O`8`d<p MNuTHIS DISK HAS BEEN IMMUNIZED AGAINST MOST VIRUSES BY THE 'ULTIMATE VIRUS KILLER' VERSION 6.3 BY RICHARD KARSMAKERS, *THE* ATARI VIRUS KILLER!!!puke'(*** '@` / `! #@%`')+-/1 3@5`79;=?A C@E`GIKMO/S@U`WY[]_c@e`gikmoq su`wy{} @` @ ` @ ` ` @ ` ǀ ɠ @ ` ׀ ٠  @` @`!Aa  d!Aa!!#A%a')+-/1!3A5a79;=?A!CEaGIKMOQ!SAUaWY[_a!cAeagikmoq!sAuawy{}!Aa!Aa!Aa!Aa!Aaǁɡ!Aaׁ١!Aa!Aa" B b  !"!B!b!!!!!"!""#B"%b"'")"+"-"#1"#3B#5b#7#9#;#=#?$A"$CB$Eb$G$I$K$M$O%Q"%SB%Ub%W%Y%[%]%_&a"&ceb&g&i&k&m&o'q"'sB'ub'w'y'{'}'"+"(B(b(((()")b))))"*B*b****+B+b+++++,",B,@` / `! #@%`')+-/1 3@5`79;=?A C@E`GIKMO/S@U`WY[]_c@e`gikmoq su`wy{} @` @ ` @ ` ` @ ` ǀ ɠ @ ` ׀ ٠  @` @`!Aa  d!Aa!!#A%a')+-/1!3A5a79;=?A!CEaGIKMOQ!SAUaWY[_a!cAeagikmoq!sAuawy{}!Aa!Aa!Aa!Aa!Aaǁɡ!Aaׁ١!Aa!Aa" B b  !"!B!b!!!!!"!""#B"%b"'")"+"-"#1"#3B#5b#7#9#;#=#?$A"$CB$Eb$G$I$K$M$O%Q"%SB%Ub%W%Y%[%]%_&a"&ceb&g&i&k&m&o'q"'sB'ub'w'y'{'}'"+"(B(b(((()")b))))"*B*b****+B+b+++++,",B,DOC_DISK030ATFII SWR=0:AUTO raBATTLEM SWRdBUCK SWRfQP?CADAVER SWRttCORPORTNSWRgCRISSLE SWRDOCLIST SWR;QDRAGON SWR ELVIRA SWRDNEVERTON SWRXFAERGHALSWR]uLIFE SWR LOTUS SWR/MANIAC SWRCWNMEAN_STRSWRN:PARADR90SWR7PERPLEX SWRDSPROGUE SWR/SRA DOCd$OP100 DOCnnILL&TEDSOLvjONTY SWRZ|3MURDER SWRi%OLYMPUS SWR8&PLOTTINGSWRoBILL&TEDSWRfMSRA SWR $TOP100 SWRlSewer presents..... THE DOX TO ATF II TYPE IN BY THE `SCOOTER` INTRODUCTION: ATF II IS AN ACTION STRATEGY GAME BASED UPON THE ADVANCED TACTICAL FIGHTER,A NEW GENERATION OF HIGH TECHNOLOGY AIRCRAFT BEING DESIGNED FOR THE 21ST CENTURY. YOUR OBJECTIVE IS SIMPLE - FLY YOUR ATF AIRCRAFT THROUGH A SERIES OF DANGEROUS ATTACK MISSIONS,SUPPORTING YOUR ALLIED GROUND AND SEA FORCES WITH THEIR ULTIMATE GOAL OF DEFEATING THE ADVANCING ENEMY. THE CHALLENGE IS FORMIDABLE - TO REACH YOUR TARGET DESPITE ENEMY INTERCEPTORS AND GROUND DEFENCES - AND THEN GET HOME IN ONE PIECE! . UNIQUE BLEND OF FAST 3D ARCADE AND MIND BENDING STRATEGY . 8 WORLD MAPS WITH FULL RELIEF TERRAIN,CONTINENTS,ISLANDS,RIVERS . STRATEGIC TARGETS INCLUDE AIRFIELDS,FACTORIES,COMMUNICATIONS . MOBILE TARGETS INCLUDE TANKS,SUBMARINES & ARTILLERY . SELECTABLE CREW MEMBERS . LOAD & SAVE HI-SCORE TABLE SECURITY ROOM: AFTER LOADING SEQUENCE AND THE TITLE SCREEN, YOU WILL ARRIVE IN THE SECURITY ROOM WHERE YOU WILL BE PROMPTED TO ENTER A SECURITY CODE. USING THE SECURITY TABLE AT THE BACK OF THIS MANUAL. TYPE IN THE NUMBER CORRESPONDING TO THE NUMBER GIVEN AND PRESS ENTER. YOU MAY NOW SELECT ANY OF THE FOLLOWING OPTIONS USING EITHER THE MOUSE POINTER OR THE FUNCTION KEYS: F1 - `ABOUT ATF` - THIS IS THE CREDITS SCREEN FOR THE TEAM INVOLVED IN THE DESIGN OF ATF. F2 - `SOUND/CONTROLS` - VARIOUS OPTIONS ARE PRESENTED HERE FOR FOR SELECTING TITLE TUNE AND GAME SOUND EFFECTS,PLUS FLIGHT CONTROLS OPTIONS IF AVAILABLE FOR YOUR COMPUTER. F3 - `SKILL` - THE CREW MEMBER THAT YOU SELECT TO FLY YOUR ATF WILL DETERMINE THE DIFFICULTY LEVEL OF YOUR GAME. CLICK ON THE HEAD OF THE REQUIRED CREW MEMBER WITH MOUSE. F4 - `DEMO` SELECT THIS OPTION TO THE RUN THE DEMONSTRATION. F5 - `HI-SCORE` - A TOP 10 HIGH SCORE HALL OF FAME IS AVAILABLE FOR EACH DIFFICULTY LEVEL. THIS OPTION ALLOWS THE HIGH SCORE TABLE TO BE SAVED TO DISC AND RELOADED AS REQUIRED. IF YOU HAVE PREVIOUSLY SAVED A HIGH SCORE THEN MAKE SURE THAT YOU LOAD THE HIGH SCORE TABLES BEFORE YOUR FIRST GAME. F6 - `OPTIONS` - (A) SELECTION THE MAP,EITHER RANDOM OR FIXED(B) GAME SPEED(PC ONLY) ON COMPUTERS WITH HIGH SPEED PROCESSORS THE GAME MAY BE EASIER AT `SLOW` SPEED. ------ F7 - `TAKE-OFF` - SELECT THIS OPTION TO EXIT THIS SCREEN AND BEGIN YOUR PREPARATIONS FOR TAKE-OFF. BALANCE OF POWER: . BASES . FACTORIES . TANKS . FUEL DUMPS . SHIPS . SUBMARINES . COMMUICATIONS . ARTILLERY CHANGES IN ENEMY AND ALLIED STRENGTHS ARE DISPLAYED AT THE END OF EACH BAR GRAPH,WITH GAINS AND LOSSES SHOWN AS POSITIVE AND NEGATIVE VALUES. CHANGES WILL BE ZERO BEFORE YOUR FIRST MISSION AND SUBSEQUENTLY THE COMBINED EFFECT OF: . TARGETS DESTROYED BY BY YOUR AIRCRAFT . TARGETS DESTROYED BY ALLIED & ENEMY FORCES . TARGETS CAPTURED BY ALLIED & ENEMY FORCES . TARGETS REGENERATED BY FACTORIES IF ALL ALLIED MOBILE FORCES ARE EXTERMINATED THEN THE ALLIES WILL BE FORCED TO SURRENDER. THE OVERALL BALANCE OF POWER IS SUMMARISED BY THE SCALES SYMBOL. USE THE NEXT BOX OR SPACE BAR TO MOVE ONTO THE NEXT DISPLAY. MISSION BRIEFING: ----------------- PLANNING YOUR FLIGHT ROUTE BEGINSAT THE MISSION BRIEFING. SHOWN ON THE GLOBAL ARE ALL POSITIONS OF ALLIED AND ENEMY INSTALLATIONS AND MOBILE FORCES. THE SMALL TV SCREENS PROVIDE A KEY FOR ALLIED,ENEMY,ATF AND LAND SYMBOLS THE LOCATIONS OF EACH TARGET WILL VARY FROM GAME TO GAME,EVEN ON THE SAME MAP. AT THE BEGINNING OF YOUR OWN GAME,THE EXACT NATURE OF EACH ENEMY INSTALLATION IS UNKNOWN.INTELLIGENSE REPORTS WILL IDENTIFY TWO TARGETS AND STORE RANGE AND BEARING INFORMATION IN THE ON-BOARD COMPUTER DATABASE. ADDITIONAL ENEMY THREATS WILL BE ANALYSED AND IDENTIFIED DURING YOUR MISSION SA YOU FLY WITHIN RANGE OF EACH TARGET. YOUR CURRENT `ATF` POSITION IS HIGHLIGHTED ON THIS DISPLAY. DEPENDING UPON THE RANGE TO YOUR CHOSEN TARGETS,YOU MAY DECIDE TO RETURN TO THIS ALLIED BASE OR TERMINATE YOUR MISSION AT A DIFFERENT LOCATION. IT IS ALWAYS USEFUL TO CHECK FOR NEARBY ALLIED BASES EN ROUTE JUST IN CASE YOU NEED TO DIVERT AND LAND IN AN EMERGENCY. IT IS ALSO WORTH NOTING THAT THE MAP `WRAPS AROUND`.IE FLY OFF AN EDGE OF THE MAP AND YOU WILL APPEAR AT THE OPPOSITE EDGE. WEAPON SELECTION; ---------------- THE ONLY REMAINING TASK BEFORE TAKE-OFF IS TO REFUEL AND REARM YOUR AIRCRAFT.MISSILES ARE LOADED OR UNLOADED IN PAIRS AND THE CANNON ROUNDS ARE BELT FED INTO THE AIRCRAFT.WEAPONS AND FUEL ARE LOADED AND UNLOADED BY USING THE MOUSE POINTER ON THE RELEVANT TV SCREEN(LEFT MB TO LOAD, RIGHT MB TO UNLOAD) OR BY USING THE FUNCTION KEYS(F1 TO LOAD CANNON, F2 TO UNLOAD CANNON) PRIOR TO TAKE OFF YOU WILL ALSO NEED TO CHECK YOUR FUEL STATE. AS YOU LOAD UP WITH WEAPONS AND FUEL YOU WILL NOTICE THE `FREE WEIGHT` DECREASING. THIS FIGURE IS THE MAXIMUM ADDITIONAL WEIGHT THAT YOU CAN LOAD ABOARD YOUR AIRCRAFT. THE ATF WILL BE AT ITS MAXIMUM WEIGHT WHEN THE FREE WEIGHT IS ZERO. CHOOSE A COMBINATION OF WEAPONS AND FUEL APPROPRIATE TO YOUR MISSION.AFTER YOUR FIRST FLIGHT, YOUR AIRCRAFT WILL ALREADY BE RE-ARMED AND RE-FUELED WITH THE SAME COMBINATION IN ORDER TO MINIMISE TIME TO TAKE-OFF. INSTRUMENT PANEL: ----------------- THE INSTRUMENT PANEL IS CONFIGURED AROUND 3 MULTIFUNCTION DISPLAYS(MFD). ON THE ST AND AMIGA VERSIONS ALL PANEL FUNCTIONS CAN BE CONTROLLED USING THE MOUSE. THE DISPLAY ON EACH MFD IS USER SELECTABLE FROM THE FOLLOWING FUNCTIONS. (1) MOVING MAP A LARGE SCALE PLAN VIEW OF NEARBY TERRAIN AND TARGETS. ADDITIONAL INDICATORS AT THE LEFT AND LOWER EDGES SHOW THE APPROPRIATE GLOBAL POSITION. (II) GLOBAL MAP A `WORLD` MAP HIGHLIGHTING LOCATION OF THE ATF AIRCRAFT AND DESIGNATED TARGET. (III) PRIMARY FLIGHT INFORMATION . SPEED................AIRCRAFT SPEED . HEADING..............DIRECTION OF FLIGHT . ALTITUDE.............HEIGHT ABOVE SEA LEVEL . RADIO ALTITUDE.......HEIGHT ABOVE THE GROUND . POWER................ENGINE THRUST SETTING . FUEL.................REMAINING FUEL (IV) DATABASE A COMPUTER DATBASE CONTAINING INFORMATION ON ALLIED AND ENEMY TARGETS. THE INFORMATION IS ORGANISED INTO CATEGORIES; . ALLIED OR ENEMY . TARGET CATEGORY IE, TANK, FACTORY ECT . KNOWN TARGETS WITHIN CATEGORY SELECT AN ENEMY TARGET BY SWITCHING TO THE ENEMY HALF OF THE DATBASE,THEN SELECT THE REQUIRED CATEGORY..EG SHIPS, AND THEN STEP THROUGH ALL KNOWN SHIP LOCATIONS. AT THE BEGINNING OF A GAME, THE LOCATIONS OF ONLY 2 ENEMY INSTALLATIONS OR MOBILE FORCES WILL BE KNOWN. DETAILS OF ALL ALLIED LOCATIONS WILL BE AVAILABLE AT ALL TIMES. AS YOU FLY WITHIN RANGE OF A NEW ENEMY TARGET, RANGE AND BEARING INFORMATION WILL BE ENTERED INTO THE DATABASE THUS INCREASING THE NUMBER OF TARGETS SELECTABLE. IT IS POSSIBLE TO USE THE MOUSE POINTER ON THE DATBASE `MFD` TO SELECT A TARGET(ON ST AND AMIGA ONLY): . NEAR - NEAREST TARGET . COM - MOST RECENTLY ANNOUNCED TARGET ON MESSAGE PANEL . A/E - ALLIED OR ENEMY BASE . +/- - STEP FORWARD OR REVERSE THROUGH CATEGORY (V) ATF SYSTEM STATUS THIS DISPLAY HIGHLIGHTS SYSTEM DAMAGE DETECTED IN THE FOLLOWING AREAS: . AIRFRAME.............AIRCRAFT HANDLING . WEAPONS..............WEAPON ACCURACY . AVIONICS.............HUD,MFDS...ECT . ENGINE...............REDUCED ENGINE THRUST (VI) WEAPONS DISPLAY SHOWS WEAPON TYPE SELECTED(CANNON,AMRAAM OR MAVERICK), NUMBER OF TYPE AVAILABLE,FUNCTION(AIR-TO-AIR OR AIR-TO-GROUND). THIS DISPLAYS ALSO COMFIRMS WHEN A MISSILE IS LOCKED ONTO ITS TARGET AND READY TO LAUNCH. (VII) OTHER ON THE LEFT OF THE PANEL YOU WILL FIND THE THROTTLE LEVER WHICH CONTROLS ENGINE THRUST. DO NOT ATTEMPT TO FLY TO SLOWLY OR ELSE THE AIRCRAFT WILL STALL AND LOSE ALTITUDE. BELOW THE LEFT MFD IS THE MISSILE ALERT INDICATOR. THIS WILL FLASH WHEN AN INCOMING MISSILE IS DETECTED. RESPOND BY PRESSING THE JAM KEY(OR CLICK ON THE FLASHING LIGHT WITH THE MOUSE ON ST OR AMIGA) EITHER SIDE OF THE CENTRE MFD ARE THE FOLLOWING STATUS/SELECTOR LIGHTS; . VT - VECTORED THRUST. USED TO SLOW DOWN DURING COMBAT . RL - BARREL ROLL.(ST AND AMIGA ONLY) . W - WEAPON SELECT(ST AND AMIGA ONLY) . UC - UNDER CARRIAGE . AL - AUTOMATIC LANDING . TF - TERRAIN FOLLOWING RADAR HEAD UP DISPLAY: ---------------- THE LEFT HAND VERTICAL SCALE SHOWS THRUST SETTING(SOLID TRIANGLE) AND SPEED (POINTER) THE RIGHT HAND VERTICAL SCALE SHOWS ATF ALTITUDE(POINTER) AND GROUND LEVEL(SOLID TRIANGLE). AS YOU FLY OVER HILLS YOU WILL SEE THE SOLIDE POINTER RISE AND FALL. THE HORIZONTAL SCALE SHOWS THE COMPASS HEADING OF YOUR AIRCRAFT(SOLID TRIANGLE) AND THE BEARING(POINTER) OF THE SELECTED TARGET. WHEN YOUR HEADING MATCHES THE TARGET BEARING THE SYMBOLS WILL BE SUPERIMPOSED AND YOU WILL BE FLYING TOWARDS THE TARGET. IF THE BEARING IS OFF THE SCALE THEN THE POINTER WILL SHOW YOU WHICH DIRECTION TO TURN. AT THE BOTTOM RIGHT HAND CORNER OF THE HUD YOU WILL SEE RANGE AND BEARING INFORMATION FOR THE SELECTED TARGET. THIS INFORMATION WILL BE REPLACED BY `DASHES` IF NO DATA IS AVAILABLE. MISSION: (A) TAKE-OFF  TO TAKE OFF,OPEN THE THROTTLE AND PULL BACK ON THE JOYSTICK. AS SOON AS YOU ARE AIRBORNE, RAISE THE UNDERCARRIAGE OR ELSE YOUR MAXIMUM SPEED WILL BE SEVERLY REDUCED. (B) TARGET SELECTION TARGETS ARE SELECTED BY DISPLAYING THE COMPUTER DATABASE ON ONE OF THE MFD SCREENS, SELECT THE `ENEMY` DATABASE AND THEN THE REQUIRED TARGET EG TANKS,BASES,SHIPS,COMMUNICATIONS,FACTORIES,FUEL DUMPS,SUBMARINES OR ARTILLERY. NOT ALL CATEGORIES WILL CONTAIN INFORMATION DUE TO LACK OF DATA OR TARGETS HAVING BEEN DESTROYED. CATEGORIES MAY CONTAIN MORE THAN ONE TARGET IF INFORMATION IS AVAILABLE. YOU MAY SELECT A PARTICULAR TARGET OR SIMPLY SELECT THE NEAREST. MESSAGES WILL APPEAR DURING YOUR FLIGHT ANNOUNCING DETECTION OF A NEW ENEMY TARGET WITHIN RANGE OF YOUR AIRCRAFT. PRESSING THE ENTER KEY WILL AUTOMATICALLY SELECT THIS TARGET IN THE DATBASE. (C) WEAPON OPERATION THERE ARE 3 TYPES OF WEAPON AVAILABLE - CANNON..AMRAAM AND MAVERICK. ALL WEAPONS ARE FIRED USING THE SAME `FIRE` BUTTON, SO IT IS IMPORTANT TO SELECT YOUR REQUIRED WEAPON BEFORE USE. (1) CANNON: ------- FOR USE AGAINST ENEMY INTERCEPTOR AIRCRAFT AT CLOSE RANGE..EG IN A DOG FIGHT. SELECTION CONFIRMED ON HUD BY `CANNON` LEGEND PLUS CANNON SIGHT. NOTE: THAT THE CANNON SIGHT WILL MOVE WHEN THE ATF IS TURNING. (2) AMRAAM ------ ALSO FOR USE AGAINST ENEMY INTERCEPTORS,WITH THE ADVANTAGES OF LONG RANGE AND AUTOMATIC TARGET TRACKING. SELECTION CONFIRMED ON HUD BY AMRAAM LEGEND PLUS TRACKING BOX. THE LOCK-ON DIAMOND WILL APPEAR WITHIN THE TRACKING BOX AS SOON AS THE TARGET IS WITHIN RANGE. ACCURACY WILL DETERORATE AFTER WEAPON SYSTEM DAMAGE. (3) MAVERICK -------- AIR TO GROUND MISSILES FOR USE AGAINST ENEMY INSTALLATIONS AND MOBILE GROUND AND SEA FORCES. SELECTION CONFIRMED ON HUD BY MAVERICK LEGEND PLUS TRACKING BOX. THE LOCK ON DIAMOND WILL APPEAR WITHIN THE TRACKING BOX AS SOON AS TARGET IS WITHIN RANGE. EFFECTIVENESS INCREASES AS YOU GET CLOSER TO YOUR TARGET. (4) INTERCEPTORS ----------- ENEMY INTERCEPTOR AIRCRAFT WILL APPEAR FREQUENTLY WITH THE SINGLE OBJECTIVE OF PREVENTING YOU FROM COMPLETING YOUR MISSION. ATTACKS WILL OCCUR FROM BOTH HEAD-ON AND FROM THE REAR AND YOU ARE ADVISED TO TAKE DEFENSIVE ACTION AS QUICKLY AS POSSIBLE. USING EITHER CANNON OR AMRAAM MISSILES, INTERCEPTORS WILL APPEAR ON YOUR MOVING MAP, GIVING YOU PRIOR WARNING OF THEIR APPROACH. (5) INCOMING MISSILE ALERT ---------------------- THE ENEMY WILL LAUNCH SURFACE TO AIR MISSILES(SAMS) AS YOU APPROACH INSTALLATIONS SO BE PREPARED TO TAKE EVASIVE ACTION BY USING YOUR JAMMER. INTERCEPTORS ARE ALSO CAPABLE OF LAUNCHING AIR TO AIR MISSILES(AAMS) AND YOU ARE ADVISED TO USE THE JAMMER AS AN ELECTRONIC COUNTER MEASURE. (6) TACTICS ------- AT THE BEGINNING OF THE GAME YOU WILL ONLY KNOW THE PRECISE LOCATION OF TWO ENEMY TARGETS. HAVING ARMED AND RE-FUELLED YOUR AIRCRAFT, TAKE-OFF AND PROCEED TO THE NEAREST TARGET. THROUGHOUT YOUR FLIGHT YOU WILL RECEIVE MESSAGES CONFIRMING NEW DATA ON THE LOCATION OF ENEMY TARGETS. USE FUNCTION KEY 5 OR THE ENTER KEY TO LOCK ONTO THE MOST RECENTLY ANNOUNCED TARGET. STRATEGICALLY, EACH TYPE OF INSTALLATION HAS A SPECIFIC ROLE TO PLAY. FOR EXAMPLE, FACTORIES ARE RESPONSIBLE FOR REPAIR AND MANUFACTURE OF TANKS,SHIPS ECT...FUEL DEPOTS WILL GOVERN THE MAXIMUM RANGE OF MOBILE UNITS,AND COMMUNICATION BASES CONTROL THE INTELLIGENCE AND DEPLOYMENT OF MOBILE FORCES. BY LAUNCHING AN AIR-TO-GROUND MISSILE AT MAXIMUM RANGE IT IS LIKELY THAT YOU WILL ONLY DAMAGE THE TARGET. THIS MAY ENABLE ALLIED FORCES TO CAPTURE THE INSTALLATION AND USE IT FOR ALLIED PURPOSES..EG TO CAPTURE AN ENEMY AIRBASE TO USE FOR LANDING. USING THE TERRAIN FOLLOWING SYSTEM WILL REDUCE THE FREQUENCY OF ENEMY INTERCEPTORS AND AIR-TO-AIR MISSILE ATTACKS. USE THE VECTORED THRUST AND BARREL ROLL TO MANOEUVRE INTO FIRING POSITION WHEN ATTACKED FROM THE REAR BY AN INTERCEPTOR.(TO BARREL ROLL, YOUR SPEED MUST BE OVER 400KTS). (7) LANDING -------- ALL LANDINGS ARE PERFORMED USING THE AUTOMATIC LANDING SYSTEM.WHENEVER YOU ARE WITHIN GUIDANCE RANGE OF AN ALLIED AIRBASE YOU WILL SEE THE AUTOMATIC LANDING INDICATOR FLASH(AL).IF YOU WISH TO LAND THEN SELECT `AUTOMATIC LANDING` AND THE ATF AUTOPILOT WILL TAKEOVER CONTROL. LOWER YOUR UNDERCARRIAGE BEFORE TOUCHDOWN AND KEEP A LOOK OUT FOR INTERCEPTORS DURING THE LANDING SEQUENCE. DEBRIEF; ------- AFTER YOUR FLIGHT YOU WILL SEE THE DEBRIEF SCREEN WHICH SUMMARISES THE FOLLOWING: . PERFORMANCE - FAIR,GOOD ECT... . ATF CONDITION - DAMAGE SUSTAINED DURING MISSION . TARGETS DESTROYED IN EACH CATEGORY . CURRENT SCORE - TOP LEFT HAND CORNER OF SCREEN . NUMBER OF LIFES LEFT - TOP RIGHT HAND CORNER. UPON LEAVING THE DEBRIEF SCREEN YOU WILL RETURN TO THE DISPLAY FOR BALANCE OF POWER. GAME OVER; ---------- GAME OVER IS REACHED IF (A)YOU ABORT THE GAME.(B)YOU HAVE NO ATF AIRCRAFT LEFT.(C)THE ALLIES SURRENDER OR(D)YOU REACH A STALEMATE. IF YOU ACHIEVE YOUR OBJECTIVE OF GETTING THE ENEMY TO SURRENDER YOU WILL PASS THROUGH THE CONGRATULATIONS SCREEN. HIGH SCORE TABLES; ------------------ A HIGH SCORE TABLE IS USED FOR EACH DIFFICULTY LEVEL. ACHIEVING A NEW HIGH SCORE WILL QUALIFY YOU FOR ENTRY OF YOUR NAME OR INITIALS INTO THE HIGH SCORE TABLE FOR THE DIFFICULTY LEVEL JUST PLAYED. THE HIGH SCORE TABLE MAY BE SAVED ON HARD DISC OR FLOPPY. MAKE SURE YOU HAVE A FORMATTED DISC TO HAND IF NECESSARY. IF YOU HAVE PREVIOUSLY SAVED A HIGH SCORE THEN MAKE SURE THAT YOU LOAD THE HIGH SCORE TABLES BEFORE YOUR FIRST GAME. ..............TYPED IN BY SCOOTER...........AS USUAL........................... ***************************************************************************** * SEWER SOFTWARE DOCUMENT LISTING * ***************************************************************************** (Edited/Updated by Sewercide for Doc Disks 01-30) PROGRAM NAME TYPE OF DOCUMENT DISK ~~~~~~~~~~~~ ~~~~~~~~~~~~~~~~ ~~~~ 221 B Baker Street Casebooks 1 + 2 Instructions 28 688 Attack Sub Pt 1 Inst Manual 17 688 Attack Sub Pt 2 Key Guide 17 688 Sub Quick Reference Hints 17 8 Ball Instructions 19 A10 Tank Simulator Instructions 29 A-Calc Instructions 22 A Mind Forever Voyaging Solution 06 A Mind Forever Voyaging Storyline-instructions 06 A P B Instructions 16 About This Issue Doc Displayer Instructions 20 Action Fighter Instructions 04 Advanced Art Studio Instructions 19 Advanced Tactical Fighter 2 Instructions 30 Adventure 550 Extensive solution 10 Adventure Quest Solution 11 Adventureland Solution 10 Aegis Animator Instructions 03 Afterburner Cheat Routine 18 Afterburner Hint (Arcade Tips Pt. 2) 04 Afterburner Hints & tips 07 Airball Hint (Arcade Tips Pt. 1) 03 Airborne Ranger Instructions 13 Airborne Ranger Instructions 18 Aladin Instructions 22 Alice in Wonderland Solution 10 Alien Fires Hints & tips 05 All Aboard Instructions 25 All About America Instructions 22 Alternate Reality Instructions 01 Alternate Reality Hints & tips 05 Amazon Solution 10 Amazon Solution 11 Annals of  SEWER SOFTWARE and THE EMPIRE PRESENT..... BATTLE MASTER: -------------- Courtesy of Dr. Death, Dark City of Fear. Fragments from the Chronicles of the Land Year 4160 in The Age of Conflict (author anonymous) ..Order is born out of chaos. Systems establish themselves in the random swirls of the void, unique, never to be repeated. Life is created, exists, then dies. Whole civilisations rise and conquer, then tumble into nothing. These are the patterns. This world was created, that is all we know for sure; who plucked these elements from emptiness and shaped them into this land, this is not understood. There are many holes in the jigsaw, too many missing pieces for us to comprehend the grand designs. One piece tells us more than any other: the ancient Book of Aran, passed down through thousands of generations, whispering to us the secrets of the Legend of Creation. This is its story. In a time before the cruel species crawled from the slime, the Four Lords of Creation shaped the world from the random dynamics of time and space. Their child was not complete, so they bestowed upon it six gifts, that it could grow and prosper in its own perfection. For the gift of Weight they gave a compact ball of the densest metal; for the gift of Land they gave hard, cold rock; for the gift of the Sea they gave water from the skies; for the gift of Breath they gave air, no more; for the gift of Life Abundant they gave plants and animals and they spread them across the world like a tapestry; lastly, they built the great Tower for the gift of Magic, a plce of creation and understanding. Their gifts bequeathed, they left this humble land forever to write new lines on the page of another Galaxy. The Age of Peace: ----------------- ..These were the six gifts discovered by the immortal Firstborn as they stepped from the Tower in a time beyond recall. Their kind developed, and for an age lived in absolute balance, ruled by Aran, the first king and potentate of all Magic. It was he who possessed the Keystone of Life set deep into a golden crown; with it he determined the flux of Magical power. He was the chronicle of this world's past, and his chapters are known as the Age of Peace. Without motion the river stagnates, choking in its own langour. Perfection for the Firstborn was a state of inertia; without fear or hope they drifted inevitably to boredom and apathy, and so to despair. In time, in desperation, they looked inside themselves for the answer - but the body is a casket that should be left locked; it holds the soul, and a soul exposed withers. The Firstborn found the answer in suicide, and they embraced it like art, like culture, like a friend: it gave meaning to the monotony of life. There are many tales in the Book of Aran recounting the deaths of the Firstborn, tales of beuty and meaning, the most futile thing this world has known - but like all tales they unravel to an end, waiting for someone to pick up the threads and reshape them. Aran remained, alone; his was the greatest and saddest death of all. When there was no more to be done, when there was sand where once there had been a well of hope, Aran's solitude drove him to madness. He wrapped himself, womb-like, in a great clock of swan feathers, and fell to the earth in despair. His mind, clinging to ritual, urged him to crawl a thousand miles, around the land, memories punishing him as each place recalled a p[ast too painfully close to bear. At last he crept exhausted to the Tower, where he drew a mantle of Magic arfound himself, passing within to the Chamber of Cauldrons deep inside the Tower. Crafting a final entry in the Book of Aran, he placed it in a crystal case to protect his words from the scars of time. In this primordail place he drew together all the Magic of the Tower into a single point, and penetrated the fabric of time, casting himself back to the First Day, awaiting the Firstborn. And there he withnessed what no one has ever seen: his own birth, his own self rising from the primeval slime, out of the cauldrons of life into the world. The sight was the fist that cracked the shell: as the young Aran rose to his feet, the old Aran swung an axe of adamant down upon his head. Bone splintered, existence was erased; with it, the Keystone of Life set in the crown of the newborn king was shattered, splitting into uncounted shards which fell and scattered back into the cauldron. Old Aran, torn by the winds of time, ripped apart by forces beyond his comprehension, faded and never was. The pattern was broken before it had begun; the Firstborn never emerged. The Age of the Four Kingdoms: ----------------------------- ...Nothing is told of the darkness before the Age of the Four Kingdoms, but life was born again. As rainfall encourages growth from the desert sand where there has been nothing for a thousand yers, so an unknown hand urged the seed in the cauldrons to germinate into new life. From these bubbling pools crawled the four kings of the new races, wearing crowns bearing the main shards of the splintered Keystone of Life. Each had a queen at his side, all wandered from the Tower to build their kingdoms and weave their own tapestry in the world. And in time, other dark and nameless creatures crept from the cauldrons, bearing the tiny shards of the Keystone that created them, following the kings into a new world. The four races developed and prospered. All species multiply - slowly, at first, then too quickly: when two plants grow close together, one must give way and wither, or both shall die. As time passed the four territories crossed, and their differences spilled out of the shadows into the light of day. This is how it has always been between Elves, Dwarves, Humans and Orcs. The Elves are closest in kind to the Firstborn. They are a natural people, lovong sunlight and forest shade: a tall, fair and elegant species, always vigilant against attack. Without much ambition themselves, they often proved an easy target for the excesses of other races; but they had one skoill on their side - a knowledge Magic that grew deep and fast. An elf's inner fire burns more brightly than that of any other creature, and they crafted great artifacts of beauty and power, protecting their culture with the double-edged sword of defence and art. Though they were an unambitious, isolationist people, theirs was the first great empire, spawling the central forest of Aldarien and the vast tree belt of the Southlands. There are records of woods with Elves settlements even up to the south edges of the Great Plain. The Dwarves, too, are a solitary race. They are short and stocky, in harmony with the deep earth; but they were (and still are) few in number. Creatures of habit - mainly miners, builders and smiths - their psyche is governed by a desire to delve forever deeper for the magical core metal of the world. In the old days they learned enough of Magic to fire their forges and build their halls without despoiling the land, and they crafted many fine weapons, some of great power. But they are still a disparate, hostile people, going wherever the mining is good, given to territorial defence. Their main settlements were close to the Tower, the place now known as Naugarth, the Dwarf realm. Men are the Land's farmers: their struggle is against nature, for control over the beasts and the plants. They breed quickly because their lifespan is short; and this makes them more desperate than most. In their history whole empires have risen and fallen, their leaders overreaching themselves, people suffering. They rejected the power of Magic long ago, choosing instead the path of science, building great engines of might and anger that belched blackness and death across the land. Then, they lived mainly in the southwest, clearing the silver woods to make way for production and progress (this was the cause of the first wars). They have always been an expansionist species, and they soon spread their corruption north into the Great Plain and east into Hardor. Finally, this world (like many others) hosts Orcs. These, as has been well recorded alsewhere, are warriors: efficient fighting machines who live and die by sword and statecraft, craving power and glory in the blood of battle or the turbulence of politics. In the heart of every Orc lies a true king, and no Orc holds a crown for long. Even bravery is subject to ambition - and for this reason the chronicles of the other races despise them as cowards and despoilers. Orcs captured in battle were always slain, often after hideous torture; but the Orc burns and pillages only to strike fear into theheart of the enemy; it tortures only to extract vital information; it never slays a prisoner if there's a ransom to be gained. An Orc runs from battle when it calculates that the odds are against it: death knows no return, but life holds hope and ambition. Ambition is a ruthless master, and one that crushes the moral icons of any society - but Orcs are willing to pay the price in return for the reward. First they settled to the west of the Adunram, the range of mountains which separates the Elves of Aldarien from the Men of the silver woods. From here, constant raids by Man and Elf forced many to migrate north to the mountains of shadow and onwards across the Great Plain to the Red Mountains. In time, with patience, they built a great empire, most of it in the barren, inaccessible corners of the land where they could live unmolested by other races - and during that period many of those nameless, terrible fragments of life from the cauldrons settled this infertile place, and made pacts with the Orcs. With weaponcraft of the highest quality and a shrewd, formidable understanding of Magic specialised in the spells of destruction and stealth, they proved terrible allies. So the world was divided between the races. The Elves ruled the forests, the Dwarves held the underworld. Men ploughed the plains and the Orcs held sway over wastes and mountains. Their empires grew and knitted, grew and frayed. The Conflict began. The Age of Conflict: -------------------- ...As woods are destroyed by a spark and the beating of a butterfly's wings can cause a mighty storm, so all wars began from trivial incidents. A small band of Men were clearing trees in the silver forest to make way for farmland when an Elven princess, Glaswen, came by. Dismayed by the slaughter she turned on the cutters and bade them stop; but neither culture understood the ways of the other, and the Men simply became angry and refused, bringing brands with which to burn the trees. Glaswen had no other recourse other than Magic, so she cast a spell of enchantment which so enchanced her charm and beauty that no man could will against her. By chance Vilira, wife of one of the Men, was hunting birds of paradise nearby and stumbled upon the scene: Men, paralysed in their own deception, bearing burning brands, impassive. That same enchantment which had the Men enthralled pierced her only with jealousy and rage; in madness she shot Glaswen through the throat with her husband's bow. It only takes a toss of the hand to scatter the dragon's teeth, and within days the Elves massed a huge army in the hidden pass to Aldarien, ready for war. The Men were forced to go for aid to the Orcs, who made with them a tryst: in return for sorcery to defeat the Elves, the Men would exchange any item held by their king, whatever it might be. In desperation, they agreed too readily. The Battle of Agarlad began with Elves and Men matched like balanced scales: Elven Magic was countered by Human engines of destruction, and the Men's weight of numbers was cancelled by the Elves' skill at arms and the quality of their weapons. When the Orcs struck, the battle, like a boulder poised at the top of a hill, could have fallen this way or that. They had forged many pacts with the dark creatures of the Tower: one such was with the Norloki, the fire dragons from the deeps. Sweeping in a circle of a hundred miles across they torched the forest, creating a tightening coil of fire around the two armies. Fanned by strong winds and Orcish sorcery, the flames swept inward and both armies were lost. Some Elves escaped the ring and fled southwest ahead of the flames to Gwailon, the Pass to Hardor, which was held by the Dwarves. But the Dwarves, fearing the wrath and fire of the Orcs, closed their gates and would let none pass. The Elves were burned to death at the Gates of Gwailon, a crime not one of their race has forgiven. The Orcs had fulfilled their side of the pact: the Elven army was destroyed, and with it almost all of the silver woods and much of the Human territory. Since that battle this desolated region has been known as Bloodwaste, a land shunned by all. Memories may fade, but rituals remain. When no recompense was forthcoming, the Orcs sent envoys to the king of Men and demanded the Shard of the Keystone from the king's crown. Even though he didn't fully realise the Orcs' fell purpose - to use the gem by sorcery to enslave mankind - the loss of much of his army put him in no mood for bargains. The Orcish emissary was burned at the stake. So began the Orcs' campaign of retribution. First they dammed the Great River at its cleft and choked the lands and cities below, including Adanost, the capital of Men. Soil turned to desert, fivestock starved, crops failed, Men died. The Orcs sent a second envoy to the king, offering him one last chance to keep faith with the pact. This ambassador was tarred and set alight, and goaded screaming through the city streets until at last he found the river bank and hurled himself onto its dry and stony bed. There he died; his body, dismembered as a gesture of defiance, was returned to its own kind in the waste lands. In rage the Orcs unleashed their final act of vengeance: they breached the dam at Belecriss, unleashed the mass of blue waters - a vast lake that had stretched half way across the Great Plain to the Red Mountains. It loosed a colossal wave fifty feet high through the Bloodwaste and into the lowlands. All was carried before it and dumped in the western sea: villages, towns and the great city of Adanost were caught and tossed and crushed like leaves in the wind. A thousand blue veins shaped a delta through mud, swamp and steaming fog to the sea. This was a new territory into which many of the darker creations from the Tower crawled and found a haven - the region that is now known as Durien, the darklands. Perhaps by sorcery, the king of Men escaped the tragedy and moved north to the Great Plain to gather survivors into a new kingdom. Time is its own balm, and Elven anger against Men had abated, replaced by pity for their plight and wrath against the Orcs. A long and bitter war ensued, battle on fearsome battle, and the Orcs were driven out of Adunram into the Shadow Mountains. The price was this: the glorious might of the Elven empire was spent in that terrible age of conflict. In fear the Orcs fled Eredwath, where they killed many Dwarves in claiming new territory. The Elves of Hardor, cut off from their kingdom, declined - and Men moved in, hacking and burning more forest as the generations passed. The new kingdoms of Men on the Great Plain grew slowly, and the city of Adanost was rebuilt in the north-east; but it is no longer a place of power and glory. A wise man must recognise how appalling it will be when all the wealth in this world stands waste - as even now randomly throughout this land walls are standing, wind-blown, moss-covered, the ramparts storm-beaten. Where have the armies gone? Where the great warriors? Where the mighty kings? In truth, that time has passed away, has grown dark under the helm of night as though it had never been. Storms beat upon heaps of stones, and winter and darkness will fall upon us all. In this time the Watcher came and settled in the Tower. From warring and poverty all four races have slowly declined, their economies and towns crumbling in unison. Once there were great cities here, now there are villages and settlements; once there were huge nations, now there are sdwindling rows of stragglers; once there were empires, now there are memories. People everywhere are very few. No one knows from where the Watcher came, or why - perhaps he was a missive from the Lords of Creation, a restorer of balance? He has withdrawn the gift of Magic: wizards have no power, and the only sorcery in the land emenates from artifacts fashioned before he arrived. It is a time for union; to this end he has cast a spell of apathy upon the four kings, and spoken this prophesy: "Where there is chaos there will be order; where discord, harmony will flourish. From the south will come a hero to conquer the land and unite the crowns. Where there were fragments, there will be a whole. then will a new age begin." If we do not need his words, all this foundation of earth will become desolated. The land awaits its hero; it craves balance from instability. It yearns order from chaos. A HERO'S QUEST: --------------- Battlemaster is a fanatsy aracde adventure set in a world of myth and feudal strife. The land is in decay: isolated villages, towns and castles are divided by areas of chaotic monster-infested wilderness. Your task is to restore order by conquering the four kingdoms and handing their crowns to the Watcher who inhabits the Tower. The four main races in the world are Dwarves, Elves, Humans and Orcs. They do not get on, so bear in mind the subtle politics of their interaction. Dwarves hate Elves and Orcs Elves hate Dwarves and Orcs Humans like no one but despise Orcs most Orcs hate everyone GETTING STARTED: ---------------- +----------------------------------------------------------------------+ | __ __ A_ __ __ | | | | | | | | | | | | | | B_ |__| |__| |__| |__| |__| __ | | | | | | | | |__| >---------------------- C -------------------------< |__| | | __ __ D_ __ __ __ __ __ __ __ | | | | | | | | | | | | | | | | | | | | | | | | |__| |__| |__| |__| |__| |__| |__| |__| |__| |__| | | | | _____________________________________________________ | | | | | | | | | | E_ | | | | | | |__| | | |__| | | |_____________________________________________________| | | | +----------------------------------------------------------------------+ A Leader Selection B Weapon Icons C Character Description D Redefine Keyboard Commands E Load a Saved Game F Start Game LEADERS: At the start of the game, you're required to choose a leader from 16 candidates, four from each race. Not all the leaders on the Leader Selection panel (A) are shown at once - there are two arrow icons to scroll through them. Clicking the mouse button on the leader you wish to examine reveals his name and a brief description (C), and the melee/missile weapons he is carrying (B). CONTROLS The game is controlled via keyboard, joystick or mouse. The default keyboard commands use the numeric keypad for direction and fire, with the selecting the information screens. These controls can be redefined by selecting the function to be changed from the list of icons above the keyboard display, and then selecting the key on the keyboard which is to hold that function, or typing in your preferred alternative (D). If you already have a saved game, you can load it from this screen (E). If this is your first game, selecting a leader enables the Start Game icon (F). Click on this to load in the initial scenario and the main playscreen. THE MAIN PLAYSCREEN: -------------------- +----------------------------------------------------------------------+ | ___________________________________________ | | | | F_ G________ | | | | | | |_________| | | | | |__| |_________| | | | | __ __ | | | | | | < C > | | | | | | |__| |__| | | | A | _____ | | | | |_____| | | | | |_____| < D | | | | |_____| | | | | ___________________ | | | | | | | | | | | E | | | | | | | | | |___________________________________________| |___________________| | | >------------------ B ------------------< | +----------------------------------------------------------------------+ A Main Playing Area B Location Name C Weapon Icon D Formation Options E Scenario Scanner F Character Icon G Status Bars The main playing screen is divided into two areas: the information section on the right and the scenario landscape on the left. A scenario is simply a place on the world map: it could be a village, a castle, a mine or just a place in the wilderness. Each scenario is populated by one of the races, by monsters or by a mixture of the two; but you'll also find traps, puzzles to solve (for example, finding keys to open doors or activating switches to deactivate traps) and miscellaneous objects. These objects include food to improve your hero's health or weapons and magical artifacts to enhance his combat potential. The move around the world map looting some scenarios and negotiating in others. The ones you loot provide cash either to buy more men to replace any casualties you may have suffered, or simply to increase the size of your army. Only a strong leader with faitful troops will be able to defeat the four kings in the racial capitals and deliver their crowns to the Watcher's Tower in the middle of a monster inhabited wilderness. The Playing Area (A) The play area is a window looking down on the action from a 60 degree angle, showing the player and his men, nearby enemies and the surrounding terrain. This window scrolls in eight durections as you move, keeping you in the centre of the display. Movement is controlled using the joystick, mouse or cursor keypad; the fire command fires the missile weapon or hacks with the melee weapon, whichever is selected. The rest of the screen is taken up by an icon strip which allows you to control your men and acess the information screens. Control is switched from the play area to the icon strip by pressing the or the RIGHT MOUSE BUTTOM. These icons are as follows: Weapon (C) Clicking on this icon toggles the type of weapon your leader is currently using between missile and melee (for example, bow to sword and vice versa). Missile weapons have the advantage of long range accuracy and surprise, but melee weapons are essential for the quick reflexes of hand-to-hand combat. Formation Options (D) The troops you buy are so loyal that they follow you around without question and copy your actions. The formation you choose could mean the difference between a successful conquest and total annihilation - so it's worthwhile thinking about your strategy and watching the enemy before deciding how to manoeuvre. There are a number of formations you can adopt, selected from the three icons here. The top one is Rally: clicking on this recalls troops to their current formation - useful when undisciplined followers run off on the rampage (usually when morale is high), or when slothful members straggle at the back or flee from the enemy (usually when morale is low). The second icon cycles through the possible troop formations - Single,  Column, Line, Wedge, Open and Huddle: it's up to you to decide the best circumstances in which to utilise any tactic. The bottom icon selects your leader's position in the formation - Front, Rear or Wait. Front and Rear are obvious enough - you might be low on strength or not confident of your abilities, in which case you're better commanding the action from behind; or you might want to inspire your troops with strong leadership in a time of crisis, in which case you should charge from the front. If, however, you want your troops to remain standing whilst you explore the territory, select Wait - if you get attacked you can always Rally them into position. You can control up to 16 troops in this way - enemies tend to congregate and operate in similarly small groups. A good leader will respond to situations as they arise. Scenario Scanner (E) The display at the bottom of the information panel is a wider scan view: the position of your leader on the current level of the current scenario is shown in red, whilst the relative positions of all enemy unit leaders are shown as yellow dots. Status (F) This icon appears as a picture of your leader with three status bars (G) next to it. These bars reveal your leader's health, the average health of his troops and troop morale. Clicking on the leader's picture accesses the status screen: +----------------------------------------------------------------------+ | | | _______________________________________________________ | | |___________________________ A _________________________| | | B_ |________| | | | | |___ C __| | | |__| |________| | | ___________________________________________________ | | | | | | |______________________ D __________________________| | | __|____|_| | |_______| | | | | E | |__ G __| | | |_________|_____| |_______| | | | H | | I | | | |___| _________________ |___| | | | J | | K | | | |_________________| |___| | | | +----------------------------------------------------------------------+ A Location Name B Leader Icon C Leader Status D Name of Leader E Followers Icon F Class G Follower Status H Armour I Melee Weapon J Gold Coins K Missile Weapon This shows in detail the health, morale and skill both of your leader and his troops. The balance of troop morale is a simple one: it's increased by killing enemies and decreased by being killed! If morale is high, troops confidently act on their own initiative and slaughter at will; if it is low, they become uncertain of their actions and require leadership. The type and number of weapons and armour currently in use are also revealed here. Parley (H) When you fist enter a (non-monster) scenario you have the option to Parley rather than fight. Selecting this icon allows access to the Parley Screen. +----------------------------------------------------------------------+ | | | _______________________ ______________________ | | | | | | | | | | | | | | | A | | B | | | | | | | | | |_______________________| |______________________| | |  | | | | _________ ________________ | | | | | | | | | | | | | | | C | | D | | | | | | | | | |_________| | | | | |________________| | | | +----------------------------------------------------------------------+ A Buy Troops B Buy Free Passage C Buy Objects D Current Cash Level In Parley mode your leader has three main options: he can recruit troops if the race in the scenario is the same as his (A); buy free passage through the scenario if he has enough money (B); or simply purchase items from the area's resident population (C). This screen is not available in monster-only scenarios, and as soon as hostilities start it is disabled. At the end of a scenario it changes into the Travel icon, which accesses the world map, allowing you to choose another scenario to go to. Inventory (I) Selecting this icon allows access to the Inventory Screen: +----------------------------------------------------------------------+ | | | | | __ __ __ A_ __ __ __ | | | | | | | | | | | | | | | | | | |__| |__| |__| |__| |__| |__| |__| | | | | __ | | | | | | |__| | | | | B_ C_ D_ E_ F_ | | | | | | | | | | | | | | |__| |__| |__| |__| |__| | | | | | | | | | +----------------------------------------------------------------------+ A Items Carried B Select armour icon C Select melee weapon D Select missile weapon E Eat Icon F Trash Can Icon This simply shows the total contents of your inventory, the currently selected armour, melee and missile weapons, and the loot in the current scenario. Icons allow items to be moved from inventory to the trash can and out of the game. There is a limit to what you can carry. The basic rule for manipulating items is to click on the item, (using the arrows to scroll through the inventory) and then click on one of the icons. To eat an apple you would click on the apple and then on the Eat Icon. To select a wand as your missile weapon click on the wand and then the Select Missile Weapon icon. The World Map This is only accessible once a scenario has been completed. It allows you to choose which of the adjacent scenarios you want to move to. Once an adjacent scenario has been selected it us loaded and the whole process of combat or negotiation begins again. Battlemaster: ------------- A Guided Tour For Beginners. ---------------------------- You now have all the information you need to become a battlemaster. If you're familiar with games of this type, you'll probably want to plunge straight into the action. For those who would prefer a little more  advice this is a guided tour of the early scenarios. Whichever leader you choose either Dorins Delve or Dullham will be adjacent to your home town. Dorins Delve: ------------- Select your leader as described above. Note that different leaders start with different numbers of men. Warriors start on their own. For the purpose of this walk through it's best if you don't pick an elf or human as these races actually inhabit the first two scenarios. Once you have selected a leader, the world map appears and you must select a scenario to your home town. Choose Dorins Delve (or Dullham). The scenario will then load. If you selected Dorins Delve you will arrive in a rocky landscape. If yoy are trying Dullham, see the section below. Check the scanner for the position of the enemy (yellow dots) and decide on your party formation. A wedge shape with the leader at the rear is one of the safest while you're still familiarising yourself with the battle tactics. Analyse where it would be best to strike against the enemy. If there are several groups huddled together wait until they separate. It's much harder to deal with groups of soldiers at once than one at a time. Use bows at long-range but be prepared to switch quickly to hand-to-hand weapons if the enemy comes close. Scan the countryside for suitable cover: enemy arrows can't pass through trees or rocks, so use these to hide behind when things get dangerous. In Dorins Delve they keep a sentry hidden behind some bushes to the west of the path. If you just march straight up the middle he will raise the alarm and Dwarves will arrive in force. If however you sneak up through the bushes as far left as you can get, you can surprise the sentry and will have considerably less enemies to fight at the hidden cave entrance. Once you've wiped out most of the opposing army you can loot the surrounding countryside. From your starting point continue east until you reach an opening in the crag - pick up the chest carefully keeping close to the wall; there's a pit-trap just opposite the cave entrance. Walk straight up the path through the centre of the landscape to the north. As you reach the cliff ahead you'll notice that new entrance has appeared in the wall. The fact that you you're still alive to step through it is proof that your first campaign of action has been a success. Dullham: -------- You enter a peaceful scene just at the point where a bridge crosses a river. Use your skills as a fighter and battle leader to kill the inhabitants; attacking the enemy from the southern bank of the river gives you more chance of dodging their, but there are more opportunities for cover on the other bank. Once you've wiped out the villagers, cross over the bridge (if you haven't already done so) and walk straight up the pathway towards Dullham. Before you get into the centre of the village veer to the left or right (there's a pit-trap right at the end of the path). Enter the village houses and collect any food or loot that you find. In a hut to the north-east or amongst the possessions you've already looted, you should find a key; use it to enter the house with the locked door to the east. Inside the hut use the stairs to the left of the door to visit the cellar. Be careful as you're likely to encounter a few die-hard residents. Loot whatever they've left lying around and head off to the next scenario. If you'd like to practise parleying, choose an Dwarf as your leader from the start and negotiate for more troops or free passage through the first scenario. Alternatively, pick a human and negotiate for passage through the village of Dullham. These early scenarios are designed to give a gentle introduction to the rest of the game. Use them to practise troop formations, develop your fighting skills and familiarise yourself with the controls. If you find you're dying to often. try slowing down, there's nothing more dangerous than rushing into battle unprepared: a good commander knows when to watch and wait. The Book of Monsters:  --------------------- Long has it been told that the Keystone of Life was the device which originally contained the infallible genetic code. When it was planted in the cauldrons in the Watcher's Tower, its inner fire was revived and its myriad patterns began to shape the perfect race - the Firstborn. However, the King of the Firstborn shattered the Keystone and its shards fell back into the cauldrons, each fragment initiating its own species. The four main shards rapidly developed into the for main species: Humans, Orcs, Elves and Dwarves; but there were other shards. Even the thiniest sliver eventually produced its own life form: the smaller the sliver, the greater the mutation - and the more the thing created slipped from perfection. The creatures spawned from these fragments were monsters, coorupt in mind and body. Some of the more extreme deviants have perished through natural selection or through lack of numbers. Of those that remain, this list is the one reliable catalogue. Lesser Monsters: ---------------- These relatively unintelligent creatures are widespread throughout the land, but provide little serious opposition. They are generally simple species mutated in unnatural size. Giant Spiders Appearance: Spiders, mainly black, 3 feet long Armour: Soft skin Attacks: Bite; some spit poison gas Magic: None Rating: Southern species are relatively harmless; Northern variety are dangerous Giant Spiders have only animal interlligence: they're just one of those nasty little things you meet in the wilds. They prefer underground places but have been known to infiltrate forest areas. Dragon Flies Appearance: Multicoloured dragonflies, 3 feet long Armour: Soft skin Attacks: Bite Magic: None Rating: Mostly harmless; can get nasty when defending their territory More fly than dragon, these creatures pack a nasty nip. Found near water in out-of-the-way places. Firedragon Flies Appearance: Multicoloured dragonflies, 3 - 6 feet long Armour: Soft skin Attacks: Bite Magic: Fire Breath Rating: Dangerous More dragon than fly, they're very similar in appearence to their lesser cousins. They're very aggressive, always attack and are keen on nasty surprices: massed groups of them have been known to open up with fiery blasts without warning. Found near water in out-of-the-way places. Sometimes bred as guards to crisp unwanted visitors. Snackes Appearance: Snackes, 3 - 6 feet long Armour: Skin Attacks: Poison bite Magic: Rarely Rating: Varies from harmless to very dangerous Snackes come in many classes: some are completely harmless but others spit poison - and there are even a couple of very rare magic-using varieties which are very dangerous. found throughout the land. Giant Monsters: --------------- More advanced forms of life possess greater intelligenceand strength - and are therefore much more accomplished adversaries. Travellers must tread cautious steps and plan carefully if they are to survive such encounters unharmed. Scorpions Appearance: Scorpions, 8 feet long Armour: Skin with bony plates Attacks: Spit poison gas; hack with pincers and stinger Magic: None Rating: Very Dangerous A large shard greated these creatures, so they almost qualify as a race. However, they are socially very different to the main races: as a hive society they have little individual will or intelligence. This makes them all the more dangerous, since they know no fear, and the combined intelligence of the hive can be surprising. In combat they are devastating, their plated skins protecting them whilst they attack with claw's and tail. The inhabit desert areas exclusively: but rumour has it that in the north the Orcs have managed to communicate with them sufficiently to establish a form of pact. Animals are distinguished by a resilient skin and reliance on instinct. Some shards distorted common forms into gross, warped echoes, many times normal size. These can cause serious trouble for the unwary. Giant Bats Appearance: Black bats, 4 feet long and larger Armour: Skin Attacks: Bite Magic: None Rating: Bothersome Very large and particularly aggressive bats which live underground. Often confused with Vampire Bats, but not for long. The Undead: ----------- Non-corporeal entities have long been a part of the Land, though there have been additional species generated since the arrival of the Watcher. Their unnatural appearance strikes fear into all forms of life - and, at their worst, they can kill. Ghosts Appearance: Standars white-sheet ghosts Armour: Non-corporeal Attacks: By weapon type Magic: Rarely Rating: Varies: mostly harmless to dangerous Ordinary by undead standards, these creatures are simply your common or garden spook, found in places where people once died (violently). Ghost Eyes Appearance: Large disembodied eyes Armour: Non-corporeal Attacks: Drain health on contact Magic: Lightning bolts Rating: Trouble These monsterous beings have only been seen since the arrival of the Watcher, and this has led people to believe that he is responsible. However, no one has yet been willing to stake ytheir reputation or life to prove the point. Grinning Ghost Appearance: Disembodied mouths, 3 feet wide Armour: Non-corporeal Attacks: Bite Magic: Yes: type varies Rating: Varies: generally dangerous These smilling spooks are said to be the undead spirits of those who perished without having a chance to speak the awesome last words they had in mind at the time. they are found wherever battles have been fought (ie, in most places), and wise people steer clear of the regions they haunt. Vampire Bats Appearance: Black bats, 4 feet long and larger Armour: Non-corporeal Attacks: Bite Magic: Yes Rating: Very dangerous These are not bats at all, but Human mages who have chosen the ways of the undead as a path to immortality. Since the arrival of the Watcher they have lost their ability to shapechange and are trapped in bat form. Magical Creatures: ------------------ Magic is a powerful and mysterious force, occasionally harnessed and channelled into a vibrant form which can barely be described as "life". Elementals are the most prevalent manifestation, but the most elusive and potentis the fearsome Dragon. Fire Elementals Appearance: Small, mobile orbs of fire with a comet-like tail Armour: Non-corporeal Attacks: None Magic: Fire attack Rating: Trouble Fire Elementals are either free-willed or bound by a mage. The free-willed variety occur near sources of natural fire; the bound variety act as guards or servants for a powerful mage, occurring wherever he dictates. Light Elementals Appearance: Small, scintillating stars Armour: Non-corporeal Attacks: None Magic: Lightning Rating: Trouble These elementals are more difficult to bind than Fire Elementals, so most of those you encounter will be free-willed. In this form they are also known as "Will o Wisps": they are playful spirits inhabiting swampy areas, leading unwary adventurers to untimely ends with a combination of combat and quicksand. Ball Servants Appearance: Bouncing green balls, 4 feet across Armour: Thick skin Attacks: Bounce Magic: None normally Rating: Bothersome The ball monster has for many years been a domesticated pet fovoured by all the races: they are loyal, friendly and fun to play with. They also quite aggressive against intruders and their bounce can be painful and even fatal. THE BOOK OF ARMAMENTS: ---------------------- During this years of strife and chaos which have visited terrible waste upoon the land, there have been few major records of armour or weaponry. This list is the most complete, as it details many of the great artificers and weaponsmiths and provides a compendium of their major works. Amongst these, seven can truly be said to be masters of their art: though the secrets of their design and techniques are now lost forever, their artifacts remain. Some of the weapons (such as Sulrandir's wands) bestrow magical powers, replacing the wielder's skill with a skill of their own; more cenventional weapons such as the axes and swords fashioned by Baglin or Feadil's armour add to the skill of the warrior using them, increasing his glory in battle. The forges are gone, the tools have crumbled to dust, but these works sustain the memories, and are a link with our common past. Those seeking power will do well to study this book wisely. CURANDRIL'S RINGS: ------------------ The greatest of the artificers was Curandril, Elf smith of Brilmar, who wrought the Elemental Rings which give the wearer control over the elements. These rings have for many ages helped to guard the Elven forests from the incursions of the dragons. Nendil and Gondrim had such control over the elements of earth and water that they allowed the wearer to bypass rivers and pits. Normellon: + 30 vs fire (Firefriend) Sulandir: + 30 vs gas (Windwanderer) Nendil: Waterwalking (Lover of Water) Gondrim: Pitwalking (Stonemarch) Fire armour: + 20 chainmail, + 20 vs fire (special) Light armour: + 20 chainmail, + 20 vs Ltng (special) Curandril's Ring: + 20 (Ring of Battle) BAGLIN'S BLADES: ---------------- Also noteworthy is Baglin Axemaker, a Dwarven smith of great renown whose skill in weaponcraft was unrivalled. Altough axes were his speciality he also made a number of swords which were given to the Men and Elves as part of a peace bid: a war was fought over these weapons when the Dwarves demanded their return. The Dragon-slaying blade, Norbane, was one of these. His battleaxes led the Dwarves to many victories against the Orcs: the great axe, Orcruth, is said to be capable of slaying any Orc with a single blow. Orcruth: + 30 Orcslaying Battleaxe Baglin's Blade: + 10 Orcslaying Battleaxe Norbane: + 10 Dragonslaying Broadsword Lokrist: + 0 Dragonslaying Longsword SULRANDIR'S WANDS: ------------------ Sulandirs the Great was an Elf mage whose specialty was enchanted wands. He focussed and bound much power into these items, and their ability to cast the combat spells of old still persits, even since the arrival of the Watcher. Firefinger + 20 Lightfinger + 20 Firehand + 40 Lighthand + 40 Firefist + 60 Lightfist + 60 Firehammer + 80 Lighthammer + 80 The hand of Sultrandir + 100 fire Sulandir's Fist + 120 lightning PEANDIL'S ARMOUR: ----------------- An artificer of great repute was Feadil, who specialised in the crafting of armour. Whilst chainmail was his preferred medium, his greatest works were in dragonskin, which bestowed upon the wearer all the defensive advantages of the Dragon without the social drawbacks which being a Dragon usually caused. Dragonskin Armour + 0 Dragonskin Feadil's Bladewall + 20 Dragonskin Bladebane + 30 chainmail Bowbane + 25 chainmail shirt THE GEMS OF MALELDIL: --------------------- The third most famous Elven smith was Maleldil, the finest worker of the power of gems. Her greatest piece was the Diamond Star, a talisman which gave the wearer total immunity to the effects of fire. It is, alas, believed to have been destroyed by the Dragon of Mount Fang, who feared its power. The Ruby Star, its lesser sister, still exists for certain. Diamond Star + 100 to fire resistance Ruby Star + 20 to fire resistance Emerald Star + 20 to gas resistance Sapphire Star + 20 to lightning resistance Maleldil's Gem + 15 to all magic HOLY WEAPONS: ------------- Edmund of Westhaven was a Human cleric who founded the Vhurch of Man, a religious order based on a fanatical hatred of all things non-Human, It was for some time very popular and developed a huge following: the power of the prayers of most of Humanity was channelled through his hands, such that his blessings were of great strength and his curses filled their victims with awe. It is said that it is his blessing which still lingers in the sword known as Peacebringer, a fabled holy weapon which had brought eternal rest to many a wayward soul. Since the fall of Old Adanost, it has been used in many crusades to free the Bloodwastes of the undead spirits of those who perished in the Dragonfire. Despite these efforts, the Plain remains a place of ghosts. Peacebringer + 30 Holy Repentance + 10 Holy Absolution + 0 Holy Holy Necklace + 10 vs monsters Magicbane + 10 vs magic Faith Does nothing LONGBOWS: --------- The Green Hunter was a Human magician of some standing who studied with the Elves and learned much of their craft. He shaped many fine longbows, including Vilira's bow, which was used in the slaying of Glaswen. Vilira's Bow + 20 Longbow The Hunter's Bow + 10 Longbow, + 30 vs monsters Greenfletch + 0 Bow, + 20 vs monsters ORC WEAPONARY: -------------- The Orcs have produced few great artifices, and those that they have spawned have specialised in weapons of destruction. They generally favoured the scimitar as a melee weapon and the heavy crossbow for ranged combat. Headbringer, Skullsplitter and Throatmangler are among the more imaginative and graphic names given to these weapons: they have their place. Orc mages tended to specialise in the manipulation of poisonous gases (and still do so), and so the Orcish Battle Wands that survive are usually of the gas-throwing variety. The most infamous of these was Deathbreath, which was employed in many great battles. Headbringer + 20 Skullsplitter + 15 Throatmangler + 15 Gizzard Jobber + 10 Spiney Elfslicer + 10 Elf Shafter + 20 Grum's Bow + 15 Geek Bow + 10 Dwarf Nailer + 10 Orcish Wand + 20 Gas Skirmisher Wand + 40 Gas Orcish Battle Wand + 60 Gas Orcish Rankbuster + 80 Gas Warmaster + 100 Gas OTHER ARTIFACTS: ---------------- There are a few other legendary artifacts whose makers remain unknown, and whose name is drawn from the reputations of their wielders. Dorgrin was a Dwarf whose father was killed by an Orcish arrow in the 7th Battle of Angaglir. He became so obsessed by the danger of crossbow bolts that he commissioned a set of armour to make such attcks a thing of the past. Naugar, then the King of the Dwarves, was so impressed by the results that he comissioned the still unknown smith to create an even better suit for himself. Dogrin's Armour + 5 invincible vs arrows Naugar's Armour + 30 invincible vs arrows A further unique item is the armour of the Brown Mage, which consists of a leather suit covering the wearer from head to foot. It magically provides him air to breathe and so senders him immune to gas attacks; it also means that the wearer cannot drown. However, the armour is so heavy that swimming is rendered impossible, making it a dubious advantage to possess such a suit. Brown Mage's Armour + 5 invincible vs gas The origin of Elrin's hunting bow is similarly anonymous, but its effectiveness against some of the more warped creatures of the land is legendary. Elrin's Hunting Bow +15, +30 vs monsters MUNDANE ITEMS: -------------- These are items of varying power fashioned by unknown weaponsmiths in times long past. Dwarven Breastplate + 25 Breastplate Dwarven Plate Armour + 30 Plate Armour Dwarven Chainmail + 15 Chainmail Dwarven Chain Shirt + 10 Chain Shirt Dwarven Battleaxe + 10 Battleaxe Dwarven Runeaxe + 15 Battleaxe Dwarven Crossbow + 10 Crossbow Dwarven Heavy Crossbow + 15 Crossbow Elven Platemail + 20 Platemail Elven Breastplate + 15 Breastplate Elven Chainmail + 10 Chainmail Elven Chainshirt + 5 Chain Shirt Elven Longsword + 10 Longsword Elven Runesword + 15 Longsword Elven Bow + 20 Bow Superior Bow + 5 Bow Fire Ring + 10 vs fire Lightning Ring + 10 vs lightning Lesser Battle Ring + 10 Ring of Battle Ruby Necklace + 5 vs fire Emerald Necklace + 5 vs gas Sapphire Necklace + 5 vs lightning Orcish Leather Jerkin + 5 Jerkin Orcish Leather Armour + 10 Leather Armour Orcish Battle Armour + 20 Leather Armour Orcish Bolt Thrower + 5 Crossbow Orcish Heavy Bolter + 10 Crossbow Orcish Scimitar + 5 Scimitar Orcish Battle Blade + 10 Scimitar Masher + 15 Club Blue Steel Broadsword + 5 Broadsword Black Steel Broadsword + 10 Broadsword Magic is after all magic. The true power of the magical items described above is that they enhance not only the powers of the wielder, but also those of his followers. So if a wizard wields the wand "Firefist", not only does he cast balls of fire, but the arrows of his followers also turn to fire. This has given magic greater importance in the battles of past times, and makes it invaluable to you. ------------------------------------------------------------------------ Sewer Software and Skid Row present..... ~ BUCK ROGERS IN THE 25TH CENTURY: COUNTDOWN TO DOOMSDAY ~ ------------------------------------------------------ [THE RULEBOOK] TYPED BY OLLIE NORTH CONTACT SKID ROW AT THE INQUISTION!! RULE BOOK --------- TABLE OF CONTENTS INTRODUCTION.........................................................1 What Comes With the Game?..........................................1 Before You Play....................................................1 Getting Started Quickly............................................1 Using Menus........................................................1 Beginning to Play..................................................2 MODIFYING CHARACTERS AND TEAMS.......................................3 Team Creation/Training Menu........................................3 Non-Player Characters (NPCs).......................................3 Viewing Characters.................................................4 Character Status...................................................4 ADVENTURING..........................................................5 Display Screens and Points of View.................................5 3-D and Area Views.................................................5 Combat View........................................................6 Overland Map.......................................................6 Solar Map..........................................................6 Adventuring Options................................................6 OUTPOSTS.............................................................7 ENCOUNTERS...........................................................9 Combat.............................................................9 After the Battle..................................................10 Space Combat......................................................11 After Space Combat................................................12 Page [1] Introduction What Comes With the Game? You should find the following items in the game box: Disks, Rule Book, Log Book, Data Card This Rule Book is designed to explain all your options and guide you through playing the game. If you are not familiar with the BUCK ROGERS XXV game system, you will find helpful information about how things work in the Log Book. The Log Book contains a variety of information including details about character careers, technology, combat and an introduction to the adventure story. The Log Book also includes the maps, information, rumors and stories that you will need to play the game. You will discover for yourself which of the tales you hear are fact and which are fiction. The Data Card explains how to start the game and select items and menu options with your specific computer. It also shows how to get right into the game without having to read through the rules. [Due to the fact that the Amiga version of this game is not yet released there is no typed up Data Card] Before You Play There is no copy protection on your COUNTDOWN TO DOOMSDAY disks, so please make backup copies and put the originals away for safekeeping. When you start the game, you will be asked to answer a verification question from this Rule Book or the Log Book before you can play. [REMOVED BY SKID ROW 1990!!!] Turn to the page as indicated for either this Rule Book or the Log Book, find the indicated word, type it in and press the Return or Enter key. Getting Started Quickly COUNTDOWN TO DOOMSDAY comes with a ready-made team that allows you to begin adventuring immediately. Use the instructions on the Data Card to load the saved game that has been provided and begin playing. [I installed this on my HD and there was NO pre-made party] These rules and the Log Book will answer any questions during play. Using Menus All commands are menu based, and the concept of the active character is central to the game. Outside of combat the active character's name is highlighted on the display. During combat the active character is surrounded with a cursor at the start of his combat segment. During combat the active character is chosen automatically according to the character's initiative and random factors. Other times you may select which character is active before choosing other commands. If a command affects the whole team, just select the command. If the command affects one character, make that character active and then choose the command. **************************************************************************** Example: To look at a character's equipment, select that character, choose the VIEW command, and then choose the GEAR command. The computer displays a list of that character's gear. **************************************************************************** Menus are displayed either vertically or horizontally. Vertical menus select the character or item to be acted upon. If there are more choices than will fit on the screen at one time, use the NEXT and PREV commands to view the additional selections. *************************************************************************** Example: When purchasing gear, selections are made from a vertical menu list of equipment. *************************************************************************** Horizontal menus list what that character can do or what can be done to the character. In the rules, menus are shown with all Page [2] of their options. In some cases options will not be available every time a menu appears. *************************************************************************** Example: BOOTY MENU: VIEW TAKE POOL DIVVY EXIT The options TAKE AND DIVVY will only appear if there it booty to take. *************************************************************************** The Rule Book only lists the general menus. Special menus will appear with many encounters that indicate available options. Beginning to Play To begin playing the game you must load a saved game or make characters and band them together into a team. CREATE NEW CHARACTER ADD CHARACTER TO TEAM LOAD SAVED GAME INITIALIZE MOUSE/JOYSTICK [Ha! Don't need this one!] EXIT TO DOS/WORKBENCH CREATE NEW CHARACTER is used to build a character. Detailed information about characters, races, careers and so on is available in the Log Book. This command starts the process of making a new character.  PICK RACE lists six races a player-character can be in the twenty-fifth century. PICK GENDER lists the sex the character can be. PICK CAREER lists the careers a character is qualified for based on race. The computer randomly generates the character's ability scores. If you are not happy with the scores, you may roll them again. Remember that you can use the MODIFY CHARACTER command on the Team Creation/Training Menu to change the character's ability scores and hitpoints after the character has been generated. CHARACTER NAME provides a 15 letter space to type in the character's name. On some computer systems the character is named after the abilities scores are generated. ALLOCATE SKILL POINTS allows you to allocate points to the character's Career and the General skills. This phase really determines a character's strengths and weaknesses. See the section on skills in the Log Book for more information. SELECT CHARACTER ICON allows you to select the shape that will represent the character in combat. You can select new combat icons from the Training Center menu. On some systems the character will be saved after the combat icon is selected. EXIT from any of the character creation menus will display the Team Creation Menu. ADD CHARACTER TO TEAM allows you to add characters to the team from the save game disk. A team is a group of characters composed of up to six player characters (called PCs) and up to two non-player characters (called NPCs). A team should have a balanced mix of characters with different careers. For more information about building teams see the Log Book. LOAD SAVED GAME permits you to resume a game that had been previously saved. The saved game provided with COUNTDOWN TO DOOMSDAY can also be loaded. INITIALIZE MOUSE/JOYSTICK sets up the joystick or mouse. [Still don't need this one!] EXIT TO DOS/WORKBENCH ends play. Page [3] Modifying Characters and Teams The Team Creation/Training Menu shows the characters currently in your team and lists the commands for creating and modifying the team. Not all of the options will be available at all teams. Team Creation/Training Menu CREATE NEW CHARACTER PURGE CHARACTER MODIFY CHARACTER ICON SELECT TRAIN CHARACTER VIEW CHARACTER ADD CHARACTER TO TEAM REMOVE CHARACTER FROM TEAM LOAD SAVED GAME SAVE CURRENT GAME BEGIN ADVENTURING EXIT TO DOS/WORKBENCH PURGE CHARACTER eliminates a character from the team and erases him from the saved game disk. A purged character may not be recovered. MODIFY CHARACTER can change the character's ability scores and HP. Use MODIFY CHARACTER to change a character generated in COUNTDOWN TO DOOMSDAY to match a favorite BUCK ROGERS XXc game character. A character cannot be modified once he has begun adventuring. ICON SELECT allows you to select a new icon to represent a character in combat. TRAIN CHARACTER increases a character's level when he has gained enough experience points (EXP). Characters can only advance one level at a time. If a character has gained enough experience to advance more than one level, he will advance one level and then lose all experience in excess of one point below that required for advancement to the next level. See the section on Experience Points in the Log Book for an example. Characters get additional points to allocate to skills as they advance, and Warriors gain weapon skills. See the Advancement Tables starting on Page 40 of the Log Book for EXP requirements. There is no charge for training characters. VIEW CHARACTER displays about a character. For more information see the Viewing Characters section on page 4. REMOVE CHARACTER FROM TEAM transfers a character from the team to the saved game disk. SAVE CURRENT GAME stores the current game to the save game disk or directory. BEGIN ADVENTURING starts the game. EXIT TO DOS/WORKBENCH quits the game. Non-Player Characters (NPCs) During the game the team will encounter Non-player Characters (NPCs). They may talk to the team, attack or offer to join the team. NPCs that join the team are treated like player characters with a few differences. The computer generally commands NPCs in battle. Characters with Leadership skill may be able to put NPCs who have joined the party under direct control (this is difficult). NPC's have morale--if things are going badly for the team, NPCs may run. Gear can be traded to some NPCs, but they cannot be traded from conscious NPCs to other characters. If an NPC dies, however, you can use the TRADE command on the Gear Menu to take his gear. Only two NPCs at a time may join the team and they may insist on taking a share of all booty found. Page [4] Viewing Characters The VIEW command displays the character summary screen. Encumbrance is the total weight the character is carrying. As a character becomes more encumbered, his combat movement speed drops. Encumbrance is based on the weight a character carries above the weight allowable by strength. Combat Movement is how many squares a character can move during a combat round. This is based on his readied armor, strength and total encumbrance. Character Status OKAY means that the character has positive HP and can move and fight normally. POISONED means that the character is suffering from the effects of some poison, and must have a Medic perform a Treat Poison immediately after combat or become Comatose. UNCONSCIOUS means that the character has exactly 0 HP. He cannot move or fight, but is in no danger of dying. COMATOSE means that the character is severely injured and has lapsed into a coma. Comatose characters require hospitalization or shipboard Medical Center care to recover. DEAD means that the character has died. FLED means that the character fled from the battle. After the battle he will rejoin the team. GONE means that the character was abandoned during a combat and the body has been lost forever. Page [5] From the View Menu several options are available to inspect the active character. Not all of these commands are available at all times. VIEW MENU: GEAR SKILLS WPN SPEC TRADE EXIT GEAR will show all the equipment the character is carrying. Items preceded by a YES are ready for use. Not all commands in the Gear Menu are always available. Gear Menu: READY TRADE DROP HALVE JOIN SELL EXIT READY is used to change the ready status of a weapon, armor, or other item. Only readied gear can be used in combat. Characters can only ready one weapon at a time, except that a grenade can be readied while a character has a readied grenade launcher. On some systems there are items that can only be readied or unreadied while in either camp or combat. TRADE on the Gear Menu is used to transfer an item from one character to another. Choose the item and then the character to receive it. Remember that a conscious NPC will not give up an item once he has it. DROP permanently removes items from a character. Dropped items may not be recovered. HALVE will divide a bundle of grenades or poison antidotes into two bundles. For example, halve would turn on bundle of 24 grenades into two groups of 12 each. JOIN combines grenades and poison antidotes into one line of the gear list. No more than 100 items can be joined onto one line. This is handy because there are a limited number of slots available on a gear list. SELL (only available at shops) causes the shopkeeper to make an offer on the highlighted item. Sold gear may not be recovered. WPN SPEC allows Warriors to examine their weapon specialization bonuses. TRADE on the View Menu is used to transfer credits from one character to another. Indicate which character is to receive, and then indicate what and how much is traded to the other character. On some systems this option is only available if you select the View Menu from outposts shops or from the Booty Menu after combat. Adventuring After setting up your team and reading the background information in the Log Book, it is time to head for adventure, fame, and glory. Your team will engage in fierce battles, find booty, and sometimes have to stop, and recuperate from battle. Display Screens and Points of View During the adventure, teams must travel from planet surfaces to the reaches of space. There are several points of view or areas that are displayed for different regions. 3-D and Area Views 3-D view appears in towns, aboard enemy rocketships and so on. This view appears at the top left of your screen and shows the surrounding area from the team's perspective. Rotate the team's facing and move using the directional. The direction controls for your computer are described on the Data Card. Area view provides an overhead view of the team's surroundings, replacing the 3-D view. choose the AREA command from the Adventure Menu. This view is not available in many regions. In the area display a cursor shows the team's position. On some computer systems, the cursor is an arrow that indicates current team facing. On some computer systems you may move around while in the area view, on others this view is only to help you get your bearings. Page [6] Unfortunately, that's all we've got room for this disk, but look for part 2 of the Buck Rogers docs on Sewer Doc Disk Number 31.W, E) and what the team is doing. Every time the team moves a square, one minute of game time passes. 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