBAT WAIT FLEE ADVANCE/PARLAY Combat: The party attacks the NPCs. Who goes first is decided on the basis of initiative, which is explained in the Combat section. Wait: This command allows the NPCs to decide what to do. They may wait, combat, flee, advance (if more than a square away) or parlay (if in the same square). Flee: If you see NPCs you think your party cannot fight successfully, use this command to run away. If successful, you may flee wildly, risking getting lost. If unsuccessful (because the NPCs can move faster than you do) you go to combat. Advance: If the NPCs are far away use this command to approach them. Once the NPCs are adjacent to the party the Advance command will be replaced with the Parlay command. Parlay: Use this command to speak with NPCs that are adjacent to the party. Choose a character to speak for the party. Pick the character who you think will make the best impression on the NPcs. Then, choose one of five possible attitudes for dealing with the NPCs. Parlay Menu: Parlay: HAUGHTY SLY MEEK NICE ABUSIVE Haughty You try to demostrate your superiority to the inferior creatures you are dealing with. Some encounters only respect an air of superiority and are impressed enough to coorporate; this is also a good way to make them resentful and attack. Sly You try to get information out of the NPCs without them realizing you are doing so. Some NPCs will realize you are trying to get something out of them and will become hostile. Meek You are mild and unassuming in hopes that the NPCs will think you are not worth atacking. Of course, some NPCs attack meek opponents, because they are easy pickings. Nice You try to be friendly in hopes the NPCs are friendly to you. Some NPCs do not choose to be friendly to anyone. Abusive You try to browbeat information out of the NPCs. It is best not to do this unless you have the power to back up your threat. The computer assumes you are as effective as possible in the attitude you call for. COMBAT In many adventures the party will have to fight to defeat the enemy. In combat the computer determines which characters (both player characters and NPCs) have initiative (i.e. which goes first) and depicts that person and his nearby compatriots. If the character is a PC then the player will control his actions. If the character is an NPC, or a PC under computer control using the Quick command, the computer determines his actions. Hitting the Target: The ability of an attacker to hit a target with a melee weapon (such as a sword, spear, or fist) or a missile weapon (such as a bow or crossbow) depends on the chance the attacker has of hitting the Armor Class of the target. This is represented by a number called the THACO. The lower the THACO the better the chance to hit. A target's defense is his Armor Class, or AC. This is influenced by the armor worn, plus the dexterity of the target and any benefit various magic spells may have. (Magic has another method of hitting a target; see the Magic rules). The lower the Armor Class number, the better the armor. The number needed for an attacker to hit a target is the attacker's THACO minus the target's Armor Class. The attacker hits if a random number from 1-20 is greater than or qual to this number. Thus, a person with a THACO of 18 needs a 14 or more to hit Armor Class 4. Armor classes can go into negative numbers, so the same character trying to hit Armor Class -1 would need to get a 19 or better. In a combat, the first and second attackers strike at the defender's front. The third attacker strikes at the defender's rear, unless all the attackers are adadjacent. The fourth and any additional attackers strike at the defender's rear. The defender's AC is substantially reduced against rear attacks. A thief forms the only exception to the automatic facing rules. If the thief attacks from exactly opposite the first attacker, he can backstab. A backstab has a better chance of hitting the defender, and does additional damage when it does hit. Using Missile Weapons: A character may not use a missile weapon if he has an opponent next to him. If he has no opponent next to him, he can fire a missile at anyone in his line of sight. The Next and Prev commands will only aim at targets in the attacker's line of sight. Beginning Combat: Each character can be controlled manually or by the computer. At the beginning of combat each character is controlled the same as he was in the previous combat. Any character under manual control may be turned over to the computer using the Quick command. All characters may also be simultaneously switched to manual control or computer control. Executing Combat: When a combat begins, the screen shows the area around the character with the highest initiative. The entire party may not be on the screen at the same time, and one can rarely see all of the monsters at one time. The computer indicates the active character and lists his name, current condition, armor class, and current ready weapon. Characters and NPCs move according to each character's dexterity and a random number generated by the computer. This is called an Initiative Number and changes with every combat round. Usually higher dexterity characters move before lower dexterity characters. You may use the following commands to handle your side of the battle. If a character cannot use a command (such as Turn for a non-cleric or Cast for a fighter or thief) it does not appear. The Combat Menu: MOVE VIEW AIM USE CAST TURN QUICK DONE Move This is used to move a character and to attack. You attack by moving into an enemy's square. You can even attack party members, but the computer gives you a chance to abort such an attack. If you disengage an enemy, he gets a free attack at your back, as do others you move by. Some characters may have multiple attacks in one turn. Bows get two attacks per turn. High level fighters egt two attacks every other turn. All of a character's attacks are taken against his first target. If the first target goes down with the first attack, you may aim the remaining attack at another enemy. Fighters may make a special form of multiple attacks called a sweep. A sweep may attack several weak targets with a single blow each. The number of spaces a character can move is reduced by the weight carried. A character weighted down with coins or extra armor and weapons cannot move as fast as he could without the items. Bulky armor can also reduce movement. A character who is faster than any enemy can run away from the fight, eventually running from the battlefield. A character who is as fast as the fastest monster, only has a 50% chance of getting away (otherwise he must remain until the end of the fight). A character who is slower than any enemy cannot run off the edge of the fighting area. A character who has run away is no longer part of the fight. He returns after the fight is over. View This is essentially the same command used any time you wish to see a character. Using this, you can ready appropriate weapons to meet the fight in progress. Some options, such as Trade, are not available in the middle of combat. The Use command shows up under Items to allow you to use an item, such as a wand, in combat. Aim This command is used to aim an attack using the follwing options. Aim Menu: Aim: NEXT PREV MANUAL TARGET EXIT Next. Use this command to look at all possible targets, starting with the one closest then going to the next closest. The computer looks at ALL possible targets, including other party members; don't shoot without looking. (However, the computer confirms your order first, before shooting at a teammate.) Prev. (Previous). This is the opposite of the Next command. Use this command to look at the possible targets starting with the one farthest away and working back toward your character. Usually this is a good way to find a good target without working your way through all of your PCs first. Manual. This command lets you aim anywhere on the map. It is especially useful for finding opposing leaders and targeting spells with area effects. Target. Ifyour character has ready ranged weapon, or an item prepared with the Use commend, this command shoots at the target you selected. Use This command allows the character to use any non-weapon item. The command brings up the same screen and menu as the items command under the View Menu. Cast This is only available to magic-users and clerics when they still have spells available. Using this command brings up the Cast options of the Magic Menu (see that description of the Magic Rules). If hit recently, the character's concentration may be broken and you won't be given the Cast option. Turn Clerics can sometimes destroy undead monsters or turn them away from the party. This has no effect on any other form of monster. See the Appendices for a cleric's minimum level to affect various forms of undead. Quick This command turns over control of the character to the computer. It is a good way to handle fights against hordes of less powerful opponents. Once you have establish computer controls him in future fights until you interrupt it. The computer uses ready melee or missile weapons and available spells, switching between them to the most appropriate in the situation. The computer plays a very aggresive game. Done This command is used when a character has finished his turn. Done Menu: GUARD DELAY QUIT BANDAGE SPEED EXIT Guard. The character can adopt this tactic and simply wait to meet any attacker. This means that he attacks the first foe that moves adjacent to him before the foe attacks him. Delay. THis command lets you delay this character's action by reducing his initiative number by 1. If he is the only one to be at the next lowest number, it is his actions until all others have had their action for that round and then he must take an action or lose it. Quit. You can signify you are finished with this character by using this Command. Bandage. This command only appears if a member of the party is dying. The character for whom the command appears can use this command to bandage the party member and keep him from dying. Speed. This command is described under the Alter command of the Encamp Menu. If The Party Flees: As long as any party member survives to the very end of the combat, the bodies of unconscious or dead party members are assumed to be with the party. If the party flees from combat all unconscious and dead party members are permanently lost. If The Party Dies: If ALL the party members are stain you will have to go back to your last Saved Game and try again from that point. After Combat: When combat is over, the screen will show some congratulatory message, then present a menu of commands. If a command does not apply to this after-combat situation, it will not appear. Treasure Menu: VIEW TAKE POOL SHARE DETECT EXIT View See Inspect a Character. At this time you can use the Drop commands in both the Items menu and in the Character Screen menu. Take This command is used to pick up treasure. Take Menu: Take: ITEMS MONEY EXIT Items. Use this command to produce a list of items carried by the monsters you have overcome. If more than one had a missile weapon, all of their remaining missiles are lumped into one line (if there are more than 100, 99 are on one line and the rest on another line). Frequently, the weapons and armor used by monsters are substandard and not worth picking up as treasure, so they are not listed. If one character tries to pick up too many items, the computer will say he is overloaded and will not allow the acquisition. Money. The computer displays each type of coin available and how many of each coin there are. You indicate how many of the coins the active character takes. One character can take all of the coins if he has the strength to do so, or you can allow each character to take a share. If you try to pick up more than the character can carry, the screen displays a message saying,`The character is overloaded,' and will not let any more coins be put on the character. Remember, canying lots of colnage slows a character down in combat. Pool This command makes all the party members drops all of their money info one pool of money. It becomes part of the treasure and the party members can use the Take Menu to reapportion their funds. Share This command picks up all the money in the treasure, divides it into shares, and distributes it among the characters. Detect This command casts a detect magic from the current active character. Exit This command lets you leave the scene of the battle. If there are still items that can be picked up, the machine will remind you that there is still treasure left. You can go back to the Treasure Menu or leave the treasure and go to the Adventure Menu. MAGIC Magic is integral to Pool Of Radiance. Both magic-users and clerics can use magical spells. How Magic Works: A spell can exist in one of three forms: In Memory, In Spell Book, and On a Scroll. In Memory A magic-user or cleric who has a spell in Memory is said to have memorized the spell. He can cast the spell as shown in the Cast command description. In Spell Book Magic-users write their spells into a Spell Book. They can only write those spells into the book of which they have the ability to cast. The books are compendiums of spells among which they choose the ones they want to memorize. Clerics do not keep a spell book, they simply pray each day to get their spells. On A Scroll A spell written on an enchanted scroll can be read by a cleric or magic-user, depending on the kind of spells on the scroll. A magic-user must cast the spell read magic to understand the spells a scroll contains. Once he has done that, he can read the spell aloud at any time to cast it. A cleric does not need a read magic spell to read a clerical spell on a scroll, but only a cleric can read the spell. Once any kind of spell has been cast or scribed from a scroll, the spell disappears. A magic-user may scribe the scroll spell into his spell books for future memorization. This erases the spell from the scroll. Spellcasters can get a list od their memorized spells from the Cast option of the Magic Menu or from the Spells option of the View Menu. They can get a list of their spells on scrolls from the Scribe option of the Magic Menu. If all you want is a list of available spells, be sure to exit before you actually cast or scribe the spell. The Magic Menu: CAST MEMORIZE SCRIBE DISPLAY REST EXIT Cast. Use these commands to cast spells. In combat the spellcaster is the current character. In camp the spellcaster is the current active character. Cast Menu: CAST NEXT PREV EXIT The Cast Menu appears in both the Magic Menu, and the Combat Menu. It shows all the spells available to the active character. Find the page with the spell you want to cast. Select the Cast command. Then select the spell to cast it. If necessary, indicate the target of the spell. If you do not find the spell you want, you can Exit. In combat, the character can take another option. Otherwise the character returns to the Magic Menu. Once cast, a spell is gone until it is memorized again. Memorize. For a character to learn a spell, use this command, which only appears in the Encamp Menu. The computer displays a page from the active character's spell book (or a list of possible clerical spells) and you are offered the following commands. Remember that if a magic- user or cleric has the ability to learn more than one spell of a level, he can learn the same spell more than once. Memorize Menu: MEMORIZE NEXT PREV EXIT Find the page with the spell you want to memorize. Select the memorize command. Then select the spell to memorize it. The 'pages' here are pages of the magic spell book, rather than just the lsit of already memorized spells. Picking a spell to memorize does not mean that the spell is memorized. Learning a spell takes 15 minutes (game time) per level of spell, plus a period of relaxation before starting to memorize one or more spells. See the Rest command in the Magic Menu. Only one spell may be learned at a time, though the spellcaster need only relax once before learning several spells. The learning time must be uninterrupted. You have to go to the Rest command and spend the time to memorize the spell. If you have only been in camp long enough to memorize some spells, those are learned and the others lost. The spells are memorized in the order you pick them. Example: A magic-user decides to memorize 2 uses of magic missile (a first level spell) and 1 use of invisibility (a second level spell). This is a total of 1 hour of time for memorization, plus 4 hours relaxation time. If the party is attacked before the first 4 hours are up, no spells are learned. If the party is attacked after 4 hours and 15 minutes in camp, the magic-user has learned 1 magic missile spell. After 4 hours and 30 minutes he has learned both magic missile spells, and after 5 hours he has learned the invisibility spell as well. Once you have picked all the spells for one character, you Exit the menu. The computer displays the spells you have chosen and asks you to confirm the choices. If you confirm the choice, you go back to the Magic Menu and can select spells for the next character who needs to memorize them. If you cancel the choice, all the choices are ignored and you must re-select all the character's spells. Scribe. Use this command to inscribe spells the character finds on a scroll into his spell book. Scribe Menu: SCRIBE NEXT PREV EXIT The computer displays all the spells on scrolls that the magic-user has cast read magic on. Find the page with the spell you wish to scribe. Select the Scribe command. Then select the spell to scribe it from the scroll into your spellbook. If a spell is of too high a level for the character to scribe, the computer tells you so. Scribing the spell erases it from the scroll. Scribing takes the same time as Memorizing a spell, and is unsuccessful if the total time is not taken. Display. Use this command to find out what magic spells are currently working on the party in camp. This serves as a reminder of obvious spells working on the entire party, such as bless or light, and on individual members of the party, such as protection from evil or invisibility. This also reveals subtle curses (though not the nature of the curse) on the party or individuals in the party. Rest. To memorize spells, one must Rest. This takes you to the Rest Menu described in the Encamp Menu description. Spells are not memorized until the character has rested the necessary time. The Exit command in this use of the Rest Menu returns you to the Magic Menu, not the Encamp Menu. Spells Available A beginning magic-user is given four first-level spells when he leaves his master to adventure on his own. These are shown in the spell book for the magic-user. Each time the magic-user gains a level of experience, he gains one spell, even though the rise in level may give him the ability to learn more than one new spell at a time. To gain further spells, he must find scrolls in treasures and copy spells he is capable of casting into his spell book, using the Scribe command in the Magic Menu. Clerical Magic Clerical magic is very similar to magic-user magic, but a cleric needs no spell books. All spells possible to his level are always available to a cleric, he need only memorize them. Just what spells are available depend solely on the level of the cleric. Therefore, when a cleric finds scrolls with clerical spells on them, he can simply use them straight off the scroll, since they are not something he needs to Scribe into a spell book. Saving Throws Magic is a chancy business. Many spells do not necessarily affect their targets. This is simulated with saving throws. In Pool Of Radiance the saving throw is the chance that the spell has no effect or a lesser effect on the character it is cast on. As a character gains levels, his saving throws improve, and the chance that magic affects him is decreased. The final results of any spell are shown on the computer screen. Magic-users have better saving throws against cast magic or magic from items, clerics have better saving throws against death and poison, and dwarves and halflings have better saving throws versus any form of magic. The Spells: Some spells are quick and can be cast in combat, and some take an extra long time to cast. Those that take extra time can only be cast when using the Magic Menu from the Encamp Menu. Time And Magic The duration of magic spells is important. A spell's duration is either: instantaneous, as with most damage spells; measured in rounds, as with most other combat spells; measured in turns, as with many detection and protective spells; or permanent. When planning use of spells to use in movement (such as a find traps), remember that one round equals one minute of game time and one turn equals 10 minutes of game time. The Spell List The spells available for characters in the Pool Of Radiance are: First Level Clerical Spells Bless. This spell can only be used in camp or combat, and it only affects those characters not in melee. It gives a bonus of one to their THACO for six rounds and raises the morale of friendly NPCs by 1. Use it in camp only if you know you are going into combat immediately afterward. Curse. This reversal of bless affects enemies not in melee and modifies their THACO and their morale by 1. Usable only in combat and lasts 6 rounds. Cure Light Wounds. This can be used any time. The caster must be next to the target. It heals 1-8 points of damage. Cause Light Wounds. This combat-only spell causes 1-8 points of damage to one adjacent target touched by the caster. Detect Magic. This is similar to detect evil, but only lasts 1 turn. it detects the presence of magic in a 1 square by 3 square area, but gives no details on the type of magic. Protection From Evil. This spell can be used in combat or in camp when you expect to go into combat shortly. It adds 2 to the AC of the character against evil attackers. Any saving throws caused by attacks of such monsters are at +2. This spell lasts 3 rounds per level. The caster must touch the target (which can be himself). Protection From Good. This is essentially the same as protection from evil, but it protects against the attacks of good creatures. Resist Cold. This spell protects the recipient against cold, providing absolute protection against cold up to 0 Fahrenheit and an additional saving throw against cold-based attacks. The duration is 1 turn per level of the caster, and the caster must touch the target. Second Level Clerical Spells Find Traps. This must be cast in camp. It makes any traps in the direction the character is facing visible to the character. The spell lasts for 3 turns. Hold Person. This combat only spell holds immobile from 1-3 (cleric's choice) creatures of roughly human shape and size. The duration is 4 rounds plus 1 round per level. Resist Fire. This is identical to resist cold, but it works against heat and heat attacks. Silence 15' Radius. This is a combat spell. It silences any spell casting or discussion in the radius. If cast on a person, the radius follows him around for the duration of the spell unless he makes a saving throw. If cast on an area, the spell affects everything in that area for the duration of 2 rounds per level of the caster. Slow Poison. This spell can be used in camp or combat. It revives a poisoned person for 1 hour per level of the caster. The target of the spell then dies unless a neutralize poison (a high-level spell only used by NPCs) is cast on him.  Snake Charm. This spell can be cast in combat only. It influences as many hit points of snakes as the cleric has hit points. The snakes cease all activity for 5-8 rounds. Spiritual Hammer. This is a combat spell which creates a temporary magic item, automatically Readied. It can strike at range and does normal hammer damage. It strikes monsters that only magical weapons can affect. This lasts for 1 round per level of caster. Third Level Clerical Spells Animate Dead. This spells can be used in combat or camp. It turns a dead human person into a zombie to help the spellcaster. In combat, the zombie fights for the spellcaster, though controlled by the computer. This spell is permanent until the zombie is destroyed. If created to work with the party, a zombie becomes an NPC and there must be room for him in the party (remember, the limet is 8 characters) or he cannot be taken along. Cure Blindness. This touch-only spell is used in combat or camp to cure the blinding effects of the cause blindness spell. Cause Blindness. This touch-only spell can only be used in combat. The victim gets a saving throw. The duration is permanent until negated by cure blindness or dispel magic. Cure Disease. This spell can be used in camp only. It cures the diseases caused by mummies and the disease spell. Cause Disease. This is a combat spell with a touch range. There is a saving throw. If a character is afflicted with a disease, over time he loses HP and Strength Points until he is down to 10 percent of his normal values. This disease is cured by a cure disease or dispel magic spell. Dispel Magic. This spell can be used either in combat or camp. In combat, it affects every magic spell and item in an area. In camp it affects every person anditem you select. There is a percentage chance of success with this spell depending on the level of the caster and level of the originator of the spell to be dispelled. If successful, the target magic is permanently eradicated. Prayer. This is a combat spell that lowers all THACOs and saving throws for friendly combatants by 1 and raises them by 1 for all unfriendly combatants. It has a 60' radius and lasts 1 round for each level of the character. Remove Curse. This can be used in camp or combat and allows the target to be rid of a curse (as from a curse or bestow curse spell) or put down a cursed object. The range is touch. Bestow Curse. This spell has a duration of 1 turn per level and is used in combat. It has variable effects determined by the computer First Level Magic-User Spells Burning Hands. This touch-range combat spell causes fire damage of 1 point per level of the caster. There is no saving throw. Charm Person. This spell makes a humanoid creature the caster's friend and ally. Any action of the caster will be seen in the most favorable light possible. The target gets a saving throw when the spell is thrown and again days or weeks later, depending on its intelligence. You can never be sure the effect is permanent. For the moment, the charmed creature can become an NPC (if there is room in the party roster) under the command of the caster. Detect Magic. This spell is the same as the clerical spell; its duration is 2 rounds per level of caster. Enlarge. This spell can be used in camp or combat and lasts for 1 turn per level of the caster. The living target increases in size by 20% per level of the caster. It makes the humanoid target into an ogre or giant in size and strength for combat purposes. A target can only be under the effect of 1 enlarge spell at a time. Unwilling targets get a saving throw against this effect. Reduce. This is the opposite of enlarge, and can be used to negate enlarge. Unwilling targets get a saving throw against its effect. If the saving throw is unsuccessful, the target is reduced in size and loses effective strength and movement. Friends. This combat only spell affects everyone in a sphere that increases with the level of the magic-user. Everyone within that sphere failing a saving throw thinks the caster has 2-8 more points of Charisma. Those who make their saving throw think he has 1-4 less points of Charisma. The effects last 1 round per level of caster. Magic Missile. This is a combat spell that does 2-5 points of damage to the target, no saving throw. For every 2 levels, the magic-user gets 1 missile, so magic-users of the 3rd and 4th levels get 2 missiles, and those of the 5th levels get 2 missiles, and those of the 5th and 6th levels get 3 missiles. All must be fired at once. Protection From Evil. Like the clerical spell of the same name, but it lasts for 2 rounds per level of caster. Protection From Good. Like the clerical spell of the same name, but it lasts for 2 rounds per level of caster. Read Magic. This is only used in camp and allows the user to read any magical (not clerical) writing. It lasts for 2 rounds per level of caster. Once you use this spell to read a scroll you can cast the spells off of the scroll. Shield. This spell is a combat spell that improves the targets armor class and saving throw, and negates the effect of the magic missile. The spell lasts for 5 rounds per level of caster. Shocking Grasp. This combat spell does 1-8, +1 point per level of caster, electrical damage to a target the caster touches. Sleep. This spell puts up to 16 targets to sleep for 5 rounds per level of caster. The least powerful targets are affected first, and the bigger the monster, the fewer of them are affected. Monsters above a certain power are not affected at all. No saving throw. Second Level Magic-User Spells Detect Invisibility. This can be used in camp or combat and lasts for 5 rounds per level of caster. This has a range of 20 feet per level of caster. Invisibility. This makes the target (touch range) invisible to normal and infravision until he ands the effect or attacks someone. Knock. This spell is used to open locked doors or chests. It can be used in camp or while moving. Mirror Image. This combat spell creates 1-4 illusory duplicates of the magic-user. If a duplicate is attacked, it disappears. The spell lasts 2 rounds per level of caster. Ray Of Enfeeblement. This combat spell has a saving throw. If the target does not make the saving throw, he is weakened (he does less damage for 1 round per level of caster). Stinking Cloud. This affects a 2 square by 2 square area. Anyone in the cloud gets a saving throw. If unsuccessful, he is helpless for 2-5 turns. He can move out of the cloud, but he is still helpless. If he makes the saving throw, he is helpless only as long as he is in the cloud and for 1 round afterwards. The cloud lasts 1 round per level of caster. Strength. This spell is only used in camp. It raises the strength of the target by a variable amount depending on the class of the target. The duration is 6 turns per level of caster. Third Level Nagic-User Spells Blink. After casting this spell, the caster can seldom be targeted because he is blinking in and out of the area. The spell lasts for 1 round per level of caster. Dispel Magic. This is just like the clerical spell of the same name. Fireball. This area effect spell does 1-6 points of fire damage per level of caster to each target in the area. A successful saving throw cuts the damage in half. Outdoors, a fireball has a 2 square radius. Indoors, in a constrained area, it has a 4 square radius. Haste. This combat spell affects 1 person per level of caster. Everyone affected moves twice as far and attacks twice with melee and missile weapons, but they do not throw any additional spells per round. It lasts for 3 rounds plus 1 round per level of caster. Hold Person. This is like invisibility but affects everyone within 10 feet of the caster when it is cast. Everyone affected stays invisible, and comes out of it normally, but if the caster ends his invisibility it ends for everyone. Lightning Bolt. This affects everyone in its path. It does 1-6 damage points per level of caster, a successful saving throw cuts this damage in half. A lightning bolt is 4 or 8 squares long in a line away from the caster. The bolt will rebound off walls to reach its full length. Protection From Evil, 10' Radius. This is just like protection from evil, but it affects everyone within 1 square of the target as long as they stay there. Protection From Good, 10' Radius. This keeps the target (touch range) from being harmed by non-magical missiles for 1 turn per level of caster. Slow. This combat spell affacts 1 person per level of caster. Unwilling targets get a saving throw. Targets move at 1/2 their normal distance each round, and theirnumber of attacks per round is halved. If they only have 1 attack per every other round. This can be used to negate haste. Its duration is 3 rounds plus 1 round per level of caster. ----- AGAIN ANOTHER 100% POWER-TYPING ---- --- DONE BY THE TWINS OF TRILOGY --- es. Moving Around: The first thing a new party must do is equip itseSEWER SOFTWARE PRESENTS LEISURE SUIT LARRY 3....THE SOLUTION Now, on to the history of Larry 3... The Larry series, as most of you probably know, is unlike most games. It's more of a "Pornographic Sex Adventure" where you are the bumbling Larry Laffer, on his never ending quest for pussy. This one is quite unique however since you are TWO characters, Larry, and Passionate Patti (Larry's beloved?).. About halfway through the game you will switch into Patti.... I wont go into that now.. There is one part to note, there will be a set of commands called "LEI COMMANDS", they are shortened and are the following set of instructions: Go to cave by Chip-n-Dales Enter cave Save game go to edge of cliff get flowers make lei exit cave go back to whatever you were doing before..Since we had to finish this game with these commands like 5 times due to flowers wilting, well... Also, you can beat the 4000 point score, we finished it with 4337 today OK Here We Go..... look through left binoculars look at plaque exit go home go to work go home open mailbox get credit card goto beach look at girl talk to girl give girl credit card WAIT! get ginsu knife leave beach goto casino sharpen knife on casino steps goto wooded are right before house get little peice of wood by small grey tree carve wood goto cave by chip-n-dales cut grass with knife make grass skirt goto cabana get soap by sink drink water from sink enter cabana read wall put on grass skirt goto beach sell wood carving to girl go back to cabana put on suit goto showroom in the casino talk to man show ticket(look at appendix a: to get the number) give man money watch show walk around telephone and wait for girl look at girl talk to girl when girl mentions farm and shit type "deed" goto lawyers office talk to receptionist about deed(until hes not busy) talk to lady lawyer "deed"(until not busy) leave building enter building talk to rec. about deed goto Chari Tart's door knock on door give her deed dance explore island in showgirl outfit(optional(extra points)) goto chari tarts door open door find clothes get dressed goto beach get towel goto lawyers office divorce talk to lady about divorce leave building enter building talk to man about divorce give money to man leave building goto bar in casino sit down by girl look at girl talk to girl give girl lei "divorce"(to girl) get card exit look at back of card-(on the back are 3 business' name in order...look in appendix a: and get the page numbers from each business..this is the locker combination in order of business' at entrance of bar, check for magic marker if its there grab it, each time you enter the bar, check, when it appears, get it. goto fat city insert card in far door look at girl talk to girl "workout" (say this to girl) exit room goto door on left insert card "FIND LOCKER 69", type this Face locker open locker put on sweats close locker goto right door in locker room there are 4 exercises, you must do them all... until you lose enough weight, stand next each one 1 by 1, and type "WORKOUT". Now you know where "Pulsating Pectorals" came from, eh? leave workout goto locker 69 open locker take off sweats grab towel grab soap close locker goto left door turn on shower use soap rinse off turn off shower goto locker 69 open locker dry off use deodorant get dressed close locker goto room where woman was working out look at woman type "HELP GIRL WITH VIDEO" :LEI routine goto bar give patti lei "ASK PATTI FOR DATE" goto comedy club get bottle of wine goto casino use elevator PUSH 9 pour wine WAIT!!!!! (Ok, halfway there, now you switch into Patti...What fun, eh?) get panties get nylons get bra get dress get bottle (note, its empty) enter elevator push 1 goto bar get magic marker (if you dont have it) goto piano ****** Note, here is a NICE way to jack up your points, just keep doing the following 2 steps until you get tired of it... look at piano get tips ******** Wheee, what fun.... goto cabana fill bottle with water from sink drink water from sink go in chip-n-dales (optional for points) go past comedy club to cliff SAVE GAME! enter bamboo past upper cliff goto first T, take right follow path ***** DONT DRINK WATER UNTIL DELERIOUS, WE WILL TELL YOU WHEN! first left hook turn right at T follow path left hook drink bottle, if delirious and on knees save game "DRINK FROM STREAM"(Dont fall in!) go up to rock take off nylons tie nylons to rock climb tree SAVE GAME get coconuts climb down get marijuana SAVE GAME smoke marijuana WAIT Restore game make rope walk to edge of cliff by tree throw rope tie rope to tree rip dress save game climb rope go up and left stop take off bra put coconuts in bra walk until boar comes out (dont let him get you) throw bra walk to river go into water move log get on log note, now you have to RIDE the tide, make sure to save as often as possible, its a long ride, but you are almost done.. get captured by nudists when in cage type "USE MAGIC MARKER" when in anti-gravity type "UNPLUG CORD" We hope you have enjoyed playing Leisure Suit Larry 3 Appendix A: Page # Pass Number Business Name ------ ----------- ----------------------------------------- 2 n/a The Punk Flamingo Disco 3 00741 n/a 4 n/a Nontoonyt Tonight 5 55811 All Systems 6 30004 Native Crafts of Nontoonyt 8 n/a The Comedy Hut / Beach Watch 9 18608 Community Calendar 10 25695 Island Computer Center Bippi's Island Liquors  Cherri Tart - Nontoonyt Casino Showroom 11 32841 Dining Out 12 00993 Chip-N-Dales Freddies Feral Bar-B-Q 13 n/a Island Office and Voodoo Supply Panty of The Month Club 14 n/a Highlights 15 09170 n/a 16 n/a Dewey Cheatem and Howe 17 n/a Witch Doctor 18 49114 Piggi's Coffee Shop 19 33794 Nontoonyt Nectarine Advisory Board 22 54482 n/a 23 62503 Fat City 24 n/a Hurts Rent-A-Bike 27 32814 Tl's Aphrodesiacs as silently as possible, hiding in any available shadows, and generally being as creful as possible. If you never go to Search mode, you will run into fewer wandering monsters (because you are m Never heard of this game...these are AMIGA docs (complete with spelling mistakes...hopefully it's ST relevant!) Swords Of The Twylyte Release Version PRELIMINARY DOCS Swords of Twilight offers you an extraordinary opportunity: freedom of action in a world of wonder and sense. Eat, sleep, explore, learn. Meeting interesting people. Talk, fight. Just like real life - with magic. If you like, bring a friend or two, and live the life of a knight or magician on a quest to recover the Sword of Shambala. Gossip with dragons, cast a spell with word an gesture, swing your sword at an armored foe, or stalk the musty corridors of ruined tombs where skeletons stir at night. Short of first- degree burns, this is a close as you can get to a dragon's breath or a wizard's fireball. Swords of Twilight is fairly intuitive and largely self-prompting. Learning it can be done in 5 ways. * Read the manual. (We know it's against your principles, but give it a try.) If you're in a hurry, at least read THE DISKS AND QUICK START TO SWORDS OF TWILIGHT. * Trial and eror is a reasonable way to familiarize yourself with movement and the menus. Nothing dire will happen (Honestly) * Observe the conduct of your computer-controlled comrades; although they lack an overall sense of purpose or direction (thats up to you) they do know how to conduct themselves in an encounter with friend or foe. If you do not speak up, they will. * Ask anyone you meet everything the menus allow, and pay attention to the answers, which may depend on the type, experience, and locatation of the speaker. Even commonplace sayings are true and relevant. * Use your imagination. Put yourself in an ancient world where magic works or used to. What would you do? How would you act? Would someone object to theft or murder. Could you go a week without food? Or sleep? When in doubt, act naturally. The world you experience, however fantasitic, reflect our own. TABLE OF CONTENTS. CAUTIONS 1 THE DISKS 1 LOADING INS. 2 GAME COMMANDS 4 QUICK START TO S.T. 6 THE SCREEN 8 GETTING STARTED 9 CONTROLLING YOUR CHAR. 10 MENUS AND OPTIONS 12 MONITORING YOUR CHAR. 12 TRAVEL 19 DONJONS 20 MAGIC 22 CAST OF CHARACTERS 28 COMPUTER CONTROLLED CHAR 31 CAUTIONS This manual is written for Amiga computers. If you're using anything other than an Amiga, consult the Command Summary Card included in the package. To play Sword of Twilight, your Amiga must have at least one floppy drive and 512k of RAM If you're going to play from a hard disk, you'll need more than 512k of memory. Your machine must be operting iwth Kickstart 1.2 or higher. The game supports up to two joysticks. Dont' throw away the box THE GRAIL by MicroDeal Another doc brought to you by Scotty The Ertalian War The Final Days A great darkness covers the land of Kabar. The terrible war is laying waste to the land. Starvation is no longer a stranger at the hearths of Kabar. Fields which once were rich with the bounty of the land lay fallow. Men and even boys are being pressed into the service of the Wizard King, Bentalynz. Each day more news arrives of more deaths in battle. Mystical figures, conjured by the Mages of Ertal, appear in the streets of the city wreaking havoc upon all who dare to venture away from the safety of their homes. Werewolfs and terrible demons are everywhere. Travel is possible, only with the protection of the most powerful magical spells. Even Lord Sulphres, grand nephew of Bentalynz, is rumored to be tiring from the long war. However, his maticks - Number of sticks of dynamite necessary to blow-up the building. Circles - Length of time needed to plant the explosives. Each full red circle represents one hour, with half and quarter red segments representing half and quarter hours respectively. Boxes - The stock of dynamite available to you. Each box of dynamite contains two bundles of six sticks. Sabotaging buildings involves strategically laying dynamite around them, wiring the explosives to a detonator box, retiring a safe distance and BANG! Another building useful to the enemy has been eliminated. The art of laying dynamite has been mastered by your 32 team members to differing degrees, and it is their level of sabotage skill and their state of health, combined with the size and strength of the building which determines how much dynamite is needed. The time it takes to lay the explosives varies according to the type of building. Plant the dynamite by clicking on the building you want to blow up. This wires the building to the detonator and adds the appropriate time to the personal watch. Your stockpile of dynamite dwindles. The dynamite can be removed by clicking on the building again. The personal watch is reset to its previous time, and the sticks are returned to the stockpile. Any number of buildings can be wired up simultaneously if the stocks of dynamite permit. When you are ready, click on the detonator icon to depress the plunger. The building, or buildings, will explode in sequence. The sabotage display then shows ruins where buildings once stood. Some combinations of buildings take such a time to wire that the saboteur's personal time overruns the report time by several hours. After such sabotage, he will be unable to do anything else until the next report time. Select the Decisions Display by clicking on the appropriate icon. When you subsequently select on of the 3-D action modes, any buildings which you have destroyed will be found in ruins. If the enemy have captured one of your Police Officers and imprisoned him in the cells of a Police Station, he can be liberated by destroying the station. He may then be recruited by entering the ruins and asking him for help in the normal way. Sabotage is of great strategic importance. Blowing up Factories deprives the enemy of ammunition, blowing up Synthesis Plants deprives him of fuel and blowing up Warehouses deprives him of both! Sabotage of all his radio stations enables you to recruit a full team of 32 members. Ultimately, to win, you must blow the enemy HQ to smithereens! Rest Muscle Power is drained by strenuous activities such as skiing and must be replenished from time to time by rest. Energy is then transferred from the Energy Reserves to Muscle Power. You can rest for five minutes by clicking on the Muscle Power indicator on the Decisions Display. In other situations, rest is automatic. After a blackout in any action mode the individual you are controlling will always take five minutes rest. An individual rests for the whole duration of a cable-car journey, and also when he is eating or sleeping. Individuals with spare time when watches are synchronized automatically rest for that period. The benefit given by rest depends on the individual's location. The cozier the building the quicker Muscle Power is restored. Resting out in the wilderness gives the least benefit. Eat All the individuals in the game need to eat from time to time to replenish their energy reserves. The level of energy reserves an individual has is shown as one of the Qualities and Skills on his Personality Display. Excessive use of Muscle Power soon makes demands on their energy reserves. Meals can be taken in a House, a Store, a Police Station, or a Mountain Hut. When an individual enters one of these buildings, the 'eat' icon will be displayed. Clicking on this allows him to eat a meal, which will take him half an hour. The time will automatically be added to the individual's personal time and his Energy will be replenished. The individual is then free to select any further options available to him. You can eat as much as you like, but there is little point once your Energy level is at maximum. Sleep Alertness gradually decreases during any action mode and must be replenished from time to time by sleep. Otherwise, an individual's performance can be severely affected. An individual can sleep in a House, a Hut or a Police Station. When he enters one of these buildings, the "Sleep" icon appears on the Decisions Display. Clicking on this allows him to sleep until the next Situation Report. Further time can be spent sleeping, but this is not automatic. Rescue Rescue normally happens automatically. If an individual is so badly injured in a crash that he cannot move, after the crash he will find himself inside the nearest building. He has been rescued by members of the local population. Occasionally he'll find that he's been rescued by the enemy and imprisoned in a Police Station (if this happens another person will have to blow up the Police Station before he can move). Likewise, a person will always be rescued if he crashes into a lake or into the sea. There are occasions when an individual is injured but not immobilized; he is forced to move very slowly. In this sort of situation it would be very useful to be rescued. For this purpose, each team member has a distress flare. This can be fired at any time during the game by clicking on the S.O.S. icon on the Personality Display. Once it is fired he will be rescued immediately. You must choose you moment carefully because each team member only has one distress flare throughout the game. First Aid From time to time individuals may be injured in action. As explained earlier, the State of Health of a individual is shown on the Personality Display by the color of the figure behind the Qualities and Skills list. If an individual becomes injured (i.e. one of his limbs turns orange or red), he can be helped in his recovery by receiving First Aid from a fellow Peace Force member. However, for this to be possible, the injured party must be in the company of another individual. The Peace Force members have all received First Aid tuition as part of their training, but Nurse Maddocks and Doctor Revel are obviously far more skilled than the others in the treatment of ailments. Receiving First Aid speeds up recovery from injury - it does not make an individual instantly healthy - and treatment from either of the experts will hasten recovery to a greater degree than if treatment is form non-specialists. If an individual is in the company of an injured person the First Aid icon will appear on the Decisions Display. Selecting this will access the First Aid display, showing the individual's portrait in the top left hand corner, and those of the injured companions below. Icons are also present allowing you to scroll pages (in case there is a party of wounded people!), and to return to decisions mode. Select the person you wish to treat by click on his portrait. The portraits of the 'nurse' and 'patient' are displayed along with the personal time watch of the 'nurse', and the report time watch. The scroll icons allow you to select another patient. The state of health display of the 'patient' is shown, indicating in the usual way which limbs are damaged. Each damaged limb has a number next to it, which shows how many minutes it will take to bandage that limb. Limbs are bandaged individually by moving the on-screen pointer over the selected limb and clicking the left mouse button. Medical experts will apply white bandages, whilst others will apply gray bandages! As the bandages are applied, the personal time clock is updated. Refuel If an individual has been driving a snow-buggy and he then enter a garage, the refuel icon will appear on the Decisions Display. - you'll need those crests on the inside front cover. THE DISKS Inside the package you'll find a program Disk and a Data Disk. The disks are not copy protected. Unless you install the game on a hard disk, yo also need a blank floppy disk. Before you begin play, YOU MUST MAKE A COPY OF THE DATA DISK. It'll auto. be named "copy of Sword data Disk" Leave it that way. When playing, use only your copy, no the original. The copy will be updated every time you "save the game. (See saving the game, page 5); if you ever go to start a new game, make another copy of the original data disk. If you don't know how to make a copy, read the instructions below that pertain to your particular system. Becuase Swords of Twilight uses a custom font, you must boot (or reboot) with the Swords of Twilight Program Disk. That is, when the computer asks for a Workbench disk, insert the program disk. Double click on the disk icon when the window opens up, double-click on the sword icon to begin the game. You can install the game on a hard disk by folliowing the instructions below. In these instructions, left click means click (quicking press and release (the left mouse button ; double click mean click a mouse button twice in a row) GAME COMMANDS Characater Actions Use the cursor keys or the joystick to move your character. All other actions requre the "trigger key" the right ALT of AMIGA key or the joystick button. Press and release the trigger key to get into the menu of further options what allow you to: * Shift your attitude or manner * Take items (pick up or drop items, ready or unready equipment, eat food or drink a potion) * Talk to people (Ask for information and aid, Offer answers, give and receive gifts) * Move (exit the menu and move or fight) See Menus and other options for more details. To fight, select SHIFT and change your attitude to HOSTILE (If you aren't already) Next, select MOVE to exit the menu. When your character is next to a foe, press the trigger key, and without releasing it, use the cursor keys or push the joystick in the direction you wish to strike. PAUSING THE GAME. Press ESC to pause the game any time you're not on the Rainbow Road. To resume play, press the spacebar. You can also pause the game by holding down the left ALT or AMIGA key. Use this if you wish to write down a message on the screen. The game resumes as soon as you release the key. QUITTING THE GAME. To quit, remove the disk(s) from the drive(s) turn off your computer, or reboot with a different disk. REGROUPING. During the game, you can shift control of a character from the computer to a human player or vice versa. If a friend arrives or leaves, you can "regroup" Hold down the left ALT or AMIGA key, and press R. Next, use the left/right cursor keys and the right ALT or AMIGA key to specify how each char- acter in your party will be controlled. Note: your can't regroup during an encounter or on the Rainbow Road. SAVING THE GAME. The standard way of ending a game session is to return home, see the Queen, and Part. At that point you have two options: Save or Regroup. To save the game and preserve your progress up to that point, choose Save. If you just wantto try new character, choose Regroup. (Note that this does not have the same effect as left ALT-R) If you save the game, you can then continue playing with the same character, choose new ones, or quit playing. If you're about to enter a particularly forebidding dungeon, or you don't have time to make it back to Glorianaa's castle, press F10 to save the game. You must be outdoors but not in an encounter. You can then continue playing or quit. When you quit and later restart the game, you'll be exactly where you left off. With this option, you cannot changed the character in or the locations of you group. QUICK START OF SWORD OF TWILIGHT. FORM A PARTY From a cast of 31, pick three characters to begin your quiest. Using the keyboard and one or two jouysticks as input devices, up to three people can play simultaneously, each controllling one character The computer will direct any of your comrades not controlled by a human. ( You can't use a mouse, but you can leave it connected if the computer is running the cor- respoding character.) Your initial choice of characters is not crucial. All of them are reasonably equipeed, and a mixture of ranks works best. For starters, avoid the slow (e..g. Tessalon) and the stubborm (Bercilak or Ursin) In fact, let the mages stay home for now, and begin with Imric, Araianaa, and Lochinvar, pe- hapes, or Valor, Bronwen, and Gardol. (See Cast of Characters for more in- formation.) A DYNAMIC WORLD Swords of Twilight is dynamic. Things change. Reputatin spreads. Circumatances vary. Castles fall to ruin; ruins can be rebuilt. Treasure taken away is gone. A valuable object left behind may be moved and put away. ENCOUNTERS. Every individual in unique. All ogres are ogrish, but some are stronger or stupider than others. Even commoners differ in skill and experience. There is no direct way to tell the rank of those you meet. Someone with several followers will tend to be higher-ranking than a lone individual. A more experienced person knows more and is harder to impress. Encounters are fluid. Everyone's behavious affect everyone else's. Friendly folk naturally move physically closer to one another. People whisper secrets they won't shout across the room. If you get too close for comfrot, however, people will withdraw or get angry. Pressuring them can work- but not for long. REPUTATION. People remeber how you treat them , and gossip spread quickly. If you roam through a town slaying everyone you meet, you'll ensure a hostile reception there. And you'll be unwelcome elsewhere in the land. Try to part on a positive role with those you met Freindly or Polite. Leaving people Hostile or dead will cause you trouble alter and, to some degree, will even harm the reputation of the Queen's other envoys. There are exceptions. Slaying ghols, ogres, or Shadowlard's minions may earn you a hostile gretting in a Shadowlord's cidatel but will en- hance your reputation elsewhere. However, nobody cares what you do in a ruin - except th people who live ther. Lifewise, the repution you earn in one world has little effect on your repution in another. NIGHT AND SHADOW The gloom of night is real. Those who prowl the darkness are often dangerous, and even decent folk are more apprehenseive and less friednly in the dead of night. Time is against you. As Shadow falls across the worlds, fear breeds distrust; suspicion leads to hate. Emboldnened ghouls strike at human habitiation; sacked setllments become ruins: home of the lost, the desperate, and those who prey on them. In a ruin, no guards man their posts' no one has authority or influence; none can help or heal. Slaughter and theft on your part only hasten the decline. To restore order and allow rebuilding, you must act quickly. must act quickly. sticks as input devices, up to three people can play simultaneously, each controllling one character The computer will direct any of your comrades not controlled by a human. ( You can't use a mouse, but you can leave it connected if the computer is running the cor- respoding character.) Your initial choice of characters is not crucial. All of them are reasonably equipeed, and a mixture of ranks works best. For starters, avoid the slow (e..g. Tessalon) and the stubborm (Bercilak or Ursin) In fact, let the mages stay home for now, and begin with Imric, Araianaa, and Lochinvar, pe- hapes, or Valor, Bronwen, and Gardol. (See Cast of Characters for more in- formation.) A DYNAMIC WORLD Swords of Twilight is dynamic. Things change. Reputatin spreads. Circumatances vary. Castles fall to ruin; ruins can be rebuilt. Treasure taken away is gone. A valuable object left behind may be moved and put away. ENCO. x.. xDESKTOP INF2#a000000 #b000000 #c7770007000600070055200505552220770557075055507703111103 #d #E 58 02 #W 00 00 18 07 1E 09 08 A:\*.*@ #W 00 00 0D 08 15 0B 00 @ #W 00 00 0E 09 15 0B 00 @ #W 00 00 0F 0A 15 0B 00 @ #M 00 00 00 FF A FLOPPY DISK@ @ #M 00 01 00 FF B FLOPPY DISK@ @ #T 00 03 02 FF TRASH@ @ #F FF 04 @ *.*@ #D FF 01 @ *.*@ #G 03 FF *.APP@ @ #G 03 FF *.PRG@ @ #F 03 04 *.TOS@ @ #P 03 04 *.TTP@ @ *.TOS@ @ #P 03 04 *.TTP@ @  is real. Those who prowl the darkness are often dangerous, and even decent folk are more apprehenseive and less friednly in the dead of night. Time is against you. As Shadow falls across the worlds, fear breeds distrust; suspicion leads to hate. Emboldnened ghouls strike at human habitiation; sacked setllments become ruins: home of the lost, the desperate, and those who prey on them. In a ruin, no guards man their posts' no one has authority or influence; none can help or heal. Slaughter a`|*o$| B?< NA/@ L( &H~,|@:raPdaLeX`ONuadpt`taQ Agma4p` `a`a0gadt`Q`dtaQtg SAaRQrNu$K k -,KJgѓrg<f``T+R В+@+jЪ+@+j O/C <)QNu - ЭT&M*Sf*o m mNATOM  0-g>@P2@H|%!)HJR$2D$~X'2r+eœ' | B By!)+'<`8O.35K{Y8\e9'k Ʋq8kbqN+&Xk'ɬf<'kO5Ʋq:vakNY8:u3XkdtnSkbqN{kduO)L'S r-8H`,=L9"e] Z2:}h%sFMtk] SEWER SOFTWARE presents...... GRAND NATIONAL DOCS! ~~~~~~~~~~~~~~~~~~~~ Typed by: BamBam/ORACLE ~~~~~~~~~~~~~ The Grand National is regarded as the toughest race in the world, and those who ride in it risk injury or death. Your job as jockey is to conquer the course by choosing the right horse for the conditions and riding it correctly. Running a number nationals will build up a career record, and a final award is given to the top riders. The Grand National ~~~~~~~~~~~~~~~~~~ The National has always been run at the Aintree race course near Liver- pool. The full Aintree course involves sixteen fences, all but two of which are covered twice, making a total of thirty fences. The maximum entry list to the National is forty horses, some of whom pull out before race day due the injury of illness; they can be ridden by either amateurs or professionals. The National lasts about ten minuts (although the game clock runs faster). HORSE RACING FORM: Is the measure of a horse's previous performance and is used to calculate its expected future performance. A horse had to have competed to have form, and as all horses have won a race with a value of a thousand pounds in the last year to qualify for the Grand National, all its runners have form. In the game, form is given as a zero to 25 point rating. GOING: Indicates the ground conditions. The best going is gernerally "Good", although most horses have a preference and perform best on a particular going. AGE: The older a horse gets the more probability it has of dying. BETTING (ODDS) Betting in the game is either "On The Nose" - That is, you only bet on a horse to come first or "Each Way" - where a horse finishing in the first four will receive a quarter of the Winnings. The odds have been kept simple, but a 10% betting tax is deducted, so that if you bet $10, it will be reduced to $9. If you win, your original stake will also be returned. EXAMPLE: You bet $10 on a horse at odds of 10-1. After tax $9 is betted, so that if it wins. you will get 9 x 10 = $90 + $9 (original stake) = $99 The odds will give you a guide as how to likely a horse is to win: the lower the odds, the more chance the bookmakers think it has ie. a horse with odds of 10-1 is more likely to win than a horse at 20-1. BETTING 1. Select the BET ICON. 2. The horse to be backed should be indentified with its number, by placing the Cursor on the up or down icons on the Screen keypad, you can scroll through the 40 horses. 3. When the number of the horse is known type the number of the horse into the Screen keypad using the Joystick/Mouse or Arrow Keys. Then press ENTER. 4. Then you can type in the amount you wish to bet by using the On Screen Keypad. Then press ENTER. 5. You will then be asked 1. Win or 2. Each Way. Chosse 1 or 2 by typing in on the keypad, then press ENTER. NOTE: You may only bet up to Five times. LOADING INSTRUCTIONS IMPORTANT - FOR VIRUS PROTECTION Switch computer off - leave for minimum of ten seconds - switch back on and enter disc. Amiga Insert Disc 1 & Reset, Insert Disc 2 when requested. PLAYING INSTRUCTIONS The game is split into three parts. 1. Race Report In which you plan you strategy. Buy a horse or horses for your Stable, decide which horse from your Stable you wish to ride that year, bet or sell horses in your Stable 2. The Race Ride to win! 3. Final Report Results 1. THE PRE-RACE REPORT Only ten horses are diplayed at a time - Arrows on pre-race keypad move through a list of horses. CHOOSING YOUR HORSE: When you own more than one horse, you must choose which of you horses to ride each year. THE RACE: The main race screen allows you to monitor your horse from side and over- head views. You increase your speed by cracking the whip. KEYS: PAUSING GAME: F1 = Pause (Fire Button, Left Mouse Button or Return to un-pause) F10 = Quit RACING ON SCREEN MOVE CURSOR KEYS: Up/Down Cursor Keys Speed Up Up/Down Return Jump Select Left/Right Cursor Keys Steers Horse Left/Right JOYSTICK: Up/Down Speed Up Up/Down Fire Jump Select Left/Right Steers Horse Left/Right MOUSE: Left Button Speed Up Select Right Button Jump Move Left/Right Steers Horse Left/Right RACE SCREEN DISPLAY: Bargraph Energy Level Indicator Horse Position No. Bargraph Speed Level Indicator Leading Horse No. Fence No. Indicator Course Map & Tracking Dot STEWARDS ENQUIRY Bumping other horses while racing is likely cause a Stewards' Enquiry, the result of which can range from disqualification to a career ban (which will be made at the end of the race). So beware! THE RESULTS REPORT At the end of the race you will be given the results, any gains made from backing a winning horse and any prize money due. PRIZE MONEY 1st $40,000 2nd $14,000 3rd $ 7,000 4th $ 3,000 PLAYING HINTS When riding your horse you should take into account the running style. So if your horse is a good all-rounder, you will be able to keep up a good pace all round the track. However, if you have a strong finisher, then don't tire the horse on the first lap! Refer to this list when buying your horse. NO. NAME GROUND 1 Greasepaint Good 2 Artimorval Good 3 Doorstep Good 4 Lucky Vane Firm 5 Whistling Genatap Good  6 Hallo Dandy Soft 7 Corbiere Good 8 West Tip Good 9 Drumlargen Firm 10 Eyecatcher Soft 11 Fortina's Express Good 12 Duke of Milan Good 13 Broomy Bank Firm 14 Ballinaurra Lad Good 15 Pirate Son Firm 16 Glen Fox Good 17 Kumbi Firm 18 Fox Bury Good 19 Luck Daughter Soft 20 Matty Buskins Good 21 Fethard Friend Soft 22 Rubistic Firm 23 Rockin' Berry Firm 24 Howarth Halloway Firm 25 Classified Soft 26 Mr Pepper Soft 27 Grand Ogan Soft 28 Last Suspect Firm 29 Talon Firm 30 Good Crack Good 31 Nicky Tam Firm 32 Tacroy Soft 33 Cockle Strand Soft 34 Why Forget Firm 35 Max Friendly Soft 36 Succeeded Good 37 Road Mead Soft 38 First Glance Firm 39 Derby Creek Firm 40 Terry's nag Soft There are four icons: 1. Horses Head Icon. This accesses the STABLE window at the top of the screen in Blue. This screen shows all the horses in they players possession. The player will be prompted to choose a horse from their Stable to ride that year and input the number of the horse via the numeric kaypad below the 4 icons on screen. When a horse has been chose to ride, it will be highlighted in white when the player views the main list of horses. (Top window with red text). Pressing the up/down arrows on the on-screen keypeed will reveal the horses preferred "going" and any winnings the horse may have won. 2. $ Sign Icon. This accesses the BUY/SELL window at the top of the screen in Green. The player will be prompted to input on the on-screen keypad. 1. - To buy a horse. 2. - To sell a horse. If the player selects to BUY a horse, then they must choose one within their price range (see 'cash' on main panel) and input its number, this horse will then have been added to the players Stable screen. If selling, then the above procedure is the same, but the horse will be deleted from the players Stable. When a horse has died, through exhaustion or during a fall, then its value drops to $100, the dead horse is then best sold. Pressing the up/down arrows on the on-screen keypad will reveal the 40 horses, preferred 'going' and any money they may have won in teh past. 3. Bet Icon. This accesses the bet function. The player will be prompted to input via the on-screen keypad, the number of the horse to bed on, how much they wish to bet and whether it is a 'to win' or 'each way' bet. 4. The Running Horse Icon. This loads the main race, if a player owns more thanone horse that is fit, they will have to choose a horse to ride that year, via the STABLE ICON. SPEED/ENERGY BARGRAPH LEVEL INDICATORS: The bars (meters) either side of the race screen are an indication of the horses speed and energy that the player is currently riding. SPEED METER. The top 'sectioned' quarter of the speed bar indicates the Speed of the horse when it is running flat out (this cannot be sustained for long). When the meter is in this top quarter, the energy of the horse will begin to drop very quickly. The second top quarter of the speed bar also reduces the horses energy, but not at such a drastic rate. The ideal speed for the majority of the race which conserves energy is at the top of the third quarter from the bottom of the speed 'bar'. If the speed drops into the lower bottom quarter of the speed bar, this causes the horses to stop galloping and will result in a fall at the next fence. ENERGY METER. The top 'sectioned' quarter of the energy meter is related to the form of the horse. If a horse has the highest from, then its energy will fill the whole top quarter. If a horse has an average form, then the lower half of the top sectioned quarter will be the most energy that the horse is capable of using. If the horses speed is pushed over the half way line on the speed meter, then the energy will start to drop and continue to drop if the speed is no lowered. If the meter reaches the bottom of the energy bar, then the horse will fall due to exhaustion. The energy meter will start to rise if speed is not increesed. PLAYING TIPS. 1. The player should make sure he has close to full energy for the final furlong, so that he can make the horse go as fast as possible. 2. The horses with the best form may not necessarily finish in the top places. Try to keep your horses speed at about half way on the meter, conserving energy for strategic bursts of speed. 3. At the start of every season you should check to see whether your horses are fit and consider buying/selling. 4. Ensure you have bought a horse before you start betting as you may not have sufficient funds to buy a horse to ride. 5. Try to ride a horse in every year. (C) 1990 Elite Systems Ltd. SEWER SOFTWARE presents.......... STAR FLEET BATTLE I - Some helpful hints. STAR FLEET BATTLE I - CODE WORDS WORD LINE PAGE CODE WORD ---- ---- ---- --------- 1 1 22 THE 1 2 13 CYGNUS 1 3 12 STAR 1 9 40 MINES 1 13 22 MESSAGES 2 1 81 MUST 2 4 29 ARE 2 5 15 AND 3 1 16 SIMULATION 3 1 31 THE 3 6 80 HAVE 3 9 36 MESSAGES 3 20 87 MOST 3 28 3 EARTH'S 4 2 8 SUBTERRANEAN 4 4 25 WILL 4 4 33 THE 4 8 8 MALES 5 2 13 FLEET 5 3 11 SERVICE 5 11 3 SPACE 6 7 67 FIND 6 8 32 IS 7 8 83 AWARD 8 2 11 DECORATIONS 8 2 16 STAR 8 4 13 NEVER 9 2 16 FLEET 9 2 30 THESE 9 10 37 WILL 9 15 8 TWO 10 6 8 QUEEN 10 22 7 GREATEST 11 30 3 EXCITING 12 1 9 ZALDRON 12 8 45 SIX 13 16 32 SPECIAL ================================================================ Now, that you have that under your belt...onward! Since I don't have the time nor the inclination to type in 100+ pages of documentation, I will just type in the contents of the quick- reference card. Star Fleet Battle I - Quick-Reference Card Available Commands CMD FUNC COMMAND/TASK ABBREVIATION NO KEY ------------ ------------ --- ---- P1 F1 Target Calculator * TAR P2 F2 Long Range Sensors LRS P3 F3 Mission Status Report STA P4 F4 Damage Control * DAM P5 F5 Navigation Control + NAV P6 F6 Defensive Shields Control + SHD P7 F7 Torpedo Control + TOR P8 F8 Phaser Control + PHA P9 F9 Ship's Computer (six tasks) * Cmp P10 F10 Select Secondary Command Menu 2nd S1 F1 Tractor Beam Control + TRC S2 F2 Transporter Control + TRN S3 F3 Mine Control + MIN S4 F4 Internal Security Control + SEC S5 F5 Region Map MAP S6 F6 Reset the Display Screen DIS S8 F8 Save Game SAV S9 F9 Stop Option STO S10 F10 Sound Option SND C1 F1 Recon Probes Launch Control + PRO C2 F2 Auto Alert Switch AAS C3 F3 No Operation (wait a turn) + NOP C4 F4 Starbase Status Report BAS C5 F5 Emergency Hyperspace Maneuver + HYP C6 F6 Self-Destruct Sequencer SLF P - Primary Menu S - Secondary Menu C - Computer Menu + - Command uses time * - Command may or may not use time TACTICAL DISPLAY SYMBOLS ------------------------ Symbol Description . Empty Sector A-Y First letter of starship name * Star system k Krellan destroyer Z Zaldron warship (when visible) # Starbase + Mine NAVIGATION HEADINGS ------------------- 135 90 45 \ | / \ | / \ | / \| / 180 <---------+---------> 0 / | \ / | \ / | \ / | \ 225 270 315 SHIELD CONTROL OPTIONS ---------------------- Option Description C Cancel the command L Lower all shields to zero B Battle entry configuration M Maximum strength configuration T Total power allocated, 1/4 to each shield Allocate power to each shield individually RANKS AND MISSION LEVELS RANK MISSION LEVEL ---- ------------- Cadet (Ensign) 1 Lieutenant JG 2 Lieutenant 3 Lt. Commander 4 Commander 5 Captain 6 Commodore 7 Rear Admiral 8 Vice Admiral 9 Admiral 10 LIST OF SHIP'S SYSTEMS IN THE DAMAGE REPORT SYSTEM STATUS E.R.T ------ ------ ----- 1. Navigation Computer OPER 0.00 2. Main Engines *INOP 2.62 3. Auxiliary Engines OPER 0.00 4. Short Range Sensors OPER 0.00 5. Long Range Sensors OPER 0.00 6. Shields Control OPER 0.00 7. Torpedo Control OPER 0.00 8. Phaser Control *INOP 0.96 9. Mine Control OPER 0.00 10. Tractor Beam OPER 0.00 11. Transporter Beam OPER 0.00 12. Primary Life Support *INOP 3.27 13. Backup Life Support OPER 0.00 E.R.T. is Estimated Repair Time in days. Approximately 100 units of power for each day will fix the damaged system. One of the neat features of SFB is the awards and decorations you can earn as you complete your missions. The program also keeps track of all players who have played the game along with their current rank and list of decorations. Competition is good for the soul, don't y'know... MISSION RATING (%) LEVEL DECORATION RANK: 3-4 5-6 7-8 9-10 ----- ---------- --- --- --- ---- I 1. Star Fleet Citation for Gallantry 2. Prentares Ribbon of Commendation 100 95 90 85 3. Combat Action Ribbon II 1. Silver Palm 2. Alliance Defense Service Medal 105 100 95 90 3. Distinguished Service Medal 4. Oak Leaf Cluster added to Silver Palm III 1. Valcun Medal of Valor 2. Karagite Order of Heroism 110 105 100 95 3. Cross of Gallantry with Palm IV 1. Iron Cross 2. Medal of Honor 115 110 105 100 3. Cross of Gallantry with Silver Star 4. Iron Cross with Shield V 1. Knight's Cross of the Iron Cross 2. Cross of Gallantry with Gold Star 120 115 110 105 3. Pour Le Merite 4. Knight's Cross with Swords VI 1. Hero of the Alliance Gold Star 2. Meteors added 125+ 120+ 115+ 110+ 3. Meteors and Diamonds added Awards are not presented for Level 1 or 2 games since these are basically training missions, not real ones. There are a couple of additional awards given that are not based on your score. 1. The Honorary rank of Admiral Emeritus - given to officers who complete at least 5 missions at rank 10 (Admiral) with an efficiency rating of at least 75%. 2. Alliance Defense Cross with Gold Star - given to officers who sacrifice themselves (i.e. self-destruct their ship) in a hopeless situation. The computer will determine whether or not your situation was really so bad that self-destructing was the only way out. It will then make the award appropriate. 3. Exceptional Service Medal - awarded to officers for every 50 missions completed past rank 2. Enjoy! --Trystan hed Service Medal 4. Oak Leaf Cluster added to Silver Palm III 1. Valcun Medal of Valor 2. Karagite Order of Heroism 110 105 100 95 3. Cross of Gallantry with Palm IV 1. Iron Cross 2. Medal of Honor 115 110 105 100 3. Cross of Gallantry with Silver Star 4. Iron Cross with Shield V 1. Knight's Cross of the Iron Cross 2. Cross of Gallantry with Gold Star 120 115 110 105 3. Pour Le Merite 4. Knight's Cross with Swords VI 1. Hero of the Alliance Gold Star 2. Meteors added 125+ 120+ 115+ 110+ 3. Meteors and Diamonds added Awards are not presented for Level 1 or 2 games since these are basically training missions, not real ones. There are a couple of additional awards given that are not SEWER DOC DISK NUMBER 17 Welcome once again to the READ_ME.DOC file for yet another Sewer Doc Disk. As you have probably already realised, this Doc Disk has been supplied in a slightly different form than previous disks. Unfortunately, it has come to our attention that owners of STE's have been experiencing difficulties with Doc Disks 15 and 16, so we thought it was time to remedy the situation. The problem lay entirely in the use of the 'STARTGEM' program used to boot GEM-based programs (such as the main menu) from an AUTO folder. Since the STE boots automatically with GEM installed, the 'STARTGEM' program causes the system to crash, and the menu does not load. On this disk, we have opted to remove the 'STARTGEM' file completely, allowing compatability with all models of ST's that we know of. 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( $%'JKLMNOPQRS TY_U`VabWcdheifgleimfjngkodlpqrstuvwxyz{|}~o  𔕖defglhminjokdefg7:=8;9<!@BDACɦ x    EFE FEEFпÿ馭 (2  8  * ,048<* ,H V 2   <, : b"%&."D  ">  6 * $8& @(V D.$6,Dd| * Potocols Teletype, VT100, VT52, ADM 3/5, IBM 3101, Viewdata (UK) * Terminal Fully featured with full width terminal and status display ALL MENU COMMANDS are available from keyboard * Printer Full control over the printer including the ability to change font type and send CTRL commands. * Toolbox Disk tools and the ability to create a folder and format a disk from the phe desktop with a double-click of the mouse. However, this introduced a new problem, as the STE uses a different 'DESKTOP.INF' file than the older ST's. To combat this problem, I have included a folder on this disk (imaginatively titled DESKTOP) which contains DESKTOP.INF files for both STF's (old ST's) and STE's. If your copy of this disk is not booting correctly in medium resolution, then you have the wrong DESKTOP.INF file selected. Simply remove the write-protect (ensuring your computer is free of viruses), delete the DESKTOP.INF file in the main directory (refer to your User manual if you have not yet grasped this extremely difficult procedure), and double-click on the DESKTOP folder. Inside this folder will be two more folders, titled ATARI.STE and ATARI.STF. Double click on the folder corresponding to your model of computer, and you will be presented with the appropriate DESKTOP.INF file. Drag the DESKTOP.INF file onto the FLOPPY DISK icon corresponding to the drive you are currently using, and select OK when prompted (again, refer to your user manual if you are unsure of what I am talking about). The file will be copied to the main directory, and your copy will be ready to go. Set the disk write-protect tab up (i.e. so you can see through the hole), and reboot the disk. If it's still booting incorrectly, try the above procedure using the other DESKTOP.INF file, as you may have selected the wrong file. Well, that takes care of this disk, but there still remains the problem of Doc Disks 15 and 16. For those STE owners who have been unable to boot Disks 15 and 16, here is what needs to be done. Remove the write-protect on the disk in question, and delete the AUTO folder completely (including the STARTGEM.PRG file contained within). Delete the file named STARTGEM.SWR, and locate the file DOC_DISK.015 or DOC_DISK.016 (depending on the disk). Single click on the file, and select 'SHOW INFO' from the menu bar. Change the file name to DOC_15.PRG (or DOC_16.PRG), and select OK. The menu program is now a format which can be executed directly from the desktop. Finally, you must create a new DESKTOP.INF file. Delete the old file, and setup the desktop according to your tastes, ensuring that you select medium resolution. Select 'SAVE DESKTOP' from the menu bar, and your layout will be saved. Unfortunately, the STE doesn't save the DESKTOP.INF file properly, and your disk will still not boot in medium resolution. To fix this, load up a trusty Word Processor, and load the DESKTOP.INF file as an ASCII file. Find any line which reads :- #E XX X2 (where the X's can be any number[s]) Change the X2 to X3, and save the new file over the old DESKTOP.INF file, not forgetting to save it as an ASCII file (NOT as a Word Processor file), and your copy is now ready. Set the disk write-protect tab on, and your copy should now boot properly from the desktop. Well, that's it. I hope that solves the problem for the increasing number of STE users. Please note, that apart from the STARTGEM file incompatibility and the DESKTOP.INF file discrepancies, Doc Disks 15, 16 and 17 will work PERFECTLY on an STE. They have been tested thoroughly, so if your copy doesn't work, don't blame us as you must have a corrupt copy. If you cannot obtain a working version of any of our Doc Disks, or you are still having problems getting them to work, then you can obtain a copy by writing to :- SEWER SOFTWARE, P.O. Box 191, Modbury North, S.A. 5092, Australia. Don't forget to enclose a blank disk for us to send you a new copy, and a second disk to cover our postage. We do not have unlimited money and blank disks (as many people seem to think), so we can't afford to give you our own disks, nor can we afford to pay return postage from our own money. We are offering to help as a service to you, so you must expect to cover the costs of the service, or you will not receive a reply !! Okay, 'nuff said. Thanks to LDS for bringing the above to our attention and for supplying the solution to the problem. As none of Sewer Software own STE's, we were unaware of the problem, so thanks again LDS !! Enjoy the Doc Disk, Sewer Rat !! Sewer Rat !! Sewer Rat !! OWN PA 15021 TEL: 412-947-3739 or 1-800-648-9191 TOLL FREE  __|_ / | ___________________/ |_________ = 6 8 8 A t t a c k S u b ) =___________________________________) Quick play Docs - edited by POSSUM ---------------------------------------------------------------------------- Configuration Panel [] Begin Game - [] Mission Selection [] Exit To Workbench Set Play Level [] Standard [] Beginner ---------------------------------------------------------------------------- [F1] -> Not used [F2] -> Radio [F3] -> System Status [F4] -> Steering [F5] -> Control [F6] -> Course Plotting [F7] -> Weaponary Selection [F8] -> Sonar [F9] -> Bridge ---------------------------------------------------------------------------- [F2] - Radio ------------ [*] -> Send Code. When starting a new mission you will be connected via satellite with the HQ and a description of your mission will be given. Click on Send Code to link with the satellite (the Send Code button together with 3 other buttons with letters were originaly used as a copy protection - I think) [*] -> Msg Review Prev - to see the previous message. Next - next message. [*] -> Transmit -> To transmit your message. Using the keyboard. [*] -> Esm Level - I think it tells you if the enemy found your sub. -> Periscope Down/Up - raises or lowers the periscope (for those who don't know what is it used for don't bother playing) -> Antenna - used for communication [*] -> On the bottom there are coordinates with mission time. [F3] - System Status -------------------- [*] -> Select - clicking on this will go through the whole sub and give you system status (damage if any) [F4] - Steering --------------- [*] -> The horizonatal lever is used for steering left or right. The one next to it is for motor speed. The lever on the top is used to make the sub RISE or DIVE. [*] -> Auto Function [*] -> 150 FT - raises the sub to 150 ft below surface. [*] -> Periscope depth - raises the sub to depth where you can use the periscope to see the what is on the surface [*] -> Emergency Surface - raises the sub to the surface in case of emergency (all the tanks are filled with air) P F S \ I H O >--Zoom in/out, 3D view, under-water view, etc... C B T / [F5] - Control -------------- [*] -> Target - select your target with the pointer (cross-hair) if there is no object in the area you will be told so. [*] -> Launch - launches torpedos or a missile on the target. [*] -> Periscope Up/Down - raises the periscope to view the surface, and to aim at a target. [*] -> Antenna - up/down used for communication (and I think for sonar tracking too) [*] -> Periscope Rotation (in degrees) - to see what is around you. [*] -> Weapon Control - Launch a torpedo or a missile at a target. [F6] - Course Plotting ---------------------- [*] -> Target - select target. [*] -> Waypoint Control - Set --------> specify course. Clear ------> clear previously set course. Time -------> compresses time (speeds up time) Auto Pilot -> self explanatory. [*] -> Plotting [*] -> Target Track - On/Off tracks the target you selected. [F7] - Weapon Selection ----------------------- [*] -> Torpedoes - 1,2,3,4 - if yellow it means it is being armed and put into the launching tube. When changes color it means ready to launch. 1,2 - different type of torpedoes (the noise maker) 2 - Missiles - used for surface targets only! [*] -> Detonate - detonates a missile or a torpedoe before it reaches its target. [*] -> Select - selects tube. [F8] - Sonar ------------ [*] -> Filter - turns the filter on (High Pass/Band Pass) [*] -> Trgt Pulse - sends sonar ping to the target. [*] -> Towed Array - I think it is some kind of underwater microphone [*] -> Target - to select the target you want to listen to. [*] -> Analyze - gives you analysis of the sonar ping. I know how a sonar worx but this shit beats the hell out of me. I never use it , and sink the ships anyway. [F9] - Bridge ------------- [*] -> Back to the Bridge where you can perform all the functions described here with your mouse (or like I do with 'F' keys) --------------------------------------------------------------------------- At the mission selection screen next to almost every mission are two buttons; one blue and one orange (dark). Next to the blue is says: 688 which is an American sub, the orange is either 700 or ALFA which is a Soviet sub. You can pick either one. I will not get into describing every mission, I just want ot make few comments -> 1. Pick the First mission to get to know the game, and learn how to operate the sub. The first time I played this game I lost but the second time I won, it is really easy to master, there are few flows (bugs) and some things I don't know how to use. But I play the game and it doesn't bother me -- I still win! I have problems with the 9 buttons labeled with letters, when I click on one of them I get a Zoom function, click on other nothing happens! Use the Waypoint control to set the course (where the targets are - marked with crosses or letters) and set it on auto-pilot. then when you get close to the target, go no Periscope Depth and look around, if you see a ship arm torpedos or missiles and nuke'em. If there is a helicopter coming at you watch out. I dive when that happens. When you get stuck contact me at: P.S. Sorry if I missed anything but I only played 688 for about an hour! S E W E R S O F T W A R E Presents D R A G O N S B R E A T H ~~~~~~~~~~~~~~~~~~~~~~~~~~~ USER GUIDE & SPELL BOOK This manual has been ported from the AMIGA and 'touched up' by POSSUM. I've tried to retain the original structure of the docs precisely....but it's possible some of the tables may be slightly different..................S.P ******************* * * * USERS GUIDE * * * ******************* ------------------ OBJECT OF THE GAME ------------------ PLAYERS The Characters in the game Starting a new game Demo mode Restoring a saved game THE MAIN GAME SCREEN Proceeding into the game Moving the game to the next month Saving a game Aborting a game ------------------ THE CASTLE SCREENS ------------------ 1. THE LIBRARY THE ACCOUNTS BOOK THE CURRENT AFFAIRS BOOK THE STOCK BOOK 2. DRAGONS 3. EGG INCUBATION 4. TRADERS 5. CASTING SPELLS 6. MAPS AND DRAGON ASSIGNMENTS Maps Taxes Attacking or conquering villages Training missions Rewards and hostage missions Searching the countryside Recalling dragons Finding parts of the Talisman THE END OF THE GAME -------------------- PLAYING a SAVED GAME -------------------- Dragis Breath can take a very long time to play and, unfortunately. there may be other things that you have to do in life. It is therefore possible to save the game at certain points to resume at a later time. Game saves should be made onto a blank, formatted disk - so don't forget to format another disk before starting to play. If you are uncertain how to do this, refer to your computer's user manual. To resume a previously saved game you should click on the disk icon on the Player Choice screen. ------------- FUNCTION KEYS ------------- The following function keys may be used: F1 - toggles sound on/off F9 - toggles picture fade between normal and fast Far, far away lies the land of Anrea, a place governed by the Great Lords. Within the land of Anrea stands Dwarf Mountain and since the beginning of time the mountain has been the source of evil forces. While the morse distant parts of Anrea have developed and prospered, the countryside surrounding the mountain has always been beset by war and famine. Legend has it that in the Throne Room of the Great Castle at the top of Dwarf Mountain lies the secret of immortality. Three people crave this secret and the Great Lords permit them to fight to win entry to the Great castle. THE OBJECT OF THE GAME The object of Dragons Breath is for a player to find (and keep) the parts of a talisman that allows entry to the Throne Room. The three parts of the Talisman are scattered throughout the land surrounding the mountain and may only be found by dragons. The parts cannot be moved until all three are guarded by one player's dragons, all at the same time. Therefore a player must have at least three dragons to win. The first objective of the game, therefore, is to breed dragons and to create an income to do this. PLAYERS There are three characters in Dragons Breath, each of which can be played by either a human player or by the computer. The three characters are Bachim the Alchemist, Quered the She-Vampire and Ametrin the Green Beast. Throughout the game, wherever one of the them) this is done by a colour: blue for Bachim, green for Quered and red for Ametrin. THE PLAYER CHOICE SCREEN Starting A New Game The three Dragonmasters are displayed, showing their name and colour. Each has a small human-figure icon: if you click on this you can toggle between the human and computer symbols. If less than three human players are participating the remaining characters should be set to computer control. Demo Mode If you stay on the Player Choice Screen without continuing, the game will automatically go into demo mode. To escape from demo mode press the ESC key of your computer and the demo will abort shortly afterwards at the end of the next month. Restoring a Saved Game Do not set the characters (as detailed above) but click on the disk icon at the bottom of the Player Choice screen and follow the instructions to restore your previous position. THE MAIN GAME SCREEN The game is divided into months, with nine months making an Ora (or game year). During each month the three characters must take a turn (which will happen automatically for any computer-controlled characters) to make decisions and carry out tasks. Once each player has taken their turn the computer will make all the necessary calculations and proceed to the next month. If more than one human player participates you may wish to agree before starting not to look at the screen while certain strategic decisions such as setting up dragon missions or casting spells are being made by opponents. At the start of the game and at the beginning of each month you will find yourself at the Main Game Screen. This shows a general map of the area of Anrea surrounding Dwarf Mountain, the current month and Ora, and six icons at the bottom of the screen. CHARACTER The three character icons, with human-controlled ICON characters shown lit up. Click on your character and you will proceed to a screen showing your castle and a new row of icons (see Castle Screens). When you have finished your tasks you will return to the Main Game screen on quitting the Castle Screen. Then the next human player can take their turn by clicking on their character icon. EGG TIMER Once each of the human players has taken their turn, ICON click on this icon and the computer will move the game on a month. The castles of the computer-controlled characters will each appear as their turns are completed. You will not be able to proceed unless each human character has taken a turn. The results of the month's activities are reported at the bottom of the screen and graphic sequences depict dragons (represented by coloured balls) moving across the map of Anrea attacking villages and, perhaps, fighting each other. If you have set your dragon on a training mission this will take place at this point (for which you will need a joystick plugged in). (See Dragon Assignments.) Sometimes, before moving on to the next month you will be told that a village has offered you a reward in return for helping them. They may offer you more than one type of reward so click on your choice and then pn the red arrow to accept. DISK Choose this icon if you wish to save a game to a blank, ICON formatted disk to resume at a later time. Notice that this icon will often flash to remind you to save. SKULL Choose this icon if you wish to abort a game. You must ICON confirm your decision - click on the red arrow if you agree to abort, the cross if you do not. THE CASTLE SCREENS Once you have clicked on your Character Icon from the Main Game Screen you will arrive at your character's Castle Screen. There are three such screens, one for each of the characters. From your lefty castle you will carry out your tasks using the icons at the bottom of the screen. The one on the far left shows icons at the bottom of the screen. The one on the far left shows your character. By clicking on the middle six icons you are able to do a number of things, after each time returning to the Castle Screen. (The cross icon takes you back to the Main Game Screen). You may access these areas in any order you choose (although we suggest you start by looking at them in the order that these instructions are written). There is no requirement to carry out all the tasks each month - although you must do at least one thing to be considered to have taken a turn! (Book Icon) THE LIBRARY At the start of the game and after each month it is advisable to take stock of the current situation and this is done by consulting your library. Clicking will reveal your monthly accounts (the green book). You may also study current affairs (red book) and magic stock (purple book). Clicking on the book/arrow icons allows you to turn pages of the books where relevent. BOOK Accounts. Monthly spending is crucial to your ICON success and you must budget carefully. Any visiting traders arriving at your castle are reported here as are the whereabouts of your dragons and, very importantly, if a part of the talisman exists in a village under your control. Throughout the game each character is being taxed by the Great Lords at a rate of 2 gelds per month. There is a further tax of 1 geld per month for each dragon you have and a further geld for each village in your possession. BOOK Current Affairs. Current battles, which influence events ICON and may help you supplement your income, are reported here. So are nexs of hostages (rescue of which will bring you a reward), the whereabouts of itinerant barbarians (be careful!) and villages that have been established or destroyed. Throughout the game the races of people that populate different villages battle with other races. Sometimes one village will conquer another and the victors will repopulate the latter with their own race of people. If one of the three characters in the game owns the victorious village they will now also own the vanquished one. The population of villages normally grows. As villages grow into towns they spawn new villages which have all the same characteristics (except location and population size) of their parent. Again, if a character owns the parent town they will also the new village. BOOK Magic Stock. This showns the current stock of ingredients ICON in your alchemy store, essential for the manufacture of spells. (Dragon Eye Icon) DRAGONS Entering this section allows you to monitor the attributes of your dragons - wisdom, eyesight, strength, age, health, disease and speed - and to cast spells to change them. Once into the dragon section you arrive at the part of your castle where the dragons' lairs are located. You start with one dragon sleeping in the top left-hand lair and, as the game progresses and you successfully breed more, they will occupy the other cells. To see which dragons you currently possess move your pointer across the lair doors and the dragons' names will be shown in the right-hand panel. To check the current state of your dragon's attributes click on its cell door. The screen will show the dragon and you can pass the pointer over its body to see its state. CRYSTAL If you wish to cast a spell on your dragons to change BALL their attributes click on the spell icon. For ICON information on how to cast spells see the Spell Book. THE CASTLE SCREENS continued (Egg incub