Q`8aderT 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`GIKOQ S@U`WY[]_a c@e`gikmo/s@uy {} @` @ ` @ ` @ ` @ ` ǀ ɠ @ ` ׀ ٠  @` @`!Aa   !Aa!!#A%a')+-/1!3A5a79;=?A!OEaGIKMOQ!SAUaWY[]_a!cAeagikmoq!sAuawy{}!Aa!Aa'Ao!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"&cB&eb&g&i&k&m&o'O'ub'w'y'{'}'("(B(b((((()")B)b)))))"*B*b*****+"+B+++++,B,b,ǂ,ɢ,,,-"-B-b-ׂ-٢---.".B...../"/B/b////0/0C0c00 0 0 #1O1c111@`  @`! #@%`')+-/1 3@5`79;=?A C@E`GIKOQ S@U`WY[]_a c@e`gikmo/s@uy {} @` @ ` @ ` @ ` @ ` ǀ ɠ @ ` ׀ ٠  @` @`!Aa   !Aa!!#A%a')+-/1!3A5a79;=?A!OEaGIKMOQ!SAUaWY[]_a!cAeagikmoq!sAuawy{}!Aa!Aa'Ao!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"&cB&eb&g&i&k&m&o'O'ub'w'y'{'}'("(B(b((((()")B)b)))))"*B*b*****+"+B+++++,B,b,ǂ,ɢ,,,-"-B-b-ׂ-٢---.".B...../"/B/b////0/0C0c00 0 0 #1O1c111SEWER_32 St FOTI_1 SWRSTACK_UPSWRt THUNHAWKSWR&t .NEODESK3SWRat MALIEX SWRt n MDWNTR21SWR4zLCADAVER2SWRt qCHAR_CODSWRt vDARKMAN SWRt wFIRESTARSWRt  FOTI_2 SWRHARD_SOLSWRt GINT_ATHLSWRt STARFLIGSWR.t vTSTRIPOKRSWR4t .ST_ROD SWR9t !TERMIN_2SWRCt }LASTNIN3SWRNt 0LORDRINGSWRt  MONS_BUSSWRZt NEBULUS2SWRt ORB_DESTSWRt R_TYPE2 SWR+t  RISEDRAGSWRvt Q MDWNTR22SWRjMDWNTR23SWRCk~AUTO rSEWER SOFTWARE presents a doc from an AMIGA source...I've left the comments from the AMIGA folks intact... Part 1 of 2 - 220K+ in all This manual was typed by an Atari ST dude called Alien, and fixed by [RYGAR]. The docs are for the Atari ST version but i think they will be ok for the amiga game as well (when it's out...). Also, 3 Atari STt pictures was not included because i dont know how to convert the shit.. later! [RYGAR] FLIGHT OF THE INTRUDER FLIGHT MANUAL PERSONNEL Stephen Coonts A former U.S. naval aviator, Stephen Coonts accumulated 1,600 hours aboard the USS Enterprise during the Vietnam War.As well as providing the accurate technical detail in the bestseller Flight of the Intruder (Simon and Schuster, 1986), Steve provided much more information in a very long transatlantic phone call. Steve also wrote Final Flight and The Minotaur. Pete Bonanni Major, U.S. Air National Guard - F-4, F-16 and A-7 pilot who provided anecdotal information about the F-4. Norman Cosand Former U.S Air Force Captain- Flew Wild Weasel F-4 missions as a "Guy In Back"over North Vietnam. Provided useful information about F-4 missions and flight characteristics. Phil Handley Colonel, U.S. Air Force (retired) - An invaluable source of information about Phantom vs. Mig combat over North Vietnam. Colonel Handley is credited with the only F-4 gun kill of a MiG-19 over North Vietnam. John McGinn Lieutenant Commander,U.S. Navy Reserve - Veteran A-6 pilot who is still flying and provide helpful checks on our A-6 accuracy and pictures. If you have questions regarding the use of Flight of the Intruder, or any of our other products, contact Spectrum Holobyte Customer Support at: Mail: Mirrorsoft Ltd Irwin House 118 Southwark Street London SE1 OSW Phone: 071 261 9465 9:00 A.M. to 5:00 P.M. Monday to Friday CONTRIBUTORS Full manual typed out by Alien!! [FIXED BY [RYGAR] Come Fly With Me by Stephen Coonts A modern jet warplane is a strange, challenging machine; its cockpit is so different to the places that most of us are familiar with. It's a flying Grand Prix racer, world-class superbike and a video game, all in one. This magnificent machine slices through the atmosphere with a freedom that cannot be described, only experienced. A slave to your every whim, the aircraft responds to the slightest pressure on the controls, yet is ready to kill you the instant you make a false move. There is the darkness and the weather - nothing is as black as a night sky under a tropical overcast as you skim above the ground knowing that the slightest caress from Mother Earth will be instantly, totally, fatal. There is the enemy - in combat they are doing their damnedest to destroy your machine, and you with it. If you survive all that, then you may sample the piece de resistance, the night carrier landing, usually in foul weather, occasionally in a shot-up airplane. You come out of the goo and there is the deck,pitching gently with the meatball and the centerline lights and all you have to do is fly your airplane through the needle's eye into an arresting gear wire. So come on! Come fly with me. You awaken in the middle of the night, put on your stinky, green one-piece flight suit and your steel-toed flying boots - you need the steel toes to keep your feet from being torn off by the instrument panel if you eject - and stumble through the passageways to the briefing room to learn your target and mission. You swig a cup of bitter coffee and don your flight gear in layers: G-suit, torso harness, survival vest, pistol, helmet, oxygen mask, gloves, flashlight, survival radios. You even a wedge a candy bar and a plastic baby- bottle full of water into one of your G-suit pockets. Out on the flight deck your aircraft is waiting. The night is hot and humid in the tropics -you quickly work up a sweat which soaks your underwear and flight suit and runs in salty rivulets into your eyes. You examine the plane and its weapons with your flashlight. There are a lot of weapons on this A-6 tonight, ten 500-pound bombs, a dozen Rockeye anti-tank weapons at 500 pounds each, and a 2,000 pound belly tank on the center-line station, 16,000 pounds of internal fuel.The plane weighs 56,500 pounds for the catapult shot - over 28 tons. Over half that weight is fuel and ordnance. When you are satisfied that all is as it should be, or when you can put it off no longer, you climb the ladder into the cockpit, for this plane is big, with the cockpit rail nine feet above the deck. The plane captain helps you strap yourself to the ejection seat. Perhaps he says something he thinks is funny because you look like you need it. On signal you bring the machine to life, start the engines, turn on the inertial navigation system, computers, radios, radar, the electronic countermeasures, and check the health of every system. All go. You sit staring across the deck at the inky blackness, at the other aircraft with other men like you, equally competent, equally scared, waiting. Then the yellow-shirt taxi director gives the signal. You use throttle and brakes carefully, attentive to every twitch of his hand and nod of his head. There is little room on the aircraft carrier flight deck and most of it is taken. You get what is left over. You taxi slowly, obediently, alert for the exhausts of other aircraft or grease that will break your tires' adhesion to the anti-skid surface. The sea is out there in that blackness, waiting. As you taxi, you lower and lock the wings and drop the flaps and slats to takeoff position. Onto the catapult. You feel the clunk as the shuttle captures the nose-tow link; you see the cat officer's signal to advance the throttles to full power. You shove the levers forward to the stops and take your feet off the brakes. The engines wind up with a howl audible even through the padding of your helmet. Your breathing is rapid, the salt of your sweat stings your eyes as you waggle the controls and check the engine instruments. The machine trembles from the fury of the roiling air being sucked into the headrest and wait for the shot. Ahead of you is a hundred yards of dimly-lit deck, then nothing! The night is waiting to swallow you. Inside this machine full of fuel and laden with weapons, you will soon be thrown from this deck into that hot, humid, black air, 60 feet above the night sea, 15 knots above a stall. The enemy is also waiting, also ready - even now they are loading belts of ammo into the anti- aircraft guns and testing their missiles. Your life will depend on your skill, your knowledge, your courage, your determination. You blink the sweat from your eyes and take one more ragged breath. The catapult fires and the G's slams your back into your seat as the blackness hurls towards you. Table of Contents PERSONNEL ............................................... 33 NOTE: THESE CONTRIBUTORS ............................................ 73 NUMBERS ARE -NOT- Come Fly With Me ...................................... 82 CORRECT! [RYGAR] TABLE OF CONTENTS ...................................... 175 ~~~~~~~~~~~~~~~~ PART I: INTRODUCTION ................................... 387 BACKGROUND ............................................. 389 ABOUT THIS MANUAL ...................................... 433 USING THIS MANUAL .................................... 441 CONVENTIONS USED IN THIS MANUAL ...................... 484 Input Devices ...................................... 486 Step-By-Step Instructions .......................... 511 MINIMUM SYSTEM REQUIREMENTS ............................ 519 PLAYING FROM FLOPPIES .................................. 532 INSTALLATION ON A HARD DRIVE ........................... 566 PROBLEMS WITH INSTALLATION? .......................... 590 PART II: MENUS AND CONTROLS ............................ 629 THE PULL-DOWN MENU BAR ................................. 635 ABOUT Menu ......................................... 668 FILE Menu .......................................... 673 LEVEL Menu ......................................... 721 CONTROL Menu ...................... ...... ........ 731 Input Device .................... : : ........ 736 Sound Options ................... : : ........ 766 Scale Control ................... :.....' ........ 788 Detail of Simulation Visuals .... : : ........ 794 Other Factors ................... : : ........ 802 OPTIONS Menu ...................... : : ........ 815 Engines .......................................... 828 Armaments ........................................ 845 Flight Model ..................................... 858 Opposition Factors ............................... 892 Fuel ............................................. 926 Indexing Preferences to Rank ..................... 938 COMMS Menu ......................................... 966 The Comms Connection Details Screen ............. 1025 Compatability Note .............................. 1041 CONTROLLING YOUR AIRCRAFT ............................. 1050 "FLYING WITH THE STICK" ............................. 1052 USING THE KEYBOARD .................................. 1065 Turns ............................................. 1076 USING THE JOYSTICK .................................. 1091 The Gravis MouseStick ............................. 1107 The Aerochopper ................................... 1115 USING THE MOUSE ..................................... 1124 THE RUDDER TURN ..................................... 1142 PAUSE ............................................... 1168 PART III: FIRST FLIGHT IN THE A-6 INTRUDER ............ 1184 THE DUTY ROSTER ....................................... 1190 Cockpit Orientation ............................... 1263 First Strike Mission .............................. 1453 Landing ........................................... 1479 A Typical Intruder Mission .......................... 1507 Finishing the Mission ............................. 1674 PART IV: FIRST FLIGHT IN THE F-4 PHANTOM .............. 1684 SELECTING A PHANTOM MISSION ......................... 1701 Cockpit Orientation ............................... 1715 TAKEOFF PROCEDURES AND FIRST FLIGHT ................. 1734 Controlling Your Aircraft ....................... 1736 About the BarCAP Mission ........................ 1742 Going Into Combat ................................. 1814 Using the Sparrow ............................... 1851 Using the Sidewinder ............................ 1899 Using the Vulcan M61A1 20mm Cannon .............. 1931 After the Battle .................................. 1964 LANDING ........................................... 1973 Flying The F-4 .................................... 2000 Moving On ....................................... 2176 PART V: YOU AS CAG .................................... 2191 PLANNING A MISSION .................................. 2195 Summary of the Mission Planning Process ........... 2207 A MISSION OF YOUR OWN ............................... 2241 Saving the Planned Mission ........................ 2275 TARGET INTELLIGENCE ................................. 2291 GENERAL INTELLIGENCE ................................ 2313 POINTS OF INTEREST .................................. 2343 WAYPOINTS ........................................... 2402 Moving the Position of the Current Waypoint ...... 2434 Editing Waypoint Dialog .......................... 2441 The Waypoint Actions ............................... 2473 USING THE MAP ....................................... 2522 STORES .............................................. 2597 Optional External Fuel Tanks ...................... 2657 Weapon Station Capacity ............................ 2677 AIRCRAFT INFORMATION ................................ 2722 Aircrew Personnel ................................. 2835 Assigning Plane Crews ............................ 2850 Replacing Pilot Teams ............................ 2867 Personnel Descriptions ............................ 2872 Meanings of Ratings Categories ................... 2877 A-6 Pilot Personalities .......................... 2896 F-4 Pilot Personalities .......................... 2977 Enemy Encounters .................................. 3064 Air Encounters ................................... 3073 Ground Encounters ................................ 3080 SAMs ............................................. 3082 AAA .............................................. 3100 Rifles ........................................... 3111 Friendly Fire .................................... 3117 PART VI: OPERATIONS AND MISSIONS ...................... 3125 SELECTING AN OPERATION ................................ 3131 RULES OF ENGAGEMENT ................................. 3149 COURT-MARTIAL ....................................... 3186 Operation BARCAP .................................. 3220 Operation DECK ALERT .............................. 3237 Operation TALLY HO YO ............................. 3251 Operation BACK BREAKER ............................ 3278 Operation MORNING SONG ............................ 3307 Operation JULY 4TH EVE ............................ 3329 Operation JULY 4TH DAY ............................ 3345 Operation JULY 4TH REFRAG ......................... 3370 Operation LIGHTS OUT .............................. 3386 Operation IRON RAIN I ............................. 3409 Operation IRON RAIN II ............................ 3434 Operation ALPHA STRIKE ............................ 3459 Operation HUNTER KILLER ........................... 3484 The Most Dangerous Game ............................. 3509 PART VII: DEBRIEFING .................................. 3620 OPERATION STATISTICS .................................. 3624 SUCCESS RATING TABLE ................................ 3649 Saving to Disk .................................... 3741 SIERRA HOTEL ........................................ 3750 BADGES .............................................. 3766 MEDALS .............................................. 3785 PART VIII: FLYING AND FIGHTING ........................ 3834 IN THE COCKPIT ........................................ 3840 The HUD Dot ..................................... 3957 Instruments In Common ............................. 3963 Threat Indicator and Panel ...................... 4063 Reading the COMED ............................... 4140 Phantom System Lights ............................. 4160 Intruder Warning Lights ........................... 4188 Intruder Multiple Weapon Selection Panel .......... 4262 Phantom Warning Light Panel ....................... 4297 Displays Unique to the Phantom .................... 4308 The Phantom Radar Screen .......................... 4357 Reading the Radar Screen .......................... 4373 Phantom G-Force Gauge ............................. 4428 IFF ............................................... 4437 OFFICER TRAINING ...................................... 4447 THE NATURE OF G-FORCES .............................. 4452 AIR COMBAT MANEUVERS (ACM) .......................... 4569 FUEL MANAGEMENT ..................................... 4762 Fuel Limits ....................................... 4800 USING THE RADIO ..................................... 4815 PHANTOM MULTIPLE WEAPON SELECTION PANEL ............. 4862 AIR-TO-AIR WEAPONS .................................. 4909 AIM-7 Sparrow ..................................... 4915 AIM-9 Sidewinder .................................. 4950 Guns and Rockets .................................. 4986 BOMBING MISSIONS ...................................... 5025 Intruder Missions ................................. 5027 Normal Strike Missions ........................... 5034 Alpha Strike ..................................... 5044 Dive Bombing ..................................... 5051 Stephen Coonts' Technique .......................... 5062 BOMBING TECHNIQUES .................................. 5080 Using DIANE ....................................... 5087 Using Direct ...................................... 5150 Using Dive-Toss ................................... 5187 MIL DETERMINATION TABLES ............................ 5198 AIR-TO-GROUND WEAPONS ............................... 5305 AGM-45A Shrike .................................... 5309 AGM-78 Standard ................................... 5335 AGM-62 Walleye .................................... 5351 LGB Paveway ....................................... 5414 LAU-3A ZUNI Rockets ............................... 5451 Iron Bombs ........................................ 5476 PART IX: CARRIER LANDINGS ............................. 5543 INSTRUMENTATION TO HELP WITH LANDING ................ 5573 The Meatball ...................................... 5575 AOA Indexer ....................................... 5585 GETTING HOME ........................................ 5627 Manually .......................................... 5629 By Autopilot ...................................... 5636 Automatic Carrier Landing System (ACLS) Indicator . 5642 PRACTICE LANDINGS ................................... 5668 PART X: AIRCRAFT SPECIFICATIONS ....................... 5734 A-6 INTRUDER ........................................ 5739 F-4 PHANTOM II ...................................... 5785 MIG-21 .............................................. 5831 MIG-19 .............................................. 5866 MIG-17 .............................................. 5882 SUMMARY COMPARISONS ............................... 5902 PART XI: THE NAVAL WAR OVER VIETNAM ................... 5916 A WORD ABOUT THE VIETNAM WAR ........................ 6277 PART XII: GLOSSARY AND ABBREVIATIONS .................. 6323 PART XIII: THE KEYBOARDS .............................. 7011 KEYBOARD LAYOUT ..................................... 7016 KEY COMMAND DESCRIPTIONS ............................ 7135 PART XIV: EXAMPLE OF PLAY ............................. 7506 FURTHER READING ..................................... 7695 ______________________________________________________________________________ PART II: MENUS AND CONTROLS THE PULL-DOWN MENU BAR Press [F10] at any time to display the menu bar at the top of the screen. Alternatively, click the mouse at the top of the screen. Once you display the menu bar, the game is stopped. It remains paused until you use the "Return" option from the FILE menu or select a menu option. Menus can only be accessed with the keyboard or mouse. The game will save all menu choices you have made to go with your name and callsign and give you the same options the next time you fly with that pilot. If you wish to fly with different options, you must either rechoose the options or pick a different pilot and set up different configuration options for that name. If you are killed on a mission, that name and callsign are immediately "retired" and the saved menu options configuration is lost. To keep your preferred menu configurations after losing a pilot, just choose the topmost "NEW" from the Duty Roster that matches your callsign. The menu options should be the same as those of the pilot that died. This technique only works if your pilot has successfully completed at least one mission. Each of the six menus in the menu bar contains a number of options. However, the ABOUT, LEVEL, OPTIONS and COMMS menus are only available before you get into the cockpit to fly a mission. The menus remain hidden until you access them using the following method: Move the mouse pointer to the menu you wish to pull down and press the left mouse button to select the menu option. The following is a description of the menu options with each of the Flight of the Intruder's six menus. ABOUT Menu This provides information about the game itself. Choosing this menu displays the credits, the version number and other information about the simulation. FILE Menu The FILE Menu lets you manipulate the simulation (or "file") at hand. By selecting from the following options, you can abort, postpone or end an operation, as well as return to the operation from which you accessed the FILE Menu. You can also end the game. Abort Mission: Returns you to the Duty Roster.This is otherwise known as "giving up." You are awarded no points for an aborted mission. End Mission: Takes you immediately to the end of the mission, whether or not you have attained the objective. Use it for eliminating the tedium of a return-to-carrier trip and the anxiety of a carrier landing. The mission is over,and you will proceed immediately to Debriefing to get your scores. Return: Returns you to the operation in-flight. Exit: Exits the game with no score recorded for that mission Take Photo: Allow you to take a photograph of what is on screen at the moment you choose the option. This comes in handy for later reference during Debriefing. While flying, you can press [*] for the same result. Camera On: This turns on the "videotape camera" to record action sequences during a game. This can only be accessed while in flight. It can also be turned on by pressing [V]. The following options can only be accessed during Mission Briefing or Debriefing. Pressing [Esc] takes you back to the Corridor Screen. Slide Show: This allows you to go to the Debriefing Photograph screen to look at any photographs you have taken and saved. Video Replay: This allows you to replay any previously saved videos. Sierra Hotel: This shows you the current top ten pilot list for the game. Awards: This shows you what awards the pilot has already earned. LEVEL Menu Use the LEVEL Menu to choose the level of difficulty of the simulation, from "Lieutenant j.g." (the easiest) to "Captain" (the most difficult). When you first start the simulation,the rank defaults to Lieutenant j.g. You can select the more difficult levels as you become more proficient. You earn more points for completing a mission at a higher level of difficulty. See the OPTIONS Menu for more information about ranks and levels of difficulty. CONTROL Menu Use the CONTROL Menu to select or change input device, sound options and control the detail of the simulation visuals. Input Device This determines what device you will use to control your flight. You must select the device after selecting your pilot (see Part III). Selecting one of the following five devices places a check mark next to that option: Keyboard: This is the default.It allows you to operate the plane entirely from your keyboard. Mouse: Like the joystick,this allows you fly and fight with a mouse but leaves several functions to be done on the keyboard. MouseStick: Use this option if you are using the Gravis MouseStick with your ST. Its buttons correspond to those on a mouse, but the stick allows you to fly the plane as if using a joystick. Joystick: This allows you to maneuver and fire the aircraft's weapons with a joystick, although you will still have to use the keyboard for several functions. Aerochopper: This Atari ST device lets the user fly using a special controller for flying a radio-controlled aircraft. RC enthusiasts will recognize the configuration as the popular "Mode 2." You cannot use a standard joystick with this option. Note that the game supports only the cartridge-based version of the Aerochopper, not the recent serial version. Sound Options All Sound Off: Turns all the sound in the game off. Select this for playing at work or when the rest of the family is sleeping. Engines Off: Turns off the sound of the engines, relieving a source of irritation (for real pilots as well as players),and leaving on all the important sounds such as guns and rockets firing. Engines/Msg Off: Turns off the sound of the engines as well as the "radio chatter" sound you hear when a new message is displayed across the top of the screen (see 'Using the Radio, in Part VIII). Again, all other sounds are still available to mark important actions. All Sound On: Is for those who have to hear the sound of the engines as well as all the rest of the sound. This is not recommended for households where anyone has sensitive hearing. Scale Control Large Scale: Makes all the objects in the game four times as big as they normally would be in relation to the land and sea This makes spotting things easier. Thanks to TEDDYSTACKER for Stack Up from Zeppelin The aim of stack up is to guide the falling groups of blocks so that they form horizontal ,vertical or diagonal lines of more than three of the same colour . Once this " stack " has been made , the blocks disintergrate earning points . As the blocks fall from the top of the frame , pressing SWOP allows the colours to exchange positions. The next block to fall is also displayed on the screen , so it is worth bearing that colour formation in mind before placing the falling blocks . As you stack up to higher frames , the falling blocks get faster , and the puzzles become more difficult . If your stack reaches the top of the screen , the frame is declared void and you lose your credit . As the game progresses , various new playing blocks can be selected by pausing and selecting the following : 1 . weather symbols 2 . road traffic signals 3 . food symbols 4 . outer space signs Stack up is split into 22 rounds , each of which has a target number of lines that must be reached before play can progress to the next level . After a successful round you are awarded CLEAR BONUS , plus a SPACE BONUS depending on how much empty space is left on the screen . As higher levels are reached : - frames are started with blocks already in them - blocks appear randomly on the screen ( programmed by the reps ! ) - only diagonal lines count towards your target levels - left and right controls may be become reversed ! ( ghost virus 12 ?? ) - black blocks will fall that cannot disintergrate BASIC SCORING Each group of three blocks placed in frame : 50 points Vertical line of three : 200 points Horizontal line of three : 500 points Diagonal line of three : 1000 points EXTENDED SCORING line of four : scores double and counts as two line of five : scores triple and counts as three line of six : scores quadruple and counts as four CHAIN REACTIONS first step : single score second step : all lines are worth double third step : all lines are worth triple ok docs supplied by MCA and wordprocessed by SLEDGE/HOTLINE ! Thanks to TEDDYSTACKER S E W E R S O F T W A R E presents - T H U N D E R H A W K A H - 7 3 M INTRODUCTION As the twentieth century drew to a close, the U.S. Military invited a number of manufacturers to submit designs for a lightweight multi-role attack helicopter. The prime design criteria were for an aircraft capable of true all weather nap of the earth (NOE) flight, delivering a wide range of ordinance over a short range. The prototype designation meing Multi-role Experimental (MRX). Of the several proposed designs only one received funding for Phase I development, this being the MRX-73M. The MRX-73M design centred around an extensive use of carbon composites to provide an exceptionally light airframe. Power came from twin turboshafts themselves incorporating many ceramic components to further reduce weight. The main rotors were of glass-fibre construction incorporating a LIVE (Liquid Inertia Vibration Elimination) system. Flight efficiency was increased by the use of NOTAR (no tail rotor) technology instead of the traditional tail rotor. (NOTAR uses the flow of the exhaust-gasses channelled through a number of slots in the tail-boom to counteract main-rotor torque.) A comprehensive array of flight and fire control systems reduce load on the pilot and allow effective night and poor visibility attacks. To complement the new helicopter, a new range of compact missiles were developed, designed for use at close range and at low altitudes. These weapons included both air-to-ground and air-to-air missiles and a new, small calibre rocket system. To this date, only a single example of the MRX-73M is flying, the AH-73M, 'THUNDERHAWK'. You join the pilots of MERLIN, a crack assault team commissioned by the United Nations. Your job is to defuse crisis situations around the world, preventing their escalation into a full-scale conflict. With MERLIN you will fly the newly commissioned Thunderhawk attack helicopter against forces around the world. GETTING STARTED THE COMMON ROOM The common room is the place where pilots rest between missions and is the place where all games begin. From here you can: a) Use the flight simulator to improve your piloting skills. To enter the simulator simply click the hand cursor anywhere on the simulator. b) Enter the war room to choose a campaign or recap on the current campaign. To enter a war room, click on the door on the far right of the screen. c) Enter the mission briefing room to begin a mission. To enter the briefing room, click on the door on the right of the screen. d) Use the Desktop computer to save your current game or to reload old games. To use the computer simply click anywhere on the computer. e) View you current rank and decorations. To review your pilot information, click on the locker in the middle of the screen. THE FLIGHT SIMULATOR The flight simulator allows inexperienced pilots to improve their flying skills without endangering their lives or a multi-million dollar machine. On entering the simulator you are presented with an options menu allowing you to select the campaign to simulate, the time of day and the skill level of enemy units. Use the cursor to change the options and click on the GO icon to enter the simulation. The simulator accurately recreates the flight characteristics of the Thunderhawk although you will be provided with unlimited weaponry. Throughout the simulation you will receive 'radio messages' from the flight instructor as he assesses your ability and helps you improve your combat skills. The simulator can be exited at any time by pressing the escape key at which point you will be presented with an overall assessment from the instructor. THE WAR ROOM The war room is the place from which all campaigns are commanded. Teams of tacticians constantly monitor military and political situations around the world. From here you can select one of the six campaign theatres or recap on the current campaign. To view a campaign, click on one of the circles marked on the world map in the middle of the screen. This will bring up a map of the campaign (on the right of the screen) and a tactician will provide you with background information. To select the campaign, simply click on the campaign map. From there you will be taken to the briefing room where you will be given a detailed briefing of the campaign's objectives. THE BRIEFING ROOM Before you enter combat, Jack Marshall, your chief tactician, will provide you with a full mission briefing allowing you to carefully plan your attack and select appropriate ordinance. Jack has access to all relevant information and will provide you with the latest strategic updates. Jack is an expert in his field and only a foolhardy pilot would ignore his advice. Each section of the briefing can be stepped through by clicking anywhere on the screen, the escape key will exit the briefing. THE DESKTOP COMPUTER Thunderhawk is a very large game and only a player with great stamina would attempt to complete the game in one sitting, therefore a game save option has been provided. On entering the file system a large disk is displayed on screen with a list of options: LOAD PILOT - Load a previously saved game from current disk. SAVE PILOT - Save present game to current disk. ERASE PILOT - Erase pilot off current disk. EXIT GAME - Exit current game and return to startup screen. To exit the desktop computer, click the pointer anywhere outside the disk. VIEW PLAYER STATISTICS As you progress through Thunderhawk you may be awarded various decorations for your skill and courage. A good player may also recieve increments in rank if the Pentagon are sufficiently impressed by your performance. In addition to these you will always recieve a campaign ribbon on completion of a campaign. You can judge your overall performace by rank and medals bearing in mind that the ultimate player may recieve 6 medals, 6 ribbons and the rank of colonel. ARMING SCREEN On exiting the briefing room you are taken to the arming room where you select appropriate ordinance for the forthcoming mission. The Thunderhawk can carry a wide range of offensive and defensive equipment but the right selection is vital if your mission is to be successful. At the top right of the screen is a picture of the currently selected weapon with an information panel below. Clicking over the two arrow icons will flip through the list of available weaponry. To add a weapon to the helicopter, click the cursor over one of the underwing pylons (or wingtip pylons when adding air-to-air missiles). Pylons can often carry more than one weapon each and clicking the left button (or space bar) again will add more of the same weapon. To remove weapons from a pylon, click over the pylon with the right button (or backspace key). To replace the weapons on a pylon, simply select a new weapon and click over the pylon. Although each pylon is capable of carrying the same weight of weapons, bombs can only be added in pairs, the bombs occupying the same pylon under each wing. To make life easier, an auto-arm option has been included which will automatically add a suitable weapons load. This is particularly suited to new pilots as the more experienced flyer will develop his (or her) own combat style suited to a more varied weapons load. In addition to the weapons you select, you will always have the 30mm cannon, a formidable weapon in itself. To exit the arming screen, click on the EXIT icon at the bottom right of the screen. FLYING THE MISSION Your mission may begin from your home base or, if the objective is some distance away, the auto-pilot will fly the aircraft into the mission area. The mission area is defined as 'An identifiable area of concentrated enemy forces' and in practical terms consists of a circle of action around the mission objective. In all attack missions the primary target must be destroyed for the mission to be successful, failure will usually result in the campaign being lost and you being demoted or dismissed from service. Secondary targets are generally opportunist targets, unnecessary for mission success although the destruction of air- defences may well make later missions easier. Generally the best idea is to use stealth tactics to reach the primary target and leave and leave any secondary targets for the trip home. The quickest way to leave the mission area is to follow the base way-marker on the compass. Depending on the mission, once you have completed your objective, either the autopilot will return you to base, or you will have to follow the base way-marker above the compass and land your aircraft back at base. THE DEBRIEFING ROOM After each mission is completed you will receive a full debriefing from Jack. Your performance will be discussed along with any tactical updates. Should your performance prove to be unsatisfactory, Jack may have no alternative but to dismiss you from service. Particular note will be taken when allied lives are at stake, although a poor performance will never go unnoticed. Should your performance be particularly good, Jack may well recommend you for promotion. The debrief can be stepped through by clicking the left mouse button, the Escape key will return you to the common room. COCKPIT INSTRUMENTATION In a move to reduce load on the pilot, the Thunderhawk features a system of multi-function monitors coupled to an intergrated TADS (Target Acquisition/Designation Sight). The system is designed to reduce the percentage of the pilot's time actually flying the machine and so improve combat performance. The system features just three multi-function displays in the cockpit, all other information being displayed on the HUD (Heads Up Display). 1. 11. 5. 8. 2. +--------------------------------------------------------------+ | \/ | | N | | | NE | | | 0.14 | 3-+- SPD \ | | 91 96 0.12 | | [] > | | 0.10 | |[] | 6-+- [] AGM 219F 4 0.08 | | | | BASE: MISSION COMPLETED 0.06 | |\ ________________________ /| |_\____________________/ +------------------+ \_________________/ | | +-------------------+ | | +----------------+ | | | ____ | | | | NO TARGET | | | | / \ R I | | | | | | | | ( ) o o | | | | | | | | \____/ o | | | | | | | | o | +-----------------+ | | | | | CH FL |_________________________| | | | | 10 10 | ______/ \______ | | | | +-----------------+ / / \ \ +---------------+ | +---------------------------------------------------------------+ 10. 4. 7. 9. 1. AIRSPEED Displays your horizontal speed in knots 2. ALTIMETER On the left is your altitude in feet; on the right is the scale on which each mark represents 20 feet. 3. COLLECTIVE The position of the bar represents the amount of power being fed to the main rotor. When the bar is over the centre mark the engine is producing the correct amount of power for level flight. If it is above the centre mark the engine produces more power, if it is below the centre mark it will produce less power. At low altitudes ground effect and turbulence will affect airflow over the rotors and the amount of power needed for level flight will change. A wise pilot will not attempt to fly fast at low altitudes. 4. COUNTER MEASURES The R symbol represents the status of your radar jammer, the three lights below it represent - from top to bottom - radar guidance, radar track and radar search. The guidance light warns that the enemy have launched a radar guided weapon towards you. The tracking light warns that an enemy radar has locked on to your precise position. The search light warns that an enemy has detected you on radar. The I symbol represents the status of your infrared jammer. The light below it warns that the enemy have launched an infrared guided weapon at you. Below the two sets of lights are two digits representing the number of chaff and flare cartridges you are carrying. 5. CROSS-HAIR The cross-hair appears when you select an unguided weapon. All weapons are calibrated to fire at the centre of the cross-hair although you must take gravity into account when using your cannon. Below the cross-hair is the name of the currently selected weapon along with the quantity remaining. 6. CYCLIC JOYSTICK The cyclic joystick is represented by a small box within a larger box (below the air-speed indicator). Moving the mouse/joystick moves a small cursor. When the cursor is positioned within the smaller box, the helicopter will hover. If the cursor is moved out of the smaller box the helicopter will move in the direction of the cursor. 7. DAMAGE CONTROL COMPUTER The computer provides you with a constant update on the condition of your aircraft as well as listing your available weapons. Pressing D will switch the computer between Damage & Stores mode although the computer will switch to damage mode if you take a hit. 8. HEADING INDICATOR The vertical line below the compass indicates your current heading. The arrow above the compass shows you the course to follow to your current target. The vertical line above the compass will always indicate the correct heading back to your base. This should always be used after completing your mission. 9. MULTI-MODE CAMERA The camera has two modes of operation, Targeting mode and Landing mode. Targeting mode provides a video image of the currently designated target along with its range in feet. If you have selected bombs as your current weapon, the display will switch to Bombing mode and give a view directly below the helicopter. Landing mode simply displays a view downwards from your helicopter. 10. THREAT DISPLAY This displays all radar threats within a range of 4 km. Ground threats are displayed as orange dots, air threats as red dots and missiles as white dots. As you approach a target, the display will switch to close-range mode with a range of 1.8 km. 11. VERTICAL SPEED INDICATOR (VSI) Displays how fast the helicopter is ascending or descending. When the slider is above the centre-line, the helicopter is climbing and when it is below the centre line you will be descending. FLIGHT CONTROLS The traditional flight controls of a helicopter compromise of three separate inputs. These effectively tied up both hands and both feet making it difficult for the pilot to do anything else but fly. With the advent of fly-by-wire control systems, designers managed to replace two pedals, two joysticks and a twist-grip with a single joystick. The 4-axis control stick allows the pilot to control the helicopter with just one hand. Thunderhawk is controlled by using a mouse, a joystick or on keyboard although in all cases a few key presses will be necessary. MOUSE/JOYSTICK CONTROL THE MOUSE BUTTONS: Clicking the right mouse button changes the current selected weapon for the next available one. Clicking the left mouse button fires the currently selected weapon. Clicking the left button with the right button held down selects the next designated target. WITH NO MOUSE/JOYSTICK BUTTONS PRESSED: Moving the mouse/joystick forward causes the helicopter to tip down allowing it to move forwards. Moving the mouse/joystick backwards causes the helicopter to tip upwards allowing it to move backwards. At low speeds, moving the mouse/joystick left or right causes the helicopter to move sideways. With the mouse/joystick pushed forwards and to the left or right, the helicopter will bank and turn in that direction. HOLDING DOWN THE RIGHT MOUSE BUTTON: Moving the mouse/joystick forwards with the right button pressed increases power to the main rotor, allowing the helicopter to rise. Moving the mouse/joystick backwards with the right button pressed decreases power to the main rotor, allowing the helicopter to fall. In level flight, at low speeds, moving the mouse/joystick left and right with the right button pressed causes the helicopter to rotate around its own axis. KEYBOARD CONTROL Toggle Radar Jammer On/Off - F1 Toggle IR Jammer On/Off - F2 Launch Chaff Cartridge - F3 Launch Flare - F4 Toggle Night Sight On/Off - F10 Toggle Camera Mode - C Toggle Damage Computer Mode - D Pause Game - P VIEWPOINT SELECTION Viewpoint manipulation is mostly controlled from the keypad, although several other keys are used. View from Target - F6 View from Weapon - F7 View from Cockpit - F8 Internal/External view - ENTER (on the numeric keypad) Rotate view in Y-axis - 8 or 2 (on the numeric keypad) Rotate view in X-axis - 4 or 6 '' X-rotate 90 degrees - 1 '' Y-rotate 90 degrees - 3 '' Zoom in - 7 '' Zoom out - 9 '' Satellite view - 5 '' Reset external view angles - 0 '' Toggle map view on/off - M Zoom out map view - + Zoom in map view - - THE CAMPAIGNS CAMPAIGN OVERVIEW Thunderhawk features six campaigns, each comprising of a number of individual missions. As you progress through the campaign, you will be asked to perform the roles of ground attack, escort, interceptor, etc. In all cases, many hundreds of lives rest on your skill and commitment. The team of MERLIN will give you all the required information and support but there is only one pilot, YOU. An inexperienced pilot should take care when choosing a campaign. Always consult the technical information on each campaign and ascertain the number and type of enemy units you will be up against. CAMPAIGN ONE - EUROPE Vladimir Arastov, the top Soviet nuclear physicist who's been on Washington's most wanted list for the last fifteen years. A man who has been responsible for so many significant Soviet nuclear developments, Moscow has kept him under very tight security for obvious reasons. In fact, he's on his first outing from Moscow for twenty years, and the news has broken, that he wants to defect. He's scheduled to visit a power plant in Soviet Eastern Europe tomorrow night as part of a scientific advisory tour. It's the closest he's ever likely to get to western soil and he's contacted Washington with details of his movements and an outline of his own plan to get out. This is where you come in... As part of the elite MERLIN team you are to make an air strike on the power plant to create a diversion for Arastov. He is confident that in all the confusion he can escape by road along a route towards the border. Whilest he's running, your tasks will be to draw Soviet attention from him. He'll be in contact via a scrambled radio link so that if anything goes wrong your team can react quickly and improvise. Washington has given its assurance that his plan is solid, but you never know... They want him so badly they're prepared to go along with it, after all, it's probably the only chance they'll have to get him. Of course, Arastov has picked a fine time to do this. Latest intelligence information on Soviet armoured units in the area, shows that they're currently on manoeuvres. But, if you can really create some havoc, they won't know what's going on until he's been debriefed in Washington! CAMPAIGN TWO - SOUTH AMERICA 'Our message to the drug cartels is this: The rules have changed. We will help any government that wants our help. When required, we will for the first time make available the appropriate resources of America's armed forces.' George Bush - September 5 1989 MERLIN has been sent to South America as part of a goodwill gesture by the U.S. government. The government of this republic have been cracking down on drugs operations and have asked for assistance. So, after Bush's declaration in '89, Washington can hardly refuse. You are to assist in destroying the operations of a major drugs cartel whose base is out in the desert. They are very well armed and employ numerous foreign mercenaries who will stop at nothing to keep intruders at bay. Firstly, you'll be sent in to strip out their communications network. Then, cut off their escape routes before finally destroying their processing labs. You've got to wipe them off the face of the map, but it won't be easy. They know this region very well and there's an awful lot of ground cover for them. Also, how much hardware and expertise they've managed to accumulate is unknown. It's chiefly a U.S. operations, but local troops will be working with MERLIN to do some mopping up, so you're there to impress. The operation has great political significance, that's why Washington has sent several million dollars worth of military hardware to some backwater desert. It's the first time the U.S. has gone against the drug cartels in this region. So, your performance will reflect on the capability of America's armed forces. You can't afford to mess this one up. CAMPAIGN THREE - CENTRAL AMERICA The U.S. has a long term involvement in this region. Your hosts, the government, has been fighting a war against Soviet backed guerillas for the past twenty years. MERLIN has been called in to regain control of a town which has fallen into the hands of the guerillas. It seems the locals have been having a great deal of trouble keeping the place secure for some time. They finally lost control of the situation about ten days ago and have had no choice but to leave the area. Obviously they are desperate to return but are outnumbered by the guerillas, so that's why they need your help. The entire territory to the West of your base is guerilla occupied and it's all dense jungle. That should work in your favour, by slowing down their movement quite considerably, since they can only move their heavy armour by road. However, it's their territory, and there's plenty of cover. Whatever you do, don't underestimate their ability. They're serious about their cause and we gather from intelligence sources that they may be able to call in heavy air support if it proves necessary. CAMPAIGN FOUR - MIDDLE EAST MERLIN has been selected to help sort out a situation which always seems likely to happen. This region has always been prone to territorial disputes. These have previously been left to be resolved by the parties involved. However, our enemy has decided that the Straits belong to them, a problem, since they are officially designated as International waters. You're to go in to help rid the area of gunboats which are preventing normal shipping from passing through the Straits. This area is one of the world's busiest shipping routes, and when you have supertankers laden with millions of gallons of highly inflammable oil products, you can see the urgency. Intelligence reports show that their airforce is also showing a fairly heavy presence in the area and are equipped with MIG-29 Fulcrums. They're also using Hind-A gunships. Certainly some heavy duty hardware and they also have the pilots to match. As the offshore oil terminals and rigs are of strategic importance, control of these installations means control of the Straits. You have to protect them from enemy occupation. Once the enemy has been forced back into ihs own territory, you'll be making a number of retaliatory strikes, in order to persuade them not to do it again. The Straits have great international importance as most major oil companies have facilities out there. You can't afford to mess this one up. The world's eyes will be upon you. CAMPAIGN FIVE - SOUTH EAST ASIA The U.S. have had a fairly active involvement in this area, ever since the troubles began there more than twenty years ago. You will be based on one side of the border between two opposing countries. Your neighbours across the border, have been trying to take control of your host's country since the early 70's. Recently their actions have taken the form of raids across the border, into friendly territory. Each raid has been designed to disrupt transportation or interfere with the political system, but as yet have failed. This has been due to the strength of your host's army, a small but highly trained force. However, something has happened recently which could easily tip the balance in the enemy's favour. In several recent border incidents, chemeical weapons have been used by the enemy. This came as a total surprise and serious casualties were taken. Initialy it was believed that the chemical weapons were being brought in from external sources. However, after a successful reconaissance mission we have confirmed sightings of laboratories where these deadly substances have been made. The use of such weapons has so far been limited, but on a larger scale it could mean the enemy could just walk in. That is why MERLIN has been called upon, to eradicate the chemical threat. Your operation will begin with a raid to strip out the enemy's early warning capabilities. You will then make raid on sites identified as laboratories which are being used to manufacture the chemical weaponry. It is the intention not to leave the area until the chemical threat has been completely neutralised. CAMPAIGN SIX - ALASKA There's nothing like a sudden change of climate - three U.S. special research bases in a remote part of Alaska - Alpha, Beta and Omega - have been out of contact for the past week. They have been working on biological research, in particular, defences to known biological weapons. They were located so far north because of their remoteness from population centres and the climate. In theory, if an accident occurs here, any escaping biological matter would not survive the intense cold. Recently, the Soviets have been showing an interest in the area, and have made several complaints to the U.S. Government concerning the proximity of these bases to their border. It is certain that they know that the U.S. have been shipping biological weapons to these bases, but we don't they know why. It appears they fear some form of biological weapon is being developed rather than defences against them, despite our assurances to the contrary. Five days ago, a recon. satellite picked up a large amount of Soviet hardware heading towards the border. Shortly afterwards, all contact was lost with the three bases. You're to go in to check out why. Unfortunately, due to the top secret nature of the research you have limited information. What is known is that MERLIN must prevent the biological weapons falling into the wrong hands. Otherwise, you could have a real crisis on your hands. WEAPONS SPECIFICATIONS CANNON Fitted as standard to the Thunderhawk is a 30mm three barrelled chain gun. The gun is only effective at ranges under 1/2km but inside that range it is a potent weapon against both ground and air targets. The only things the gun is ineffective are large structures such as bridges and factories. The 1200 rounds of ammunition are fired off in 6-round bursts and normally 3 or 4 bursts are sufficient against soft (unarmoured) targets. FFAR Rocket Pod Fitted in pods of 26 or 47 rockets and with a maximum range of approximately 1.5km the unguided Folded Fin Aerial Rocket is a highly versatile weapon. Although only accurate to around 1/2km, the FFAR is a potent weapon within that range, being effective against vehicles and small structures. MWAR Rocket Pod Fitted in pods of 6 or 10, the MWAR is a 4-warhead version of the FFAR with similar range and effectiveness. A single large rocket is fired which splits into 4 separate warheads at a range of around 1/4km. MK-81 Bomb Standard 250lb. high-drag bomb effective against all structures. It should be noted that use of these bombs below 250 feet will cause blast damage to your aircraft. MK-82 Bomb Standard 500lb. high-drag bomb highly effective against all structures (a single MK-82 will destroy most structures outright). Due to the size of these bombs, its use below 500 feet is not advisable. RCS-233 Runway Cratering System, developed from a larger British version designed for fixed-wing aircraft. The RCS fires a cluster of small bombs downwards into the runway causing a large number of deep craters. The targeting system automatically selects the best launch pattern to ensure maximum damage. AGM-214 Firestorm Short-range deriative of the laser-guided Hellfire missile. HIghly effective against all ground vehicles up to a range of around 4km. Using the TADS system to designate target means that the target must remain selected up to the point of impact. This fact can be used to your advantage by firing multiple missiles and redesignating as each missile hits. The Firestorm is available in pods of 4 or 7 missiles allowing you to carry a maximum of 28. AGM-65P Maverick Compact version of the original AGM-65D featuring advanced thermal-image targeting for an effective range of 5km. Being a fire-and-forget weapon, the Maverick is ideal for use with pop-up tactics. Available in packs of 1, 2 or 3 missiles. AGM112-L SMARM The Smart Anti-Radar Missile is designed to home in on enemy radar sources. The 'SMART' auto designation system means that no target designation is required, the missiles are simply fired in the general direction of the target with a stand-off of up to 6km. This makes it particularly effective against SAMa and early warning stations. The SMARM is controlled by the helicopter's fire-control computer allowing the missiles to communicate, ensuring the missiles will not choose the same target. SMARMs are available in racks of 1 or 2 missiles. AIM-10B Cobra Short range infrared guided air-to-air missile. The guidance system uses several IR frequencies allowing the missile to lock-on to surface heat rather than exhaust plume. This reduces the chances of the missile being jammed or decoyed by enemy aircraft. The effectiveness range of the Cobra is around 2.5km and the missiles come in racks of 2 or 4. AIM-11F Swallow Medium range radar-guided air-to-air missile. A development of the AIM-7 with an improved radar seeker and compact motor. The relatively large warhead makes the Swallow an effective weapon against even the most heavily armoured gunship. The effective range is around 6km and 1 or 2 can be carried on each pylon. MK-54 Depth Bomb Standard high explosive depth bomb using automatic fuse selection controlled by the fire-control computer. Effective to depths of up to 2000ft. and compact enough for up to 2 to be carried under each pylon. AGM-219 Penguin Medium range anti-shipping missile guided by infrared. Effective against all surface marine targets and almost impossible to decoy, the Penguin represents the most effective weapon against the heavily armoured gunboats. With an effective range of 8km, the Penguin can be launched outside the detection range of most surface vessels minimising risk of counterattack. Due to its size, only one Penguin can be carried under each pylon. ALQ-197 Radar Jamming Pod Large external pod featuring a comprehensive array of radar jamming equipment. The pod, linked to the fire control computer, will automatically detect threats and can launch chaff as well as activating the radar. COMBAT TACTICS Compared with a fixed-wing aircraft, the helicopter gunship appears to have grave performance limitations - being relatively slow and carrying only a fraction of the ordinance. The facts are offset by the helicopter's unique ability to fly very low at relatively slow speeds. This makes the helicopter very difficult to detect and, if detected, difficult to destroy. At altitudes below 120ft. it is impossible for surface radar to detect and at speeds below 100km/h even the Doppler radar of aircraft cannot reliably pick up an helicopter. This means the only effective way of picking up helicopters is visually and therefore from very short range. In over 40 years of development, the combat helicopter has evolved into a sophisticated, multi-role weapon with a wide range of powerful weapons. Against surface targets, the gunship can achieve massive kill ratios and with the development of new armaments, the gunship is now probably the most versatile battlefield weapon. In spite of the advances in technology, though, the helicopter remains a large, slow moving target to an enemy gunner and so careful combat planning is vital if you are to return in one piece. GROUND ATTACK As already discussed, the helicopter's survival against hostile air defences depends on the pilot FLYING LOW. Using hills, buildings and other obstructions as cover, massively decreases your chance of detection. Always plan your route to avoid heavy concentrations of enemy units and avoid using radar jammers for extendned periods (given time, the enemy can pin point the source of jamming). To fly at low altitudes requires skill and the increase in protection results in lower flight speeds (flying low and fast is suicidal!). In most situations, the enemy will have a good number of AAA and SAM sites making incautious attacks fatal. Keeping a close eye on the threat displays will give you a few moments warning to use countermeasures or to gain cover. Inexperienced pilots will tend to rush towards the targets at full speed; there are no points for speed and moving fast makes low flight difficult, you will simply end up in trouble faster. During an attack, speed is the single most important factor, the element of surprise is lost and the enemy will be concentrating all their firepower onto your aircraft. Popping up from behind cover is usually the best method and by using launch-then-designate tactics, you are exposed to hostile fire for the absolute minimum of time. Always remember that your mission objective is the most important target, do not be tempted to waste ammunition on unecessary attacks, it doesn't win medals, or praise and will simply draw attention to your presence. In all cases, a live pilot is preferable to a dead hero, if it gets too hot, run for base. FLYING OVER WATER A calm sea makes for minimum turbulence, maximum vision and overall easier flying. The enemy also benefit; excellent radar vision and easy targeting due to your aircraft being camouflaged for land operations. Flying over water, you should keep an eye on the radar warnings. Since there is very little cover, the only real difference is ultra-low flight and a finger on the jammer switches. It must also be noted that gunboats will always carry at least 1 AA-cannon and quite often the crew will have shoulder launched SAMs. Flying close to larger ships is nearly always a mistake since they will always have powerful anti-aircraft defences. FLYING IN EXTREME CLIMATES When flying in arctic conditions a helicopter will produce an extremely large infrared signature by simple virtue of the temperature difference. In these conditions it is easy for enemy units to lock onto infrared missiles so a careful watch should be kept on the IR warning light and a finger on the flare launchers. In a hot climate, the efficiency of the turbine engine is reduced making the aircraft feel sluggish and underpowered. Although this is not a large problem, it is wise to allow a few extra feet of ground clearance and an extra moment to gain cover. HELICOPTER VS FIGHTER The fighter pilot does not see the low flying helicopter as an easy target. If there are any ground obstacles the fighter cannot safely fly below 150ft. and even less experienced pilots will not venture so low, making their attack even more difficult. If the helicopter is flying slow. Doppler radar will not pick it up, preventing the fighter from locking on radar-guided missiles. Helicopters do not produce particularly strong IR emissions so infrared guided missiles are also tricky to use. In the end the fighter pilot will probably resort to using a fixed sight cannon. To use the cannon, the pilot must fly flat and low and many pilots will consider this too great a risk. If the pilot does attempt a strafing run, the retreating jet provides the helicopter pilot with a large IR signal which is easy to lock on to. Overall, as long as the helicopter pilot stays calm, the fight can be kept at a disadvantage and will, in all probability retreat from the fight. HELICOPTER VS HELICOPTER More dangerous than fixed wing aircraft, the gunship's main enemy is other gunships. Performance of the two aircraft is closely matched and pilot skill is usually the deciding factor. At longer ranges, air-to-air missiles should always be used, failing this, switch to cannon and attempt to outflank your opponent. The Thunderhawk possesses better handling characteristics than any other rotary winged craft although its certainly not the fastest. For this reason, outrunning the enemy gunship is unlikely and inadvisable. Always use ground cover and try to make the enemy waste his ammo and flares (you carry more than him). When he is reduced to using his cannon, gain a little distance and pick him off using IR guided missiles. TECHNICAL SPECIFICATIONS ALLIED HARDWARE AH-73M THUNDERHAWK Crew - 1 Overall Length - 65ft Height - 9ft Rotor Diameter - 45ft Max Takeoff Weight - 15500lbs Maximum Speed - 192knots Main Weaponry - Various Secondary Weapons - Cannon Currently the most advanced gunship flying. The Thunderhawk features an advanced fire-control computer allowing the single crewman to fulfil the dual role of pilot and gunner. CH-47 CHINOOK Crew - 2 Overall Length - 99ft Height - 12ft Rotor Diameter - 60ft Max Takeoff Weight - 54000lbs Maximum Speed - 135knots Medium range heavy transport helicopter used by many western forces. With a maximum payload of 23000lbs, the Chinook is capable of carrying large internal and external loads over several hundred miles. ENEMY VEHICLES MIL MI-8 HIP-C Crew - 2 Overall Length - 82ft Height - 17ft Rotor Diameter - 69ft Max Takeoff Weight - 26450lbs Maximum Speed - 125knots Multi-role transport helicopter used by many nations for both troop and supply transport withing the battlefield environment. Although generally unarmed, the Hip will usually carry chaff and flare cartridges MIL MI-24 HIND-A Crew - 3 Overall Length - 69ft Height - 21ft Rotor Diameter - 56ft Max Takeoff Weight - 25300lbs Maximum Speed - 160knots Multi-role combat helicopter used by many eastern countries as well as the Soviet army itself. Considering its large mass, the Hind is remarkably fast and can carry a large range of guided and unguided missiles. Engine and cockpit are well armoured making the Hind the most difficult helicopter to knock down. Most versions carry a 4-barrelled 12.7mm cannon as well as flares, chaff and jamming pods. The only design weakness is the lack of high speed manoeuvrebility putting the pilot at a great disadvantage in dogfights. KAMOV KA-136 HOKUM Crew - 2 Overall Length - 43ft Height - 21ft Rotor Diameter - 45ft Max Takeoff Weight - 17200lbs Maximum Speed - 206knots Ground attack helicopter used primarily by Soviet forces. The Hokum is by far the most advanced eastern bloc helicopter being both faster and more heavily armed than any western counterparts. Only a limited number currently in use but it can be assumed that several other countries will also have taken delivery of a small number. The Hokem, possesses the greatest threat to western gunships, its only weak point being relatively crude night-vision and jammers. SUKHOI SU-25 FROGFOOT Crew - 1 Overall Length - 39ft Height - 17ft Wingspan - 36ft Max Takeoff Weight - 41000lbs Maximum Speed - 560knots Ground attack aircraft currently used by at least 11 nations. The Frogfoot is the Soviet equivalent of the Fairchild A10, being relatively slow, heavily armoured and with the ability to carry large amounts of ground attack ordinance. The Frogfoot is a highly manoeuvrable plane with an exceptional slow stall speed. This allows the pilot to make highly accurate attacks on both ground and air targets. All Frogfoots carry large numbers of flares and chaff cartridges. MIKOYAN MIG-29 FULCRUM Crew - 1 Overall Length - 43ft Height - 18ft Wingspan - 41ft Max Takeoff Weight - 37000lbs Maximum Speed - 1580knots Hailed as the world's finest air superiority fighter, the Fulcrum has been adopted by the air forces of Iraq, India and Finland amongst others. It is without doubt a serious threat to other Jet fighters, carrying a large load of long range air-to-air missiles. Due to its design, the Fulcrum does not handle well at low speed and therefore is unsuited to dogfighting with helicopters. The inboard radar is very powerful and cannot easily be jammed and can even see theough clouds of chaff. GRAFF SHOULDER-LAUNCHED AA MISSILE Overall Length - 4ft Search Type - Optical Armament - 1 SA-7 missile Around 1 in 20 ground troops will carry a shoulder-launched AA missile launcher. Although not dangerous in isolation, multiple hits will cause damage making it advisable to avoid enemy troop concentrations. GECKO LOW ALTITUDE SAM SYSTEM Crew - 3 Overall Length - 32ft Height - 7ft Width - 9ft Search Type - Radar Armament - 4 SA-8b missiles Probably the world's most widely used SAM system, the Gecko is a relatively old design being easily jammed. The infrared backup is extremely crude and flares will confuse the missiles under most circumstances. Nevertheless, the warhead is large and will certainly cause serious damage to most aircraft. GASKIN LOW ALTITUDE SAM SYSTEM Crew - 3 Overall Length - 17ft Height - 7ft Width - 8ft Search Type - Optical Armament - 6 SA-9 missiles Using optical search means the Gaskin is only a threat at short range, and inside that range only multiple hits can seriously damage a modern gunship. Even so, large concentrations of Gaskins should be avoided. GOPHER LOW ALTITUDE SAM SYSTEM Crew - 3 Overall Length - 22ft Height - 13ft Width - 11ft Search Type - Radar Armament - 4 SA-13 missiles The warhead of the SA-13 missile is relatively small, even so the guidance system is relatively advanced and not easily decoyed. GADFLY LOW-TO-MEDIUM ALTITUDE SAM SYSTEM Crew - 4 Overall Length - 32ft Height - 14ft Width - 10ft Search Type - radar Armament - 2 SA-11 missiles The Gadfly represents a large threat to enemy aircraft. The tracking system is highly advanced and therefore difficult to jam. The warhead is very large and a direct hit will certainly cause a great deal of damage. SHILKA ZSU-23-4 MOBILE AA GUN Crew - 4 Overall Length  - 21ft Height - 10ft Width - 11ft Search Type - Radar Armament - 4 x 23mm automatic cannon At close range the Shilka poses a great threat for all but the most heavily armed aircraft. Although the shells are of a smallish calibre, the Shilka maintains a very high fire rate producing heavy cumultive damage. ZSU-57-2 MOBILE AA GUN Crew - 7 Overall Length - 28ft Height - 8ft Width - 10ft Search Type - Optical Armament - 2 x 57mm automatic cannon Although technically obsolete, the ZSU is deadly against all aircraft. The large calibre shells cause heavy damage and since it is optically guided, it will not appear on the threat display. MOBILE RADAR VEHICLE Crew - 4 Overall Length - 26ft Height - 12ft Width - 9ft Widely used by most nations, the mobile radar provides both early warning of impending attacks and provide guidance for interceptors and air defences. COMMAND AND COMMUNICATIONS VEHICLE Crew - 5 Overall Length - 28ft Height - 13ft Width - 11ft Used to co-ordinate forces and relay early warning information. These vehicles are generally found well behind the front line and are usually accompanied SAM and AAA units T-84 MAIN BATTLE TANK Crew - 3 Overall Length - 29ft Height - 10ft Width - 16ft Armament - 125mm smoothbore cannon + 12.7mm machine gun Soviet main battle tank, this all new design is already being copied by the Chinese army amongst others. The turret mounted machine gun poses little threat to an armoured gunship. MT-LB ARMOURED CARRIER Crew - 2 Overall Length - 24ft Height - 7ft Width - 10ft General purpose transport as used by virtually all countries. SCUD LAUNCHER Crew - 5 Overall Length - 46ft Height - 15ft Width - 18ft Medium range ballistic missile launcher. Used by several Middle-Eastern nations as well as the Soviets themselves. End. Thanx to STEDDYTACKER...S E W E R S O F T W A R E presents - Brought to you by OILER NEODESK 3-THE ULTIMATE DESKTOP-DOCUMENTATION Installing Neodesk on your boot disk or hard drive Neodesk3 is not copy-protected. Therefore, it can be copied to your boot disk or hard drive. Neodesk can be stored in any folder or dire- ctory. You must make sure, however, that you copy all of the associated Neodesk program files, or Neodesk will be unable to run. These are all located inside the Neodesk3 folder on your original Neodesk 3 Master Disk. If you find the previous explanation slightly confusing, the following installation procedure will simplify the entire process: For hard drive users: 1. Place the Neodesk 3 master disk in disk drive A. Then open a window to drive A. 2. Open a second window to the "boot" partition of your hard drive. This is usually drive C. A "boot" partition is the partition from which all your accessories normally load from. 3. Drag the Neodesk3 folder from the Neodesk 3 master disk window to the window opened to your hard drive. This will copy the Neodesk3 folder, with all of its contents, to your hard drive. For floppy drive users: 1. If you do not have a "boot" disk, the format a new disk. This will become your "boot" disk. From now on this disk should go in drive A whenever you turn on or reboot your computer. A "boot" disk is a disk that the computer uses to initialize itself and load desk accessories from when turned on. 2. If you have a single drive system, place your "boot" disk in drive A. If you have a double drive system, place the "boot" disk in drive B. 3. Open a window to the drive B icon. If you have a single drive system, press [Return] at the prompt asking you to insert disk B in drive A. From this point on, your "boot" disk is considered "disk B". 4. Place the Neodesk 3 master disk in drive A. If you have a single drive system, remove your "boot" disk and insert the Neodesk 3 master disk. 5. Open a second window to the drive A icon. If you have a single drive system, press [Return] at the prompt asking you to insert disk A in into drive A. From this point on, your Neodesk disk is considered "disk A". 6. You should now have two windows open. Drag the Neodesk3 folder from the Neodesk 3 master disk window over to the window for your "boot" disk. This will copy the Neodwsk3 folder, along with all of its contents, to your "boot" disk. Autobooting Neodesk By now Neodesk 3 should be installed on your system. If you wish to autoboot Neodesk you first need to tell your computer to do so. To do this you first need to know your TOS version number. Machines with TOS 1.0 and TOS 1.2 do not support autobooting and thus require the help of a special utility (Startgem) which gives them this ability. Machines with TOS 1.4 or above support autobooting and do not require the (Startgem) utility. If you are using TOS 1.0 or TOS 1.2: 1. Copy the startgem.prg from the autoboot folder in the Neodesk 3 master disk to the autofolder of your hard drive or boot disk. 2. If booting from a hard drive, copy the harddisk.inf file to the root directory of your C partition. Then rename this file to startgem.inf. 3. If booting from a floppy disk, copy the floppy.inf file to the root directory of your boot disk. Then rename this file to startgem.inf. The startgem.prg will autoboot any program listed in the startgem.inf file. For more information on the startgem utility and how to modify the startgem.inf file, check the startgem.doc file in the autoboot folder of the Neodesk 3 master disk. If you are using TOS 1.4 or greater: 1. At the built-in desktop, open a window to the Neodesk3 folder. 2. Select the neoload.prg icon. 3. Select the Install Application...menu entry under the Options drop down menu. 4. Click on the Auto button next to where it says "Boot Status", then click on the Install button. 5. Close all the windows and then select the Save Desktop menu entry in the Options drop down menu. Loading Neodesk for the first time When Neodesk runs for the first time, it will inform you that it cannot find a default desktop information and Neodesk is run with its default settings. Once you select the Save Configuration... command and save the Neodesk desktop, you will have a saved desktop information and this message will no longer appear. Using Neodesk For the most part, Neodesk works just like the built in desktop. This upward compatibility will make it easier for you to learn how to use Neodesk. On the top of the screen is the standard GEM menu bar. Here are most of the Neodesk commands. Right under this menu bar is the desktop area. It is where all the icons and windows are displayed. Menu Bar The menu bar at the top of the screen has most of the Neodesk commands. All of these commands have a keyboard equivalent, listed to the right of the command, which can be used to call that command. Rubberband Box The mouse rubberband box, which is used to select multiple icons or filenames, appears when you hold down the left mouse button. While the built-in desktops rubberband box can only be drawn towards the lower right of the screen, Neodesk's rubberband box can be drawn in any direction. Resetting the mouse pointer Sometimes a desk accessory may cause the mouse to become confused and either disappear or leave "droppings" over the desktop. If this happens you can restore the mouse back to normal by holding down the [Control][Left Shift][Alternate][Keyboard Period] keys all at once. This command is identical to the mouse reset command in the optional Neodesk CLI package. Desktop The desktop is where all the icons and windows are displayed. This area is usually filled with a pattern or solid color, but it can be replaced with a picture. Desktop Notes If you find yourself always looking for a piece of paper to write down something you will be happy to know you can write Desktop notes on the Neodesk desktop. These are short text comments that you can write directly onto the desktop. To write a desktop note, double-click on the desktop itself. A small cursor will appear and the mouse pointer will disappear. A desktop note can now be entered. Press the [Return] key when you are finished to end the desktop note. There are a finite number of desktop notes that can be entered, up to 1,024 characters, when you reach this limit an alert box will appear. Desktop notes can be saved with the Save Configuration... command in the Options drop down menu. They are saved under their own .NOT file ending. Different desktop notes can be loaded with the Load Configuration... command. Desktop Pattern The pattern used to draw the desktop in Neodesk can be modified by using the Neodesk icon editor. You can choose from a set of predefined desktop patterns or draw your own. You can also use two colors when drawing a desktop pattern. See the Icon editor section for more information. Desktop Pictures If you wish to be more creative, you can place a picture on the desktop. This picture will replace the desktop pattern and always appear under your windows and icons when at the Neodesk desktop. Neodesk looks for the following files in its own folder whenever it is loaded into memory. If it finds a file matching these names, it will try loading it as a desktop picture: NEOPIC_L. - Low resolution desktop picture. NEOPIC_M. - Medium resolution desktop picture. NEOPIC_H. - High resolution desktop picture. These files must have one of the following file endings, depending on the program that the picture was created with: .PI1, .PI2, .PI3 - Degas format. .PC1, .PC2, .PC3 - Degas elite format. .NEO - Neochrome format. The picture to be loaded must match the screen resolution that Neodesk is loading into. Neodesk will examine the file contents to see what type of picture it is, and load it in the correct format. For example, if you want to use a medium resolution Degas picture named TIGER.PI2, rename it to NEOPIC_M.PI2 and place it in the Neodesk3 folder. The next time Neodesk loads into medium resolution, it will replace the desktop with this picture. While a desktop picture requires 32k of memory when you are at the Neodesk desktop, it will be automatically unloaded from memory along with Neodesk whenever you run a program if you have the Unload for Execute option set to Yes, which id the default setting. If you change the setting so that Neodesk always remains resident, the desktop picture will also remain in memory when you run a program. If you run Neodesk on any screen resolution other than the standard low, medium, and high ST resolutions desktop pictures are not available. Icons Neodesks icons work in a very similar manner to those in the built in desktop. You can select them move them, and manipulate them just like you can manipulate icons in the built in desktop. Unlike the built in desktop, Neodesk allows you to customize and edit any of the icons it uses. It is also possible to drag icons out of windows and place them on the desktop. Opening or selecting drive icons: Any drive icon can be selected or opened from the keyboard by holding down the [SHIFT] key while pressing the letter for that drive icon. The [SHIFT] key is used because you are selecting an uppercase letter. Pressing the icons letter once will select that icon, a second time will open it. Thus, if you wanted to select the drive A icon and then open a window to it, you would press [SHIFT][A] twice. The trashcan icon: The trashcan icon is used to delete files or disks. Any disk, file, or folder you drag to it will be deleted. You can remove the trashcan icon from the desktop, or add additional ones, by using the Install Desktop Icon... command under the Options drop down menu. Deleting files and folders: Any files or folders that are dragged to the trashcan will be deleted. Before deleting the files, Neodesk will calculate and display the total number of files and folders dragged to it. At this point, you will be given a chance to abort the operation by pressing the Cancel button, If you select the Ok button, a special Status Display will appear on the upper part of the screen and count down the files as they are deleted. At any point you can stop the file deleting process by pressing the [UNDO] or [CONTROL][C] keys. You may have to hold the keys for a couple of seconds before they are acknowledged since the keyboard is only read in between disk activity. Even if you stop the deletion process, any files already deleted cannot be recovered. If you wish to be able to recover deleted files. Look at Neodesk Recoverable Trashcan later in this doc. Printer icon: The new printer icons works either in conjunction with Neodesks Printer Queue or all by itself. Whenever you wish to print a file, drag it to this icon. Multiple files can be selected and printed at once. If the Printer Queue accessory is not loaded, the files are printed one after the other. You will have to wait until the last file has been printed. If the Printer Queue is loaded, the filenames are passed on to the printer queue. It then will print them in the background. If you are using the Diablo 630 emulator with the slm804 laser printer, you should not use the printer queue, Check the printer queue section for more information. Clipboard icon: The new clipboard icon represents the new Neodesk file clipboard. It is a temporary storage place where you can place any files or folders while you switch disks, change directories, or search through your hard drive. In a way it is similar to an automatically expanding and shrinking ramdisk. Its maximum size is equivalent to the total amount of free memory available in your computer. The clipboard is not a ramdisk. It is automatically cleared everytime you run a program or load a new desktop configuration. File icons: Neodesk also uses icons to represent different files and folders. These are the icons that are usually seen whenever you open a window. If you wish to view your files and folders as text, you can use the Show as Text command in the View drop down menu. Custom icons: Neodesk expands upon these basic file icons by allowing you to define custom icons to represent any folder, file, or program. Neodesk comes with a large array of custom icons. You can create new ones, or edit the current ones by using the Neodesk Icon Editor. Color icons: Neodesk 3 has support for color icons. With the Icon Editor you can set a color for each icon and another color for its mask. Desktop File and Folder Icons Neodesk lets you place commonly used files, programs, and folders directly on the desktop itself. This is done by dragging any icon from the open window onto the Neodesk desktop. When the icon is released over the desktop, a copy of that icon is left on the desktop where you placed it. The original file or folder is not affected in any way. Any desktop file or folder icon can be given a unique keyboard equivalent using the Install Desktop Icon... command. You can see what the filename and path of any desktop file and folder is by selecting the [CONTROL] key and holding the left mouse button down on that desktop icon. The menu bar will change to display the file or folders original path and filename. Windows: The Neodesk windows do not use the "grow" and "shrink" boxes that the built in desktop has, thus decreasing the amount of time needed to open or close a window. Neodesk also raises the number of windows that can be open at one time to seven, which is the system limit. Selecting multiple items: You can select more than one item at a time by holding down the [SHIFT] key while clicking on the items you want selected. If you keep the [SHIFT] key depressed while moving, scrolling, or resizing a window all selected items within it will remain selected. Items can also be selected beyond the current "active" window. To do this hold down the [SHIFT] key and select the items of your choice. Split window bar: Neodesk has the ability to split windows. This can be used to view two different parts of the same path. To use this feature, select and drag down the thin horizontal bar that is located directly below the window information line. Wherever you place this bar is where the window will be split. Two vertical scroll bars will be displayed. Each part of the split window can be scrolled in its own individual location. Dragging the thin horizontal bar back to its original position restores the window back to its original state. If there is not enough space for the window to be split, the bar cannot be dragged. Toggle between text and icon display button: The button at the lower left corner of the window will toggle that windows display between text or icons. The button either displays "text columns" or "a single icon" within it to indicate which type of display the window would change to if it were selected. Select all items button: This button. located to the immediate right of the toggle between text and icon button will select all the items in the "active" window. This includes items which may not fit in the window due to its size. Drop Down Menus When a file is displayed to the screen, it is displayed without formatting just as it is stored on the disk. You can force any file to be displayed to the screen by holding down the [ALTERNATE] key while opening that file. When all the screens lines are filled, a more prompt appears. Press the [RETURN] key to display the next line, or [SPACE BAR] to display the next full screen of text. Clicking the left mouse button or pressing the down arrow key will also display the next screen. Pressing the up arrow key or right mouse button will go back a screen of text. You can return to the desktop at any time by pressing the [Q] key, the [ESC] key, the [CONTROL][C] keys, or both mouse buttons at the same time. I will leave out certain common sense items in the drop down menus, to make this doc file a little smaller... Stopping a disk format: Any disk formatting can be stopped by pressing the [UNDO] or [CONTROL][C] keys. While you might still be able to read the disks contents, since Neodesk formats backwards, the disk should be considered unusable until it has been reformatted. Search drive(s): The search drive(s) entry in the file drop down menu allows you to search any drive for any files matching the specified file template. You can abort a file search by pressing the [UNDO] key or [CONTROL][C] keys. >1 Column / 1 Column: The > column or 1 column entries in the view drop down menu will let you choose the format to be used when the topmost Neodesk window displays its items as text. "1 Column" will result in all filenames and information being displayed in a vertical manner from top to bottom. This is how the built-in desktop works on a standard display. "> Column" will result in all filenames and information being displayed in a left to right, top to bottom format similar to the method used to display icons. Renaming files and folders: Renaming files can be done by either using the Show Information... command in the file drop down menu, or by holding down the [Control] key while clicking on the file you want to rename. On machines with TOS 1.0 or TOS 1.2, you can rename folders by picking them up with the mouse and moving them to a location within the same window. At the filename conflict box, you can give the folder a new name. All the contents will be moved over to the new folder. On machines with TOS 1.4 or above, folders are renamed exactly the same way as files. NOTE: Any copying, moving, deleting, or renaming process can be stopped by pressing the [UNDO] key or the [CONTROL][C] keys. Control Panel If you have the corner clock turned on, a special caps lock indicator will appear which indicates when the [CAPSLOCK] key has been selected. A "C" indicator will appear to the left of the corner clock. This feature is only available if you are using the corner clock. Saving the settings: Whenever you select the Save Configuration... from the Neodesk and save your desktop information file, all the settings from the neodesk control panel will be saved. Printer Queue Installing the printer queue: Copy the NEOQUEUE.ACC, NEOQ_C.RSC, and NEOQ_M.RSC files from the ACC folder in the neodesk master disk to the root directory of your hard drive or floppy drive "boot disk". Operating the printer queue: To add files to the printer queue, drag them to the printer icon on the desktop. You will not be allowed to place more than 10 files in the queue. Selecting the printer queue entry in the neodesk drop down menu will open the main printer queue window. You can also open the printer queue by double clicking on the printer icon on the desktop or by pressing the [CONTROL][=] keys. This window shows all the files waiting to be printed. If you wish to remove a file from the printer queue, drag it to the trashcan icon. Icon Editor To load the icon editor select the edit icons... entry in the options drop down menu in NEODESK. Using the icon editor: There is a finite number of custom icons that can be installed inside Neodesk itself. You should remember that each icon you use takes a little over .3k of memory. Editing the desktop pattern: In the center of the editor there are a series of buttons which offer several different options. The three buttons to the upper left center control what type of mode you are in. Draw - Anything that you do with the mouse when over the desktop pattern will cause something to be drawn. What actually gets drawn is decide by the toolbox to the right. Copy - You can use the mouse to draw a rubberband box around any part of the desktop pattern and then drag the area in order to copy it to a different position. Move - You can use the mouse to draw a rubberband box around any part of of the desktop pattern and then drag the area in order to move it to a different position. The undo button will undo the last action performed. The clear button will clear the entire drawing area, While the pattern button will let you choose one of the default built-in patterns as a pattern for your desktop. The four arrow buttons allow you to move the pattern around in the drawing area. The contents of the drawing area always wrap, so that no information is lost. Editing default icons: Draw - Same as before Move - Same as before Copy - Same as before Letter - When selected the area where a desktop letter will be positioned is shown. You can use the mouse to move the letter region to any part of the icon. This position is stored along with the icon data. Data - Indicates that you are editing an icons data Mask - Indicates that you are editing an icons mask Both - Indicates that you are editing both the icons data and mask. In color, different colors indicate which areas contain the icons mask, data, or both. In monochrome, patterns indicate this information.  1. Any area that has data is displayed in the second color of the color palette. 2. Any area that just has mask and nothing else is displayed in the first color of the palette. When the icon is selected, these rules become reversed. By using the toolbox you are able to change the color of an icons mask and data. This allows you to create different color icons. Editing custom icons: Custom icons are edited exactly the same way as default icons. The only two differences are: 1. Directly under the icon editing area, a field will appear where you can enter the file template for that icon. 2. In the lower center of the dialog box you can specify if this icon is to take effect for only files or folders which match the specified template. The both button lets you specify that the icon should be used for all items which match the template. Using the toolbox: Under mode you will find 3 drawing options: Set - The default drawing mode. Whenever you click on a blank square in the grid, it will become filled. Reset - Opposite from set, whenever you click on a filled square in the grid, it will become blank. Toggle - Whenever you click on a square in the grid, it will become the exact opposite of what it was before. If the area is filled, it becomes blank. If it is blank it becomes filled. Under mirror you have the different mirror modes: None - The default option, everything is normal. Left-Right - Anything you draw onto the left or right half of the drawing area is instantly duplicated on the opposite half. Top-Bottom - Anything you draw on the upper or lower half of the drawing area is instantly duplicated on the opposite half. 4-Way - Both the Left-right and Top-Bottom modes are combined together. Under pattern you have the different patterns that you can draw with. Under style you have the different types of drawing tools: Point - This default option, allows you to use the mouse to draw point by point. Line - With this option you can select a starting point in the drawing area with the mouse then, while keeping the mouse pressed, you can drag out the shape of a line. Once you have decided the length and the direction of the line, you can release the mouse button and the line will be drawn. Fill - Wherever you click on the drawing area with this option active it will be completely filled with the chosen pattern and drawing mode. Box - With this option you can select a starting point in the drawing area with the mouse. Then, while keeping the mouse pressed you can drag out the shape of a box. Once you have decided on the size and direction of the box, you can release the mouse button and the box frame will be drawn. Filled Box - This option is identical to the box option with the exception that the box frame will be completely filled. When using the icon editor in low resolution there is not enough screen space for the toolbox to appear. In its place there will be a special toolbox... button. Whenever you select this button the toolbox will appear. After you select an option within it it will go away. Neodesk recoverable trashcan: The neodesk recoverable trashcan is a neodesk accessory that adds to neodesk a brand new trashcan which allows you to recover files, deleted through it, at a later date. Installing it as a neodesk accessory: 1. Copy the trashcan.acc and trashcan.rsc files from the trashcan folder in the neodesk extras disk to your boot disk (root directory). 2. Enter the trashcan accessory name in the accessories... dialog box under set preferences... in the options drop down menu. 3. Drag the trashcan.acc icon from the drive window to your desktop. This icon now becomes your new trashcan. Place it in a convenient location and select save configuration... to save your desktop. 4. Reset your system so that the recoverable trashcan accessory loads into memory. Using the recoverable trashcan: With a few exceptions, use the recoverable trashcan just like the built in trashcan. Any items that you drag to it will be deleted from your windows. It works on hard disks, ram disks, and floppy disks. The big difference is that these deleted items will still be available "inside" the trashcan. You can access the trashcans contents by double clicking on the trashcan icon. You cannot use this trashcan to remove desktop icons from your desktop. The contents of the trashcan are displayed in their own special dialog box. The drive buttons to the right indicate what drive you are presently looking at. The scroll area to the left will list any deleted items in that drive which can be recovered. If any items are displayed with a "gray field" over the file name, that signifies that the items paths no longer exist. That means that when you restore them, you will have to create the folders that they require. The first option, Undelete, allows you to recover all the items that you have selected. The second option, Delete Permanently, allows you to delete all the items you have selected. (It is important to remember that deleted items will still consume disk space.) Neodesk Limits: Maximum number of installed applications - 15 Maximum number of environmental variables - 10 Maximum characters sent as parameters -126 Maximum number of open windows - 7 Maximum number of icons on the desktop - 32 Maximum file and folder icons on the desktop- 28 Maximum nested directories/folders - 8 Maximum number of neodesk accessories - 10 Maximum number of default .inf files - 10 Maximum number of executable file endings - 10 Total space in bytes for macros - 1,024 Total number of characters for desktop notes- 1,024 Keyboard equivalents: [CONTROL][LEFT SHIFT][ALTERNATE][DELETE] - Warm system reset. [CONTROL][LEFT SHIFT][ALTERNATE][UNDO] - Cold system reset. [CONTROL][LEFT SHIFT][ALTERNATE] - While performing a copy/move operation toggles between copy/move. [CONTROL] - While performing a copy/move operation toggles confirm overwrites. [CONTROL] - While clicking once on an item allows you to rename an item. [CONTROL] - While pressing the mouse over a desktop file, program or folder icon displays the path and filename of the icon. [CONTROL][SHIFT] - While clicking once on an item, after selecting multiple items allows you to rename multiple items. [ALTERNATE] - While opening an application displays item to screen. [ALTERNATE][LEFT SHIFT] - While opening an application toggles display of parameters for execution dialog box. [SHIFT] - While selecting multiple items, or manipulating windows keeps items selected. [SHIFT] - While opening an application, after selecting one or more items pass selected items as parameters to program. [SHIFT][DRIVE LETTER] - First time, select drive, second time, open drive. [SHIFT][DESKTOP ICON LETTER] - First time, select icon, second time, open icon. [UP ARROW] - Scroll topmost window up. [DOWN ARROW] - Scroll topmost window down. [CONTROL][CLR HOME] - Change topmost window to root directory. [CONTROL][B] - Invoke batch file. [CONTROL][LEFT SHIFT][ALTERNATE][ENTER] - Send a wind update call. [CONTROL][LEFT SHIFT][ALTERNATE][KEYPAD .] - Reset mouse pointer. When displaying a file: [RETURN] - Display next line. [SPACE BAR], [DOWN ARROW] - Display next page. [LEFT MOUSE BUTTON] - Display next page. [UP ARROW] - Display previous page. [RIGHT MOUSE BUTTON] - Display previous page. [CONTROL][C], [ESC], [Q] - Return to desktop. [BOTH MOUSE BUTTONS] - Return to desktop. [CONTROL][Z] - Enter alternate mode. Desk Accessories: [CONTROL][-] - Invoke neodesk control panel. [CONTROL][=] - Invoke neodesk printer queue. [CONTROL][0] to [CONTROL][9] - Invoke appropriate neodesk accessory, order determined in set preferences. Macros: [LEFT SHIFT][RIGHT SHIFT] - Abort macro in progress. NOTE: This keyboard equivalent listing does not include the ones for the menu entries, which are listed next to each command in the drop down menus. Sewer Software presents... ALIEX DOC'S TYPED BY T.D.B. FROM LEGEND! Loading: Ensure your machine has been switched off for ten seconds, insert the write protected game disc and switch on. Ensure your phzer is plugged into the correct port of your computer before loading the game. Calibrate the Phazer carefully at the beginning of the game. ALIEX: After a long couragerous space battle your orbital destroyr craft substained too much damage and you have fforce landed on what looked like a friendly planet. Boy where you wrong! As soon as your landing was detected all available trops and equipment where despatched to whipe you out. You must fight for your life and the change to escape this evil planet. SHOOT OR BE SHOT: You are stranded, your only weapon is your hand held puls cannon, but with limited energy it can run out of ammo, so look for ammo boxes dropped at 10.000. 20.000, 40.000 etc points, shooting these will replenish your ammunation and lifeforce energy. Your lifeforce energy starts at 100% but as the attackers bomb and shoot you it goes down, if it reach zero your game is over. Your craft put down in a desert, this is where your battle commences but aftera period of time (The time the desert is scanned ten tims) you flee to a jungle for more cover, but all you find is more attackers. DESERT RATS The enemies you encounter on the desert are: Mutant Troops: These take two hits to kill, but watch out they will randomly turn and shoot at you or, even mutate into an energy disc, if this energy disc reaches the screen edge in will deplete your lifeforce. Tanks: Heavily Armoured these take four hits to destroy. They drop timebombs which if allowed to explode will consume your energy. Hoverbikes: These bikes take six hits to destroy, shoot them quickly as they release lifeforce depleting energy disks as before. JUNGLE WARFARE Mutant men: These have got tougher, they take three shots to kill and carry timebombs. Bomber: This madman qill take four of your best shots to kill him. Perieye: An aquatic terror who will rise from underwater to fire at you. WHen you can see if you will have to hit if three times. Hoverbike: The turbo model, Faster but the reduced amour plating means four shots to destroy it. King Wasp: Do not let this king wasp reach the end of the screen, two hits should suffice. Mosquito: A Close relative to the king wasp, and the same rules apply. Birds: Large birds are common to both levels, one hit should show who's boss. NOTE Press C from the title screen to calibrate gun, and press ESC to exit game. e man at the door lets you pass for the prize of a gold coin, which you give him,to get to see the fortune teller. The fortune teller now explains to you why Mordack has kidnapped your family. Mordack is the brother of Mannanan (Look Kings quest IIITo heiris human). Which cat ! And only THE PEACE BROTHERS HOLLAND PRESENTS CADAVER THE LAST SUPPER DOC'S TYPED BY -*- DE BAAS/TPB -*- ----------------------------------------------------------------------------- -- FUNCTION KEYS -- F1 - Map. A record of the rooms visited so far. F2 - Toggles between using there button or the enter key to bring up icons. F3 - Toggles between icons displayed as soon as u touch an item or after - pressing the fire button . F4 - Toggles Between moving in 8 directions and 4 directions. -- THE STORY -- HAVING SUCCESSFULLY COMPLETED WITH DIANOS CONTRACT, KARADOC CAN'T RESIST AN INVITE TO A FEAST IN CELEBRATION OF THE VILLIAN'S DEATH. PAUSING ONLY TO STUFF A COPY OF INTO THE LAIR OF THE NECROMANCER, SIX ASPIRIN AND A WELL THUMBED COPY OF PLAYDWARF INTO HIS RUCKSACK, HE SETS OFF TO PARTY AT THE BLEAK HOSTEL, ZEIGENHOFF. HE ARRIVES TO THE STRAIN OF MUSIC, THE SMELL OF ROASTING BOAR, THE PROSPECT OF FREE BOOZE, FREE FOOD AND CLEAN SHEETS. NOTHING BUT PLEASURE AWAITED WITHIN. AND IF YOU BELIEVE THAT....... -- PLAY THE GAME -- During normal play, Karadoc is moved around using the joystick, while the gire button allows the player to jump. While holding a weapon or spell, the firebutton fires/casts the item. The item held is displayed in a large window on the left of the status panel. (Note: The 'h' key toggles a held object on and off.) -- ICONOCLASTIC -- On touching an object, the left hand status display reveals a series of icons showing actions that can be executed upon that item. Using the joystick, you can highlight the icons appropriate to the chosen item. To use items in your rucksack, simply press the spacebar. A large window on the right of the status display shows the last item from your rucksack you used or picked up. To cycle through the items available, move the highlighted box off to the left or right of the icons panel. By moving the joystick up and down, new items from the rucksack are displayed. Moving the joystick left or right returnes the player to the icon panel. Pressing the spacebar again returns the player to the game. Using the return key allows you to acces an overview of the rucksack showing up to 16 items wich can be scrolled by moving the joystick. Pressing fire selects the item and returns you to the 'small' rucksack display in order for you to select the appropriate icon. Pressing return when in the large rucksack returns the player to the game. -- THE KEY TO YOUR LIFE -- A bar located on the right hand status panel displays the healt of the character, while a book located in the first room reveals gold, experience, healt and percentage of room visited. All money that is collected will be deleted unless the item plays some part in a puzzle. Keys that are no longer needed are also deleted - this clears space in the rucksack. Some portions of spells will be unknown when you find them. There are two spells which reveal unknown information. Read Magic will allow you to use an unknown spell and tell you its true name and function. Learn Potion allows the player to descern the nature of a potition if its name is unknown. Read Language translates foreign scripts. It is used for learning information written in runes or another tongue. -- MOVE IT -- Keys: To insert a key or something into a lock o something, touch the receiving object (hole etc), then press the spacebar/return allows acces to the rucksack. The item to be inserted is chosen and the insert icon activated. Spells: Spells fall intro three mainn catogories. Spells which fire a shot (Magic Missile, Unlock Door Etc), Room Spells (Freeze, Sleep etc) and Object Spells (Unlock, Chest, Bless weapon etc). The first two categories are cast by holding the spell and pressing the fire button. The object spells are cast by touching the object on which the spell is to be cast. The player then enters the rucksack and selects the spell he wants to use. A spell cast icon appears which, when activated, casts the spell. Giving: When the player touches certain objects or characters, he may be able to give them an item by touching the recipient, entering the rucksack, selecting an item and then selecting the give icon. ------------------------------------------------------------------------------ he yeti and he will fall into the sure dead ! Now you have to take a piece of crystal, you loosen it with the hammer. The ice princess is very moved from what she have seen and lets you and Cedric leave. Shortly after a twin headed vulture arrives and grabs you, and takes you to its nest. In the nest you discover a medallion. Soon the eagle will come and take you to the sea, where Cedric is already waiting. You pick up the wood chisel that somebody left on the beach, and head for the north. Here you find a sailing boat, but before you proceed you have to tighten the hull of the boat with some wax (Sewer Software and.... __ ____ ___ ___ ____ // \ _ // //_ // // //__/ // //__ //__ // PRESENTS ALL LEVELCODES FOR THE GAME: >CHARLY< 2:ROOM 22:WORK 42:BANK 3:CLAW 23:GLAS 43:BABY 4:NEST 24:LOOP 44:STAR 5:WORD 25:DARK 45:HINT 6:FISH 26:ATOM 46:CHAT 7:AUNT 27:TALK 47:FOUL 8:RUSH 28:COAT 48:CALL 9:TUBE 29:LOAD 49:LINE 10:RICH 30:LIFE 50:BEER 11:HAIR 31:PICK 12:SPOT 32:POST 13:NAME 33:RING 14:EDGE 34:GREY 15:DEEP 35:BEST 16:CASH 36:DEAD 17:SALT 37:KNOB 18:PACT 38:TASK 19:FIRE 39:BOSS 20:STAG 40:LAND 21:LEAP 41:FREE PANTHER.. , so now there is no way back. You have to get the dead fish from the beach and then you proceed up the stairs to Mardocks castle. The entrance to the castle is guarded by two rock dragons, which will burn any intruder to ashes if they come close. Here you have to use the crystal, it r Darkman From Ocean Software Full Documentation! Typed By MEGADRIVE/CRYSTAL 31-07-91 SCENARIO ~~~~~~~~ A once pround man now lives a noghtmare. The explosion. They may have removed his face, but they couldn't remove his anger. Durant.Strack. These are the men of greed. They have taken his manhood, they have even taken his beloved Julie. Now it is Darkman who will take - the lives of Durant, Strack and all who follow them! The time for mercy has passed. Now is the time for Darkman. The time for REVENGE!! LOADING ~~~~~~~ Insert the disk into drive and turn on the computer. The program will then load automatically and run. CONTROLS ~~~~~~~~ PHOTO SESSIONS Use Either the joystick or mouse to move the cursor and press fire to take a picture. COMBAT SECTIONS - LEVELS 1,2,3,4 & 6 JOYSTICK UP - JUMP JOYSTICK DOWN - CROUCH JOYSTICK LEFT - MOVE LEFT JOYSTICK RIGHT - MOVE RIGHT JOYSTICK LEFT & FIRE - LEFT KICK JOYSTICK RIGHT & FIRE - RIGHT KICK FIRE BUTTON ONLY - PUNCH ROOFTOP SECTIONS - LEVEL 3 JOYSTICK UP & FIRE BUTTON - JUMP JOYSTICK LEFT - MOVE LEFT JOYSTICK RIGHT - MOVE RIGHT 3D HELICOPTER SECTION - LEVEL 5 JOYSTICK LEFT - SWING LEFT JOYSTICK RIGHT - SWING RIGHT FIRE BUTTON ONLY - JUMP GAMEPLAY ~~~~~~~~ PHOTO SESSIONS Darkman has designed the advanced technology required to disguise himself as anyone he chooses. All he needs is a collection of photographs to feed into his computer. As Darkman you must attempt to take pictures of your adversaries in order to aid your quest with disguises. Your camera film may contain shots but your time is limited. When you have taken all of the required photographs the computer will analyze the pictures to extract the necessary information. You need at least 70% of the required data to obtain a disguise. The more data you supply the longer the disguise will last. LEVEL 1 - CHINATOWN You are Darkman, hideously disfigured in a explosion manufactured by the notorious mobster - Robert G. Durant. You seek revenge but you will need money to finace this. Whilst spying on Durant you hear of an impending pickup of illicit drug money in Chinatown. After attempting to disguise yourself as Durant you set off for Chinatown. You must get the briefcase of money from Durant and eliminate the other gangsters whilst seizing any money they hold. Afterwards, you must escape to your hideaway. Many gangsters will stand in your way - show no mercy! LEVEL 2 - THE FACTORY Trapped! You are trapped within the factory by Durant and his henchmen. Escape is paramount but the only way is up to the roof. However, Durant has supplied power to the ageing factory equipment making every move hazardous. You must fight your way up to the roof collecting your revitalising energy pack on the way. LEVEL Thanks to ACU....Sewer Software presents - MIDWINTER II - FLAMES OF FREEDOM -------------------------------- The complete docs, in three equal parts totalling 300K! Part 1... PRE-HISTORY: ------------ CHAPTER 1 - THE YEAR 2099 Chill blew the wind. The tiny figure on the makeshift bed wrapped his goose-pimpled arms tight around his torso. As he used his chin to inch the blanket closer to his neck, he shivered. And winced. The instinctive motion of bringing his knees to his chest only brought searing pain from his knee. He drew in his breath slowly, slowly. Alone in the single roomed shack,he knew that he was close to death. Whether the cold took its toll before they found him, and took more, no longer mattered. His eyelids fell. A normally vivid imagination struggled to conjure up the most familiar of scenes; the grey-haired man with the pointed finger, loaded and ready to fire another pearl of wisdom. "Davy, you are but a boy of twelve summers." "But Grampa, I....." "I know, little thing. You've not seen a summer yet. But be patient. Embers can be rekindled. Be patient. Just be patient." Patience was all Davy had left. ----------------------------------------------------------------- He couldn't dream in greens, just greys. No voices in his head, just the crack of a rifle in a distant valley. He slipped and fell and was awake. "David, David, it's me, its Ginny." A gloved hand stroked his forehead. Peering through sore, cracked eyes he distinguished a golden curl and a bloody face. He jerked up and rocked back with the pain. "Easy David. Its over. You're safe. We're all safe". The comfort in the voice which normally made his heartskip a beat was strained almost beyond recognition. But it was her. "Hello chappie. We're come to take you home." John Stark, his hero. "And your Grampa's here. He's..... he's going to be alright." Davy's eyes flicked from Stark back to Virginia, and then past them both to where his grandfather stood, leaning against the doorway, staring in to space, muttering. Davy tried to speak but his lips froze. Another glance through the grown-ups failed to answer his questions. Virginia's face was cut and bruised. Captain Stark had his arm in a makeshift sling. His grandfather stood motionless, expressionless, save his mumbling. Davy wept. Frompain, from cold, from hunger, from relief. He sobbed long and hard. And he sobbed loudest of all as he realised that his childhood was over. "Welcome to Verde". A white uniform filled the patient's vision. "How do you feel?" asked the young nurse. De Falco blinked. He parted his lips to expel a barely audiable breath. "Where?" A frown sent pain from his skull through his neck and down his back. "Your craft. It was washed up here on Verde. What happened? You're in a right state". Her calming tones mixed statement with question, but De Falco only heard her prying. He remained silent. His evil provided the high-power fuel for his racing mind. Already he'd remembered the fine detail of defeat. Already he knew the source of his mistakes. He would speak only to the highest authority on whichever god-forsaken island he'd been dumped, and he told her so. ----------------------------------------------------------------- The dozen men inthe bar of the Marianbad Inn sat silently, tears welling and chests bursting. "Come on, John", whispered the nearest to the radio set. "..and the battle of Shining Hollow was won..... The invading forces surrendered on the death of their leader and his generals. Our island is ours again. Fellow fighters, we have been through worse before..." Stark held his hand over the microphone to hide the release of another lachrymal sigh, and continued. "..and I fear we will encounter worse again. We must steel ourselves for the future. We have more discoveries to make. We have more to learn and more to teach our children.The coast of the Midwinter Island is not the edge of the world. It provides little defence from our enemies or the elements. A new day is dawning. A new fight must be fought. It will be long. It will be hard. And.... and it will be won". Drinks gently frothed as hands trembled. No man met another's eyes. ----------------------------------------------------------------- "Quite frankly, Mr. De Falco, I find it hard to believe. Thousands of soldiers, and buggies, gliders, mortar shells - against a handful of troops, no matter how well trained. I suggest to you, candidly, that you need longer stay in our infirmary". President Blanco opened his palms as he spoke, exasperated at the wild-eyed visitor's outrageous claims. De Falco pursed his lips, and hissed; "Then perhaps you are lucky that we did not reach your island first. You would have provided easy pickings. The Midwinter Isle exists; it is there. It could be yours, with my help. Do you not need resources, do you not covet land?" The President grew impatient. "Look, De Falco, from whence you came I neither know nor care. You obviously know little of me or my people. We struggle for freedom everyday. East of us lie islands threatened by a brutal regime. South of us warfare abounds. The inexorable spread of the Saharan Empire will,one day, reach our shores. We are not interested in causing conflict. We seek only alliance and trade with neighbours. War is neither desirable nor affordable. If you are not suffering a reaction to your ordeal, I suggest that you seem to be the most injudicious of men. I am afraid that, if you will not accept treatment, I must you to leave Verde at your earliest convenience". De Falco clenched his teeth. His eyes burned. He focussed them on Blanco, who held his piercing stare for a moment. "Farewell, Mr De Falco", bade the President. The saliva struck just below his left eye. ----------------------------------------------------------------- CHAPTER 2 - THREE YEARS LATER Brightly shone the sun. Professor Kristiansen read the thermometer and scurried insideto plot the last of the month's readings on his charts. Hypothesis, observation, conclusion. Greenhouse, greyer outlook. Davy peered over his shoulder. "Well grampa, are you going to tell them yet?" sneered the gangly youth, his voice ranging from falsetto to bass within a sentence. Kristiansen quelled his gathering desire to put the boy in his place. There was so much of the old man in the new man. It never failed to sting him to the core. "Davy, how can I tell them? How do you explain that our homes, their lives and the whole damn adventure is threatened. It's not like three years ago. It's not an extinguishable force this time". "So its even more important to warn them. John knows we're worried. People can see that Harper's Lake has grown to threaten the village. People know, grampa, people know".  The pleading tones of youth, the flooding memories of the old man, the pain of the knowledge and the fear of the unknown. The bonds between them began to stretch. ----------------------------------------------------------------- "Gentleme, we now turn to item 6.1 on todays agenda, 'Project Atlantic Explorer'. Dr. Grainger will speak tothe attatched paper". John Stark's voice boomed with increased authority. The twelve men of the Midwinter Security Council shuffled their documents nervously and turned towards the three newcomers. "May I introduce myself as Dr. Mark Grainger, Chair of the 'Atlantic Explorer' project, and my two assistants, Mr. Iwamoto and Miss Tambo. Nearly two years ago, we were charged with investigating the feasibility of the launch of an expedition to explore the Atlantic seas to the south-east of Midwinter. The project was initiated at your request after the events of three years ago, with two main aims. Firstly, to investigate the possibility of colonising any landfalls within easy travelling distance, in the hope of easing the pressure of the increasing population, forecast for our island within the next decade, and then to attempt to pinpoint the source of the erractic radio messages heard at that time. You have, of course, since been made aware that these broadcasts have discontinued ". "My two colleagues here today have been instrumental in facilitating the formulation of the proposed action outlined in the report. Mr Iwamoto has co-ordinated the development of the water-borne transport experiments, utilising much of the hardware abandoned by the invasion force, and has been liaising closely with the team concurrently investigating powered aerial transport". "Miss Tambo arrived on the Midwinter Isle some eighteen months ago following the sinking of a ship from the African port of Dakar. From Miss Tambo's condition on arrival, our medical staff believe that she had been drifting on a raft for several weeks. Miss Tambo has assured us that the ship was within sight of land when it went down. Examination of all available evidence has led us to the conclusion that it was not the Midwinter Isle which they had sighted. Miss Tambo has further presented us with detailed accounts of life in Africa, and has, like Mr.Iwamoto, valuable and interesting information to relay to you today". "Gentlemen, if you could turn to page 4 of the report, I will begin our presentation in detail." John Stark flicked through his papers. It was a detailed report. But he knew that however long Grainger spoke for, the arguments would rage much longer. He drummed his pencil on the table, determined to resist the calls for exploration. ----------------------------------------------------------------- The stench in the streets of Dakar was a heady cocktail of decay and disease, despite the teeming rain. Field-Marshall Franklin Ngcobo was soaked through to his skin. At the end of his 1500 mile journey, it had taken a bare half mile walk through the streets to complete his discomfort. Now, standing on the dockside, he gazed across the water; from the ships laden with troops in the foreground, to the waiting adventure beyond the horizon. A voice behind him jolted his mind back to reality. "Franklin, its good to see you. Pleasant journey?" "Good evening, General. No it was not. Over one thousand miles to wave goodbye to you is not, with all respect, what I would call pleasant." Realising that that sounded Harsh, Ngcobo forced a grin. "Everything is set, sir. The forward party have weakened resistance on Ghazal, and have, this afternoon, regrouped to set sail for Beni Mazar. I am sure that our leaders in Tamanrasset will be pleased." The General's pompous air further clouded Ngcobo's skies. "General, for a man who has been with the Saharan Empire only two years, you carry much responsibility. You have your orders. Ghazal is rich in minerals. It is the ore we are going to exploit, not her people. Ensure that it is so". Ngocobo paused for a second, assessing the impact of his instructions on the twitching man. "Report back every two hours". His impatient subordinate grinned. "Of course, sir". He knew that he had his power back, the energy driving the lies which tumbled freely from his lips. A young sergeant hailed them from fifty yards. "General De Falco, we are waiting for orders". ----------------------------------------------------------------- "They agreed to it Olaf. They damn well agreed to it". Stark's exasperation made the professor's task all more difficult. "Well, John, it may be for the best in the long run. We can't predict the future,after all, we can only make judgements based on all the available evidence". Kristiansen trod a fine line, placating Stark's anger whilst paving the way for his own bombshell. "But it's madness. They're dreaming of a pot of gold at the end of a rainbow. Fool's gold won't buy food!" Stark was not in a mood to be reasoned with. Kristiansen scratched his forehead and folded his arms. The giveaway. John Stark had known Olaf Kristiansen for thirty years and, despite the ups and downs, he could read the old man like a book. "Olaf, do you have something to tell me?: asked Stark gently. "Tes, Yes, I do, John. Sit down". For a fleeting moment, John perceived a sense of deja vu. It chilled him. "Go on", he croaked. "You know that I have been monitoring the climatic changes which we have all witnessed over the past three years. The physical manifestations are clear. Our lakes have risen and fallen seasonally. Now they flood regularly. The lowland snowfalls have melted quickly. Even compacted icewalls have begun to crumble in places". Stark nodded. "Tellme something new, professor". "Its not good, John. Its warming up. Its pace is accelerating. Drastically. For an island such as ours, there is only one way to go, and that is back from where it came. Back into the Ocean." Stark laughed nervously. "Get to the point", he pleaded. 'The expedition is not an unaffortable luxury. It is a lifeline, John." ----------------------------------------------------------------- CHAPTER 3 - THREE YEARS LATER The rap of knuckles on the bedroom door brought him awake. The sound of the voice made him jump. "Davy, its gone eight. You're late". The teasing tones of Robbie Parris showed nosigns of suffering the hangover which beset his slumbering colleague. Davy formed a scathing reply, but before it could be delivered, he realised that he was not alone in his bed. His first nighton Verde had been a good one. He eased back the duvet and crept to the door. He opened it an inch and whispered, "Five minutes, mate. I'll see you downstairs". "Get a move on, lover boy. We've got a lot to do today". Davy shut the door and cringed. He was going to have to face a lot more of Robbie's sarcasm before last night was forgotten. As he dressed, he gathered his thoughts. The thoughts of a nineteen year old youth, on his first trip away from Midwinter. He'd heard so much about Verde from his grandfather, but he was not sure that the life he'd sampled here sofar was not the one which so excited the ailing geriatric. Davy had been sent by the Midwinter Trade Council, of which he was the rising star, to put the seal of approval on export and import agreements thrashed out over the past fourteen months. Robbie's role was to oversee similar talks on the relocation of the first thousand settlers. The two men were well briefed and eager. Having collected yesterday's quickly discarded clothes, he flipped open his briefcase to check that he had all the necessary documents for the day's business. His eyes fell on the note from John Stark, wishing him luck for the trip. Good old John, he had taken the last few years well, despite his initial judgements having been proved so drastically wrong. Davy thought it unfair that the man whom he had worshipped for so long now found that his wisdom met with scepticism more often than approval. But this was not the time for sentiment, it was the hour of action. All the negotiations had been smoothly talked to the verge of completion, all the well laid plans were about to come to fruition. The Midwinter Isle had found a much needed partner, and the future matched the weather. Brighter each day. ----------------------------------------------------------------- The leather strap fizzed through the air before cracking against bare flesh. Convulsing against the stone slab to which he was tethered, the young man yelped. His wealds glistened in the rays of light piercing the gloom from the high window. Administering the final blowswas De Falco's privilege. "You are a lucky man", he hissed at the twitching body. "Other Dhafrans will find out how lucky in years to come." Another lash smacked home, splattering blood across the tiled floor. The prisoner's tortured body lay motionless.His luck had expired. De Falco turned to hand his instrument of torture to the waiting subordinate, who stood nervously nearthe door. "Clean up the mess in here and put the body on display. Make it clear that the Saharan Empire cannot be resisted. I want the last few renegades rounded up by nightfall". The soldier wiped his browand nodded obediently. "Then send notice to Tamanrasset that Dhafrahas fallen. Remind them that half the islands are now under our rule, and inform them of my recommendation that this island should be used to make firm our grip by the construction of a large militarybase." De Falco rubbed his stubbled chin thoughtfully. "And invite a delegation from Tamanrasset to the city of Quida in the north. Its timefor our leaders to witness our efforts." He spun on his heels and left with a thundering laugh. ----------------------------------------------------------------- The huge oak doors swung open and President Blanco strode purposefully forward, hand outstretched. Davy was, for a moment, more in awe of his surroundingsthan at the mountain of a man who was pumping his arm in greeting. "Mr.Hart, it is good to meet you. How is your grandfather?" "Good morning, sir. Theprofessor is, as always, stronger in mind than in body. He sends his regards." Good, good. Well, shall we sit? I am not as young as you, after all." Davy grimaced. He hated people remarking upon his lack of years. They always equated it with a lack of experience, not knowing that he'd been through more trauma before his teens than most witness in a lifetime. The President noticed Davy's discomfort. "Well, this is a long way to come to merely sign a piece of paper. What news do you bring from Midwinter?" "Mixed, sir, to be honest. The refugee list is over subscribed by a factor of five. Rumours have spread like wildfire that the island has less than five years before she is reclaimed by the seas. This has not been helped by your reluctance to negotiate Trade Agreements beyond this time. But we have much to offer you, as I know you have us." Blanco allowed a feint smile to play on his lips. "Your grandfather told told me that you speak your mind. How refreshing it is to hear that borne out." "When time is of the essence, it pays to get to the point. We are looking to extend our agreements, once those on the table today have been ratified." "My friend, you must understand my air of caution. Trade of commodities must be two way. We are already offering you much in addition to our hand of friendship." "Indeed you are. But bonds may be strengthened in other ways. I heard that Dhafra fell last night. Perhaps it would be prudent to cast our eyes east in tandem. Once the swelling wave breaks, it is too late to start building a sea wall." The President chuckled. "An analogy constructed from both hind and foresight, I imagine. To say that we are not worried by events in the east would be untrue. To admit that we are unaware that your Security Council have more advanced military hardware than we do would also be a lie. As you say, perhaps we could discuss a more formal alliance. Will you make my willingness to discuss such things known to your people?" Davy nodded his agreement. "Naturally, any military treaties would be be for deterrent purposes only. Midwinter is not an aggressive nation. Nor is Verde. But together, our forces would form a strong line of defence." The doors behind them opened amd a smartly dressed woman of Davy's age entered. As she handed Blanco a note, Davy thought that she looked familiar. "Thank you Jutta.This is Mr.Hart from the Midwinter Isle. Are the Trade papers ready for his signature?" "Yes, sir. I'll have them sent in." She turned to leave, ignoring Davy's embarrassed motions to a handshake. "Jetta", snapped the President, "Mr.Hart is being polite". As Davy's eyes met hers, he flushed crimson. "Yes, sir. Davy and I met last night. There is no need for formality this morning." CHAPTER 4 - THREE YEARS LATER Every time a thought began to form, the 'bleep' of the heart monitor stifled it. He began to wish that the monotonous confirmation of the old man's tenacity in clinging to life would cease. How could he even entertain the thought! Davylowered his head into his hands, peering through his fingers at the shrouded figure, surrounded by banks of equipment which he had designed throughout his now ending life. Davy's head was a maelstrom of emotion, impatience, ideas and sorrow. His decision making powers were deerting his mind, just as his grandfathers breath was deserting his body. His quandary was immense. The old man's last request was to die on Midwinter. His only hope was to leave with the last of his people for the safe haven of Verde. The authorities were closing the medi-centre in twenty-four hours. Davy prayed that nature would pull the plug before he was forced to himself. He hadn't heard the doctor's entrance. "I'm so sorry, Davy." Davy recoiled from his thoughts, leaping back to the present. The silence which at last filled the room flooded his ears and brought a trickle tear of relief. He rose, crossed to the bed, and gently kissed the lips of his grandfather's body. ----------------------------------------------------------------- "You are dismissed, herewith. You will be taken back to Tamanrasset to await court martail. The catalogue of evil which you have perpetrated sickens me. What sort of man are you, De Falco?" De Falco widened the grin which he had fixed before the tirade from the Tuereg Prince had begun. "Sir, I am a man who has striven, over thirty years, to enable the creation of a new order which the predicament of our planet demands. There are those who's destiny it is to govern, and there are those only fit to be slaves. I am, admittedly, single-minded in my quest for power. I am on of the chosen few. I have facilitated the spread of your empire. I have enabled you to lay claim to forty islands, their people and their resources. I have dedicated myself to giving the Saharan Empire everything it covets. Now you betray me, Now you spurn me. Now you seek to undo all that I have done. We are but one step from taking Verde and Midwinter. What I am not, is lacking the moral fibre which you and your like are. Tamanrasset has its salves. Tamanrasset has its natural order. Now I have given order to the East Atlantic. I will be remembered as the greatest son of the Saharan Empire. Your epitaph will, I am sure, remember tou as one who hindered rather than helped." Prince Sendero, heir to the Tuereg throne, was caught in two minds. Should he have De Falco executed immediately, orwas heto follow his father's advice and send the maverick back to Tamanrasset to be killed? He pondered awhile, chiefly to allow himself time to choose his words carefully. "De Falco. You are correct in stating that a new order has to be imposed. However, you no longer have a part in our plans. We have used you to get ourselves into a position of strenght. We believe in an ordered society. We have our slaves. The islands will be nurtured as slave colonies. You will be amongst their number." "You have overstepped the mark time and time again. The blood of a thousand people stain your hands. Your actions mean that the coercing of our new colonies into working for us will be difficult. We cannot exploit corpses. There are many fine jewels which are now ours. We have the task of cutting them into priceless gems. Such a process requires skilled craftsmen, not sadists armed with sledgehammers. Your time as a leader of the Saharan Empire is over. I have reconsidered my decision to have you sent back to the mainland. I will have the necessary papers drawn up to enable you to begin your new duties as my personal slave tomorrow." For the first time in years, De Falco's smile vanished. ----------------------------------------------------------------- Cheering crowds, vehicles bedecked with bunting and the beat of marching drums filled the teeming streets of Union. The carnival atmosphere floated through the first-floor window of President Blanco's office where he sat, in full uniform, putting the finishing touches to his soon to be delivered speech. Next door, in the government chamber,over one hundred dignitaries and officials from the former islands of Midwinter and Verde chattered excitedly, toasting the birth of a new beginning with fine wines. He ran through his text for the final time. "People of Agora, today we celebrate a landmark in time. The coming together of two tribes in peace, friendship and prosperity. Yesterday is history, tomorrow another day. Today, let us not ignore the lessons of the past, nor deny the uncertainty of the future. Let us celebrate, reflect, and plan." "Celebrate our freedom. Enjoy the mutual benefits which our former islands bring each other. Give thought to the opportunities afforded us." "Reflect on the struggles along the road to where we are. Remember the pain and suffering endured by our forefathers. Never forget that we can overcome everything bar the passage of time." "Plan carefully to maximise potential. Fear not what time has in store for us, but be mindful of the dangers we face. And prepare yourselves to be part of Agora's future." "Just over the horizon lies danger. The Saharan Empire show no mercy to the weak. Our economy must be developed, education and training must be advanced, and our defences must be strengthened." "It gives me great pleasure to announce to you the information of the Atlantic Federation. We aim to build from our base here on Agora, strengthening our trading links with the islands suffering at the hands of the Saharan Empire, and encouraging them in whatever ways possible. We will negotiate with the Saharan regime, in an attempt to bring peace and prosperity across the Atlantic. The Earth is, at long last, beginning to bear fruit again. Let us spread our harvest wide. May the Atlantic Federation be a vehicle of progress, a force for liberty, and a spark which lights the flames of freedom longing to melt the last of the ice away." ----------------------------------------------------------------- Peering into the gloom, the guard blinked his eyes as he tried to focus on the bed in the corner of the cell. It was empty. As panic set in, the dull thud to his left set the guard's eyes turning. Stepping into the darkness, he looked up towards the sound.De Falco's body swung gently against the wall, hung high, sheets knotted to the air vent. It was the guard's turn to smile. ----------------------------------------------------------------- S E C R E T & C O N F I D E N T I A L From: ..........................The Presidetial Offices, Union, Agora To: ............Commander Blair, Atlantic Federation Security Council Dear Joe, Further to your letter of the twenty-third of this month, The President has asked me to inform you that your paper entitled "Intelligence Gathering - A Plan for the Future, will be tabled at the next Grand Council meeting with his full approval. He would welcome the opportunity of a meeting with you and your team before the meeting, scheduled for the fifteenth of next month. I suggest that you telephone me to arrange a firm date. Once done, I will notify you of the areas contained in the report which are felt by The President to need additional clarification. He will, of cousr, require a full briefing under Security Notice B1. Yours ever, K. Svensson Private Secretary to The President. P.S. Joe, this is a STRICTLY need to know basis as far as your guys are concerned. ----------------------------------------------------------------- DAILY CORRESPONDENT Agora's Leading Newspaper ------------------- SAHARAN COMMUNIQUE OFFERS PEACE HOPE Union, 1 January, 30 The President of the Atlantic Federation today revealed that he has received a "New Year's Greeting" from the leader's of the Saharan Empire, in which they speak of "A new epoch of hope, peace and co-operation" over the coming years. It is believed to be the first direct communication from the Empire for eighteen months, and its tone and content have sent shock-waves through Government cicrles. Speaking at a hastily arranged briefing, President Blanco told waiting reporters that he was both "excited and amazed" at the apparent about-face detailed in the communique, coming as it does less than a month after reports of massive troop build-ups on Dhafra. The Empire have offered to build both Trade and Diplomatic links with the Federation, in the hope that "mutual understanding will lead to financial and military stability throughout the East Atlantic". In his announcement, The President said that he "welcomed the appearance of reason after far too much time spent eyeing each other as alien races", and that he would be replying to the message in "the most positive way possible". However, late last night in Townsville, it was becoming apparent that The President may be isolated in his views. The Security Council offered "no comment" to the suggestion that the Saharan Empire may be using this tactic to weaken resolve amongst the Agoran people, which was quickly followed by increased speculation that the predicted arguments over proposed increase defence spending from next month may be set to take a new turn. IS THE COLD WAR COMING TO AN END? From Our Political Correspondent, Henri Lafayette "It had to happen. The strenght of the Atlantic Federation has grown and held its own in the face of all threats from the East. The Saharan Empire must know that their furthest flung outposts, our nearest neighbours such as Panao, Vicenza and Gamboa, are unmanagable without the financial input that trade with Agora offers." Such were the bullish tones of President Blanco yesterday. The questions now to be answered are even more numerous than those begging response before receipt of the communique. What exactly are the Saharans planning? How do they envisage Agora's position alongside the dictatorship imposed on the Slave Isle? And, perhaps the most pertinent question of all is to ask ourselves 'Do we trust them?'. So deep is the resentment of the Empire buried in our society, so strong the feelings of revusion at their capture of the Slave Isles two decades ago, and so consistent the line of anti-Empire propaganda flowing from The President himself throughout his Premiership, it seems inconceivable that the past can be forgotten and new partnerships forged. But, if our leadership is to be believed, this is the opportunity of a lifetime, to be grasped with both hands. We must hope, for the sake of the Federation and all our people, that the hands which grasp are not severed at the wrist by an enemy which, in the past, has not found itself wanting in the dirty tricks department. Let us join The President in welcoming the initiative. But, as he once said himself, "Let us not ignore the lessons of the past, nor deny the uncertainty of the future". MALARIA SCARE RESURFACES ON PANAO The Daily Correspondent has learnt from an Agoran citizen in hiding on the Slave Isle of Panao, that fears are growing that the malaria epidemic of thity years ago may be set to take hold once more. Medical facilities on the island have, we understand, asked for immediate assistance from the Saharan authorities, in order to curb the rising danger. Its proximity to Agora led to all fishing wessels being banned from entering our waters during the last outbreak, which because of the intensity of the fighting against the Saharans on the island at the time, caused great consternation for our government. ----------------------------------------------------------------- THE MESSENGER "Telling it how it is" DON'T TRUST THEM - Saharan Dogs Will Bite! ------------------------------------------ The Agoran leaders were plunged into a new fight with the barbaric Saharan regime yesterday as they sent us a "peace message"in an attempt to con us into becoming friends. Despite years of blopdy slaughtering and the maiming of innocent men, women and children, President Blanco last night said that he was ready to talk to the madmen of Tamanrasset! The message was the first time that Agora has officially heard from the Evil Empire in over a year, in which time they have continued to rule with an iron fist over the Slave Isles. Only last week, our intelligence in Dhafra spoke of a huge build up of soldiers, guns, and tanks. The Saharan Empire are completing their evil schemes to attack Agora, and have abviously used the "peace message" as a cover for their plans. The Messenger, speaking as it does on behalf of the citizens of Agora, is proud to tell President Blanco that we are ready to fight off the Evil Empire even if he is willing to be tricked into becoming their friends. TOP COP BRANDED TRAITOR A high ranking Federation Law Officer has defected to the Saharan Empire whilst engaged in undercover work on Iquitos. Agent Raj Nazir found the highlife enjoyed by wealthy Saharans too much to resist when offered a new house and job on the holiday haven. He is now spilling the beans to the local Saharan authorities in exchange for money and luxury goods. When we contacted the headquarters of the Federation Security Council in Union, we were allowed only to speak to the Personnel Officer, who told us that "Agent Nazir is no longer in our employment. His whereabouts are the subject of much speculation, but he knows nothing which could damage the Federation or its people". Nazir left behind his wife and two children, who were last night "resting with friends". ----------------------------------------------------------------- Jibaile, Corozal, 8 January 30 President Blanco, Atlantic Federation Government Buildings, Townsville, Agora. Mr.President, I pray that this letter reaches you, for in writing it I endanger the lives of many. News has reached me of the Communique issued to your Government by the leaders of the Saharan Empire, and your apparent response. As the leader of the illegal Corozal Democratic Party, I beg you to set your face against the blantant untruthfulness of the message. On Corozal, we made the mistake of allowing the Saharan Empire to gain creedence when they first approached us nearly twenty years ago. They abused our trust, flouted all decency, and now impose the strictest denial of human rights on our people, backed by the threat of further military action if we do not comply with their every command. More of our people are transported back to the African mainland as slaves every day. The Empire is ruled by men who will go to any lenght to extend their domain. I know that they covet Agora as the jewel in their crown. Not only are the Atlantic Federation in control the last free island in the East Atlantic, they are also the only hope remaining for the millions of Slave Isles citizens who long for emancipation. With every breath in my body, I plead with you not to befriend the Empire. If you do so, Agora will fall. There are alternatives which do not involve full-scale military confrontation, although I understand that you feel it to be inevitable unless you reach compromise with the Empire. Corozal is lucky to be home to men and women who are never prepared tolay down in the face of injustice. We have cultivated and intricate network of undercover intelligence operatives whose task is to make life as difficult as possible for our oppressors. Instead of embarking upon a futile quest for intercourse with the desperate men of the Saharan Empire, I suggest to you that an alliance with the downtrodden, but not beaten, people suffering at their hands is the only course of action which will, in the long run, bring peace and prosperity to the East Atlantic, and, to be quite candid, is the only option which will save your island from befalling the same fate as Corozal. I am sure that, if you wish to enfafe in further dialogue, you will be able to contact me. Yours truly in peace and friendship, Badzal Zola. ----------------------------------------------------------------- Extract from the minutes of the Atlantic Federation Grand Council meeting, 15th January 30 Item 5.0: "Intelligence Gathering - A Plan for the Future" The Council was addressed by Commander Blair, Deputy Chair of the Atlantic Federation Security Council, who spoke to his tabled paper. In outline, the paper proposed the formation of a new department within his organisation, charged with recruiting, training and utilising a squad of Agents for placement upon the Slave Islands, with the aim of soliciting and gathering information pertinent to Saharan Empire activities, and to seek out and liaise with known activists working to undermine the Saharan Empire's activities. Such a body of men and women would be answerable directly to the Grand Council via the Security Council Chair and Federation President, and their work would at all times be classified, confidential, secret, and subject to the highest security clearance. The paper received the full support of The President, who assured the Council that hisremarks of earlier in the month had been misinterpreted, and he in no way sought to forge alliances with the Saharan Empire. Points of enquiry were raised by several Council members, which focussed on the day to day proceedures to be adopted by such operatives whilst on assignment, and on the calibre of Agent available for such missions. Commander Blair explained that the Field Agents would be put in place on each of the islands, with the aim of preparing information for return to Agora, which would be disseminated by the Security Council. A top tier of Agents would be on constant alert on Agora, who would provide help and back-up to Field Agents as requested, travelling undercover to any of the Slave Islands requiring urgent assistance. The Agents were to be recruited carefully from existing Security Forces, and, in addition, from the limited number of Federation allies throughout the East Atlantic. With the proviso that Commander Blair return to the next meeting with detailed organisational structures for final approval, the document received assent by seventeen votes to nil, with two abstentions. Item 6.0: A vote of confidence in President Blanco Subsequent to the earlier discussions regarding President Blanco's statements about the Saharan Communique, it was accepted by the proposers that this item be dropped from the Agenda. President Blanco accepted the Council's warnings as to his future conduct in such matters. ----------------------------------------------------------------- M E M O From: ................................. The P.S., Chair A.F.S.C. Date: ............................................. 21 June 30 To: .................................. The P.S., President Blanco Ref: ................................................... HY65/B.1 Subjext: .................................... Cobra Agent Reports S E C R E T & C O N F I D E N T A L MESSAGE: Dear Ken, Please find enclosed the first batch of reportsfrom those COBRA agents who are now in place, for the President's attention. Usual rules apply. Any comments should be strictly saved for tomorrows meeting. The deadline for Grand Council papers is next Thursday, so we must move fast on 'tracing' the leaks. I couldn't spot the spoon-fed stuff myself! All the best, fingers crossed, Sal ----------------------------------------------------------------- M E M O From: ................................. The P.S., Chair A.F.S.C. Date: ............................................. 25 June 30 To: .................................. The P.S., President Blanco Ref: ................................................... HY69/B.1 Subjext: .................................... Cobra Agent Reports S E C R E T & C O N F I D E N T A L MESSAGE: Dear Ken, The bait was taken. The day after the first reports reached the President, the Airship base on Maji was stuffed with troopes, all heavily armed, and a five mile cordon was thrown around the base. The following day Professor Challenger was rooted out and is believed to have been killed. Having found the leak, Commander Blair wants it plugged a.s.a.p. The method is open to discussion, but it looks messy. Blanco is on his way out, that much is sure, but they are really baying for his blood over here. Show trials and extradition at best, the moment the 'hangers' have been waiting for at worst. Can you get in touch tonight to smooth things over? Sal ----------------------------------------------------------------- COBRA Field Agent Report Agent: Radovan Krajewski Base: Gamboa Date: 19.6.30 Time of Transmission: 2330 Taken by: DD Code: Passed Report Filed: Progress delayed by heavy floods. Military base in W. not accesible. Low population, unable to make contacts but little Saharan prescence. Potential as staging post. More soon. R.K. ends. ----------------------------------------------------------------- COBRA Field Agent Report Agent: Esther Glynn Base: Jerez Date: 19.6.30 Time of Transmission: 2135 Taken by: DD Code: Passed Report Filed: Pop, main Portuguese/African. Main trade copper, becoming less. Jorges Tequise, resist leader in prison. No contact established. One military base. Recruit potential fair. More soon. E.G. ends. ----------------------------------------------------------------- COBRA Field Agent Report Agent: Jack Eiseb Base: Maji Date: 19.6.30 Time of Transmission: 1800 Taken by: DD Code: Passed Report Filed: S. Emp. leader Col. Mendoza v. strong, loyal troops, local resistance active, much blood. Rebel leader Prof. Challenger, in N. plans raid on Airship field in W. soon. Industrial base strong in N., much export to Taman. Potential recruit high. Land fair, climate fair. More soon. J.E. ends. ----------------------------------------------------------------- DAILY CORRESPONDENT Agora's Leading Newspaper ------------------- BLANCO RESIGNS! SPY SCANDAL ROCKS THE FEDERATION Henri Blanco has resigned as President of the Atlantic Federation, in cicumstances which are leading to incredible speculation that he is an agent of the Saharan Empire. The magnitude of his treachery is not yet clear, but to have a traitor as head of state certainly means that our nation state is in perilous danger of foreign intervention. Mr. Moshe Sarid, the deputy premier, revealed the worldshattering scandal with the words; "One man may have taken us to the brink of destruction". Such terms may appear to overstate the dire predicament of our nation, but, as President Blanco will have had access to every single piece of intelligence and Gouvernment information for over twenty years. How long he has been in the pocket of the Saharan Empire is unclear, but, in an effort to prevent widespread unrest amongst Agoran people, Mr. Sarid confirmed that he believe it to be "less than a six month period". The whereabouts of the President and his immediate family were kept a secret last night, but Security Council advisors and media representatives were calm, positive, and obviously well briefed. It may well be the case that the Security Council have been keeping close checks on the ex-President for some time, which would explain the apparent calm with which they are handling this devastating news. The problem over the coming months will no doubt be to ascertain just how much Blanco has fed to the Saharan Empire, and now Agora and the Atlantic Federation can restore confidence in their security and intelligence operations. Last january, Blanco caused uproar following his reaction to the "Peace Communique" from the Saharan Empire. His actions may now be seen in a different light following these amazing events. Blanco was a man with corrupted values and dishonest aims. If his point of view at that time had held sway, his discovery as a spy now would be all the more damaging. Luckily, the Atlantic Federation took the initiative away from Blanco by producing alternative policy decisions, forcing him to support them, which have led to a strenghening of Security Forces, and limiting his influence. It may indeed be the case, if rumours from Government circles are correct, that the heightened Security position finally led to Blanco's exposure for what he is - an enemy of the state, condemned by his own admissions to confinement for the rest of his life. THE SECRET OF STATE From our Political Correspondent, Henri Lafayette The evidence against ex-President Balnco, gathered by the top Agents of the Security Council, will have been seen by very few people. The same will be true of the information passed by Blanco to the Saharan Empire. The knowledge of what has been leaked, and its political, economic and military importance, is the privilege of very few. The deputy premier's remarks that Blanco may bring Agora closer to suffering foregin intervention smacks of one without that privilege. The real power brokers behind the throne are unlikely to be members of the Government. They are the Chief Officers of the Security Council. This small band of hand-picked military and intelligence elite are mentally in the front-line of a war in which, as yet, no shots have been fired. Blanco's disclosures may well bring conflict into sharper focus in these men's mind, but the how, when,and where of war will have been their centre of attention throughout their careers. These men are the players in a massive underground Chess game, only brought to light when our side lost, let us pray, not their King, but their Queen. The number of lesser pieces left the Federation's disposal is unknown. But one thing is. The chance of stalemate in this game of Atlantic power-politics is virtually nil. ----------------------------------------------------------------- STRICTLY CONFIDENTIAL The Atlantic Federation Security Council, Central Offices, Command Island, Agora. Salvatore Bella. COBRA Agent j89/e Dear Agent Bella, It was most interesting to meet you yesterday. In the light of your information gathered regarding "Operation Scorpio", I have arranged for you to meet Commander Blair on Friday, here, at 1445 hours. Since then, I have received corroborating information from an Agent on Ghazal and am currently seeking urgent contact with all Agents on assignments based on eastern islands. If, as it appears, the Saharans are preparing to launch an attack from the mainland, my soundings with strategists here at HQ are pointing to a minimum of one years delay in building sufficient troop levels from the Empire's current levels around Dakar. It is of no doubt in my ming that the Saharan Empire lust after our island. I believe that we may, thanks to your vigilance, have gained enough time to combat it. The Commander would welcome a discussion regarding potential strategic paths on Friday. We must tread a fine line between preparation for war and avoidance of its precipitation. Intelligence gathering is now at a premium. As such a valued agent, I am sure that you will appreciate that we need you in the field. Will you therefore prepare to leave Agora next Monday on assignment. You will be fully breifed after your meeting with Commander Blair on Friday. Yours sincerely,  Stefan Lubovski Director of Field Operations, COBRA. ----------------------------------------------------------------- FLAMES OF FREEDOM OPERATIONS MANUAL *** *** **** **** *** * * * * * * * * * * * * **** **** ***** * * * * * * * * * *** OVERT *** PERATIONS **** U * * E * * U ----------------------------------------------------------------- FLAMES OF FREEDOM OPERATIONS HANDBOOK This handbook is designed for the use of COBRA field operatives seconded to Operation Wildfire. It provides details of the history of the conflict between the Atlantic Federation and the Saharan Empire, information on the 41 islands of the region, full technical specifications for transport, armaments, sabotage techniques, and provides information for a range of situations likely to be encountered throughout the operation. Its contents are Top Secret and Higly Classified. You are privileged to have access to this sensitive material. Please take care of it. Good Luck. CONTROL ----------------------------------------------------------------- HOW TO USE THE HANDBOOK There are several ways to learn your craft as a Field Operative, and, whilst trying out and learning the game, you are also encouraged to familiarise yourself with the layout of the Handbook. _ ----------------------------------------------------------------- |_| Those agents who wish to get into the thick of the action as quickly as possible, follow the "Firefight" route. Those pages and chapters which are essential reading for this route are marked by a square. ----------------------------------------------------------------- ----------------------------------------------------------------- /_\ Those who wish to sample more of the tactical elements, as well as the action, but do not want to see the full range of game options yet, follow the "Raids" route. Those pages and chapters which are essential reading for this route are marked by a triangle. ----------------------------------------------------------------- ----------------------------------------------------------------- () For those wishing to try the full game from the start, playing at the strategic, the tactical and the action level, every page becomes essential reading. This is marked with a circle as the "Campain" route. ----------------------------------------------------------------- When you first play "Flames of Freedom", select the "Firefight" route. You may not find life easy. You may not even survive. But you will know what an action-packed challenge you're facing! After a short while, you'll want to know more about the range of options available to you from a strategic angle, whilst guaranteeing that the mistakes which you are bound to make whilst learning do not prevent you from winning the game eventually. "Raids" allows you to do this. Finally, when you are ready from the ultimate challenge, in which every decision you make could have a bearing on the outcome, and where the more knowledge you have, the better your chances of success, you should read every page, via the "Campaign" route. The handbook is divided into 20 chapters, each dealing with a specific area of your work. The first 8 chapters explain how to prepare for missions, and describe the workings of your Head Quarters. They provide everything you need to know about getting started, and will best serve you in the order in which they appear. The second section of the Handbook covers all aspects of your work in the field. The order of events whilst undertaking a mission will vary with each mission, mostly determined by you, but sometimes by fate. You will find the second section at its most useful if you reaf each Chapter when it becomes relevant during the game. -Page 4- For a very brief description of any terms which are used during the game please consult the Glossary on page 160. Finally, a section is provided at the back of the Handbook for notes, but do not think that every piece of information you receive must be noted down. Nearly all of it will be accessible on-screen, via the Function Keys. It is therefore important that you get your Keyboard Overlay to hand now. ----------------------------------------------------------------- THREE LEVELS OF PLAY Action...... Moving around, exploring, fighting the enemy, all in glorious solid 3-D. Raids....... Using your tactical skills to complete a whole missin on one island. This involves lots of action, but need some thought as well. Campaign.... Using your strategic skills to complete a massive campaign, encompassing all 42 islands.. You'll need all your action skills, all your tactical skills, and an ability to plan ahead in depth. ----------------------------------------------------------------- THE FUNCTION KEYS F1 ...........................................Special Actions Key F2 ......................................................Rest Key F3 .................................................Autoroute Key F4 ................................................Quick Time Key F5 .......................................................Map Key F6 ......................................................Self Key F7 ..................................................Notebook Key F8 ........................................Mission Objectives Key F9 ............................................Secret Weapons Key F10 .........................................................Quit ----------------------------------------------------------------- "Campaign Game: If you intend to play a campaign game, please prepare a blank, formatted disk". -Page 5- CONTENTS: --------- Historical Background............................................. 8 The Atlantic Federation and Agora................................. 8 The Saharan Empire and the Slave Isles............................ 8 Operation Wildfire................................................ 8 Chapter 1 - Getting Started...................................... 10 Loading Instructions............................................. 11 Control Method................................................... 12 Chapter 2 - The COBRA HQ......................................... 14 Chapter 3 - The War Room......................................... 17 Start New Campaign............................................... 18 Load Existing Campaign........................................... 19 Save Existing Campaign........................................... 19 Create Back-Ups.................................................. 19 Chapter 4 - The Personnel Department............................. 20 Name............................................................. 21 Sex.............................................................. 22 Appearance....................................................... 22 Psychology....................................................... 23 Physique......................................................... 25 State of Health.................................................. 26 Personnel Filing................................................. 27 Chapter 5 - Training............................................. 29 Strategy Training................................................ 30 Escape Training.................................................. 32 Transport Training............................................... 33 Firefight........................................................ 34 Chapter 6 - Campaigns and Raids.................................. 35 Chapter 7 - The Missions......................................... 37 Chapter 8 - The Mission Briefings................................ 39 Selecting a Mission.............................................. 40 Mission Briefing Screen.......................................... 41 Accepting the Mission............................................ 44 Chapter 9 - Transport & Movement................................. 45 Transport Types.................................................. 46 Transferring Between Modes....................................... 46 The Views........................................................ 47 The 3-D Landscape................................................ 47 The Transport Control Panel...................................... 47 -Page 6- Chapter 10 - Special Actions..................................... 52 Leaping into Vehicles............................................ 53 Talking to People................................................ 53 Grabbing Objects................................................. 54 Chapter 11 - Engaging the Enemy.................................. 55 Your Firepower................................................... 56 Enemy Tactics.................................................... 56 Tactical Status.................................................. 56 Hints and Tips................................................... 58 Weapon Effectiveness............................................. 58 Chapter 12 - Map Reading......................................... 60 Chapter 13 - Autoroute and Quick Time............................ 65 Setting your Route............................................... 66 Chapter 14 - Making Contacts and Meeting People.................. 68 Immediate Assistance............................................. 70 Conditional Help................................................. 70 Persuasion....................................................... 70 Betrayal......................................................... 71 Types of Help Offered............................................ 71 Chapter 15 - Escaping from Capture............................... 75 Chapter 16 - Your Notebook....................................... 78 Chapter 17 - Self................................................ 82 Chapter 18 - Rest................................................ 85 Chapter 19 - Achieving Your Mission Objectives................... 88 Chapter 20 - The Armada.......................................... 90 The Composition of the Armada.................................... 91 The Attrition Rate of the Armada................................. 92 Winning or Losing................................................ 92 Appendix A - The Slave Isles..................................... 94 Appendix B - Weapons Systems.................................... 135 Appendix C - Secret Police Guards............................... 139 Appendix D - Transport Modes.................................... 145 Appendix E - Building Types..................................... 156 Glossary........................................................ 164 Index........................................................... 173 Credits......................................................... 177 _ |_| If you are following the Firefight route, go to page......... 11 /_\ If you are following the Raids route, go to page............. 11 () If you are following the Campaign route, go to page........... 8 -Page 7- HISTORICAL BACKGROUND --------------------- THE ATLANTIC FEDERATION AND AGORA Our Atlantic Federation was formed in 2018 by the political inification of the nations of Verde and Midwinter, following the partial destruction of the Midwinter island by rising sea levels. Its guiding aims were to form binding economic and political ties between the people of Midwinter and Verde, and to extend the hand of friendship to other nations, countries and islands. The island of Verde was officially renamed Agora, from the meeting place in Ancient Athens, the birthplace of democracy. With the final disappearance of the Midwinter island, Agora became the home of the Federation and her people. Agora is the most westerly of 42 islands which stretch in a broad band to the African mainland. Our neighbouring islands have, for thirty years, been controlled by the dark forces of the Saharan Empire. Intelligence reports lead us to believe that their next target is Agora itself. THE SAHARAN EMPIRE AND THE SLAVE ISLES Life for most people on the Saharan controlled islands is, in the main,atrocious. Hundreds of thousands have been transported back to the African mainland as slaves, and those still living on the islands are under the total control of the Saharans, working in a variety of ways to serve the Saharan Empire's desires for economic, political and military strength. The threat to Agora is taken very seriously. A small number of COBRA Field Agents, placed by the Atlantic Federation Security Council on the islands have been working undercover for sometime. They have discovered plans for "Operation Scorpio", which we believe to be the code-name the Saharans are using for their attack on Agora. These same agents have also executed covert reconnaisance, allowing us to compile a fairly comprehensive picture of life on the islands. Resistance amongst the people of the island is at higher levels than we anticipated, and in many places, intricate networks exists, enebling the underground movements to engage in acts of sabotage and defiance against the Saharans. However, the resistance groups lack the training and resources necessary to instigate a full-scale uprising against the island authorities, and, as each island has diverse organisational, cultural, and political aspects, there has been no prospect of island resistance groups joining to form a pan-Atlantic anti-Saharan coalition. OPERATION WILDFIRE As the last island remaining free from Saharan domination, we have decided to launch a -Page 8- counter operation aimed at preventing the Saharan Empire from gaining control of Agora. This strategically planned series of missions is to be codenamed "Operation Wildfire". As one of the top COBRA agents available, you are to be sent from Agora to undertake hazardous missions which may cost you your life or your liberty. You are to aid the liberation of the Slave Isles by the completion of top secret missions which are designed to bring each island's local authorities to their knees, one after the other. Once local Saharan forces are weakened, the resistance forces will be able to gain control of the island. However, the Atlantic Federation must, at all costs, avoid provoking a Saharan backlash which could result in an immediate attack on Agora. It is therefore vital that the Saharan Empire believe that the uprisings are wholly caused by the inhabitants of the Slave Isles, and are not instigated by Federation Agents. The Saharan Empire is assembling a vast Armada all along the African coast. Eventually, the Saharans are bound to initiate Operation Scorpio and set sail to attack Agora. The more islands we can liberate before that time, the better our chances if withstanding attack, as the liberated islands will then contribute forces to our efforts to defeat the Armada. Once the Saharan Armada sets sail, no more missions can be completed. You must drop what you are doing, and join the attack on the Armada, with all possible speed. Although other Federation forces will be able to neutralise part of the enemy invasion fleet, your contribution to the counter-attack is vital. -Page 9- -Page 10- CHAPTER 1 - GETTING STARTED --------------------------- Execute the relevant Loading Intrsuctions before making your way to the Atlantic Federation Head Quarters on Agora, where you will be asked to perform a simple identification test for security purposes. COMMODORE AMIGA VERSIONS A Commodore Amiga with a minimum of 512K of RAM and a colour monitor are required. Flames of Freedom may be played via mouse, joystick or keyboard, but a mouse is recommended as the interface has been designed to take advantage of this method of control. When playing by mouse or joystick, some keystrokers will also be necessary. Turn of your computer and remove all unnecessaey peripherals. If your computer has KickStart in ROM, insert the Program Disk into the internal drive at the Workbench prompt - the program will then auto-load. Please follow any on screen prompts. If your computer does not have KickStart in ROM, load KickStart as normal, insert the Program Disk at the Workbench prompt and the program will then auto-load. Please follow any on-screen prompts. What if my Amiga software fails to load? In the vast majority of cases a loading problem is not because of faulty software, but either an incorrect loading proceedure or a hardware fault. Please ensure that the loading instructions have been correctly executed. The commonest hardware failures are due to a misalignment of the heads in the disk drive. Such faults may be detected by loading the game on another computer. (Either use a friend's machine or ask the software store from which the game was purchased to test it). Alternatively, a virus may have transferred into your hardware from another piece of -Page 11- software. Pirated copies of games are an incredibly common source of viruses. It always pays to own original software. In the unlikely event of a software fault, please return the complete package, with receipt to the place of purchase. MicroProse regret that goods cannot be replaced unless bought from the company directly. If you have any difficulty whilst loading Flames of Freedom, or need help whilst running the game, MicroProse will be happy to help you on the Helpline. Please ring (0666) 504399. Mon-Fri. 9 a.m. - 5.30 p.m. Please have a pen & paper handy when you call. CONTROL METHOD & SECURITY CLEARANCE Once you have successfully loaded the software, during which time you are taken to COBRA HQ on Agora, you will be asked to give your chosen method of control for the game. Press "M" to play by Mouse (the recommended method of control) Press "J" to play by Joystick. Press "K" to play by Keyboard alone. You must then abtain security clearence by correctly identifying the portraits of two members of the Saharan Federation Secret Police. A guide can be found on pages 139 - 144 of this handbook. To select a name, move the on-screen pointer over the name and press fire on your joystick, the left mouse button on your mouse, or the Space Bar on your keyboard, according to the method of control you have just selected. To skip the title credits during loading, you may press any key. THE GAME CONTROLS Throughout this handbook you will see references to a variety of "Buttons", such as "Icon Button", "Zoom-In Button", or "Island Button". The physical representations of these buttons are detailed opposite, along with basic directional controls. More specific controls are detailed as necessary throughout the handbook. -Page 12- Mouse Joystick Keyboard FIRE BUTTON FIRE BUTTON ICON BUTTON LEFT MB. FIRE BUTTON ISLAND BUTTON ZOOM-IN BUTTON LEFT MB. "<" KEY "<" KEY ZOOM-OUT BUTTON RIGHT MB. ">" KEY ">" KEY MOVE CURSOR UP UP UP NUM.KEY. 8 MOVE CURSOR DOWN DOWN DOWN NUM.KEY. 2 MOVE CURSOR LEFT LEFT LEFT NUM.KEY. 4 MOVE CURSOR RIGHT RIGHT RIGHT NUM.KEY. 6 -Page 13- -Page 14- CHAPTER 2 - THE COBRA HEADQUARTERS ---------------------------------- The Head Quarters of the Atlantic Federation Covert Operations BuReAu is located on Coral island, nestling in the relative safety of Union Bay. In front of you are five doors, each clearly signed, behind each of which you will find a different department which you may enter. They are Personnel, Training, Control, Raids and the War Room. To enter a department, move the on-screen pointer over the door. Then, depending on your chosen method of control, press either the left mouse button, joystick fire button, or keyboard Space Bar. This method of selection (by left mouse, fire, or Space Bar) is used to make most choices during the game, and is referred to throughout the handbook as the "Icon Button". As a newly seconded operative, you have a choice as to how you learn about being a COBRA special agent. There are three methods of discovery, via "Training", "Raids", or "Control". Put simply, Training allows you to practise individual skills which you must master for success in more complex tasks. Raids will allow you to complete one mission in isolation, without reference to the overall "Operation Wildfire" Campaign. Control allows you to begin your assignments proper, as part of the "Operation Wildfire" Campaign. You may select "Training" or "Raids" immediately. To see some action as fast as possible, via the "Firefight" route, select "Training" and then select the "Firefight" icon which will appear. Please go straight to page 30 if this is your choice. _ |_| -> Page 30 -Page 15- To perform a mission immediately, you may select "Raids". Please go straight to page 35 if this is your choice. If you select "Control", to begin playing a Campaign, you will be asked to insert your Campaign Disk. Campaign Disks must be prepared in the "War Room" before starting a campaign, to avoid the risk of permanently altering your original Mission Disk, as the campaign disk is updated during each mission. Until you have visited the War Room, you can not start a Campaign. The Personnel Department will allow you to configure an Agent as you wish, and it is important to visit this department before starting a Campaign if you want to achieve success. You may perform a Raid without visiting the Personnel Department, and to engage in a Firefight, the visit is unnecessary. Full details of the methods of operation for each department are given in the following Chapters; War Room - Chapter 3, Personnel - Chapter 4, Training - Chapter 5, Raids - Chapter 6, and Control - Chapter 8. /_\ -> Page 35 -Page 16- -Page 17- CHAPTER 3 - THE WAR ROOM ------------------------ On entering the War Room you will be presented with five selectable icons; to start a new campaign, to load an existing campaign, to save the current campaign, to create back-ups of Program, Graphics, or Mission Disks, or to return to the corridor. START NEW CAMPAIGN Selecting this option will allow you to make a back-up of your original "Missions" disk, for use in the game as a "Campaign" disk. It is vital that you do this, as the disk will be updated as you perform each mission. You cannot start a campaign without creating a "Campaign" disk. Have a blank, formatted disk ready. Please ensure that the blank disk is write-enabled. Type in your personal codename for the Operation. The purpose of this codename is to prevent Campaign disks getting mixed up. It is impossible to load data for one campaign and accidentally save it to the disk for a different campaign. You may also find the codename useful for your own reference. We recommend labelling your Campaign disk with your chosen codename for the Operation. You will receive further on-screen instructions asking youto confirm that you intend to 'create a campaign disk'. You may 'abandon the operation' at this stage. Once youmake your confirmation, youwill be asked to insert your Flames of Freedom "Missions" disk (i.e. the original "Missions" disk), and then click on the copy icon. Please follow the on-screen prompts carefully. -Page 18- Creating a Campaign disk take about five minutes. However, each new campaign will give you many hours og enjoyment! LOAD EXISTING CAMPAIGN To load an existing campaign, select the relevant icon and follow the on-screen prompts. SAVE CURRENT CAMPAIGN To save an existing campaign, select the relevant icon and follow the on-screen prompts. CREATE BACK-UP DISKS You may back-up any of your Flames of Freedom disk by selecting this icon and following the on-screen prompts. You will need one blank formatted disk for each Flames of Freedom disk you wish to copy. EXIT TO CORRIDOR When you have finished in the War Room, Select this icon to exit to the corridor. -Page 19- -Page 20- CHAPTER 4 - THE PERSONNEL DEPARTMENT The Personnel department allows Special COBRA Agents immediate access to their personal records. All choices are made by moving the on-screen pointer over the relevant icon and using the "icon selector". You may assume any alias, disguise, and characteristics youwish, and those of Field Agent Gavin Steel are available for your immediate use if youso desire. Alternatively you may select an 'agent' from your own recorded files, if youhave been here before, or include one for later use. (More information on "Personnel Filing" can be found on page 27). However, it must be emphasised that the agents during an Operation is strictly forbidden. Once you begin the "Operation Wildfire" campaign, you undertake to play the role of your chosen agent until its completion, and must start the entire campaign again if youchoose to change roles. It is therefore imperative that yougive thought and consideration to your selections when choosing to "Use New Agent". They will now be explained to you. NAME Please enter your forename and surename as youwish them to appear on all your records and documentation. Press 'return' after typing each name via the keyboard. -Page 21- SEX Please indicate your chosen sex by selecting either the male or female icon at the bottom of the screen. APPEARANCE -Page 22- All Federation Agents have the opportunity to create a facial appearance for themselves via the portrait designer. By selecting feature combinations via the grey symbols, on the right, the overall appearance, shown on the left can take on thousands of different forms. There are eight features to combine; face shape, nose, mouth, eyes, hair, beard, moustache and glasses. Hair, beard and glasses may all be toggled on or off by selecting the grey 'circle' icon. You may 'scroll' through all the options available for each feature by selecting the grey 'plus' (to go forwards) or 'minus' (to go backwards) icons. Each feature may be positioned on the face by selecting the 'arrow' icons. The grey 'up' arrow moves the feature up the face, and the 'down' arrow moves it down. You may experiment with * portrait designer for as long as you like. Try creating your own face, or the face you'd like to have, or been the one youthink you might have in a few years! You can choose to be Black or White. SOme feature options are designed for use with Black faces, and others with White faces, but ultimately, the choice is yours. Once youhave decided on your appearance, select the "Exit" icon at the bottom of the screen. PSYCHOLOGY Every Federation Agent has a slightly different Psychological make-up, and you may define yours as youwish, within certain limits. Eight psychological traits have been identified; SMILING MOUTH - Charm MAN / WOMEN SEXSYMBOL - Sex Appeal MONEY - Bribery KNIFE AGAINST A THROAT - Threats -Page 23- --- End of Part 1 ---ing HAND WITH POINTING FINGER - Authority MOUTH WITH A "TUNG" = Deception Each of these traits are rated as 'poor', 'average', 'good' or 'excellent', and each may be changed by selecting the appropriate icon. Ratings are increased by using the left mouse button, or by using "<" key on the keyboard if youhave chosen joystick or keyboard control. Ratings are decreased by using the right mouse button, or by using the ">" key on the keyboard if you have chosen joystick or keyboard control. Whilst deciding on your psychologocal make-up, bear two things in mind; nobody is perfect, and it takes all sorts of people to make a world. To be successful COBRA Agent takes skill and thought, but, as as with everything in life, it involves maximising your strenghts and allowing Part 2 of the Midwinter 2 docs... WEIGHT MACHINE (DIDN'T FIND THE RIGHT WORD) - Reason EYE WITH A TEAR - Pleading HAND WITH POINTING FINGER - Authority MOUTH WITH A "TUNG" = Deception Each of these traits are rated as 'poor', 'average', 'good' or 'excellent', and each may be changed by selecting the appropriate icon. Ratings are increased by using the left mouse button, or by using "<" key on the keyboard if youhave chosen joystick or keyboard control. Ratings are decreased by using the right mouse button, or by using the ">" key on the keyboard if you have chosen joystick or keyboard control. Whilst deciding on your psychologocal make-up, bear two things in mind; nobody is perfect, and it takes all sorts of people to make a world. To be successful COBRA Agent takes skill and thought, but, as as with everything in life, it involves maximising your strenghts and allowing for your weaknesses. Every aspect of your psychological make-up will be called upon at one time or another during your work, and there will be situations which you can cope with easily, and situations which you will find difficult, depending on your chosen psychological profile. There is a trade-off involved with every change youmake, as being highly rated in a certain characteristic (for instance 'pleading'), will mean that your rating for another will automatically be lower (in this instance 'authority'). The relationships between characteristics are often complex, but as a general guide; Charm..................changes...........................Authority Sex Appeal.............changes..............................Reason Bribery................changes...................Charm / Authority Threats................changes.........Charm / Sex Appeal / Reason Reason.................changes.................Deception / Bribery Pleading...............changes.................Authority / Threats Authority..............changes..................Deception / Reason Deception..............changes.......Charm / Sex Appeal / Pleading The importance of your chosen psychological characteristics will become clearer when you -Page 24- read Chapter 14, "Making Contacts and Meeting People" on page 68. Broadly speaking, they determine your ability to persuade other characters to help you during your missions. You can improve by practice. For example, if you use your charm a lot, you will become more charming over time. However, this slightly decreases your skills in other areas. Improving your charm by constant practice will slightly decrease your authority. To make an overall improvement you must keep a balance in the approaches you use. If you go around behaving like a thug all the time, youwill end up with the profile of a thug. When you have chosen your psychological profile, select the "Exit" icon at the bottom of the screen. PHYSIQUE Every Federation Agent has a slightly different Physical Profile, and you may define yours as you wish, within certain limits. Five physical traits have been identified; RUNNING MAN - Reflexes FOOT IN BANDAGE - Sturdiness SWEETING MAN - Endurance SLEEPING MAN - Recuperation ARM - Stamina They too are rated as 'poor', 'average', 'good', or 'excellen', and each may be changed by selecting the appropriate icon, using the same selection methods used for changing psychological ratings. As with the psychological traits, they are interrelated, within the following guidelines; Reflexes...............changes...........................Endurance Sturdiness.............changes.............................Stamina Endurance..............changes........................Recuperation Recuperation...........changes..........................Sturdiness Stamina................changes............................Reflexes Your physical profile will govern everything you do as a COBRA agent, to a greater or lesser extent, and will alter according to those things you do. -Page 25- Reflexes................................governs resistance to injury. Sturdiness......................governs rate of recovery from injury. Endurance...............governs rate of depletion of energy reserves. Recuperation.........governs the amount of energy gained during rest. Stamina..............governs how quickly muscle power is replenished. Improvements can be made to your physical profile asfollows; Reflexes...............are enhanced by being in lots of 'collisions'. Sturdiness...................is enhanced by being injured frequently. Endurance.........is enhanced by running low on energy for some time. Recuperation.....................is enhanced by long periods of rest. Stamina..........is improved by periods of energy intensive activity. Your physical profile may also take a turn for the worse, as long periods of convalescence will reduce Reflexes, Recuperation and Stamina, whilst long periods spent held in detention by the enemy reduce Sturdiness. Improvements or reductions are likely to be gradual, but if significant improvement is made, your Physical Profile, may be saved on file by visiting the Personnel Department whenever you return to Head Quarters. Once you have set your Physical Profile as you want it, select the "Exit" icon at the bottom-left of the screen. STATE OF HEALTH -Page 26- Your overall State of Health at the beginning of your time as a COBRA agent will, of course, be perfect. On the left-hand side of the screen you can see your created face, and on the right, your body. Your body is comprised of six parts which may be either 'undamaged' or 'injured'. They are your head,body, left arm, right arm, left leg and right leg. If a part becomes injured, it will be overlayed by a "Red Cross" symbol. The body parts, or combination of parts, which become injured determine which activities you will or will not be able to perform. Injured body parts will recover during long periods of rest. As a rule, head injuries will heal before body injuries, which, in turn, recover quicker than arm injuries. Leg injuries take longest to heal. However, if more than one limb is injured at any one time, some degree of simultaneous reapir will take place. There are two factors governing your State of Health; a) Energy Reserves, which represents your total stock of energy b) Muscle Power, which represents your 'instantaneous' energy Energy reserves are shown by the number of 'running man' icons at the bottom of the screen. One is shown for each 'full tank' available, and initially they number six. Muscle Power is shown by the larger 'running man' icon above the Energy Reserves. This acts as a 'fuel gauge', the colouring draining away as tasks requiring energy are performed. When Muscle Power falls to zero, it is replenished automatically from your Energy Reserves, BUT thistriggers exhaustion (all actions take place at half-speed). To avoid exhaustion you must stop and rest before Muscle Power reaches zero. If yourun out of Energy Reserves, you will blackout and be forced to stop and rest. After a sustained period of rest, during which you will eat and sleep, your Energy Reserves will recover. The screen showing your State of Health is for information only, as you cannot alter your health whilst in Personnal Department of Head Quarters! You may go back to see the choices made for either your Physical or Psychological profiles, by selecting the "Heart" or "Head" icons respectively. Finally, select the "Exit" icon. PERSONNEL FILING Once you have configured a 'new agent', you will be able to begin life in your new role by selecting to 'Use This Agent'. You may want to save your records on file before you leave, by opting to 'Include Agent in Files'. INCLUDE AGENT IN FILES Selecting this icon will display two options: to continue saving or to abandon your filing. -Page 27- Up to tweleve characters may be filed on one disk. Simply click on one of the empty 'slots', and the agent will be saved. If all the slots are full you can write over an existing agent. SELECT AGENT FROM FILES To 'select an agent from your files', select that icon, and confirm that you wish to continue. All the agents whose records are held on disk will be shown. Clock on the portrait of the agent whose record you wish to load. (Please note that the inclusion of an agent on file does not save any mission information. Personnel files are saved to allow you to restart at any time using the same character. To save the game position, enter the War Room and select to "Save Current Campaign"). Once youhave finished in the Personnel Department, select to "Use this Agent" to return to the Main Corridor. () -> 36 -Page 28- -Page 29- CHAPTER 5 - TRAINING On entering the Training Department, you will be presented with a menu from which to choose any one of eight options. They are: Strategic Planning, Escape Training, Training on any one of the forms off transport across Land, Sea, or Air, Training on Amphibious craft, to "Firefight", or to return to the corridor. _ |_| -> 33 STRATEGY Selecting the "Strategy" option allows you to use the strategic planning maps placed at your disposal. The strategic planning allows youto make a precise simulation of the strategic part of a campaign without actually having to engage in any action. You don't want to spend hours and hours of play before discovering that you have made a monumental strategic blunder. This map initially shows the 42 islands, and the coast of Africa, colour coded to denote ownership. The red island is Agora, controlled by the Atlantic Federation. The dark green islands (plus the mainland) are strongholds of the Saharan Empire. The light green islands are outposts of the Saharan Empire. Areas of the map may be magnified by moving the on-screen pointer over the area to be enlarged, and then pressing the "Zoom In button". This is the left mouse button, or the "<" -Page 30- key during joystick or keyboard control. After the first magnification all island names can be seen. To reduce the map once magnified, press the "Zoom Out button". This is the right mouse button, or the ">" key during joystick or keyboard control. Double presses of Zoom buttons will perform double enlargements or reductions. The lines joining islands are either light blue or dark blue. These show the supply routes for all Slave Islands and, ultimately, every island can be traced back, via the supply lines, to the mainland. For an outpost to remain under Saharan control, it must at all times be able to trace a path via 'active' light blue lines to either a stronghold (Lobos, Camargo or Dhafra) or to the mainland. Once an island is liberated, it allies itself with the Atlantic Federation and it will turn pink. In a real campaign, thishappens when yousuccessfully complete a mission. It can be simulated during strategic planning by moving the on-screen pointer over an island and pressing the "Island button". This is the Space Bar during mouse or joystick control and the "return" key during keyboard control. All supply routes eminating from the island will turn dark blue, as the routes can no longer be used by the Saharan Empire. The loss of supply routes when an island is liberated can have a domino effect on other islands. For instance, if Lobos is liberated, the islands of Panao and Vicenza will also fall of their own accord as they cannot trace an active supply route back to a stronghold or to the mainland. This means that, in a real campaign, completing one mission can lead to the liberation of many islands. Use the strategic planning map to simulate the liberation of a number of islands and get a feel for the geopolitical importance of an island in terms of the overall campaign. To reverse the liberation of an island, reselect it using the "Island button". At the bottom-left corner of the screen you will see a "Key" icon. Moving the pointer over the "Key" will display further icons. KEY - Key Icon MAN STANDING - Return to Training Menu SMALL MAP - Restore Map to original position SCORPIO AND A POINTER - Simulate path of Saharan offensive Use the "Icon buton" to operate these icons. Use the button elsewhere  on the map to hide them. Whilst the icons are displayed, zoom in, zoom out and island buttons are disabled. Selecting the last of these icons will simulate the route of the Saharan Armada. The route -Page 31- taken is governed by the following rules; 1) The route must always avoid liberated islands if possible. 2) When it is impossible for the Armada to reach Agora without by-passing liberated islands, the Armada must attack and re-take liberated islands in its path. It always seeks to make as few such attacks as possible. 3) When there is more than one unopposed route, the Armada will choose the shortest. 4) If there is an equal choice between a stronghold and an outpost, the route will go via the stronghold. To summarise, the Armada takes the easiest, shortest route. The strategic planning gives a totally accurate simulation of the route the Armada would take if those islands had been liberated in the campaign itself. The Armada consists of Air fleets, Amphibious fleets and Surface fleets. When a Surface fleet reaches the coast of a liberated island, it pauses to disembark a Land Army. The Land army moves inland to retake the island, before making a rendezvous with the Surface fleet further round the coast. If either the Surface fleet, or its Land army are destroyed before the rendezvous, neither can proceed any further. When a fleet or an army is destroyed, it disappears from the map. Matching what happens in a realcampaign, Saharan units suffer attrition due to the action of Federation forces. Attrition is light in the neighbourhood of Saharan islands, but heavy when the Armada has to retake liberated islands. Such attrition is independent of your own personal actions. Your task in the campaign is to cause additional damage. In thisstrategic simulation, some elite elements of the Armada will always reach Agora, no matter how tortuous the route. The number of Saharan units reaching their ultimate target gives an indication of the difficulty of your personal battle against the Armada. In the campaign itself, no units must reach their targets on Agora. Once the Armada has completed its path, select the "Restore Map" icon to try a different configuration, or reselect the "Launch Armada" icon to clear them from the map. To quit Strategic Planning and return to the Training Menu, select the "Waiting Man" icon. ESCAPE TRAINING Should the unthinkable happen, namely your capture by the Saharan Empire's Secret Police -Page 32- whilst operating in the field, your Escape Training could prove to be a lifeline. You have the opportunity to practice your response to a number of Secret Police Guards who watch over you as you languish in your cell. Your aim is to escape by means of a bribe, aggressive behaviour, or seduction. Alternatively, youmay bide your time and wait for more susceptible guard. Knowing your own psychological profile and guessing, that of your guard are the keys to success. The simulator offers you the chance to learn the likely responses of a number of Saharan guards before facing them for real on your missions. Each guard has his own particular susceptibilities, and will react predictably to bribery, aggression or seduction, given your own rating for bribery, threats and sex appeal. However, on one day in seven, each guard has an "off day", and does the opposite of what youwould expect. The guards you encounter in Training will also be encountered during a real mission, and will react in the same way. Full information on escaping capture is to be found in Chapter 15, starting on page 75. You should read thisbefore using the Escape Training simulator. The only way to return to the main Training menu is to escape from capture. Good Luck! TRANSPORT TRAINING By selecting the 'Land', 'Sea', 'Air', or 'Amphibious' icons, you may call up sub-menus which list the forms of transport in each category. By selecting an icon from the sub-menus you can practice using that form of transport. To return to the main menu from a sub-menu, select the "Chalkboard" icon, and to return to the corridor select the "Corridor" icon. Full information on Transport is to be found in Chapter 9, starting on page 45. You should read this before using the Transport Training simulator. Whilst using the Transport Training simulator you will not come under attack from enemy units, giving you ample opportunity to master the controls for each mode of transport. Transport training takes place on the island of Agora. You may travel to other islands during transport training, but they will appear barren and empty. To return from any individual form of transport training to the training menu, press Function Key F10 on the keyboard. FIREFIGHT The Firefight option offers puts you into the thick of the action through a mission. You will find yourself in a Flying Sub, in the middle of a battle with an enemy unit. You can manouevre your vehicle and fire your weapons. As well as that you can try out every aspect if the Firefight mission, including talking to people, persuading them to help, getting -Page 33- captured, destroying buildings, achieving mission objectives, even completing the whole mission. FIREFIGHT FLYING START Your Flying Sub can travelthrough the air, across land and underwaters, and is the most versatile vehicle in the game. The "Help" key will always show you the main controls for every vehicle you use. Please refer to your keyboard guide for other key functions. Mouse Joystick Keyboard SPEED UP UP UP NUM.KEY. 8 SLOW DOWN DOWN DOWN NUM.KEY. 2 TURN LEFT LEFT LEFT NUM.KEY. 4 TURN RIGHT RIGHT RIGHT NUM.KEY. 6 TILT NOSE DOWN LEFT MB. "<" KEY "<" KEY TILT NOSE UP RIGHT MB. ">" KEY ">" KEY FIRE WEAPON FIRE BUTTON SELECT WEAPON + / - + / - + / - JUMP OUT OF VEHICLE -Page 34- -Page 35- Having investigated the functioning of the Training Department, you will have seen how it is possible to practice elements of the game in isolation, be they driving, flying, escaping, or fighting. But no matter how much youpractice individual skills at HQ, there's no substitute for learning by experience in the field. No matter how good an agent youfeel yourself to be, you are never too good to learn more. In Flames of Freedom you have a choice as to which style of game you wish to play. If you select a "Raid" game, you can tackle any of 41 action packed missions. Each mission can be completed in one playing session. They are graded according to difficulty. Some can be finnished in as little as half an hour. Some may take a lot longer. Every single one is a complete game in itself. If you select a "Campaign" game, youhave to complete a number of the individual missions and then, in the final stages of the Campaign, youmust defeat the massively powerful Saharan Armada which sets sail from the coast of Africa. The route that the Armada will take depends entirely on which island you have liberated in the course of your missions. In addition, each liberated island, contributes forces to the counter-attack on the Armada. A Campaign game offers you a stupendous challeneg packed with variety. As well as all the action and tactics of the missions, your overall strategy is vital in defeating the Armada. A Campaign game will keep youon the edge of your seat through many sessions of play. A Campaign victory is a victory indeed. To play a Raid game, select the "Raids" door in the HQ corridor. To play a Campaign, select the "Control" door. On entering the "Raids" Department youwill be asked to select a difficulty level, from Novice, through Intermediate and Experienced, to Expert. The difficulty level governs how many Secret Weapons you start off with, ranging from a lot for a Novice through to none for an Expert. Once you have selected a difficulty level, you will be asked to choose a mission. The processes for mission selection are identical whether they are performed as a Raid or as part of a Campaign, and are covered in Chapter 8 - Mission Briefings, starting on page 39. -Page 36- -Page 37- Each of the forty-one missions are very different in objective, content and effect on the campaign. Before each mission you will be comprehensively briefed on your mission objectives, transport available, weapons available, known contacts, political background of the island, and generally given all available Federation intelligence. What you will not be told is the range of options open to youas a Field Agent, the adventures you are likely to experience, and the incredible diversity of situations you will encounter. For that the Federation relies on your intelligence, skill and ambition. That is why youwere recruited. That is why youare the one being sent on the mission. Having said that, it is only fair that youare given a general overview of the elements which comprise most missions and the means by which you can complete them. The ultimate aim of every mission is to liberate the island. At the beginning of each mission you are given an islandreport, outlining in brief the background of the island, the major objectives, and any relevant details. For example, you are told that the island of Khash houses the Imperial Treasury, and your major objective is to deprive the Enemy of its primary source of revenue. In pursuit of that overall goal, and to achieve success, youmust complete a number of very specific objectives, given to you during the mission briefing. You arrive on or near the island with a particular type of vehicle, or on foot. That mode of transport may be swapped for any other you find on your travels, and youmay keep leaping from vehicle to vehicle as and when youfind them. In fact, for most missions, more than one type of vehicle is needed to accomplish your objectives. Chapter 9 - Transport - start on page 45, and gives a general insight into moving around the islands, seas and skies above them. You are given weapons to use on the island, but additional weapons may be carried and used once youhave found them. You will need to find additional weapons in order to be successful. Appendix B - Weapons Systems - starts on page 135, and gives detailed information on the range of weapons which may be found. You will be given the names and locations of any known contacts on the island, but these people comprise only a small fraction of the people you will see, meet and talk to. Contacts themseleves will often refer you on to other people likely to help. As a word of warning, whilst every attempt is made to provide youwith contacts who are reliable and thrustworthy, youshould be wary of everyone youmeet. However some of the people you will meet will offer extremely valuable help. Chapter 14 - Meeting People - starts on page 68, and covers every aspect of human interaction. Encountering vehicles, weapons and people will demand an immediate response from you. The Chapter on Special Actions, starting on page 52, covers such events. Where you travel on the island is up to you. You are provided with comprehensive maps of the island which youmust learn to read and use to the maximum benefit. The Chapter on Map Reading starts on page 60. You will always need to keep a check on your personal state of health, and will from time to time need to take rest and recuperation. Chapter 17 - Self - and Chapter 18, Rest, deal with these. Keeping track of what you've done and what youhave learnt will be vital, and you will carry a personal notebook for this purpose. It is updated automatically when significant events occur. Chapter 16 - Your Notebook - will help youget the best from it. There is a danger that youmay fall victim to the Saharan Empire's secret police. In the event of such a situation arising, Chapter 15 - Escaping from Capture - will prove vital reading. You will be under constant threat of attack from Saharan forces, and youyourself will want to surprise enemy troops. Chapter 11 - Engaging the Enemy - indicates the best lines of approach. The sequence of events after a mission's completion can be found in Chapter 19, Acheiving your Mission Objectives, on page 88. Eventually, the Saharan Armada will launch its attack aimed at capturing Agora. The actions expected of youonce thissituation arises are explained in Chapter 20, The Armada, on page 90. -Page 38- -Page 39- CHAPTER 8 - MISSION BRIEFING SELECTING A MISSION Once youhave decided to attempt any mission as a Raid, by selecting the "Raids" door and then specifying your chosen difficulty level, or as part of the overall Campaign, be selecting the "Control" door, you will greeted by Control himself, the Director General of COBRA, and be asked to select which island you are going to perform a mission on. As youmove the on-screen pointer over the islands, you will notice that one or more "Skull" symbols appears in the top left-hand corner above Agora. The Skull Ratings indicate the difficulty of a mission. "Five-Skull" missions are the hardest, with "One-Skull" missions being the easiest. The Map may be magnified ny using the "Zoom In button", and then reduced by using the "Zoom Out button". Once the map is magnified once, all island names can be seen. Icons can be seen in the bottom right hand corner; ISLANDS WITH LINES BETWEEN Allows you to go to Strategic Planning, as explained earlier on page 30. Accessed at this stage, Strategic Planning takes as its starting point the islands currently liberated in your Campaign. (The Strategic Planning option will not appear if youare performing the missionas a Raid) -Page 40- MAN STANDING - Returns youto the corridor. Once youhave decided which missionyouwould like to go on, move the pointer over that island and press the "Island button". Please follow any on-screen disk prompts. MISSION BRIEFING SCREENS The island report will be loaded and displayed. This outlines in brief the background of the island, the major objectives, and any relevant details. This is the first section of your missionbriefing. There are seven sections in all. You can step through them is sequence by using the "Turn Page" icons. Alternatively, youcan look at each section individually using the "Question Mark" icon. When you select the Question Mark icon, Control will appear to brief you on your mission. There are seven aspects of the mission about which you may question him. These are represented by the seven icons across the bottom of the screen. In the upper right-hand corner are icons to accept ("thumbs up") or reject ("thumbs down") the mission. The seven areas of information are, reading the icons from left to right, Island Report, -Page 41- Mission Objectives, Journey Time to Mission Island, Supplied Transport, Supplied Weapons System(s), Contacts, and General Intelligence. Each area of information can be obtained by moving the on-screen pointer over the relevant icon and pressing the Icon Selector. ICON: An island - Displays the island report. A house - Mission Objectives. Each missioncomprises a number of objectives, all of which must be completed to achieve success. Each objective will appear in turn. The numbering of the objectives does not indicate an order of priority. It is not necessary to commit your objectives to memory, as you will be able to review them throughout the mission. Island & running man - journey to island. This display the route and time you will take in travelling to the island. Ship, sub - Transport supplied. Your transport on arrival on the island is shown. Gun & ammo - Weapon(s) supplied. The weapon(s) which youwill start the mission with are shown. Man - Contacts. This displays the names and portraits of those people on the island knowm to be willing to help. Book - Island Intelligence. Finally, yousee a summary of the Intelligence gathered on the island thus far. The islandmap is shown, overlayed by a number of coloured roundels. The map cannot be magnified. -Page 42- Immediately below each roundel is a red point, indicating the exact position of the feature represented by the roundel. By moving the on-screen pointer over thispoint, the exact nature of the feature can be seen. Even if a point is hidden, moving the pointer over its position will bring that roundel to the fore. The roundels comprise one of six basic types. ROUNDELS: body - Indicates the known position of a person. Scorpio - Indicates the position of an enemy unit. Gun - Indicates the position of spare weapons and ammunition. Truck - Indicates the position of spare land vehicles. Plane - Indicates the position of spare air vehicles. Boat - Indicates the position of spare sea vehicles. -Page 43- Where the location of a feature co-incides with a named town or village, the name of the place will be shown above a description of the feature. The feature will be described in one of the following ways. People : Their names are given Enemy Units : Each unit has a Commander, whose name is given, and the number and type of vehicles he commands will be detailed. Spare Vehicles : The type of vehicle is shown. Spare Weapons : The type of weapon is shown. At some points, one or more features may coincident. In such cases, each coincident feature will be given an item number. The features will be automatically stepped through on screen. Known villages are represented on the map by blue dots. Moving the pointer over the dot will display the name. All information known to the Federation before the commencement of your mission is shown on the intelligence map, but on some islands this may be limited. Whenever youcome across a feature on your travels, it will automatically be registered on the intelligence screen. ACCEPTING THE MISSION Finally, you must accept or reject the missionby selecting either the "thumbs-up" (to accept) or the "thumbs-down" (to reject) icon in the upper right-hand corner of the briefing screen. If youreject the missionyou return to the MissionSelection map. If you accept the mission you will be given a message of luck by Control before making your journey to the island. The next time you return to Head Quarters will, hopefully, be after the successful completion of your mission. It is time for your Fieldcraft to be put to the test. -Page 44- -Page 45- CHAPTER 9 - TRANSPORT AND MOVEMENT TRANSPORT TYPES There are 22 different types of transport which youmay utilise during your missions, and they are divided into four categories; Land, Sea, Air and Amphibious. LAND SEA AIR AMPHIBIOUS Bus...............Frogman............Ballon............Flying Boat Jeep..............Swimming...........Biplane............Flying Sub On Foot............Minisub...........Helicopter.........Hovercraft Tank................Ship.............Parachute.............Crawler Train.............Speedboat..........Rocket Pack Truck.............Submarine..........Zeppelin Each mode of transport has its own characteristics, benefits and drawbacks, whichare all fully documented in Appendix D, Transport Types, on page 145. The specific controls for each mode of transport are also documented there, along with other vital statistics such as top speed and range. Whilst using any form of transport, pressing the "Help" key will display its controls. Press the Help key again to resume the action. Any mode of transport may be practised brefore leaving Agora, via the Training Department (see page 29 for more information), and you may find this facility useful both before and between missions. TRANSFERRING BETWEEN TRANSPORT MODES You will always be provided with a mode of transport with which to start your mission, but youwill probably need to use several modes in achieving the sucessful completion of a mission. Transfer between vehicles is simple. Whenever yousee a vehicle ahead of you, manouevre alongside it. Provided you can physically bridge the gap by jumping from one to the other, you may leap directly into the other vehicle and take control of it. More information on Vehicle Transfer is given on page 52, in the "Special Actions" Chapter. Each area of the landscape, namely land, air , sea surface or underwater, also has a 'human' mode of movement associated with it. To transfer from your current vehicle to the human mode, simply press "ESC" key on the keyboard. The human modes are On Foot, Parachute, Swimming, or Frogman, depending on the area of the landscape in which youare travelling. These methods of movement are especially useful if youwish to explore restricted areas of the landscape, such as buildings or underwater bases, and to use certain weapons you must be in human mode (for example, planting dynamite). -Page 46- THE VIEWS Each mode of transport allows youto see your surroundings directly ahead of you. In some modes, such as "On Foot" and "Swimming", yousee only your surroundings. Most modes show part of the vehicle as well. For instance, when in a jepp, youwill be able to see through the windscreen. In some, such as a Biplane, you can see more of your vehicle. In thisexample, the nose section ahead of youand the wings to either side. THE 3-D LANDSCAPE In every mode, the full effect of the stunning 3-D landscape and its components allow youto identify varying terrain, people, buildings, and other vehicles at a glance. Every type of building and vehicle can be found in the relevant Appendix at the end of the handbook, which is useful for identification purposes. Each element of the landscape may be crossed in certain modes of transport, as shown in the table at the start of thisChapter. Whilst on land youhave full freedom of movement in all 360o around you, unless your path is blocked by a solid object. If youare in a mode of transport which allows you to fly, you may also take off. While in the air, youmay move in any direction up to a ceiling of 12000 feet above sea level. Sea surface vessels are restricted in a similar way to land surface vehicles (unless the vehicle has aerial or underwater capabilities as well). Sub-aquatic modes of transport are restricted by the solid sea bed below them; all but the Crawler can break the surface and travel across the sea. Certain vehicle types allow youto "loop-the-loop", both in the air and underwater, provided that you have enough clearance above the ground or sea-bed. When crossing in a vehicle from land to sea, or vice versa, take care. If youcross whilst in a human mode (i.e. On Foot, Swimming, as a Frogman or whilst Parachuting), youwill automatically switch from one human mode to another. If youcross in an Amphibious mode of transport, your journey may continue uninterupted. If youdrive into sea in a land vehicle, or drive onto the land in a sea vehicle, you will find yourself stranded! Usually it's possible to get out of difficulties by waiting for the next wave and going into reverse. Sometimes, however, you'll find yourself well and truly stuck. Then you'll simply have to abandon your vehicle. THE TRANSPORT CONTROL PANEL In order to make the control of every mode of transport easy to learn, there is a standardised instrument display which will appear at the top of the screen. See overleaf -Page 47- +-------------------------------------------------------------------+ | +-----------+ +-----+ +---------+ +-----+ +---+ +---+ +---------+ | | | | | B | | | | E | | | | | | | | | | | | | | | +-----+ | H | | I | | | | | | A | +-----+ | D | +-----+ | | | | | K | | | | | +-----+ | | | F | +---+ +---+ | | | | | | | C | | | +-----+ +---------+ | | | | | | | | | | | G | | J | | | | | +-----------+ +-----+ +---------+ +-----+ +---------+ +---------+ | +-------------------------------------------------------------------+ INSTRUMENTATION A) Short Range Radar / Special Actions Window. B) Muscle Power Indicator C) Time Clock D) Mini-Map E) Compass F) Speedometer G) Turn Indicator H) Artificial Horizon I) Fuel Gauge J) Altimeter K) Weapon Selector SHORT RANGE RADAR The short range radar detects any objects within a few kilometres of your position. You are represented by the White Dot in the centre of the window. Your field of vision corresponds to the sector above the white dot, marked A in the diagram left. As youturn, the radar plot rotates so that your line of sight in the landscape always corresponds to 'straight up' on the radar. The coloured dots which may be seen on the shortrange radar represents: See next side -Page 48- White..........................................................You Bright Green........................................land Transport Yellow........................................Amphibious Transport Light Blue......................................Airborne Transport Dark Blue.......................................Seaborne Transport Orange...................................................Buildings Dark Green...................................................Trees Brown.................................................Other People Grey......................................................Missiles MUSCLE POWER INDICATOR The Muscle Power Indicator shows how quickly youare using up energy. Each Emptying of the indicator uses up one tankful of your Energy Reserves. When the indicator is red and white, you are tireless and all your actions take place at normal speed. When the indicator is grey, you are exhausted and all your actions take place at half-speed (you will notice the game clock ticking over twice as fast as normal). Exhaustion is overcome by stopping to rest for a few minutes. Your Muscle Power is then refreshed from your Energy Reserves. Resting for an hour or more will automatically replenish your Energy Reserves as well. If yourun out of Energy Reserves, youwill blackout and be forced to stop and rest. TIME CLOCK The 24 hour clock shows the time of day. Each day is divided into periods of daylight and darkness, with sunrise starting at 0600 hrs, and sunset at 1800 hrs, as you are near the Equator. Periods of darkness offer youthe opportunity to carry out manouevres whilst the enemy are in a reduced state of alert. However, you will find it more difficult to move around yourself. You are equipped with a pair of Infra-Red Goggles which may be turned on and off by pressoing the "I" key on the keyboard. When they are active, your night-time vision is improved. They will stay on for a period of up to an hour (game time), when fully charged. As soon as youswitch them off or they run out of power they will start to recharge. It is recommended that youswitch them off as soon as possible to keep them fully charged for emergencies. If the batteries are below quarter power, you will not be able to switch them on. -Page 49- Firing ogg flares (if you have them) will also light up the landscape for a short while. THE MINI-MAP The mini-map covers an area corresponding to the main map at full zoom (centered on your position), and shows the relief map of your surroundings, enabling you to identify hills and slopes, ocean trenches and shallows, and the coastline. The read arrow indicates both your position and direction. THE COMPASS The compass indicates the direction in which you are currently heading. SPEEDOMETER Showing your velocity in both figures and as a bar. Velocity may be positive (red) when going forward, or negative (green) when going backwards. TURN INDICATOR The turn indicator shows both direction and rate of turn. The harder you turn, the longer the arrow becomes. ARTIFICIAL HORIZON The green line represents the position and angle of the horizon relative to your vehicle, and may be used to estimate your tilt and roll. FUEL GAUGE Your fuel gauge shows the amount of fuel left in the vehicle(where appropriate). ALTIMETER The Altimeter shows your height above the ground or depth below the sea level, in feet. When above the ground, values appear in green, and when below sea level, values appear in blue. -Page 50- WEAPONS SYSTEM SELECTED The window shows the current weapon selected, and gives in figures the ammunition remaining. To select another weapon, press the "+" (plus), or "-" (minus) keys on the main keyboard. The window will show each weapon in turn if youcontinue to press + or -. The weapon shown in the window is the one you are currently using, and the one which will fire when youpress the "Fire button" (Space Bar during Keyboard or Mouse control, Fire button during joystick control). For information on using each weapon, please see page 135. SPECIAL ACTIONS The short range radar window is also used as a "Special Actions" window. There are three possible Special Actions. You can Talk to a person, Leap into another vehicle, or grab a weapon out of a weapons box. Whenever youcome close enough to a person, vehicle, or box, one of the three Special Actions icons will appear in thiswindow. Hitting the Special Actions key (F1) will then trigger that particular action. Further information is given in the next Chapter, "Special Actions". MESSAGES Occassionally, a message may appear across the main display giving you important extra information about special situations. -Page 51- -Page 52- CHAPTER 10 - SPECIAL ACTIONS As a top Field Operative, the Atlantic Federation depend on youfor your quick wits and reflexes. Your missioninvolves hundreds of decisions, each of which must be taken by you alone. The Federation have given youone mode of transport, and maybe a couple of weapons. They've also given youa few names and faces to look out for. Unless you get hold of other vehicles, weapons and people, you're not likely to succeed. To make the execution of all these essential actions quick and easy, your instrumentation panel contains a "Special Actions" window, which is shared with the short range radar. When you are close enough to another vehicle to "leap" into it, or close enough to a person to "talk" to them, or close enough to an object to "grab" it, one of the following icons will appear in the window; RUNNING MAN - Leap A HANDSHAKE - Talk A HAND AND A CUBE - Grab To execute the action, press Function Key F1 on the keyboard. So long as the action is stil possible, the icon will remain. When youmove out of range of the vehicle, person or object, the icon will disappear. LEAPING INTO VEHICLES Once you"leap" from one mode of transport to another, an intermediate screen will appear while youjump. The landscape will then reappear, viewed from your new vehicle. The method of control for your new vehicle will probably differ from that of your previous transport mode. Consult the control data on your new mode in Appendix D if necessary. TALKING TO PEOPLE Once you"talk" to someone, his or her portrait will appear, along with some information about them. You may, at this stage, change your mind about talking to them by selecting the "Exit" icon. Please refer to the Chapter "Making Contacts and Meeting People" on page 68, for full details of how to talk to them. -Page 53- GRABBING OBJECTS All the objects youcan grab are stored in Weapons Boxes. The contents of a Weapons Box can only be discovered by "grabbing". Once you"grab" an object, its picture will appear, along with some information about it. It will usually be a weapon, but it might be some vital documents or even a deadly booby trap. If it is a weapon or papers, youwill automatically collect them and add them to your resources. Simply wait a few seconds to return to the 3-D environment. If it is a booby trap, youwill be told how long youhave to get away from it before it explode. If youdo not make it, youwill be hurt, so get moving! -Page 54- -Page 55- CHAPTER 11 - ENGAGING THE ENEMY Engaging enemy forces during a mission is inevitable, no matter how much youaim to void them. Enemy forces are divided into units, according to the transport mode used by them. Each unit has a Commander, and the size of units can vary from a few vehicles to dozens. YOUR FIREPOWER Each vehicletype is vulnerable to attack with certain weapons. Some weapons are highly specialised, being effective only in certain area of the landscape or against certain vehicles. Others have more general capabilities and may be used against a wide range of targets. The table at the end of thischapter shows each weapon's effectiveness against each vehicle type. It can also be found in Appendix B, Weapons Systems, which gives a fuller account of each weapon's general characteristics. ENEMY TACTICS The enemy vehicles youencounter during your missions all use the same sort of tactics against you. If youunderstand the enemy's tactical procedures, youwill have a distinct advantage in battle (or in avoiding it). TACTICAL STATUS The tactical status of each enemy vehiclechanges as it picks up signals of your activity, proceeding through 5 different phases:- IDLE The vehicleremains stationary, watching for any sign of your activity. ALERT The vehiclemakes intermittent movement, looking for further signs of your activity. SEARCH The vehiclemoves at speed on a search pattern, looking for strong signals of your position and movement. ATTACK The vehiclemoves directly towards youon an attack run. EVADE The vehiclebreaks off its attack run and veers away from you, before makinga fresh attack. -Page 56- DETECTION FOOTPRINTS A detection foorprint corresponds to the zone in which you are "visible" to the enemy vehicle. The actual size and shape of the footprints are different for each type of vehicle and there are different footprints for activation (signs of your activity), tracking (signals of your position and movement), lock-on (accurate tracking for weapons systems) and evade (range of approach). The activation, tracking and lock-on footprints are directional footprints with a longer zone of detection ahead of the vehicle than behind it. FIRING WEAPONS An enemy vehicle will fire at you both in the ATTACK pahse and the EVADE phase. Before firing, the vehiclemust pick up a continuous burst of lock-on signals. TIME-OUTS The enemy vehiclewill only remain in the higher phases of tactical status for a certain amount of time before giving up the search and dropping down to a lower, less active phase. This is a time-out. The length of time before a time-out varies according to the type of vehicle and tactical status. -Page 57- HINTS AND TIPS ON ENEMY TACTICS There is no substitute for actual battle experience, but knowing how the enemy tactics work gives youa framework to relate your experience to. The time-outs and detection footprints for each type of enemy vehicle are something youmust discover for yourself during battle. However, there are some particular things worth mentioning. 1) Biplanes, Flying Boats & Flying Subs The tactical status of these three types of unit never falls below search. If youfind a stationary biplane, for instance, it will always be a spare vehicleand NOT a part of an enemy unit. 2) Sneaking Up Because the enemy vehicles look further ahead than behind, it's possible to sneak up on certain types of enemy vehicle from behind. With a tank, for instance, youshould be able to get within grenade range before youare spotted. 3) Rapid Manouevres Rapid and violent manouevres on your part can prevent the enemy vehiclefrom getting a continuous lock-on signal and thus prevent it from firing on you. To succeed in this, you must get out of its, forward-looking lock-on "beam". Heading directly away from the vehicle will only do thisif youcan out-run it very quickly! Heading away at right angles is much more likely to succeed. 4) Consistency Enemy vehiclecommanders go through a rigid training system and consequently react very predictably. Learn how one tank behaves and you've learnt how all the other tanks will behave. WEAPON EFFECTIVENESS The table below shows the probability of a player using a particular weapon, "killing" a particular vehicle with a hit. Figures are all given as percentages, with a figure of 100% indicating that a hit with that weapon will always destroy that vehicle. -Page 58- D L L S Y A G G A M N R N P R U R R U L I I I A I O N E E N I S K P F M S C C H N N C M M O S N I L I T K H A A A H P I R I I N E T O E E N D D E E N C L F G E L T R D E E R T E A E E TANK 5 100 1 70 30 50 100 0 0 JEPP 60 100 20 100 100 100 100 0 0 TRUCK 50 100 10 100 90 100 100 0 0 BUS 40 100 10 100 90 100 100 0 0 TRAIN 20 100 5 100 80 100 100 0 0 MAN ONFOOT 100 100 100 100 100 100 0 0 100 SPEED BOAT 70 100 10 100 100 100 100 100 0 CRAWLER 50 100 10 100 80 100 100 80 0 MINISUB 50 100 5 100 100 100 100 100 0 SUBMARINE 5 100 1 100 50 70 100 70 0 SHIP 10 100 1 100 80 100 100 90 0 FROGMAN 0 0 0 0 0 0 0 0 0 BIPLANE 30 100 2 100 100 100 100 0 0 HELICOPTER 50 100 2 100 100 100 100 0 0 ZEPPELIN 100 100 10 100 100 100 100 0 0 BALLON 100 100 10 100 100 100 100 0 0 ROCKET PACK 0 0 0 0 0 0 0 0 0 PARACHUTE 0 0 0 0 0 0 0 0 0 FLYING BOAT 20 100 2 70 100 100 100 50 0 HOVERCRAFT 40 100 4 70 100 100 100 0 0 FLYING SUB 30 100 1 70 100 100 100 90 0 SWIMMING 0 0 0 0 0 0 0 0 0 A M H S T S A A E O S R C R E S U W R A I H P H K T H N A P U F S I L O E I A E D T E L L U N M O A N N L E E D T E B E G N T G K L R R O TANK 1 1 2 5 70 100 0 0 JEPP 40 40 60 40 100 100 0 0 TRUCK 30 30 45 30 100 100 0 0 BUS 20 20 30 20 100 100 0 0 TRAIN 10 10 15 10 100 100 0 0 MAN ONFOOT 100 100 100 100 100 100 0 0 SPEED BOAT 50 50 75 50 100 100 100 100 CRAWLER 20 20 30 30 100 100 80 100 MINISUB 30 30 40 40 100 100 100 100 SUBMARINE 1 1 2 5 100 100 70 100 SHIP 5 5 10 10 100 100 90 100 FROGMAN 0 0 0 0 0 0 0 0 BIPLANE 15 15 25 15 100 100 0 0 HELICOPTER 25 25 35 25 100 100 0 0 ZEPPELIN 50 50 75 50 100 100 0 0 BALLON 50 50 75 50 100 100 0 0 ROCKET PACK 0 0 0 0 0 0 0 0 PARACHUTE 0 0 0 0 0 0 0 0 FLYING BOAT 10 10 15 20 100 100 50 100 HOVERCRAFT 20 20 30 20 100 100 0 0 FLYING SUB 10 10 15 30 100 100 90 100 SWIMMING 0 0 0 0 0 0 0 0 -Page 59- -Page 60- CHAPTER 12 - MAP READING Whilst in the Atlantic Federation Headquarters, youwill see the Political Map, allowing you to perform your Strategic Planning and Mission Selection. The Political Map shows each island in outline, coloured to indicate whether it is under Federation or Saharan control, with supply lines between islands shown as active or broken. Full information can be found on page 30. During mission briefing, the intelligence map shows the selected island in relief form, overlayed by roundels indicating the location of people, vehicles, weapons and enemy units. Full information can be found on page 43. Once youstart your mission, you are given access to a high detail relief map of the whole East Atlantic, showing all 42 islands and part of the African mainland. This can be accessed at any time during your mission by pressing Function Key F5. The map will first appear focused on the mission island. It can be magnified and reduced at will. To magnify, move the pointer to the centre of the area you want to enlarge, end then press the "Zoom in button". To reduce, simply press the "Zoom out button". Double presses of "Zoom buttons" cause double enlargements or reductions. The map can be reduced or magnified whilst in any map display mode (see below). Your position is shown by the red dor below the white "running man". The red lines on the map show roadways, the blue lines show railways, and the white lines show shipping routes. In the lower left-hand corner youwill see a "Key". Moving the pointer over thisicon will 'open' the map key icons, displaying them along the bottom of the screen. The icons which appear are; MAN - Exit. Reverts back to the screen from which youaccessed the map. MOUNTAINS - Isometric. Changes the view from overhead to isometric. MOUNTAINS FROM ABOVE - Overhead. Changes the view from isometric to overhead. -Page 61- MOUNTAINS AND HORIZON - Sea Bed. Turns relied map of sea bed on. SEA AND MOUNTAIN - Sea Surface. Turns relied map of sea bed off. ISLANDS WITH LINES BETWEEN THEM - Political Map. Displays Political Map. ISLANDS - Relief Map. Reverts back from Political to Relief Map. LANDSCAPE AND A SMALL BOX WITH "TEXT" - Show villages. Displays locations of all known settlements and names. LANDSCAPE AND A SMALL BOX WITHOUT "TEXT" - Hides locations of all known settlements and place names. LANDSCAPE AND A LARGE BOX WITH "TEXT" - Show Village Info. Displays settlement information window. LANDSCAPE AND A LARGE BOX WITHOUT "TEXT" - Hide Village Info. Hides settlement information window. MAP WITH 3 CIRCLES AND "RUNNING MAN" - Set Autoroute. MAP AND "RUNNING MAN" - Cancel Autoroute. OPEN BOOK AND A PENCIL - Show intelligence data. CLOSED BOOK - Hide intelligence data. Each icon represents an option which may be selected by moving the pointer over the icon and pressing the "Icon button". Notice that once the key is opened, the circle around the pointer disappears. If the circle is present, the pointer can 'pick-up' map features as it moves over them. When the map key is open, it can't. To 'close' the map key, click anywhere on -Page 62- the map once. You must also close the key before magnification or reduction. As youmay see, the icons are each one of a pair, one to activate an option, and one to deactivate it. In addition, settlement information can not be shown unless the settlements are themselves being shown. Isometric views and sea bed relief views gives youa better indication of the changing terrain of an island and the surrounding ocean than that offered by the top-down view. Settlements, roads and railways are not shown on the isometric view. The political map shows the colour-coded ownership of the islands and supply lines between them. It can display settlements and intelligence data, if those options are turned on. Settlement locations are shown as blue dots (when the option to show them has been activated). By moving the pointer over the blue dots you can display their names. (Before doing this, make sure that the map key is closed). If youactivate the "settlement information window" option, the buildings types found in each settlement will also be shown. Buildings which have been destroyed are listed in red. More information of building types can be found in Appendix E, starting on page 152. By turning the intelligence data option on, the positions of people, enemy units, spare vehicles and spare weapons are mapped. Only items youhave knowledge of are displayed. They are all marked with coloured roundels. Some of the roundels may overlap, but even those partially or totally hidden at first can be seen and identified. Immediately below each roundel is a red dot, indicating the exact position of the item represented by the roundel. By moving the on-screen pointer over thisdot, full details of the item can be displayed. Even if a dot is hidden, moving the pointer over its position will bring its roundel to the fore. The roundels comprise one of six basic types. body - Indicates the known position of a person. Scorpio - Indicates the position of an enemy unit. Gun - Indicates the position of a spare weapon. Truck - Indicates the position of spare land transport. -Page 63- Plane - Indicates the position of spare air vehicles. Boat - Indicates the position of spare sea vehicles. Hovercraft - Indicates the position of space amphibious transport. Where the location of an item coincides with a named town or village, the name of the place will be shown above a description of the item, provided that the settlement location icon has been previously selected. The item may be described by one of the following ways. People: Their names are given Enemy Units: Each unit has a Commander, whose name and rank is given, together with type and number of vehicles in his unit. Spare Vehicles: The type of vehicleis given. Spare Weapons: The type of weapon is given. At some locations, one or more items may occur simultaneously. In such cases, each coincident item will be given an item number. The items will be automatically stepped through on screen, so long as the pointer remains over them. Whenever youcome across an item on your travels it will automatically be registered. Weapons, vehicles, people and enemy units register as intelligence data. On rare occasions, youmay discover an unknown building or settlement, but the vast majority of settlements are known about before youstart the mission. Autoroute and its accompanying features are all explained in the following Chapter. As the Map becomes filled, you may find it easier to read when only one type of roundels at a time is displayed. This can be done by pressing number keys 1 to 5 on the keyboard which have the following effect; 1. Displays all knowledge. 2. Displays Enemy Unit knowledge. 3. Displays Spare Weapons knowledge. 4. Displays Spare Vehicle knowledge. 5. Displays Peoples knowledge. -Page 64- -Page 65- CHAPTER 13 - AUTOROUTE & QUICK TIME The Autoroute facility allows you to map out journeys youwish to make, and then execute them with "hands-free" control, watching the passing landscapes, until it becomes necessary for youto take direct control of the vehicleagain. Quick Time similarly allows you predetermined movement from A to B, but differs from Autoroute in that your route is displayed on the map of the island rather than by travelling through the actual landscape. Quick Time allows youto skip the drudgery of long, uneventful journeys, but the game clock still ticks on. It is quick for you personally, but not necessarily for your hero! SETTING YOUR ROUTE Autoroutes are set via the map, at any magnification or view. However, they are best set at a magnification which gives you sufficient detail of the area youwish to cross. You must use the overhead view. To display the map, press Function Key F5. Once it is displayed, and you have selected the magnification and view which yourequire, open the map key by moving the pointer over the key icon. Select the "Set Autoroute" icon. The key will close, and a circle will appear around the tip of the pointer. In setting an autoroute, you must plot the path you wish to follow on the map. This path need not be in a straight line, but, in order to "curve" or change direction, a "waymarker" must be plotted. Waymarkers are plotted by moving the pointer to the desired location on the map, and then pressing the Space Bar. Once the first waymarker has been plotted, a red line will link your current position (shown by the white "running man") to the waymarker. As subsequent markers are plotted, the red line will continue to link them, showing the route you will take. Up to 100 marker may be plotted along one route. Once you have started to plot an Autoroute, the "Cancel Autoroute" icon will appear in the key. Select thisicon if youmake a mistake in plotting, or change your mind about plotting an Autoroute. Autoroutes may be set which cross the seas to another island. If youwish to do this, or if youwish to cross land not shown at the current magnification, select a lower magnification which shows sufficient area of the map to allow the plotting of the whole route. However, if youintend to jorney across land then sea, or vice-versa, it is wise to be travelling in a mode of airborne or amphibious transport, otherwise your journey may be rudely interrupted! Once you have set the autoroute, select the "Exit" icon from the key. You will be returned to the mode of transport which youwere last using, travelling along your chosen route at about three-quarters of the transport mode's top speed. The Radar Map/Special Actions window of the instrumentation display will read "Autoroute". To take direct control of the transport again, press "Autoroute Off" (Function Key F3). The word "Autoroute" will disappear, and you will once again have direct control of your vehicle. Using Autoroute demands that you keep your eyes open and your wits about you. You may still crash into any object (such as trees, buildings, people or enemy units), you may still -Page 66- be fired upon, and you may, if you have set an autoroute which crosses from land to sea or vice-versa, crash as youcross the coastline, if your vehicle is not amphibious or airborne. You can select Quick Time at any moment during an Autoroute journey, by pressing the "Quick Time" key (Function Key F4) whilst youare travelling through the landscape. Alternatively, having plotted your route on the map, you can go straight into Quick Time by pressing the Quick Time key instead of selecting the "Exit" icon. This avoids having to return to the 3-D landscape. In Quick Time you will then see the "running man" move quickly across the map to your selected destination. To return to the 3-D landscape during a Quick Time journey, press The Quick Time key (Function Key F4) again. You will then find yourself moving along in Autoroute mode. If, during a Quick Time journey, you pass close to a building or person of significance, or an enemy vehicle, or you approach the coastline in a vehicle unable to cross it, "excitement detection" will be triggered. Your Quick Time journey will be terminated, and you will be put back into the 3-D landscape to deal with the situation. Once youreach your selected destination in Quick Time, you will be put into the 3-D landscape automatically. If your Quick Time or Autoroutejourney has been interrupted, either by yourself or by "excitement detection", you can wander some distance off chosen route. Nevertheless, youcan still, in most circumstances, resume your automatic journey by pressing the Quick Time or Autoroute keys. You will be steered back towards your chosen route. However, if you are near the coastline in a vehicle unable to cross it youmay encounter difficulties. -Page 67- -Page 68- CHAPTER 14 - MAKING CONTACTS & MEETING PEOPLE The area available for you to cover whilst playing "Flames of Freedom" is vast, and is filled with a myriad of characters with varying looks, personality and intentions. Some of them are agents of the Saharan Empire who will betray you given half a chance. Others are uncommitted to either side, and are ripe for recruitment. Some are known friends and agents of the Federation. The challenge for youis to learn to tell the difference between them, and then act accordingly. When you are close enough to someone for conversation to take place, the "Talk" icon will appear in the Special Actions window. Press the Special Actions key (Function Key F1) to meet them. The person's portrait will appear, along with his or her name, occupation, age and sex. The time and date are also shown, along with an "Exit" icon, in the upper right corner, which may be selected to return to the 3-D environment, and a "Shake Hands" icon, in the lower left corner, which may be selected to talk to the person. The person may be one yourecognise immediately as a friend or foe, and therefore youmight not want to engage the person in conversation immediately. If youwant to avoid talking to the person, select exit to return to the 3-D environment. To talk to them select to "shake hands". When you shake hands with the person, one of three things may happen; Immediate -Page 69- Assistance, Conditional Help, pr Persuasion. IMMEDIATE ASSISTANCE Some people are eager to help you immediately, You can accept or reject thishelp, as explained later. CONDITIONAL HELP Some people will offer to help you, provided that youfulfill certain conditions that they specify. The conditions take a similar form to mission objectives, and include assassination, sabotage, recruitment, rescue, destruction of particular enemy unit or seizure of vital documents. A screen will brief youas to the conditions to be met. Most such characters will require youto fulfill just one condition. Occasionally, you will be required to fulfill as many as three. These will be stepped through automatically. You must fulfill all the conditions set, and then talk to the person again to gain their help. PERSUASION Some people need to be persuaded to help you. You may use any of your psychological skills to persuade the person, namely Charm, Sex Appeal, Bribery, Threats, Reason, Pleading, Authority or Deception. Each of these skills is represented by anicon which will appear across the bottom of the screen. You cannot use sex appeal on a member of your own sex, but can select any of the other icons (using the "Icon button") in the hope of persuading the character to help you. It will obviously benefit you to use a skill at which youare highly rated, but it is also important that youuse a skill to which the person you have met is susceptible. A balance must be struck! Once you use a skill, the person's reaction will be given. This may take one of three forms. He will help you, or he will refuse to help you, or he will remain non-commital. If he remains non-commital, you can try another skill in an effort to persuade him. If he refuses to help, no other means of persuasion will work. However, you can still enlist his help be getting someone else to contact him for you (if there is anyone who will do that). In some cases, the person may be so hostile towards your method of approach that he or she becomes violent causing you physical damage. -Page 70- BETRAYAL If the person is a traitor, they will betray you to the Secret Police. Traitors behave exactly like any other character until it comes to the point when youwould normally be offered help. Instead, you will be arrested and imprisoned in the nearest Secret Police HQ, (as explained in Chapter 15, Escaping Capture, starting on page 75). More often than not, traitors will say that they are eager to help you; you will get arrested as soon as you accept their offer to help. Sometimes traitors will pretend to need persuasion; as soon as youhit on the right method, you will be betrayed. The worst case is a traitor who sets conditions; you go through all the effort of helping them, only to be rewarded by arrest and imprisonment! All traitors are craven cowards. Having betrayed you once, a traitor will never betray youagain - he is terrified of your taking revenge, and will do all he can to help you. HELP OFFERED The Help offered by a character may take one of nine forms, each of which are represented by the following icons; MAN WITH A BLINDFOLD - Secret Journey TIRE - Transport HOUSE - Shelter GUNS & AMMO - Weapons PASSPORT - Papers MOUTH WITH A "I" - Knowledge MAN - Contacts EXPLODING HOUSE - Assignments RED CROSS & HAND IN BANDAGE - Treatment More than one type of help may be offered by each person youenlist. You may choose all types of help offereed, just some of them, or none at all. To receive the help, select the required icon via the icon button. -Page 71- SECRET JOURNEY A person may offer to take youto meet another person whom is known to them, but whose whereabouts are to remain secret. Typically such a person might be a high ranking member of the local resistance, whose life would be endangered by anyone gaining knowledge of how to find them. If youselect the "Secret Journey" icon, a screen will brief you as to whom youwill be taken to meet, giving yousome information about them. Yoy may, at that stage accept or reject the offer via the "thums-up" or "-down" icons. Once youaccept the offer, the journey will be made automatically and youwill effectively be "blindfold" for a while. The clock will update to take account of the time taken for the journey, and youwill "open your eyes" to be greeted by the person you have been taken to meet. You can then talk to him in the hope of gaining his help. If youare offered "Secret Journey" as one of several types of help, youmight like to accept that help last of all, as youwill be taken on your secret journey immediately, and will no longer be able to talk to your helper. TRANSPORT A person may offer you a form of transport for your personal use. The mode of transport will be shown via a briefing screen when youselect the "Transport" icon. You may choose to accept or reject the offer of Transport by selecting either the "thumbs-up" or "-down" icons. You will immediately find yourself in the 3-D environment at the controls of your new vehicle. SHELTER A person may offer to shelter youfrom the Saharan Forces for a while, which is especially useful if the enemy are in hot oursuit and you have limited resources at your disposal. When youemerge from hiding, the enemy will no longer be hunting for you and have a period of grace, during which you can make your escape. WEAPONS A person may offer youweapons for your personal use. The weapons system offered will be shown via a briefing screen when youselect the "Weapons" icon. You may choose to accept or reject the offer of a Weapon by selecting wither the "thums-up" -Page 72- or "-down" icons. Once youtake a weapon youmay use it in the 3-D environment. PAPERS A person may offer youpapers for your peronal use. The quality of the papers offered will be shown via a briefing screen when youselect the "Papers" icon. The quality may range from excellent, through good and average, to poor. You may choose to accept or reject the offer of papers by selecting either the "thumbs-up" or "-down" icons. Once youhold Saharan papers youwill have an increased chance of passing by enemy units without being attacked. The chances of not being attacked increase as the quality of the papers improve. However, once youopen fire on an enemy unit, they will retaliate. Papers are valid until youselect a new mission. KNOWLEDGE A person may offer youvaluable information regarding the location of people, vehicles or weapons. The locations will be shown via a map screen, the exact position being indicated by the appropriate roundel. The information will be automatically added to your notebook. CONTACTS A person may offer to contact people they know and enlist their help prior to your meeting them. They will be eager to help as soon as you talk to them. Their locations will be shown via a map screen. ASSIGNMENTS A person may offer to perform an assignment for you, be it sabotage, rescue, murder, or the ambushing of an enemy unit. The nature of the assignment will be revealed via a briefing screen. You may choose to accept or reject the offer of help by selecting either the "thumbs-up" or "-down" icons. If youaccept it, the assignment will be carried out automatically whilst you wait in safety, The execution of an assignment can often, if you are fortunate, result in the completion of a mission objective. -Page 73- TREATMENT A person may offer youmedical assistance. The person's medical skills will range from poor, through average and good, to excellent. Each level of skill will allow them to repair one damaged body part in a session. Once youhave taken all the help yourequire, select the "exit" icon to return to the initial meeting screen. Select the "exit" icon once again to return to the 3-D environment. -Page 74- -Page 75- CHAPTER 15 - ESCAPING FROM CAPTURE When a traitor betrays you, you will be arrested be the Saharan Empire's brutal Secret Police Force. You will be taken to and held in a cell in the nearest Secret Police Headquarters, where youmay suffer physical punishment. However, the more significant consequence of being arrested is the loss of your liberty and the reduction of time available before the Saharan Armada sets sail. It is in your interests to escape deom prison as quickly as possible whilst trying to preserve your health. The more trouble you cause the Saharan EmpireSecret Police, the worse they will treat you. The screen which appears once you are in prison shows the portrait of your guard, along with some information about your predicament, including his or her name. Above this information are clock and calendar showing time and date. In the lower left hand corner is a "chalk-mark". This shows the number of days which youhave spent in prison. You will be watched by a different guard every day, and every day youmay try to escape if youwish. Each guard has different susceptibilities. Some have several weaknesses, while other have virtually nil. You must decide whether you want to attempt an escape, bearing in mind that if youattempt to escape and are caught, you will be severely beaten and tortured. It is not desirable to be free from prison in a matter of days if it will take a couple of weeks for your body to recover from its ordeal. To do nothing for 24 hours, select the "Do Nothing" icon. Once you have chosen to attempt an escape, you must decide which plan to use. You may choose to attempt bribe the guard, attack the guard, or seduce the guard (if they are of the opposite sex), by selecting the relevant icon. MONEY PILE - Bribe FIST - Attack LIPS - Seduce MOON/SUN - Do Nothing The outcome of your escape attempt will be shown. If youare successful, you will be returned to the 3-D environment. If you are caught trying to escape, you will be beaten, tortured, and returned to your cell with a different guard. The only way to exit the jail sequence isto escape, unless youspend twenty days there. After thistime youwill be automatically rescued, but the time penalty incurred is disastrous for your chances of -Page 76- liberating enough islands before the armada sails. Each guard behaves in a predictable fashion, and if you get to know all the prison guards well, youwill be able to take the best possible approach to each. Unfortunately, one day in seven each guard has an "off" day, and does the opposite of what youmight expect! Sometimes this is the only opportunity youwill get to escape from a vicious guard. -Page 77- -Page 78- CHAPTER 16 - YOUR NOTEBOOK With so much happening in Flames of Freedom, you might find it difficult to keep track of everything. To help you on your missions, you are given a notebook which will automatically be updated for you. The notebook may be seen by pressing the Notebook key (Function Key F7). The notebook menu shows your portrait, the time and date, and the number of days spent on the current mission. At the bottom of the screen are seven icons, each of which will display a different section of the notebook when selected. They are; SHOW CONTACTS. (MAN IN A HAT) Selecting this icon will display the name and portrait of one of your contacts (i.e. a person youhave knowledge of who is eager to help you). The three icons in the upper right-hand corner step through the contacts forwards, backwards, and return to the notebook menu respectively. By selecting to step forwards youmay see all your contacts in turn. Note that, above each contacts name, the word "Contacted" or "Contact" appears, depending upon whether you have met them yet or not. Remember that not every single contact can be trusted. Some may be traitors! PEOPLE MET (HANDSHAKE) Selecting thisicon will display the name and people of one of the people youhave -Page 79- met on the island. The functions of the three icons in the upper right hand corner are identical to those described above. Above the persons name a message will appear. This may be one of five types. a) "offered help by..." indicates that the person gave you, or offered you help of one sort or another. You may have taken all the help the charcter has to offer, or youmay not. If the character still offers help which you have not accepted, the relevant "Help" icon will appear on the bottom of the screen. (See page 71 of "Meeting people and making contacts" for more information about the icons). Selecting this"Help" icon will have no effect at present. You must return to the person to get help. b) "Will help if..." indicates that the person offered youconditional help, the conditions of which have not yet been satisfied. By selecting the "thumbs-up" icon youmay see the conditions of the help. (See page 70 of "Meeting people and making contacts" for more information about conditional help). c) "Talked to..." indicates that you met and talked to the person, but have not tried to persuade them to help, or that they remained non-commital and may still help youif you return to them. d) "Refused help by..." indicates that the person refused to help you despite your using one of your psychological skills on him or her. Such people cannot be persuaded to help, even if youreturn to them on the island. e) "Traitor!" indicates that the person betrayed you to the Secret Police, at which time you were captured, tortured and beaten. ENEMY UNITS DESTROYED (EXPLOADING TANK) Selecting thisicon will show any enemy units which youhave destroyed. For each unit you will see the portrait and name of its commanding officer, the number of vehicles lost, the number remaining, and any bonus earned for their destruction. A picture of the type of vehicle destroyed is also shown. The three icons in the upper right-hand corner step through the enemy units forwards, backwards, and return to the notebook menu respectively. By selecting to step forwards you may see all the enemy units which you have destroyed in turn. (For more information on destroying enemy units, please see page 55 of "Engaging the Enemy"). -Page 80- BUILDING SABOTAGED (EXPLOADING HOUSE) Selecting thisicon allows you to see any of the buildings which you, or one of your helpers, have sabotaged and destroyed. For each building you will see its typa and location, along with a picture of it. The three icons in the upper right-hand corner step through the buildings forwards, backwards, and return to the notebook menu respectively. By selecting to step forwards youmay see all the buildings sabotaged in turn. WEAPONS AVAILABLE (GUN & AMMO) Selecting thisicon allows you to see any of the weapons currently available to you. For each weapon you will see its type and picture. The three icons in the upper right-hand corner step through the buildings forwards, backwards, and return to the notebook menu respectively. By selecting to step forwards youmay see all the weapons available in turn. PAPERS AVAILABLE (PASSPORT) Selecting thisicon allows youto see the papers currently available to you. You only ever hold one set of papers - the best of those you have been given. CAMPAIGN REWARDS (DOLLAR SIGNS) Selecting thisicon allows youto see the accumulated wealth, mission bonuses, and luxury goods which you have earned so far in the Campaign. -Page 81- -Page 82- CHAPTER 17 - SELF You may check on your psychological and physical profiles, and on your state of health by pressing the Self Key (Function Key F6) at any time. You cannot alter your psychological or physical profiles during a Raid or Campaign (youmust return to HQ and start again with a new character if youwant to do that), but you can check to see if there has been any improvement or deterioration in any particular trait. Your rating for a particular psychological trait will improve if you use it a lot when trying to persuade people to help you. However, improvements in one particular area will lead to a slight deterioration in others that you have not been using, as there is a trade-off between skill in one area and skill in another. For instance, if youhave been charming to everybody, your rating for Charm may have increased, but your rating for Authority will have decreased to balance it. To make an overall improvement you must keep a balance in the approaches youuse. Your physical traits (viewed by selecting the "heart" icon) may also change over time, according to the physical activity youdo. Reflexes are enhanced by being in lots of 'collisions'. Sturdiness is enhanced by being injured frequently. Endurance is enhanced by running low on energy for some time. Recuperation is enhanced by long periods of rest. Stamina is improved by periods of energy intensive activity. Your physical profile may also take a turn for the worse, as long periods of convalescence will reduce Reflexes, Endurance, Recuperation and Stamina, whilst long periods spent held in detention by the enemy reduce Sturdiness. You may check on your state of health by selecting the "red cross" icon. Your body is comprised of six parts which may be either "undamaged" or "injured". They are your head, body, left arm, right arm, left leg, right leg. If a part becomes injured, it will be overlayed by a "Red Cross" symbol. The body parts, or combination of parts, which become injured determine which activities you will or will not be able to perform. Injured body parts will recover during long periods of rest. As a rule, head injuries will heal before body injuries, which, in turn, recover quicker than arm injuries. Leg injuries take longest to heal. However, if more than one limb is injured at any one time, some degree of simultaneous repair will take place. You may be offered first aid by a person you meet. (Please see page 74 for more information about first aid). There are two other factors governing your State of Health; -Page 83- a) Energy Reserves, which represents your total stock of energy b) Muscle Power, which represents your "instantaneous" energy Energy Reserves are shown by the number of "running man" icons at the bottom of the screen. One yellow man is shown for each "full tank" available. When they need replenishing they turn red. Muscle Power is shown by the larger "running man" icon above the Energy Reserves. This acts as a "fuel gauge", the colouring draining away as tasks requiring energy are performed. When Muscle Power falls to zero, it is replenished automatically from your Energy Reserves, BUT thistriggers exhaustion (all actions take place at half-speed). To avoid exhaustion you must stop and rest before Muscle Power reaches zero. If yourun out of Energy Reserves, youwill blackout and be forced to stop and rest. After a sustained period of rest, during which you will eat and sleep, your Energy Reserves will recover. Once youhave finished viewing your psychological or physical traits, or your state of health, select the "Exit" icon to get back to the action. -Page 84- -Page 85- CHAPTER 18 - REST Whenever your Muscle Energy or Energy Reserves drop, youwill need to rest. You may want to rest if your body has sustained physical damage, so that time may heal your wounds. To rest, press the Rest key (Function Key F2). The screen shows your body on the left, with physical damage to any of your six body partsindicated by a "Red Cross". The "running man" icons at the bottom of the screen show your Muscle Power and Energy Reserves. The larger icon shows your Muscle Power, and is yellow when full, draining away to red when empty. If thisfuel gauge shows empty, you must rest for a short while to refill it from your Energy Reserves, shown by the six smaller "running man" icons below it. Yoy can, if you wish, replenish you Muscle Power and your Energy Reservesby simply stopping and doing nothing whilst still in the 3-D landscape. It might take some time, however. To top up your Muscle Power, select the "5 minutes" icon. The time shown on the clock will advance by five minutes and your Muscle Power will increase. If your Energy Reserves run low, you must stop for a much longer time, during which you will eat and sleep. This is done by selecting the "Hours" icon. You will rest for one hour, during which time one Energy Reserve tank will be replenished. The clock will advance one hour. You may take as many minutes or hours rest as youwish by a continuous press of the "Icon button". -Page 86- If yourest for hours, the injuries you have sustained will continue their healing processes. Once a body part becomes fully functional again the Red Cross will disappear. They may not heal completely while youare resting, but they will be closer to recovery. Once you have finished resting, select the "Action" icon. -Page 87- -Page 88- CHAPTER 19 - ACHIEVING YOUR MISSION OBJECTIVES Throughout your missionyoumay review your missionobjectives by pressing the Objectives key (Function Key F8). Your objectives will be stepped through on screen, with a "return to the action" icon in the lower left corner which may be selected at any time. The number of objectives which comprise a mission varies, but on each mission, every objective must be achieved for the successful completion of the mission. As each objective is completed during a mission, Control will appear to inform you of the fact, immediately on your return to the 3-D environment. The completed mission objective will appear, overlayed by the Federation's seal of approval, with a "return to the action" icon in the lower left corner. He may also appear to inform you that your actions have now satisfied the conditions for help laid down by one of the people you have met. To gain help offered youmust return to the person. Eventually youwill achieve your final objective. You will be told of its completion, in the normal way. Once youselect the "return to action" icon, you will be told of your overall mission's succesful completion. Your missionobjectives, each overlayed by the Federation seal of approval for a job well done, will appear in turn. Select the "return to action" icon again to see the updated political map of the Slave Isles, with the island you have just liberated turning pink. As a proud and willing servant of the Atlantic Federation youwill no doubt be filled with joy. As further reward for liberating the island, the local people will thrust luxury goods upon youin thanks for your work, and Control will inform youof your financial bonus to be paid by the Federation. On completion of each island youare also given a Secret Weapon to use on later missions. (Information about the Secret Weapons which you can collect can be found in Appendix B on page 138). Finally, the value of your luxury items and bonus are added to any rewards gained for the destruction of enemy units, and then combined with wealth accumulated from other missions to give your total wealth. You will then return to Agora for rest and recuperation. The lenght of time needed for your body to recover from its ordeal will depend on the amount of punishment taken during the mission. The Federation stipulates a minimum recuperation period of five days. You must save your campaign to disk at thisstage. Once youare fit and well, youmust report back to the Federation HQ to be briefed for your next mission. -Page 89- -Page 90- CHAPTER 20 - THE ARMADA Atlantic Federation intelligence reports have allowed us to establish enough facts about the massing Saharan Armada to allow us to make detailed predictions about their actions after they set sail for Agora. Whilst youwill not be actively engaging the Armada for an estimated six months after your enrollment as a Special Field Operative, your work in that period must take into account the Armada's likely route to Agora. In fact, your work before the Armadasets sail will force the routetaken by the Armada. You can use Strategic Planning to see a wholly accurate simulation of the Armada's route at any time youreturn to HQ between missions. You can see, as descussed on pages 30-31, that the route taken by the Armada follows certain rules. What is harder to predict is the speed and ease with which they will travel. That depends on your actions before they sail, as each liberated island contributes more brigades to your force, and on your actions after the Armada sails, as the Federation forces cannot defeat the Armada on their own. Your individual input is crucial. You can be certain of one thing. Once youreceive the message telling youthat the Saharan Armada has set sail, you must abort the current mission and prepare to engage the Armada. You will not be allowed to complete the current mission. However, you can still enlist people from any island and gain their help. THE COMPOSITION OF THE SAHARAN ARMADA The structure of the Saharan Forces within the Armada is believed to differ from that normally encountered on islands. The Armada consists of around 60 units, combined for travel into about 20 Battle Groups. The individual units will not be shown on the Main Map, but the Battle Groups will be. Each Battle Group is designated as either an Air Force Battle Group, Amphibious Battle Group, Naval Battle Group or Army Battle Group, and these four types are shown by Zeppelin, Hovercraft, Ship and TAnk roundels respectively. However, a Naval Battle Group, for instance, need not consist solely of sea-going craft. They may well have limited aerial support from a unit of biplanes, which are under the command of the same Naval Group. Army battle groups are carried by ship and disembarked onto any liberated islands which the Saharan Armada is forced to pass by. The Army units, (and close by Amphibious units), will head for the interior of the island to battle with brigades fighting alongside the Federation. Whilst such battles are being fought, the Naval units will travel further around the coast to rendezvous with the Army units after the battle. If either the Naval or Army units are destroyed before the rendezvous point, the other will desert and so both will be lost. As with any invasion force, the Saharan Armada will consist of units whose abilities range from average conscrips, to elite crack troops. As youliberate islands, brigades will be -Page 91- contributed to the Federation forces. These allied brigades will be best equipped to engage the average Saharan units. Your job is to take on the elite. Elite units will reach Agora regardless of the opposition they face from Federation brigades. Only you, in person, can finish them off. THE ATTRITION RATE OF THE ARMADA The Attrition rate varies according to how actively the Armadais being engaged. This fundamentally depends on whether the Armada Battle Groups are passing islands which you have liberated. Liberated islands will force the Armada to suffer far higher rates of attrition as they house brigades of allied troops. The number of brigades available to engage the Armada varies from islandto island. The longer the distance youcan force the Armadato travel, the more attrition they will suffer. The more liberated islands you can force them to pass, the more attrition they will suffer. If you can force the Armada to take a difficult route and if you can liberate enough islands to form a large Federation counter-force, then most or all of the Armada's conscript Battle Groups will be destroyed without your personal intervention. This will leave only a handful of elite Battle Groups for you to polish off personally. If, on the other hand, youhave blundered on your missions, liberating only a few islands and leaving the Armada an easy route to Agora, then stopping the Armadabecomes an almost superhuman task. Up to twenty massive Battle Groups will reach Agora more or less intact and you will personally have to destroy 4 to 5 times as many enemy vehicles to win the campaign. You may find it easier to engage enemy on and around non-liberated islands, as such islands will not be battle-worn and should still contain lots of spare vehicles and ammunition, and people to help you. As can be seen by running a Strategic Planning simulation, the Armadamoves in waves. Some Battle Groups will cover ground very quickly. However, their attrition rate may be high. Others move more slowly but may keep more of their Group intacts. Finally, do not expect the Armada to follow their predicted path blindly into an ambush you have set up. If youmerely sit and wait aloung their route they will divert to avoid you. You must actively seek them at all times. WINNING OR LOSING For the Atlantic Federation and the Slave Isles to be rid of the scourge of Saharan domination, the entire Armada must be destroyed. Such a show of strenght will undoubtedly incite all unliberated Slave Isles to rebel in unison, thus crushing the Empire's forces and pushing them back to the African mainland. Such a victory will amke its instigator a worldwide hero. Such acclaim awaits you. -Page 92- Defeat, on the other hand, is not easy to contemplate. If any Battle Groups of the Saharan Armada reach the COBRA HQ or Union on Agora, the game will be up. Agora will become the forty-second Slave Isle. You have the opportunity to return a hero. There is a chance you will trail back in shame. Flames of Freedom is all about you making the right decisions at the right time. Choosing the correct option from the vast range available. Executing your actions with deadly accuracy. You have many tools, of which this handbook is one, at your disposal. The future of the Atlantic Federation is now being passed into your hands. If you are impatient to get to grips with the Armada, press the "A" key whilst in the 3-D landscape. This will trigger the Armada instantly. -Page 93- APPENDIX - A THE SLAVE ISLES --------------- LOBOS A key stronghold island controlling the western region of the Saharan Empire, Lobos is the home port of the Imperial Occidental Fleet. Radar installations guard the approaches to the huge natural anchorage at Deep Water. Amongst the units stationed on thisisland are Sea Hawk Flying Submarine Squadrons commanded by the notorious Amandu Dengal. Your overall mission is to liberate the island, the loss of which will cripple the Empire's western capability. 1) Assassinate Admiral Amandu Dengal, commander of the infamous elite Imperial flying sub unit known as the Sea Hawk. 2) Sabotage the radar at Outlook Island, the radar station which alerts the Empire of any ships approaching Deepwater Bay, and the heart of their naval forces on Lobos 3) Sabotage the underwater base at Deepwater Sound, the heavily fortified centre of naval operations. -Page 94- DHAFRA The island is the location for the Empire's Northern Sector Command Headquarters. It is stronghold of prime importance; every element of the enemies' services are present on the island. In addition Dhafra is the Empire's major source of uranium and iron ore. Local miners are known to be sympathetic to our cause. The overall mission is to actively incite the population to rebel. 1) Enlist Doctor Habib Ayyub the geologist, who is a much liked and respected member of Dhafra's community. 2) Enlist Jan Karlstaad a sympathiser to the cause, but wary of strangers. 3) Enlist George Davies, an ex-miner with many friends. 4) Sabotage the Secret Police HQ at Boulder Valley. 5) Sabotage the Enemy HQ at Blackridge Plateau. 6) Sabotage the Radio Station at Blackridge Plateau. -Page 95- CAMARGO Camargo is the HQ of the Imperial Armoured Corps, where the elite armoured units undergo rigorous battle training. The entire south-eastern peninsular has been turned into a massive walled ghetto, named Eden. Here, politicians, revolutioners, resistance fighters, and those who have simply dared to speak ill of the Empire are forced to live in terrible, disease-ridden conditions. Those who survive disease eventually meet their end at the hands of the Imperial Police death squads. An armed breakout from the ghetto is the key to liberating Camargo. 1) Enlist General Fadi al-HAdi, one of the most influential officials in the Imperial Army. 2) Rescue Lieutenant Ziad Sirhan, the Resistance Leader held in the notorious Eden Ghetto. -Page 96- PANAO Agora's air defences are constantly probed and tested by fighter squadrons from the Atlantic Fields airbase on the west of Panao. The island itself is rocky and mountainous. There is a small fishing industry, tin mining and some farming. Governer Farinola, a right-wing fanatic, has Panao firmly under his control. His trusted partner in terror, Dr. Burquest, has brainwashed many of the islands key personnel. Your objectives is to depose Farinola by getting the Army, the Air Force and the Police on our side. 1) Enlist Catherine Ellis, only daughter of the chief of Secret Police. If she's on our side, her father is sure to help us - he dotes on her. 2) Enlist Magdala Umar, wife of the military commandant. He does everything she tells him to, principally to avoid her incessant nagging. 3) Enlist Colonel Masi Bourguiba, Air Force Commander on Panao. His help will be vital in liberating the island. -Page 97- GAMBOA A lush and verdant island, Gamboa is run by the Secret Police Narcotics Bureau. Opiates are cultivated here by the Bureau and then smuggled to Agora in an attempt to subvert the population. The abundant narcotics crop is also used to keep the local population under control. Under the very noses of the Secret Police, the resistance operate a highly effective escape pipeline from Gamboa, but to free the island youmust disable its narcotics industry. 1) Enlist Albert Price, chief chemist for the Narcotics Bureau, whose girlfriend is held in slavery to ensure Price's loyalty. 2) Seize documents containing the names of all Narcotics Bureau personnel and informers. 3) Destroy Colonel Makonnen's Flying sub squadron, an elite Secret Police unit which is currently trying to locate and smash the resistance. 4) Sabotage everything at Stony Shore the major centre for narcotics processing on the island. -Page 98- IQUITOS Iquitos is the headquarters of the Imperial Propoganda ministry, its radio stations beaming a constant stream of fiction towards the island of Agora. Although it is a frequent port of call for merchant ships plying their trade between the nearby islands, much of Iquitos remains an unspoilt tropical paradise, a tranquil haven for the rich and the famous. Your charm and pleading will be crucial in gaining the help of the islands jet-set. As well nas silencing the voice of the Empire, you must also wreck the island's sea trade. 1) Sabotage the Radio Station at Echo Pass, the main source of Saharan Propaganda, the aim of which is to subvert the population of Agora. 2) Enlist Feodor Dvorak, millionaire businessman and recluse. He is known to be generous and will be able to bribe the island's governor to relinquish control. 3) Destroy Major Bamba's speedboat squadron which guards the islands vital trade routes. -Page 99- MARACAY This island seethes with intrigue and espionage. The free port on the south-western coast has been likened to the pre-flood colony of Hong Kong. Every secret organisation, for good or evil, has an agent representing its interests on the island. In addition to agents, you will encounter secret societies, racketeers and various other criminal elements. Trust no one. 1) Enlist Cadi Soromenho, an agent, under the guise of a businessman, has infiltrated numerous Imperial agencies. The information he has will be of great help in destroying Imperial commerce. 2) Rescue Janine Howard, a renowned journalist, who is under constant Imperial Police surveillance, because she might give far from beneficial reports on their activities and practices. -Page 100- CALABAR Calabar exports exotic spices, silk and a cornucopia of natural medicines extracted from its rare tropical plants. The island is a haven for deserters from Dhafra, who have a hideaway in the mountainous interior. In the south, the Air Force have a tropical disease research centre as well as an airbase. You must encourage the Saharan deserters to take up arms againts their persecutors and at the same time gain the cooperation of the civil authorities. Bribery and threats should prove useful. 1) Enlist Lady Rowena Harper, the Gouverner of Calabar. She represents the mainland's bureaucratic interference with Calabar's affairs. 2) Enlist Anthony White, spokesman for the deserters. He'll probably want youto prove you're not an Saharan agent before he'll give his support. 3) Assassinate Doctor Leslie Fisher, in charge of the Air Force's medical experiments. The islanders are terrified of him and no uprising is feasible until he's eliminated. -Page 101- ALEDO The Imperial Airforce use Aledo as a forward base for aerial surveillance on Agora. Enemy units include high level bombing zeppelins commanded by Major Nathan Owen. Underwater bases receive weapons by submarine from the Secret Weapons Establishment on Thar. Take notice that the resistance network has been penetrated. The overall mission is to render the island inoperable as an air base. 1) Assassinate Major Nathan Owen, Commander of the Imperial high level bombing Zeppelin unit. 2) Sabotage the printers at Qasir where anti-Federation propaganda leaflets are printed, and then dropped in their thousands from Imperial planes, onto populated areas, with the aim of demoralising our sympathisers. -Page 102- COROZAL Corozal is the major base for the Imperial Navy's Intelligence Service. Radar sited on high ground is used to scan the western approach from Agora to the mainland of Africa. Radio stations around the island monitor transmissions from Agora. Overall mission is to deprive the enemy of his intelligence gathering assets. 1) Sabotage the Radio Station at West Island. 2) Sabotage the Underwater Base at White Cove. 3) Enlist Christopher Jones. 4) Enlist Emile Lamontagne. 5) Destroy Major Wohlbruck's ship squadron. 6) Assassinate Major Abbas Tabari. -Page 103- --- End of Part 2 ---r help is vital. The Terror Executive are holding Shaalan as a hostage. 4) Sabotage the Underwater Base at Jamsun Sea. The woldpacks based there are a deep thorn in the side of the island's smugglers. Eliminating the base will win them over to your cause. -Page 104- Q The third and final part of the Midwinter 2 docs... JEBBA Chaotically administered ny the corrupt and depraved Governer Hejaz, Jebba has a thriving black economy. Smuggling, gambling and the enslavery of unwary strangers are major sources of income. Frequented by the Imperial officer corps for their dubious recreation,Jebba is well garrisoned. It is also the HQ of the Secret Police Terror Executive, a ruthless commando force. Gain help from the Jebbans with bribery and deception. To liberate the island you must enlist the Governer and neutralize the Terror Executive, which exerts the only authority the Jebbans understand - mortal fear. 1) Enlist Governor Gabriel Hejaz the corrupt and depraved Governor. He has many contacts and will be invaluable in undermining the power of the Secret Police. 2) Sabotage everything at Morto where the elite Terror Executive is based. 3) Rescue Ameera Shaalan grandson of Farah Beersheba. Beersheeba is the Godmother of the smuggling clan and her help is vital. The Terror Executive are holding Shaalan as a hostage. 4) Sabotage the Underwater Base at Jamsun Sea. The woldpacks based there are a deep thorn in the side of the island's smugglers. Eliminating the base will win them over to your cause. -Page 104- QAMAR The island od Qamar is home to two major cultures. A large wealthy English settlement on West Qamar, and an Arabic settlement on East Qamar. Deep within the Arabic sector, is hidden the Headquarters of the Imperial Zeppelin Corps, an elite reconnaisance and bombing unit. General Ali ibn Zahr, corrupt commander of the Corps and military governer of Qamar, takes protection money from West Qamar in return for leaving it alone. Consequently, there are no garrisons at all stationed in the West. Recently, intense Secret Police activity on both islands has finally placed the General and the Corps under suspicion of illegal activities. Your overall mission is to recruit the desperate Ali ibn Zahr to our cause. 1) Enlist Governor Ali ibn Zahr military Governor of amar. 2) Assassinate Anatolia Rihan. 3) Sabotage the Secret Police HQ at Sakri Fields where incriminating evidence on the Governor is kept. -Page 105- MAJI The mountains of Maji provide an ideal location for an Imperial Weather station serving Dhafra. The Empire also uses this islandfor rest and recuperation. Imperial troops make sure that the island's two industries are gambling and crime. A corrupt judicary and legal profession ensure the prosperity of these dubious industries. Maji is also famous for its pirates. You must cut sea communications with other Imperial colonies and bring about the liberation of Maji. 1) Destroy Lt. Kaunda's submarine squadron, off the western coast, cutting off the island's trade route. 2) Destroy Maj. Sutton's submarine squadron, off the western coast, cutting off the island's trade route. -Page 106- CUBANGO Cubango has been torn apart by religious strife. This has been aggravated and exploited by the Empire, which operates a divide and rule policy. Sectarian murder is common on thisisland. The population is mistrustful and Imperial forces maintain a high state of alert. You must end the religious strife and allow a liberated Cubango to return to stable government. 1) Assassinate Governor Albert Benson. Benson is an Imperial sympathiser, and if he ever realises his ambition to gain ownership of all of Cubango, then Imperial forces will get an even stronger foothold on the island. -Page 107- GAU Gau is controlled by two Mafia-type families. The Doua's in the south, and the Oqbah's in the north. The Empire often indulges itself in hiring the exceptional skills of their assassins and hit-men. Recently Nasif Namali, a General with the Saharan Army, well known for his outspoken hatred of the Mafia and some aspects of Saharan life, went into hiding after killers hired by the Empire began searching for him. Namali is a desperate man, who might be willing to help us. Your overall mission is to free Gau from Empire and Mafia rule. 1) Enlist General Nasif Namali, who is in hiding in fear of his life. His refusal to help the two Mafia families on Gau, and his views on how the Saharan Empire conducts its affairs, have made him a much wanted man by both parties. -Page 108- VITORIA Once a tranquil and verdant haven, Vitoria was settled by pioneers of the green movement to use as a living laboratory for alternative technology and communal living. When the Empire discovered rich deposits of brown coal and iron ore, the lush interior becamer heavily industrialised. Because physical violence is against the principles of the green pioneers, the rest of the island is barely garrisoned at all but powered vehicles are also rare. To win the hearts and minds of the islanders, youmust shut down the heavy industry. Reason, charm and pleading are useful skills. 1) Enlist Captain Bernard Ellis, the general manager of the Imperial Steel Corporation. His help is vital in shutting down the island's steel mills. 2) Seize documents, a geological survey supressed by the Government to avoid a mine worker's strike. The report predicts massive earthquakes and flooding if mining continues. 3) Rescue Elizabeth Shaw, the ecology expert and green activist. The Secret Police are holding her somewhere. Her rescue will rally the islanders to our cause. 4) Enlist Hugh Evans, President of the Union of Coal Miners. The Police have framed him, on fraud charges and now he's in hidding. The miners will follow him to a man. -Page 109- SIKASSO This island is the home of two deadly neighbours, the Imperial Secret Police, who use it as their interrogation HQ, and the League of Assassins, a brotherhood of professional killers who sell their organisations detest each other. You must exploit the mutual dislike between the Police and the League, destroy the power of the assassins and compromise the Secret Police. 1) Assassinate Andre Freitas, head of Sikasso's League of Assassins. With luck this will force a conflict between the Assassins and the Secret Police, as undoubtedly the League will blame the murder on them. 2) Seize documents, containing incriminating photographs of the Head of the Secret Police, highly delicate in nature. -Page 110- ZAFRIYA Centre of the Imperial fishing industry, Zafriya sends supplies of dried fish from its processing and canning plants to all of the Empire's garrisons. The workforce has been ruthlessly exploited by the Empire, and in order to augment their existance they have resorted to piracy. Although some inhabitants are fiercely loyal to our cause, others are treacherous in the extreme. 1) Enlist Firouzeh al-Hamik, a resistance fighter who is believed to have gathered information likely to be useful to the Federation intelligence. 2) Sabotage everything at Boulder peninsula from where the enemy flies out food supplies to bases on mainland Africa. 3) Enlist Lufti al-Zasir, a smuggler known to frequent the seedier areas of Angel Cove, who has reached a business understanding with Imperial Officers. -Page 111- DJOUM Because of its close proximity to the African mainland, and the diversity of terrain types found there, Djoum is used by the Saharan Empire as the ideal military training centre for its newly recruited troops. Here, Imperial soldiers, sailors and airmen undergo six months of intense training in all fields of modern warfare, until they are considered worthy enough to fight in the ranks of the Imperial army. Djoum is also the location of the Headquarters of the much feared Imperial Death Squad, a special judicial unit, created to investigate reports of misconduct within the echelons of the Imperial Army and Secret Police. 1) Sabotage everything at Feraigat Fields an important military munition dump, where a handful of the Empire's best scientists create and manufacture devastating weapons. 2) Assassinate Major Lwamgira Baikiw, a major in the Imperial Army, whose death will smash enemy morale. 3) Assassinate Leiutenant Hassan Hilmi, Hangman with the Imperial Death Squad. His death will turn others against their leaders. -Page 112- SATARA Situated close to the African mainland, Satara is heavily industrialized with a proliferation of armaments and munitions factories. The arms industry encourages a considerable amount of smuggling to resistance groups. The islandis also the HQ for the Imperial Marine Corp. The main underground movement has formed a government in waiting, ready to seize control of the island as soon as it is liberated. Your overall mission is to recruit governmant in waiting and assist it in taking control of the island. 1) Recruit Mulela Kouyate, businessman and leading member of Satara's exiled government. 2) Assassinate Zwide Tozer, Imperial Governor of Satara. 3) Recruit Kgari Gamoudi, quality controller for the Empire's arms factory. -Page 113- THAR Formed by a now dormant volcano, this rugged island is exploited by the Empire as a location for its Secret Weapon Establishment. Little is known of this highly secret installation. Recently fishermen from Zafriya, who had been pressed into service with the Imperial Mercantile Fleet, reported seeing Professor Gabriel D'Angeli on the dockside at Bird Quay. Professor D'Angeli is known to be a keen supporter of the Federation. Your overall mission is to locate D'Angeli and destroy all elements of the research establishment. Be warned - Thar is heavily guarded. 1) Enlist Gabriel D'Angeli, who is known to be a keen supporter of the Federation. 2) Sabotage the Underwater Base at Bird Water. Used for secret weapons development. 3) Sabotage the Underwater Base at Lodi. Used for secret weapons development. 4) Rescue Brother Jaques Dubrique, an active member of the resistance. 5) Sabotage the factory at Bird Lowlands, used for weapons production. 6) Sabotage the factory at Lodi, used for weapons production. 7) Sabotage the factory at Firengi Pass, used for weapons production. -Page 114- GRAN PARADISO Gran Paradiso was home to one of the largest resistance movements in the Slave Isles, until Imperial Agents tracked down and imprisoned leader of the resistance, Amilcar Tsombe. Without Tsombe's leadership the movement fragmented into three smaller groups. The leaders of each group have differing views and ideals, so they remained estranged from one and other, and weak in comparison to the Resistance under Tsombe. There is no sign at all of any co-operation between them, let alone an overall strategy. Your task on Gran Paradiso is to recruite the three resistance movements. 1) Enlist Abbas Tabari, leader of the Amizade resistance movement. 2) Enlist Muhmar Zaghlul, leader of the Laranja resistance movement. 3) Enlist Houshang Biskra, leader of the Trovoados resistance movement. -Page 115- BOUREM Recently, Bourem was the location of an industrial disaster, which caused thousands of deaths, and had a devastating effect upon the islands' ecology. Explosions at a chemical plant owned by Enrique Arnaud, billowed clouds of toxic gas into the atmosphere which laid waste to all life within ten mile radius. Arnaud was arrested and tried for manslaughter and negligence. The Judge returned a verdict of innocent. However, new evidence has come to light, suggesting that Arnaud paid off the Judge, and actually caused the accident himself to claim insurance money. Your mission is to seek out Arnaud and Judge Hopson, and serve justice in the eyes of the population. 1) Assassinate Judge John Hopson, one of the chief conspirators in the Arnaud disaster. 2) Assassinate Enrique Arnaud, manager of Arnaud Chemicals, and mastermind behind the plan to destroy his own factory. -Page 116- MAGHAR Maghar is the Imperial Army's heavily fortified punishment island, where misfits and law-breakers from the army, navy and airforce are drafted to serve in the notorious punishment battalions. paramilitary units of the Secret Police maintain law and order, but even they are wary of the Psycho Squad, a suicide unit comprised entirely of murderers and psychopaths. The other punishment battalions live in mortal fear of this squadron. With the help of his ill-treated common troops, Maghar can be liberated but mutiny is unthinkable whilst the Psycho Squad are still at large. You must eliminate this unit. 1) Sabotage the Town Hall at Asali Reach. This is the main administrative centre on Maghar, which contains a complete library of files on prisoners past and present. 2) Enlist General Patrick Holmes, Commander of Maghar's Psycho Squad. -Page 117- JEREZ The island is maintained by the Imperial Secret Police as a prison colony. The inhabitants are senior political and religious leaders who have been seized by the Empire from various islands who are now held as hostages. The island is heavily fortified. Take note that certain of the leading figures kept prisoner on the island have as little regard for the Federation as they do the Empire. Your mission is to liberate the prisoners so that they can return to their home islands to foster further revolt. 1) Enlist Mullah Kush Alami, leader of the island's Islamic party. 2) Enlist Bishop William Price, leader of the island's Christian party. 3) Enlist Comrade Samantha White leader of the island's Communist party. 4) Enlist Brother Gareth Ellis, leader of the island's Anarchist party. -Page 118- BENI MAZAR Sixty percent of Imperial oil reserves can be found under the soil of Beni Mazar. It is vital to the Saharans that they have a detailed paln to destroy all oil installations in the event of the island's liberation. Intelligence reports suggest that the nerve centre for any demolition operation will be a newly built underwater base. Your mission is to liberate Beni Mazar whilst avoiding the ecological disasater that would occur if the Empire implemented its scorched earth plan. 1) Sabotage the Underwater Base at Mu'tab Sea, recently detected by resistance divers. It is thought to be a key Imperial military base. 2) Enlist Ahmed Beersheeba, head of Beni Mazar's Resistance force. Beersheeba's regular radio reports to us unexplicably stopped last week and we are ow extremely concerned about his welfare. -Page 119- GHAZAL This islandis of key strategic importance as it guards the sea lanes used by the Empire to supply its south-eastern region. Naval patrols sailing out of ports dotted around Ghazal keep a regular guard. Since unmonitored access to the island is difficult, Ghazal makes an ideal location for the Imperial Mint. Be warned that the printers are specially selected for their honesty. Your overall missionis to cause economic and monetary chaos by liberating the island. 1) Enlist Bianca Fregona, believed to be a Commander in the Ghazal Freedom Force. 2) Assassinate Admiral Zufia Ibn Rushd. He is the master strategician behind the Ghazal's frontline of defence, and is staunchly loyal to the Empire's doctrines. 3) Enlist Shireen Ibn Musa. Although employed by the Empire, unknown to them she is a supporter of the Atlantic Federation. Her position as Chief Radio Operator allows her access to Top Secret Imperial Files, this makes her an ideal target. -Page 120- NDOLA Ndola provides the HQ for the Saharan Colonial Civil Service and it is also the home of the Imperial Customs and Excise Head Office. There is known to be friction between the two organisations. In addition to the large garrison of Imperial troops, there is also a detachment of armed Excise officers. We believe that Imperial economic reform will result in the loss of thousands of Civil Service and Excise posts. If this information is leaked to the appropriate Civil Service Department, revolt is likely to ensue. 1) Recruit Bosiu Alooma, a senior Civil Servant who will provide you with some information which will be helpful to your mission. 2) Seize documents from Bosiu Alooma, detailing massive cuts in the Civil Service, and the lifting of internal tarrifs. This should be enough to cause chaos throughout the island. -Page 121- MAKAT The main source of Makat's income is obtained by providing a safe haven for runaway slaves, on their route to Gran Paradiso. In an effort to stop this, the Saharan Empire has enforced a naval and submarine cordon around the island, operating from an underwater base, to block the entry of any illegal imigrants. With the addition of numerous flying boat units operating within Makat's own airspace, the island is extremely well protected. Your overall mission is to disrupt Imperial defences on and around the island. 1) Recruit Hikmat Sutuz, the man responsible for the safe passage of so many slaves through Makat to Gran Paradiso. 2) Sabotage the Underwater Base at Deepwater. This will open up a direct route to Gran Paradiso. -Page 122- KHASH The Imperial Treasury is situated on Khash. At ports dotted around the islands, taxes, levies and tributes are received from the Empire's dependent and vassal islands. Hugh amounts of gold, precious stones and paper money are stored in banks at various sites. The population of this islandis relatively well treated by the Empire and is, in the main part, loyal to it. Your missionis to subvert the local population and deprive the enemy of a major source of revenue by which it maintains its military effort. 1) Rescue Fahla Gammito, who has been arrested by the Imperial Secret Police on charges of spying. 2) Enlist Hikmat al-Hadi, the leader of the local resistance. 3) Enlist Musa Hilmi, software engineer to the Imperial Treasury. 4) Assassinate Bakr Hejaz, the manager of the bank at Amarelo flats, which is part of the Imperial Treasury. 5) Sabotage the Bank at Ironstone Flats, which is part of the Imperial Treasury. 6) Sabotage the Bank at Matawin Ridge, which is part of the Imperial Treasury. The location of Matawin Ridge is unknown. -Page 123- MOCORITO The HQ for the Imperial Fighter Command, Mocorito is also the Empire's main location for the production of biplnes. The islandis famous for its air races and is a Mecca for racing pilots from both the Federation and the Empire. Because of its connection with the aero industry, the hospitals on Mocorito specialise in treatment for air crash injuries. The main resistance on the island is the Nurses Against Oppression Front. This island would be valuable addition to the Federation. You are charged with winning it for us. 1) Recruit Hamdan Bustani, who is head of the Imperial fighter command. His defection will be a severe blow to the enemy. Bustani is renowned for being a ladies man. 2) Rescue Yazid Tabari, the famous plastic surgeon who has refused the assist in the Empire's perverted medical experiments. For his crime he was thrown out of work and into prison. 3) Destroy everything at Beni-Huruth Hills, the biplane production factory. This will have a devastating effect on the Empire's fighter capability.  4) Recruit Alexandretta Sinan leader of the Free Nurses Resistance Front. Her help is vital if we are to liberate thisisland. -Page 124- HEMET Hemet is to the Imperial Guards Division what the pre-flood islandof Corsica was to the French Foreigh Legion. The island provides the Guards Division with a GHQ and a training ground. Your overall mission on this island is to destroy the fighting capability of the Imperial Guards Division and deprive the Empire of its most able troops. 1) Assassinate Admiral Adam Robinson, the senior Imperial Naval strategist. -Page 125- CAJAMARCA Cajamaraca is a centre for watchmaking and manufacture of precision mechanisms. Because of these industries, industrial diamons are in great demand and smuggling is rife. One criminal activity has encouraged another and the island has become a haven for forgers. Cajamarca is famous for its bazaars where forged and smuggled goods are peddled. Little else can be said about thisisland - the secret police force is corrupt and there is a rather seedy down-at-heel medical college. Despite all this, the Federation is encouraging Cajamarca into the fold. Liberate the island. 1) Enlist Captain Lufti Aal-Hamid. He is rotten to the core and supplements his ownincome by taking protection money off many of the islanders. He has the total respect of his own Police Force, most of whom are as corrupt as him, and his recruitment would be of great benefit to us. 2) Enlist Bishop Donald Williamson, perhaps the most respected man on the island, although the military force on Cajamarca loathe him, because of his affinity with the island's Secret Police. -Page 126- NICOBAR Nicobar is a rich fertile island. Its Grand Harbour at Sweetwater is the busiest mercantile port in the whole Archipelago. At the mpment, it is also the chosen anchorage of Admiral Kreuter's Atlantic Fleet. Kreuter, the naval genius of our age, has a mountain retreat here, close to the village where his beloved mistress, Michelle Marchetta, lives. Kreuter's help is vital in liberating the island - his fleet is the best the Empire has and his men would follow him to the end of the earth. Authority and charm will help youon your mission. 1) Enlist Admiral Kreuter. He is a proud, arrogant man, but he is also a gambler. You must find a way to gain his help. He has never been known to break his word. 2) Assassinate Eric rainger, the General Secretary of the Dockworker's Union. The Secret Police pay Grainger large sums of money to keep the harbour workforce quiet and docile. 3) Rescue Joseph Pearson, the pop singer, arrested by the Secret Police after the first performance of his protest song "Love is Freedom, Let's Fight For Love". 4) Enlist Hugh Evans, President of the Union of Coal Miners. The Police have framed him on fraud charges and now he's in hiding. The miners will follow him to a man. -Page 127- ALMIRANTE Almirante is frequented by sailors and officers on leave from the Imperial Naval Base on Lobos. The island provides a wealth of leisure activities, ranging from hunting, fishing and minisub diving to ballooning and speedboat racing. The small offshore island of Pequeno is the start and finish point for the famous Captain Morgan's Cup, a speedboat race that circumnavigates Almirante. Less to the liking of the naval officers is the Secret Police Regional HQ at Forte . To ensure the navy's loyalty, the police keep detailed files on all the officers. If youcan seize these files, the way is open for mutiny. 1) Enlist Captain Lobengula Youlou on Pequeno. 2) Sabotage the Secret Police HQ at Forte Fields. 3) Seize documents containing files on all the Imperial Military Officers stationed on Almirante. 4) Sabotage the Underwater Base at Secundo Ocean, where Imperial gold reserves are stored. 5) Assassinate General Edward White. He is loyal to the Empire, and in command of strong forces at Viano. -Page 128- AOSTA Aosta, sun drenched and idyllic, is the centre for the Saharan Empire movie-making industry. Two rival film studios are based on the island and the residents include many rich and famous film stars as well as a host of journalists and critics. The ubiquitos Secret Police maintain a quiet but a watchful presence on the island, ensuring that no liberal or republican propaganda find its way into the movies. Jealously and slander are a way of life on Aosta and youshould be careful about who you trust. 1) Enlist Harold Lawrence, the renowned actor, whose loss to the Empire will be a huge blow to their morale. 2) Enlist Christophe Schwabe the successful businessman, who produces all the enemy propaganda films. This will leave their film industry in ruins. 3) Enlist Nandi Fabral, favourite pin-up of the Imperial troops. She has been portrayed to them as everything right in the Imperial woman. 4) Sabotage the factory at Volcano Sister, used for film processing by the enemy. 5) Sabotage the factory at Ocean Fields, used for film processing by the enemy. -Page 129- GALVA Far from the main tarde routes, Galva is a quiet and peaceful backwater. The Empire's flying sub factories are based in the north-west. In the south-east, a small group of scientists is engaged in rocket pack research. Galva is also the place of exile for the Emporer's over- ambitious nephew, Fasalis, who has a strong following in the army. Galva is unlikely to be a port of call for the Armada, but its rocket pack technology and the support of Fasalis would be extremely useful. Try charm and reason to win the islanders over to your cause. 1) Enlist Lord Fasalis Moumie, the Emperor's overweening nephew. He loathes his uncle and will raise the banner of rebellion, rallying many men to our cause throughout the Slave Isles. -Page 130- ANDARA Andara is the home port of the Imperial Submarine Fleet and we know that there are atlease three underwater bases off the south-east coast. In the north-west of the island, the Empire is engaged in the highly advanced sonar research and manufacture, whilst further south, at Trovoadas, the Imperial Institute of Oceanography probes the depths of the ocean. Andara's major industry is aircraft production. A complex of slave camps at Asali provides labour for Adara's aircraft factories and for its abundant sugar plantations. 1) Seize documents detailing Oceanography research. These are hidden in the Underwater Base at Salazoa. 2) Destroy Captain Soromenho's Minisub squadron in the area around the Salazoa Underwater Base. This will enable the scientists there to escape. 3) Sabotage the Underwater Base at Azul Water. 4) Sabotage the Underwater Base at Primeiro Sea. 5) Sabotage the Underwater Base at Esperance. 6) Assassinate Colonel Kaduna Trudo, Commandant of the Army camp at Asali, with the objective of causing uprising and dissention there. 7) Enlist Professor Andrea Hughes the Sonar Research Scientist at Fer-Sono. -Page 131- MAUR A huge barrage stretching across the island's western bay houses a tidal hydro-electric power station. The gigawatts of electricity generated there are used for experiments in fusion power. The Empire must not be allowed to progess in thisfield of research. The research staff are highly intelligent scientists, many of whom are also dissident authors. We must spread their work throughout the Empire. 1) Enlist Touvalou Dube, the renowned Nobel prize winning Physicist. 2) Sabotage the Electricity Works at King Point, at the northern end of the barrage. -Page 132- VICENZA Subsistence farming and coastal fishing are the mainstays of the local economy. Vicenza's unspoilt wilderness and clear skies have attracted three thriving communities of artists. The island is not heavily garrisoned, but early warning radars for the naval base on Lobos are stationed here. If we hold Vicenza, Lobos is blind. Fritsch, the Chief of Police is an avid collector of old masters and his help, together with the support of the island's more rebellious artists, will be vital to the liberation of Vicenza. 1) Enlist Colonel Otto Fritsch, the art-loving Chief of Police. He is known to have some sympathy with our cause, but his price for helping us will be high, no doubt. 2) Sabotage the Town Hall at Afonsin Plateau. The houses the censorship bureau which vets all the works of art produced on the island. Its destruction will win youmany friends. 3) Enlist Audrey Sutton, leading light of the Maximalist Movement. Her support is vital in the liberation of Vicenza. -Page 133- CRISTOBAL The whole of Cristobal by the quisling tycoon, Lord Albert Harper, a hypochondriac recluse who fears contact with the rest of the island's population. The Imperial garrison shields Harper from the outside world and in return he regularly makes large donations to the Saharan Empire. The largest army presence here is at Wazir, in the north-east, where supplies and water are shipped out to other Saharan Islands to sustain troops. Cristobal is virtually a self-sufficient corporate island, with prosperous fisheries, farms, mines and abooming freshwater pearl diving industry. 1) Assassinate Lord Harper, the tycoon owner of Cristobal. 2) Enlist Dr. Josephine Hughes, Chairperson for the Council for Civil Liberties. She can be found working in the ghetto at Lambert, and will encourage the workers to revolt. 3) Enlist the Governer Sambeka Bory, currently in the pay of Lord Harper. She is to be found in Colony. 4) Rescue Hazar Amin, radar research scientist, held against his will at Dry. He will be vital to the liberation of the island beause of his expertise in ECM, which he will use to 'blind' enemy units. -Page 134- APPENDIX - B WEAPONS SYSTEMS --------------- SNIPING RIFLE A long range anti-personnel weapon, ideally used for clandestine assassination attempts. Also effective against 'soft' airborne targets, but only mildly effective against land or sea based vehicles. DYNAMITE Sticks of high eplosive, detonated by a sixty second timed fuse, used for sabotaging and destroying buildings, vehicles or even people! Dynamite must be planted, (it cannot be used from within a vehicle) and you must ensure that you retire a safe distance within the time limit. When the explosives are detonated, a crater will be formed in the immediate vicinity of the explosion, and everything within its range will be destroyed. It is therefore only effective against stationary targets! PISTOL A short range anti-personnel weapon, deadly for close quarter assassination attemps, but hardly effective elsewhere. ROCKET LAUNCHER A multi-target seek-and-destroy weapon, comprising high-explosive packed warheads guided by laser system enhanced missiles fired from a portable launch unit. Highly effective against all targets except buildings. -Page 135- HAND GRENADE Short range high explosives thrown by hand and effective against all targets which are close by. The grenades must be carefully aimed and thrown sufficient distance so as not to harm the operative on detonation. GRENADE LAUNCHER Portable unit used for the firing of Hand Grenades, increasing effectiveness as it affords the grenades both greater range and accuracy. LIMPET MINE Effective against all stationary targets, especially underwater. Must be planted, like dynamite, with a sity second time delay allowing you escape time. Limpet mines will destroy all structures in the immediate vicinity, and will cause craters. ORCA MISSILE Laser system guided seek-and-destroy sea surface and sub aquatic missile, effective against most sea targets except buildings. The most effective 'water weapon'. -Page 136- KNIFE Used for close quarter hand to hand combat and assassinations. ASSAULT RIFLE A short range anti-personnel and anti light vehicle and aircraft weapon, firing high velocity bullets. SUBMACHINE GUN A short range anti-personnel rapid fire weapon effective in fire-fights and for assassinations. LIGHT MACHINE GUN A rapid fire anti-personnel weapon combining long range accuracy and light weight making it both effective and portable. HARPOON Designed for underwater use as a short range anti-personnel weapon. Semi-effective against other targets. -Page 137- HEAT-SEEKING MISSILE IR guided fire-and-forget homing missile, deadly against all targets except buildings and heavily armoured tanks. TANK SHELL Deadly when accurate, Tank Shells must be aimed carefully by both horizontal and vertical movements of the tank turret. UNDERWATER MISSILE A fire-and-forget homing missile effective against most sub-aquatic targets. TORPEDO An underwater missile which is deadly when accurate. Must be aimed carefully. SECRET WEAPONS: To use any of the Secret Weapons youhave acquired, press Function Key F9. The Secret Weapons display will appear showing an icon for each weapon you have in your possession. Selecting a Secret Weapon icon calls up further text explaining how the weapon works, together with 'thums-up' and 'thumbs-down' icons. Select thumbs-up to use the weapon or thumbs-down to return to the Secret Weapons diskplay. -Page 138- APPENDIX - C SECRET POLICE GUARDS -------------------- REMOVED ... ONLY REQUIRED WHEN YOU HAVE THE ORIGINAL.... -Page 139- -Page 140- -Page 141- -Page 142- -Page 143- -Page 144- APPENDIX - D TRANSPORT MODES --------------- TANK With a top speed of only 40 m.p.h., the Tank is one of the slowest and least manouverable of all vehicles. Its great strenghts lie in both its offensive firepower and defensive capabilities. High explosive Tank Shells are as destructive as any other weapon available. They are aimed by adjusting the tilt of the barrel, and the horizontal direction. At an angle of 45o, the range of the shell is at a maximum. Tanks are only highly vulnerable to other tanks shells - their thick armour plating resists virtually all else. Mouse Joystick Keyboard SPEED UP UP UP NUM.KEY. 8 SLOW DOWN DOWN DOWN NUM.KEY. 2 TURN LEFT LEFT LEFT NUM.KEY. 4 TURN RIGHT RIGHT RIGHT NUM.KEY. 6 TILT NOSE DOWN LEFT MB. "<" KEY "<" KEY TILT NOSE UP RIGHT MB. ">" KEY ">" KEY VERTICAL VELOCITY -------------------------------- JEEP Highly manouverable, nippy Jeeps will withstand some punishing driving. They will not however, stand up well to attack, leaving the driver more vulnerable to injury than any other land vehicle. They provide ideal transport for reconnaisance work. If youare expecting enemy company, look for something a little safer. Like all wheeled vehicles, jeep travel faster on roads than on crosscountry routes. Mouse Joystick Keyboard SPEED UP UP UP NUM.KEY. 8 SLOW DOWN DOWN DOWN NUM.KEY. 2 TURN LEFT LEFT LEFT NUM.KEY. 4 TURN RIGHT RIGHT RIGHT NUM.KEY. 6 TILT NOSE DOWN LEFT MB. "<" KEY "<" KEY TILT NOSE UP RIGHT MB. ">" KEY ">" KEY VERTICAL VELOCITY -Page 145- TRUCK Trucks offer fairly safe, sturdy, reliable transport. They will not break any speed records, nor can they turn tightly, but they offer some degree of protection from small arms fire and ambush. They have limited off road capabilities, and will nearly always be seen travelling along roads. Mouse Joystick Keyboard SPEED UP UP UP NUM.KEY. 8 SLOW DOWN DOWN DOWN NUM.KEY. 2 TURN LEFT LEFT LEFT NUM.KEY. 4 TURN RIGHT RIGHT RIGHT NUM.KEY. 6 TILT NOSE DOWN TILT NOSE UP VERTICAL VELOCITY -------------------------------- BUS Any Bus you encounter will not be under military control. They will always be travelling along roads, where they are best kept. If you are travelling on foot, and a bus comes along, catch it! You'll take control of it and can manouvre off road if you wish. Buses do not carry any weapons! Mouse Joystick Keyboard SPEED UP UP UP NUM.KEY. 8 SLOW DOWN DOWN DOWN NUM.KEY. 2 TURN LEFT LEFT LEFT NUM.KEY. 4 TURN RIGHT RIGHT RIGHT NUM.KEY. 6 TILT NOSE DOWN TILT NOSE UP VERTICAL VELOCITY -Page 146- TRAIN Trains need track to run. Find a railway and you'll eventually find a train. (Railways are marked in blue on the Main Map). Trains cannot be steered left or right, as they only travel forwards and backwards. You may, however, drive the train from either end, by using the cursor keys. Mouse Joystick Keyboard SPEED UP UP UP NUM.KEY. 8 SLOW DOWN DOWN DOWN NUM.KEY. 2 TURN LEFT TURN RIGHT TILT NOSE DOWN  TILT NOSE UP TURN TRAIN C U R S O R K E Y S U P & D O W N -------------------------------- SPEEDBOAT Fast and manouverable, Speedboats cut through the waves without too much buffeting, making them a steady platform from which to fire small arms. They are, however, highly vulnerable to attack themseleves. Their speed is their only form of defence. Mouse Joystick Keyboard SPEED UP UP UP NUM.KEY. 8 SLOW DOWN DOWN DOWN NUM.KEY. 2 TURN LEFT LEFT LEFT NUM.KEY. 4 TURN RIGHT RIGHT RIGHT NUM.KEY. 6 TILT NOSE DOWN TILT NOSE UP VERTICAL VELOCITY -Page 147- CRAWLER An ingenious vehicle designed to allow travel along the sea-bed and across land, the crawler provides a means of access to the many of the Underwater Bases you'll need to visit. Of average top speed and manouverability, the Crawler is hard to find, but easy to use. Mouse Joystick Keyboard SPEED UP UP UP NUM.KEY. 8 SLOW DOWN DOWN DOWN NUM.KEY. 2 TURN LEFT LEFT LEFT NUM.KEY. 4 TURN RIGHT RIGHT RIGHT NUM.KEY. 6 TILT NOSE DOWN TILT NOSE UP VERTICAL VELOCITY -------------------------------- SUBMARINE Submarines offer you the best form of protection whilst underwater or on the sea surface. They can move forward and backwards, and right and left, and also have a facility for vertical movement without horizontal movement. Well armed and well defended, the only drawback is lack of speed and ease of manouverablity. Mouse Joystick Keyboard SPEED UP UP UP NUM.KEY. 8 SLOW DOWN DOWN DOWN NUM.KEY. 2 TURN LEFT LEFT LEFT NUM.KEY. 4 TURN RIGHT RIGHT RIGHT NUM.KEY. 6 TILT NOSE DOWN TILT NOSE UP VERTICAL VELOCITY L + R MB. ">" UP CURSORKEYS "<" DOWN UP + DOWN -Page 148- MINISUB Complementing the abilities of a conventional submarine, the minisub is quick and manouverable, whilst being more vulnerable to attack. It can change vertical direction on the move, and is highly effective in underwater 'dogfights'. Mouse Joystick Keyboard SPEED UP UP UP NUM.KEY. 8 SLOW DOWN DOWN DOWN NUM.KEY. 2 TURN LEFT LEFT LEFT NUM.KEY. 4 TURN RIGHT RIGHT RIGHT NUM.KEY. 6 TILT NOSE DOWN LEFT MB. "<" KEY "<" KEY TILT NOSE UP RIGHT MB. ">" KEY ">" KEY VERTICAL VELOCITY -------------------------------- SHIP Ships, unlike Speedboats, are affected by wave movement, both pitching and yawing with the sea surface. It means that they are difficult to launch attack from, but are less likely to suffer damage from enemy attack. Mouse Joystick Keyboard SPEED UP UP UP NUM.KEY. 8 SLOW DOWN DOWN DOWN NUM.KEY. 2 TURN LEFT LEFT LEFT NUM.KEY. 4 TURN RIGHT RIGHT RIGHT NUM.KEY. 6 TILT NOSE DOWN TILT NOSE UP VERTICAL VELOCITY -Page 149- BIPLANE With the fundamental controls of any other plane, the Biplanes you'll encounter are also fitted with a special anti-stall mechanism which will not allow your speed to fall below 80 m.p.h. whilst you remain above 200 feet. Below 200 feet you may slow normally for landing. Mouse Joystick Keyboard SPEED UP UP UP NUM.KEY. 8 SLOW DOWN DOWN DOWN NUM.KEY. 2 TURN LEFT LEFT LEFT NUM.KEY. 4 TURN RIGHT RIGHT RIGHT NUM.KEY. 6 TILT NOSE DOWN LEFT MB. "<" KEY "<" KEY TILT NOSE UP RIGHT MB. ">" KEY ">" KEY VERTICAL VELOCITY +----------------------------------------------------------------------+ | TAKING OFF AND LANDING  | | To take off, start accelerating and then pull the nose of your | | aircraft up. To land, ease your aircraft to below 200 feet, and then | | decelerate. Below a certain speed, your aircraft will land | | automatically and you can bring it to a stop. | +----------------------------------------------------------------------+ HELICOPTER The Helicopters have full forward/backward, right/left and tilt controls, plus an ability for vertical ascent or descent at very slow speeds. This makes them very versatile, but also more difficult to fly than most. Practice will make perfect! Helicopters are well armed, but faily vulnerable. Mouse Joystick Keyboard SPEED UP UP UP NUM.KEY. 8 SLOW DOWN DOWN DOWN NUM.KEY. 2 TURN LEFT LEFT LEFT NUM.KEY. 4 TURN RIGHT RIGHT RIGHT NUM.KEY. 6 TILT NOSE DOWN LEFT MB. "<" KEY "<" KEY TILT NOSE UP RIGHT MB. ">" KEY ">" KEY VERTICAL VELOCITY C U R S O R K E Y S U P & D O W N -Page 150- ZEPPELIN Like Helicopters, Zeppelins can effect vertical movement without horizontal movement, but by a different mechanism. They too have freedom of movement in all other directions, but are vulnerable to even the lightest firepower. Mouse Joystick Keyboard SPEED UP UP UP NUM.KEY. 8 SLOW DOWN DOWN DOWN NUM.KEY. 2 TURN LEFT LEFT LEFT NUM.KEY. 4 TURN RIGHT RIGHT RIGHT NUM.KEY. 6 TILT NOSE DOWN LEFT MB. "<" KEY "<" KEY TILT NOSE UP RIGHT MB. ">" KEY ">" KEY VERTICAL VELOCITY C U R S O R K E Y S U P & D O W N -------------------------------- BALLOON When piloting a balloon, you will not have 'direct' control of your transport. You can affect turn, tilt and vertical velocity, but not direction. For that you rely on windpower. Two rules govern such motion; a) the higher you are the faster you go, and b) at different altitudes the wind blows in a different direction. You may therefore alter speed and direction by altering altitude. Mouse Joystick Keyboard SPEED UP SLOW DOWN TURN LEFT LEFT LEFT NUM.KEY. 4 TURN RIGHT RIGHT RIGHT NUM.KEY. 6 TILT NOSE DOWN UP UP "<" KEY TILT NOSE UP DOWN DOWN ">" KEY VERTICAL VELOCITY L + R MB. ">" UP ">" UP "<" DOWN "<" DOWN -Page 151- ROCKET PACK The quickest and most manouverable form of transport available, the Rocket Pack is also the most difficult to control. Only found on the island of Galva, where there is a large Research Centre, speeds of up to 500 m.p.h. have been achieved in testing. Mouse Joystick Keyboard SPEED UP RIGHT MB. ">" KEY ">" KEY SLOW DOWN LEFT MB. "<" KEY "<" KEY TURN LEFT LEFT LEFT NUM.KEY. 4 TURN RIGHT RIGHT RIGHT NUM.KEY. 6 TILT NOSE DOWN TILT NOSE UP VERTICAL VELOCITY UP / DOWN UP / DOWN NUM.KEY. 8 = UP NUM.KEY. 2 = DOWN -------------------------------- FLYING BOAT Handling like a Biplane when airborne and as a Speedboat when on the water surface, the Flying Boat is a versatile and valuable craft. Resistant to many forms of attack, it is at its best when itself attacking sea surface vessels. Mouse Joystick Keyboard SPEED UP UP UP NUM.KEY. 8 SLOW DOWN DOWN DOWN NUM.KEY. 2 TURN LEFT LEFT LEFT NUM.KEY. 4 TURN RIGHT RIGHT RIGHT NUM.KEY. 6 TILT NOSE DOWN LEFT MB. "<" KEY "<" KEY TILT NOSE UP RIGHT MB. ">" KEY ">" KEY VERTICAL VELOCITY -Page 152- FLYING SUB The most adaptable mode of transport in the game, the flying sub can travel across both land and sea, underwater and through the air. It gives you total freedom, is well armed, and is as effective a vehicle as youwill find. Mouse Joystick Keyboard SPEED UP UP UP NUM.KEY. 8 SLOW DOWN DOWN DOWN NUM.KEY. 2 TURN LEFT LEFT LEFT NUM.KEY. 4 TURN RIGHT RIGHT RIGHT NUM.KEY. 6 TILT NOSE DOWN LEFT MB. "<" KEY "<" KEY TILT NOSE UP RIGHT MB. ">" KEY ">" KEY VERTICAL VELOCITY -------------------------------- HOVERCRAFT Its facility to travel across sea and land, coupled with its speed and manouvrability makes the hovercraft ideal for pursuing small groups enemy vehicles around the coastline. Hovercrafts are, however, susceptible to attack with limited firepower. Mouse Joystick Keyboard SPEED UP UP UP NUM.KEY. 8 SLOW DOWN DOWN DOWN NUM.KEY. 2 TURN LEFT LEFT LEFT NUM.KEY. 4 TURN RIGHT RIGHT RIGHT NUM.KEY. 6 TILT NOSE DOWN TILT NOSE UP VERTICAL VELOCITY -Page 153- THE HUMAN MODES (ON FOOT, SWIMMING, PARACHUTING and FROGMAN) One of the four human modes of transport can always be accessed by pressing the ESC key. You will also transfer smoothly between human modes. If you walk towards the shore you will wade whilst remaining on foot for a while, then begin swimming, and eventually, when the water is deep enough, you'll be able to dive under the surface. Whilst in human mode youhave a high degree of freedom allowing you to explore the landscape, but you are very vulnerable to attack. To switch from swimming to frogman mode, you simply look down into the water whilst swimming and move forward. When parachuting, you have a small and constant forward speed. Using this in conjunction with your control over direction and vertical speed, you can usually steer yourself to a chosen spot. When walking, you can use your sniping rifle. Rifle sights appear on screen and you can zoom in or out using the cursor keys. ON FOOT Mouse Joystick Keyboard SPEED UP UP UP NUM.KEY. 8 SLOW DOWN DOWN DOWN NUM.KEY. 2 TURN LEFT LEFT LEFT NUM.KEY. 4 TURN RIGHT RIGHT RIGHT NUM.KEY. 6 TILT NOSE DOWN LEFT MB. "<" KEY "<" KEY TILT NOSE UP RIGHT MB. ">" KEY ">" KEY VERTICAL VELOCITY SWIM Mouse Joystick Keyboard SPEED UP UP UP NUM.KEY. 8 SLOW DOWN DOWN DOWN NUM.KEY. 2 TURN LEFT LEFT LEFT NUM.KEY. 4 TURN RIGHT RIGHT RIGHT NUM.KEY. 6 TILT NOSE DOWN LEFT MB. "<" KEY "<" KEY TILT NOSE UP RIGHT MB. ">" KEY ">" KEY VERTICAL VELOCITY -Page 154- PARACHTING Mouse Joystick Keyboard SPEED UP SLOW DOWN TURN LEFT LEFT LEFT NUM.KEY. 4 TURN RIGHT RIGHT RIGHT NUM.KEY. 6 TILT NOSE DOWN UP UP "<" KEY TILT NOSE UP DOWN DOWN ">" KEY VERTICAL VELOCITY L + R MB. ">" = UP ">" = UP "<" = DOWN "<" = DOWN FROGMAN Mouse Joystick Keyboard SPEED UP UP UP NUM.KEY. 8 SLOW DOWN DOWN DOWN NUM.KEY. 2 TURN LEFT LEFT LEFT NUM.KEY. 4 TURN RIGHT RIGHT RIGHT NUM.KEY. 6 TILT NOSE DOWN LEFT MB. "<" KEY "<" KEY TILT NOSE UP RIGHT MB. ">" KEY ">" KEY VERTICAL VELOCITY -Page 155- APPENDIX - E BUILDING TYPES -------------- On approaching a Garage, Hangar or Filling Station, come to a halt. If youare close enough to the building, your vehicle will automatically be refuelled. On approaching a Ship's store, Gunshop or Stores, come to a halt. If youare close enough to the building, your vehiclewill be automatically re-armed. OBS! ALL PICTURES OF THE BUILDINGS ARE REMOVED!!!!!!!! -Page 156- -Page 157- -Page 158- -Page 159- -Page 160- -Page 161- -Page 162- -Page 163- GLOSSARY -------- AGORA The home islandof the Atlantic Federation and the target of your opponents. Once Agora is lost, the game is lost. ARMADA The Saharan Empire's massive convoy of planes, boats, tanks and airships, massed on the African coast, and ready to sail for Agora. ASSIGNMENT A form of assistance. An offer by a contact or recruit to perform a rescue,murder, ambush or act of sabotage which will help your cause, and may even lead directly to the completion of a mission objective. ASSISTANCE Help offered by a contact or recruit. May take any one of nine forms, and may be immediately offered, or offered on condition youfulfill certain requirements. ATTRITION The rate of depletion the Saharan Armada, which is governed both by the number of friendly forces previously 'earned' during missions, and by your personal actions against the Armada. AUTHORITY One of your eight psychological traits. Changing it alters both deception and reason, and it is itself influenced by charm. AUTOROUTE A route from one place to another along which travel may automatically be executed. The journey is plotted on the Main Map, and takes place in the 3-D landscape. BACK-UP DISK A copy of the Program, Graphics or Mission Disk made for your own personal use. BETRAYAL Traitors will betray you to the Secret Police. Traitors bahave like any other character up to the point where you would normally be offered help. Instead, youwill be arrested and imprisoned. BOOBY TRAP Some Weapons Boxes may hold life threatening Booby Traps. It is impossible to tell until you'grab' the box. Each Trap has a delay fuse allowing youa few seconds to clear the area, or risk injury! BRIBERY One of your eight psychological traits. Changing it alters both charm and -Page 164- authority, and it is itself influenced by reason. Can be used to escape from capture. CAMPAIGN The full game, encompassing strategic, tactical and action levels, in which each mission forms a part of an integral campaign to defeat the Saharan Empire, culminating in a great battle with the Armada. CAMPAIGN DISK A campaign disk must be created before beginning each campaign. It is a copy of the original Missions disk, which will be automatically updated as the campaign progresses. CAMPAIGN On liberating an island, its grateful inhabitants will REWARDS thrust luxury goods upon you, and you will be paid a financial bonus by the Federation. These comprise your Campaign Rewards. CHARM One of your eight psychological traits. Changing it alters authority, and it is itself influenced by bribery, threats and deception. COBRA The Covert Operations BuReAu, the top secret Atlantic Federation security department for which you work, headed by 'Control'. CONDITIONAL Some people will offer to help you, provided that you ASSISTANCE fulfill certain conditions that they specify. The condictions take a similar form to mission objectives, and include assassination, sabotage, recruitment, rescue, destruction of an enemy unit or seizure if vital documents. CONTACTS A contact is someone pre-warned of your presence who will offer help immediately on request. CONTROL The head of COBRA, Control is your boss, who will brief you before each mission and keep you updated as to your progress. DIFFICULTY Beginner, Intermediate, Experienced or Expert levels may LEVELS be selcted when performing a Raid. They govern the number of secret weapons given to you. EAST ATLANTIC The region of the world in which Agora, the Slave Isles, and the coast of Africa are found. -Page 165- ENDURANCE One of your five physical traits. Changing it alters recuperation, and it governs the rate of depletion of energy reserves. ENEMY UNIT Each enemy unit comprises any number of vehicles, all of one type, under the leadership of one Commander, by whose name and rank the unit is identified. Each unit operates individually; the loss of the majority of a unit may lead the remainder of that unit to desert. ENERGY RESERVES Your energy reserves represent your total stock of energy, shown by the number of full running man icons visible on the state of health display. It is converted to muscle power when you rest briefly, and is itself replenished by sustained rest. FIELD AGENTS You are one of several Field Agents employed by COBRA. It is your task to undertake the top secret missions as you are one of the elite. FIREFIGHT This option puts youinto the thick of the action, halfway through a mission. Accessed via the Training Department. GRAPHICS DISK The disk supplied which holds, among other things, your saved agent files. HEADQUARTERS COBRA's main offices on Agora, where youare briefed before and between missions, may use the Training facilities, and perform all diskbased operations. HEALTH Your body is divided into six areas, each of which may at any time become injured. If they do, they become overlayed by a red cross on your health diagram. If a body area is damaged, movement may become restricted. Time heals any injury, but the duration of convalescence needed may vary from injury to injury. HELP KEY Pressing the "Help" key whilst moving around the 3-D landscape will display the method of control for your current mode of transport. HUMAN MODE The non-vehicular modes of transport. On land, walking. On the sea, swimming. Underwater, as a frogman. Whilst airborne, aided by -Page 166- parachute. Each may be activated by pressing the "ESC" key. ICON BUTTON The method of selection most commonly used in Flames of Freedom. When using the mouse, the left hand button. When using the joystick, the fire burron, and when using the keyboard, the space bar. IMMEDIATE Help offered by contacts, who require no persuasion. ASSISTANCE INTELLIGENCE All intelligence known to the Atlantic Federation is made available to you via the Intelligence option on the Main Map. All known locations of people, vehicles, weapons and enemy vehicles. ISLAND BUTTON The button used to select which island youwish to perform your next mission on. For every method of control, this is the space bar. ISLAND REPORT The first section of your mission briefing, outlining the background of the island, the major objectives, and any other relevant details. KEY ICON The icon on all map screens which hides all other icons relevant to that map. Move the pointer over the key icon to reveal the other icons. KNOWLEDGE One of the nine types of help you may be offered, telling you the position of a person, enemy unit or vehicle, or information about a certain persons activities. MAIN MAP The map of the whole East Atlantic, seen by pressing Function Key F5, which can be magnified and reduced as necessary. MINI MAP The section of the map in which you are currently moving, seen on the information panel when using a mode of transport. It cannot be magnified or reduced. MISSION Once you have selected an island, you will be briefed BRIEFING about its mission. You may question 'Control' about seven aspects of the mission; Island Report, Mission Objectives, Journey Time, Transport & Weapons Supplied, Contacts, and General Intelligence. MISSION DISK The disk holding all the island specific information, which must be used -Page 167- to make a Campaign Disk before playing a Campaign game. When performing a Raid, you need not have a Campaign disk, but no information can be saved. MISSION To completely liberate each island, a series of specific OBJECTIVES mission objectives must be performed, which are given to youat the mission briefing. As each is completed, you will be told. All must be completed to effect liberation. Specific mission objectives for each island can be found in Appendix A. MUSCLE POWER Your 'instantaneous' energy available for physical activity, which decreases at a rate according to the type of activity you are engaged in. It is replaced from your Energy Reserves whenever you stop and rest. NOTEBOOK Accessed by pressing Function Key F7, your Notebook gives an up-to-the-minute account of your mission, detailing people met, contacts made, enemy units destroyed, buildings sabotaged, weapons and papers available and campaign rewards earned so far. OBJECTIVES See Mission Objectives OPERATION Codename given by COBRA to the Saharan Empire's plans to SCORPIO capture Agora. OPERATION Codename given by COBRA to the Federations activities in WILDFIRE attempting to liberate the Slave Isles. OUTPOST A slave island dependant on stronghold or the mainland for its survival. PAPERS Forged Papers allow youto pass through Saharan forces with a reduced chance of being attacked. They may be found or given to you by a contact, and vary in quality. PERSONNEL The area of COBRA HQ in which you set your looks, name, DEPARTMENT physical and psychological characteristics, and can load and save personnel files. PHYSICAL Five traits combine to give your physical profile; PROFILE Reflexes, Endurance, Sturdiness, Recuperation, and Stamina. They are interrelated and govern -Page 168- all aspects of movement. They may change over time, for better or worse. PLEADING One of your eight psychological traits. Changing it alters authority and threats, and it is itself influenced by deception. PSYCHOLOGICAL Eight traits combine to give your psychological profile: PROFILE Charm, Sex Appeal, Bribery, Threats, Reason, Pleading, Authority and Deception. Every aspect of your make up will be called upon at some time - and your profile will change according to your responses to situations. It is especially important when meeting people. QUICK TIME A route from one place to another along which travel may automatically be executed. The journey is plotted and takes place on the Main Map. You will only return to the 3-D landscape at your journey's end, or if "excitement detection" is activated during the journey. RADAR The short range radar window shows the radar profiles of your surroundings, with items colour coded for identification. RAIDS Raids allow youto tackle any one of the 41 missions individually as a complete game in one session, without reference to the other islands of a campaign game. REASON One of your eight psychological traits. Changing it alters deception and bribery, and it is itself influenced by sex appeal, threats and authority. RECUPERATION One of your five physical traits. Changing it alters sturdiness, and it governs the amount of energy gained during rest. REFLEXES One of your five physical traits. Changing it alters endurance, and it governs your resistance to injury. REST Whenever your Muscle Energy or Energy Reserves drop, you will need to rest, by pressing F2. You can then choose to rest for five minutes or for hours. ROUNDEL A marker used on the Main Map to show the position of a person, vehicle, weapon or enemy unit.  -Page 169- SAHARAN The evil opponents of the Atlantic Federation, who run EMPIRE the Slave Isles as dictatorships, and seek to do the same to your home island of Agora. The Empire must be destroyed if the East Atlantic is to be at peace. SECRET A person may offer to take youto meet another person JOURNEY whom is known to them, but whose whereabouts are to remain secret. Typically such a person might be a high ranking member of the local resistance whose life would be endangered by anyone gaining knowledge of how to find them. SECRET POLICE The backbone of the Empire's tyrranical war machine, the Secret Police terrorise the people of the Slave Isles on day to day basis. If held by the Secret Police, expect systematic torture. They are trained to be totally ruthless. The majority are. SETTLEMENT A place of two buildings or more. Not all settlement locations or names are knwon before a mission; those you discover are automatically added to your intelligence. SEX APPEAL One of your eight psychological traits. Changing it alters reason, and it is itself influensed by threats and deception. Sex Appeal may only be used on a member of the opposite sex. SHELTER A person may offer to shelter youfrom the Saharan Forces for a while, which is especially useful if the enemy are in hot pursuit and you have limited resources at your disposal. SKULL RATING Each island mission has a skull rating associated with it, indicating the level of difficulty of that mission. Skull ratings are seen on the mission selector screen. SLAVE ISLES The 42 islands of the East Atlantic archipelago. Controlled by the Saharan Empire, who exploit the populations relentlessly, the islands must be liberated if Agora is to remain free. SPARE VEHICLE An unclaimed item, available for use. Its position is WEAPON known and indicated on the Main Map -Page 170- SPECIAL There are three Special Actions which you can perform; ACTIONS Leap, Talk or Grab. All are executed in the 3-D landscape by pressing F1 when the Special Actions window shows that an action is possible. They allow you to perform actions without 'leaving' the 3-D landscape. STAMINA One of your five physical traits. Changing it alter reflexes, and it governs how quickly muscle power is replenished. STRATEGIC Allows you to make a precise simulation of the strategic PLANNING part of a campaign without actually having to engage in any action. Accessed via Training, or when choosing a new island mission. STRONGHOLD The Slave Isles of Dhafra, Lobos and Camargo, which supply essential items to the other islands, or outposts. The most strategically significant islands, whose liberation will initiate the fall of others. STURDINESS One of your five physical traits. Changing it alters stamina, and it governs the rate of recovery from injury. SUPPLY ROUTES The lines joining islands on the Strategic Planning and Political Maps, showing routes along which supplies must be brought to an outpost from a Saharan stronghold or the mainland to continue to ensure that the island remains enslaved. By cutting the lines you can force the liberation of an island without performing its mission. THREATS One of your eight psychological traits. Changing it alters charm, sex appeal and reason, and it is itself influenced by pleading. TRAINING Offers you the chance to practise any aspects of the game DEPARTMENT in isolation; Strategic Planning, Escape Training, Training on any mode of transport, or to Firefight. TRAITOR An inhabitant of the Slave Isles who conspires with the Saharans and will betray you to them. They behave as normal until the time comes when you would usually be offered help. Then they turn you in. Returning to a Traitor after they have betrayed you will prove profitable! TRANSPORT There are 22 modes of transport, including the human modes, available to -Page 171- you. Some are rarer than others. You may be given transport at the start of the mission, or offered it by a person you meet. you can also 'leap' into any vehicle via Special Actions. TREATMENT A person may offer you medical assistance. The person's medical skills will vary from poor, through average and good, to excellent. Each level of skill will allow them to repair one damaged body part in a session. VILLAGE See Settlement VITAL You may be asked to find or seize documents as a mission DOCUMENTS objective or condition of help. They can be foud in a Weapons box somewhere on the island, or may be given to you by a contact or recruit. WAR ROOM The COBRA Department in which all disk based operations are performed; creating campaign disks, backing up originals, and loading and saving existing campaigns. WAYMARKER The point where an Autoroute changes direction, plotted on the Main Map. Allows complicated pathways to be plotted. WEAPONS BOX Hold objects which may be 'grabbed' via Special Actions in the 3-D landscape. Contents can only be found by grabbing. Usually weapons, but may be vital documents or even a booby trap. WEAPONS There are over a dozen weapons systems for your use. Some SYSTEM will be given to you, others you will find. Each system has its own handling characteristics, and effectiveness against a range of targets. -Page 172- INDEX ----- A Agora ........................ 8, 9, 30, 32, 40, 91, 93, 164 Almirante .............................................. 128 Altimeter ........................................... 48, 50 Andara ................................................. 131 Aosta .................................................. 129 Appearance .......................................... 22, 23 Armada ........................ 9, 31-33, 36, 38, 90-93, 164 Artificial Horizon .................................. 48, 50 Assignment ..................................... 71, 73, 164 Assistance .......................................... 70, 74 Attrition ...................................... 32, 92, 164 Authority ...................................... 24, 70, 164 Autoroute ................................... 62, 66-67, 164 B Back-Up Disk ....................................... 19, 164 Balloon ............................................ 46, 151 Battle Group ......................................... 91-93 Beni Mazar ............................................. 119 Betrayal ................................... 69, 71, 76, 164 Biplane ..................................... 46-47, 58, 150 Bourem ................................................. 116 Bribery ............................ 23, 24, 33, 70, 76, 164 Buildings .......................... 46, 49, 63, 81, 156-163 Bus ................................................ 46, 145 C Cajamarca .............................................. 126 Calabar ................................................ 101 Camargo ............................................. 31, 96 Campaign ..................... 4, 16, 18-19, 36, 40, 83, 165 Campaign Disk ................................... 18-19, 165 Campaign Rewards ............................... 81, 87, 165 Charm ....................................... 23-24, 70, 165 Clock ................................................ 48-49 COBRA ........................................... 8, 15, 165 Commodore Amiga versions ................................ 11 Compass ............................................. 48, 50 Conditional Assistance ......................... 70, 80, 165 Contacts ....................... 38, 42, 69, 71, 73, 79, 165 Control .......................... 15-16, 36, 40-41, 89, 165 Corozal ................................................ 103 Crawler ........................................ 46, 47, 148 Cristobal .............................................. 134 Cubango ................................................ 107 D Deception ........................................... 24, 70 Dhafra .............................................. 31, 95 Difficulty Levels .................................. 36, 165 Djoum .................................................. 112 E East Atlantic ...................................... 61, 165 Endurance ...................................... 25, 38, 166 Enemy Unit ........................... 56-58, 63-64, 80, 166 Enemy Tactics ........................................ 56-58 Energy Reserves ........................ 27, 49, 84, 86, 166 Engaging the Enemy .............................. 38, 55, 59 Escape training ...................................... 32-33 Escaping from Capture ............. 30, 32-33, 38, 71, 75-77 F Firefight ............................ 4, 15, 30, 33-34, 116 -Page 173- Flying Boat .................................... 46, 58, 152 Flying Sub ................................. 33, 46, 58, 153 Fuel Gauge .......................................... 48, 50 Frogman ........................................ 46, 154-156 Function Keys ............................................ 5 G Galva .................................................. 130 Gamboa .................................................. 98 Gau .................................................... 108 Ghazal ................................................. 120 Glossary ........................................... 164-172 Grabbing ............................................. 53-54 Gran Paradiso .......................................... 115 Graphics Disk ...................................... 19, 166 H Headquarters ................................ 14-16, 93, 166 Health ................................... 26-27, 83-84, 166 Helicopter ......................................... 46, 150 Help Key ........................................... 46, 166 Hemet .................................................. 125 Hovercraft ......................................... 46, 153 Human Mode .................................... 46, 154, 166 I Icon Button ......................... 12-13, 15, 31, 70, 167 Infra-Red Goggles ....................................... 49 Immediate Assistance ............................ 69-70, 167 Intelligence ................................ 42, 61-63, 167 Iquitos ................................................. 99 Island Button ........................... 12-13, 31, 41, 167 Island Report .................................. 38, 41, 167 J Jebba .................................................. 104 Jeep ............................................... 46, 145 Jerez .................................................. 118 Journey Time ............................................ 42 Joystick ............................................. 11-13 K Key Icon .................................... 31, 61-62, 167 Keyboard ............................................. 11-13 Keyboard Guide ........................................... 5 Khash .............................................. 38, 123 Knowledge .................................. 63, 71, 73, 167 L Leaping ............................................. 38, 53 Loading Instructions .................................... 11 Lobos ............................................... 31, 94 M Maghar ................................................. 117 Main Map ........................................ 61-64, 167 Maji ................................................... 106 Makat .................................................. 122 Map Reading ...................................... 38, 61-64 Maracay ................................................ 100 Meeting People ........................ 38, 53, 68-74, 79-80 Mini Map ....................................... 48, 50, 161 Mini Sub ........................................... 46, 149 Mission Briefing ......................... 36, 38, 4-44, 167 -Page 174- Mission Disk .................................... 18-19, 167 Mission Objectives .................. 38-39, 42, 70, 89, 168 Mocorito ............................................... 124 Mouse ................................................ 11-13 Muar ................................................... 132 Muscle Power ........................ 27, 48-49, 84, 86, 168 N Name .................................................... 29 Ndola .................................................. 121 Nicobar ................................................ 127 Notebook .................................... 38, 78-81, 168 O On Foot ........................................ 46, 47, 154 Operation Scorpio ................................. 8-9, 168 Operation Wildfire ............................ 8-9, 15, 168 Outpost ........................................ 30, 32, 168 P Panao ............................................... 31, 97 Papers ..................................... 71, 73, 81, 168 Parachute ...................................... 46, 154-155 Personnel Department ........................ 15, 21-28, 168 Persuasion .............................................. 70 Physical Profile ............................ 25-26, 83, 168 Pleading ....................................... 24, 76, 169 Portrait Designer ....................................... 23 Psychological Profile ............... 23-25, 33, 70, 83, 169 Q Qamar .................................................. 105 Quick Time ...................................... 66-67, 169 R Radar ....................................... 48-49, 66, 169 Raids ............................ 4, 15-16, 36, 40, 83, 169 Railways ............................................ 61, 63 Reason ......................................... 24, 70, 169 Recuperation ............................... 25, 38, 89, 167 Reflexes ....................................... 25, 38, 169 Rest ................................ 26, 38, 85-87, 89, 169 Roads ............................................... 61, 63 Rocket Pack ........................................ 46, 152 Roundel ................................ 42, 61, 63, 64, 169 S Satara ................................................. 113 Saving & Loading ........................................ 19 Secret journey .............................. 12, 72-72, 170 Secret Police .................. 33, 71, 76-77, 139-144, 170 Secret Weapons ..................................... 89, 135 Self ............................................. 38, 82-84 Sex ..................................................... 22 Sex Appeal .............................. 23-24, 33, 70, 170 Shake Hands ............................................. 69 Shelter ......................................... 71-72, 170 Ship ........................................... 46, 61, 149 Sikasso ................................................ 110 Skull Rating ....................................... 40, 170 Slave Isles ........................... 2-3, 92, 94-132, 170 Spatre Vehicle/Weapon .................... 43-44, 63-64, 170 Special Actions ................. 38, 46, 51, 53-54, 69, 171 Speedboat .......................................... 46, 147 Speedometer ......................................... 48, 50 -Page 175- Stamina ........................................ 25, 38, 171 Strategic Planning ................... 30-32, 40, 91-92, 171 Stronghold ...................................... 30-32, 171 Sturdiness ..................................... 25, 38, 171 Submarine .......................................... 46, 148 Supply Routes .................................. 31, 61, 171 Swimming ........................................ 46-47, 154 T Talk ................................................ 53, 69 Tank ............................................... 46, 145 Thar ................................................... 114 Threats ................................. 23-24, 33, 70, 171 Train .............................................. 46, 147 Training Department ..................... 15, 30-34, 46, 171 Traitor ................................. 70-71, 76, 80, 171 Transport ........... 33, 38, 42, 46-51, 71-72, 145-153, 171 Treatment ...................................... 71, 74, 172 Truck .............................................. 46, 146 Turn Indicator ...................................... 48, 50 U "Use New Agent" ..................................... 21, 28 V Verde .................................................... 8 Vicenza ............................................ 31, 133 Village ..................................... 44, 62-63, 172 Vitoria ................................................ 109 W War Room .................................... 15, 17-19, 172 Waymarker .......................................... 66, 172 Weapon Selection ........................................ 51 Weapons Box ........................................ 54, 172 Weapons System .... 38,42,48,51,54,56,58-59,71,72,81,135,172 Z Zafriya ................................................ 111 Zeppelin ........................................... 46, 151 Zoom Buttons .......................... 12-13, 30,31, 40, 61 -Page 176- CREDITS ------- Directed by:  Mike Singleton Produced by: Hugh F. Batterbery Programming by: Dave Gautrey George Williamson Dave Ollman Valhermoso Franco Artwork by: Andy Elkerton Data Creation by: Mandy Parker Joe Valente Stuart Flint Bruce Butterfield Music by: Dave Lowe Publisher Paul Hibbard -Page 177- Development Manager Pete Moreland Project Assistant James Hawkins Quality Assurance Andrew Luckett Tim Roberts Operation Handbook Rob Davies Dirtybush / Dual Crew (ASCII version) Packaging Julice Burness Manual Design and Graphics Artistix (0705) 252125 -Page 178- DIRECTOR's NOTES ---------------- I don't know at what stage you've got around reading this - whether you've just unwrapped the cellophane from the box and let the manual fall open at this page or whether you've been playing the game for weeks before noticing thisbrief epistle. Whichever is the case, I hope that Flames of Freedom gives youmany hours of entertainment From the outset, Flames of Freedom was designed to offer youa single, massive challenge where all the skills youhave learnt during individual missions mesh together in a grand finale. At each level of play, your decisions and actions don't just bring youa higher score, they directly influence the course of events at a higher level. Winning a dogfight, for instance, can be fun in itself but youmight have destroyed the last plane in an enemy squadron. Then, it turns out, destroying the biplane squadron enables youto recruit a scientist - the last of your mission objectives. The islandis liberated and enemy supply lines are cut. As a result, two other islands are liberated, blocking the route of the Saharan Armada. This makes a crucial difference when the Armada sets sail and instead of having defeat 15 Battle Groups, you only have to deal with a handful. As a consequence, youend up winning instead of losing! At the same time, we've tried to weave as much excitement and drama into the game as possible. As youdash about on your mission, the story begins to unfold around you. You learn of other people. You find out what makes them tick. You try to win their hearts and minds. You deal with trachery and deceit whilst, all the time, dange 3 - THE ROOFTOPS Finally, you escape onto the rooftops but Durant is waiting for you - and he is packing a helicopter armed with a grenade launcher. You must leap across the rooftops to your lab and destroy it. LEVEL 4 - THE WAREHOUSE LABORATORY Descending to your lab you prime a set of gas cylinders with a nodding bird-timer - a potentially devastating bobm. However, your exit is surroundind so you must fight your way back to the roof battling the increasingly ferocious gangsters. LEVEL 5 - THE FREEWAY Just as the warehouse explodes, you manage to leap up and grab a rope hanging from Durant's helicopter. Swooping down to the busy freeway below Durant lowers you into the line of traffic. You must Stay alive long enough and you will enter an automatic sequence where you scramble aboard an oil tanker. Here, you will tie the rope, connected to the helcopter, onto the tanker. LEVEL 6 - THE SKYSCRAPER Durant has been terminated. Now turn your attention to the mastermind - the evil Strack. He is the man responsible for your disfigurment and the kidnapper of your true love Julie. Strack has retreated into a skyscraper, still under construction. The skyscraper is teeming with Strack's henchmen and riddled with traps. Fight and climb your way to the top for a final confrontation with Strack. If you defeat and throw him from the skyscraper - you will be free at last. STATUS AND SCORING ~~~~~~~~~~~~~~~~~~ The status panel displays from left to right:- Disguise State Indicator, Lives remaining, Score, Power and Time remaining. Points are awarded as follows:- Killing gagsters 100 points Collecting stolen money 1,000 points End of level bonus 10,000 points Leaping each rooftop (level3) 1,000 points Avoiding cars and trucks (level 5) 1,000 points HINTS AND TIPS ~~~~~~~~~~~~~~ 1. On the photo sessions use the mouse and try to take two or three shots each time the subject appears. 2. Keep your back to the wall, dont get surrounded. 3. Use the boxes and the ladders - the gangsters are easily confused. 4. On level 3 take your time, wait untill the moment is right before you jump. FIRESTAR DOC'S TYPED BY T.D.B. FROM LEGEND! Loading: Ensure your machine has been switched off for ten seconds, insert the write protected game disc and switch on. Controls: This game can be played by either the standard mouse or with the Trojan Phazer. When the mouse is used the left button is equivalent to the trigger on the Phazer. Rookie: It's your first day on space patrol, and you've been given control of the latest "Firestar" space sector patrol craft. Your task is to rid the spaaceways of all illegal/dangerous crafts that invade Earth space. Flying High: To control your "firestar" craft you can select (i.e. fire at) the left and right sides of the control console. To turn the ship over, fire at the console scanner, to shoot at spacecraft on the screen simply fire straight at them. The scanner at the control console indicates your schip position and direction, and shows other craft as white, red, and green dots. The scanner represnts an overhead view of your ship and the other crafts horizontal distance from you. The message screen above the scanner gives periodic game information to help you. Who's Who: Travelling on the space highway are numerous crafts ranging from harmless to extremely deadly, here is a rundown of the types. Innocents: Shown as white dots on the scanner these should be left alone as shooting them will lose you points. If these ships travl safely through your sector you will gain 250 points. Dngerous: Shown as red dots, these should be shot as early as possible or they will shoot you and deplete your shield. Occasionally when shot one of these will drop it's jewelled cargo, shoot this to pick up and gain five credits of cargo. Many ships are rugged and require multiple hits to kill, WIth the standard laser. if any dangerous ships sneak through the sector you will los 150 ponts and your shield will be depleted. Very Dangerous: Shown as green dots, if shot will always leave a cargo jewel, shown as a blue dot. There are 5 types of very dangerous craft which are: CRAWLER - Very slow and hold up traffic. So blow them up. SPEEDER - Very fast and difficult to catch. PIRATE - Shoot early or it will destroy other crafts ans lose points and deplete your shield. CONFUSER - It's special equipment will flip the red and white dots on the scanner. JAMMER - Will totallt blank the scannerrr, until it's destroyed. Upgrade: At the end of each level you can trade the credits you have collected for ship upgrades or repairs to your shield in the workshop, shoot the area whch contains what you want, if you do not have enough credits then it will not be selected. Extra Lazers mean that alien craft will need less hits to destroy. Extra thrusters wil give you the speed to ctch faster craft. Repairs ro your shield are essential to survive many later levels. Stages: As you are a rookie, you will be introduced to each alien type in turn, but after this on regular highways service you will be exposed to all aliens sinuktaneously. Failure: If your shield reaches zero then your patrol is over and you will return to base, but if you have accumulated enough points you will be asked to record your initials for for posterity. Notes: During the game press F1 to pause it and F2 ro carry on, F10 will exit from the game. Amiga workbench 1.2 owners with a second drive and no memory expansion will have to disable the second drive before loading the game.  Detail of Simulation Visuals Minimum Detail Controls the detail of the simulation. The more detail Low Detail chosen, the better the detail of the visuals. However, Medium Detail the game runs slower because of the extra time High Detail necessary for the computer to draw detailed pictures. Maximum Detail: Other Factors Engagement rules: Turns on the Rules of Engagement, which are described in detail in Part VI: Operations and Missions. Bad Weather: Means that you will be fighting (or perhaps enjoying) bad weather throughout the mission. Some missions are set to "Bad Weather" as a default. The main effect of bad weather is that it grounds the MiGs unless you fly over their airfield.You still have to worry about SAMs and pattern-fired AAA. OPTIONS Menu This menu sets your game preferences. For example, you can choose to limit the armaments you have available, to equip your aircraft with "Super Engines," or to make mid-air "Collisions" possible. By changing options in both the LEVEL and OPTIONS Menus, you can achieve a wide range of difficulty levels. For example, you can choose to go up against an aggressive enemy, but retain the advantage of super engines to give you that extra edge.(Note that this menu is not available during flight; you must choose it during Briefing.) Choosing an option places a check mark next to it in the menu so you can tell the state of an option at a glance. The following choices are available: Engines Super Engines: Makes your flying job a little easier. For example, by selecting "Super Engines," you can assume that the ASI (Air Speed Indicator) needle is directly connected to the RPM gauge and is the only influence on your speed. The only reason for a stall will be you dropping below minimum speed for the aircraft.This is not necessarily the case with "Normal Engines" (see below). Normal Engines: Makes your flying life a little more difficult. The "Normal Engines"respond to airspeed influences such as differences in air density,whether you are climbing or diving, your current weight and your current aspect angle. Stalling is much more likely with "Normal Engines." Armaments Limited Arms: Limits the armament and ammunition you have available during a mission tothe amount the plane could actually carry.This is the more difficult setting and closer to reality. Choosing this option a second time toggles it off, giving you an easier game with unlimited arms. Limited Chaff & Flares: Limits the chaff & flares you have available during a mission. This is the more difficult setting and closer to reality. Choose this option a second time to toggle it off and have unlimited use of chaff and flares. Flight Model Collisions: If this is turned on,the piloted aircraft is destroyed if it collides with another object (e.g. another aircraft, missile, house, carrier, bridge). Turn "Collisions" off to make the piloted aircraft invulnerable.It can fly through anything without being damaged. "Collisions" on is the more difficult setting and closer to reality. Choosing this option a second time toggles it off. Ground Crashes: If this is turned on,the piloted aircraft is destroyed if it hits the ground too heavily (during a bad landing, for example). If "Ground Crashes" is turned off, then a heavy landing will not result in the destruction of the aircraft. You can turn "Ground Crashes" off by selecting it a second time. Red/Black Out: Simulates the possibility of pilot blackout or redout under circumstances of excessive g forces during flight. Positive g forces, usually the result of sharp high-speed turns, can cram the pilot into his seat and push his blood supply downward. Forces in excess of 8 g's create a risk of pilot blackout, characterized in this simulation by a screen fade-out. Negative g forces, which tend to "pull" the pilot from his seat during a sustained high-speed dive, are equally dangerous. Forces in excess of -2.5 g's can result in pilot redout, characterized by the screen turning progessively red. If either situation should occur in the game, you can recover from it by reversing or stopping the current action by easing off the stick. Turning "Red/Black Out" off avoids this altogether. Opposition Factors Enemy Activity: Allows you to choose from "Low," "Medium" and "High Enemy Act(ivity)." These settings determine whether the enemy's MiGs carry armament, as well as the effectiveness of their flares and the SAMs and AAA.The following table summarize the relationship between the "Enemy Activity" settings and the effectiveness of the enemy's ordnance. MiGs Flares SAM/AAA Low No guns Ineffective Ineffective No missiles Medium Guns Sometimes Sometimes No missiles effective effective High Guns Fully Fully Missiles effective effective Targets: Allows you to choose from "Easy," "Medium" and "Hard Targets." This determines how close the bomb has to be to the target to hit. With "Easy Targets" selected,you score a hit when the bomb falls within an area four times the size of the shape of the target in normal scale. Thus, you still have to hit a target in "Large Scale" to make it count. "Medium Targets" scores a hit if the bomb falls within an area two times the size of the shape in normal scale or anywhere within a target at "Large Scale." "Hard Targets" must be hit on the target itself in normal scale or at the center of the target in "Large Scale." Fuel Unlimited Fuel: The plane does not consume any fuel. You can stay in the air as long as you do not get shot down or crash. Half Fuel Use: The plane consumes fuel at half its normal rate,giving you much more air time. Full Fuel Use: The plane consumes fuel at a realistic rate. You have to manage your fuel just like a real pilot does. Indexing Preferences to Rank The above preferences allow you to tailor the game to your requirements. Your selected rank provides a broad customization. For example, if your selected rank is Captain, the preset options are set for the maximum reality. You can alter them all to "easy," but this gains you nothing, as your score depends on the options selected, not your rank. The following table shows the relationship between rank and the availability of the "easy" options. The letters in the body of the table refer to the state of the option (Yes/No, Low/Medium/High, Easy/Medium/Hard or Unlimited/Half/ Full). The numbers refer to the multipliers to the base score you receive for taking the specified options. Lt. jg Lieut. Lt. Cmdr. Cmdr. Capt. Super Engines Y 0.1 Y 0.1 N 0.3 N 0.3 N 0.3 Limited Arms N 0.1 N 0.1 Y 0.3 Y 0.3 Y 0.3 Limited Chaff/Flares N 0.1 N 0.1 N 0.1 Y 0.3 Y 0.3 Collisions N 0.1 Y 0.7 Y 0.7 Y 0.7 Y 0.7 Ground Crashes N 0.1 N 0.1 Y 0.3 Y 0.3 Y 0.3 Red/Blackout N 0.1 N 0.1 N 0.1 Y 0.4 Y 0.4 Enemy Activity L 0.2 M 0.4 M 0.4 M 0.4 H 1.4 Targets E 0.1 E 0.1 M 0.5 H 0.8 H 0.8 Fuel U 0.1 H 0.3 H 0.3 F 0.5 F 0.5 Totals 1.0 2.0 3.0 4.0 5.0 COMMS Menu The COMMS Menu presents you with three choices. "Single Player" is the default for playing on the computer alone. To use one of the other options you must have two computers connected through a null-modem serial cable (available at most computer supply stores). Sorry, but we do not support modems because the baud rate of most modems are not fast enough to provide a playable version of this simulation. (Oh really? Funny, the fastest baud rate the sim uses is 19200 and the lowest is 1200, and I think the majority of modems in the UK are at least 2400... I think it's more likely that the programmers haven't got a clue how to program modem communications... look how they've ballsed up Falcon!) Before setting up two-player communications,you must decide on which operation you will fly. Both players should go to that Operation Screen. Then use the COMMS Menu to determine which is the "Host" and which the "Terminal." The player with the faster computer (sure, every ST owner has an accelerated processor...!) should select "Host" because his machine does most of the work. The "Host" player also has more control of the game and options. The "Terminal" player may use the menus to pick his own flight mode, level of detail, control method and weather conditions. (Yes, one player can be playing in clear weather and the other in bad weather. This is a gap in reality put in so that one player can play a more difficult game as a personal challenge.) Single Player: Means you are playing on the computer alone. Host: Appears as the default when you are playing with or against another player. The player with the faster machine (which will be doing most of the work) should select this option. This player can choose any U.S. aircraft at the beginning of the game. He can switch to other aircraft including the Terminal player's plane but cannot control the Terminal player's plane. Terminal: Is the option for the player with the slower machine. Once the connection described below is made, he will be presented with the Host's callsign. Using [Cursor Up] and [Cursor Down] the Terminal player can cycle through all the American callsigns and pick a section to lead on the same mission. Or he can change the callsign number to make himself the Host player's wingman. If you do not choose an American callsign, you can cycle through Bandit 1, Bandit 2, etc.and pick a North Vietnamese plane to fly. From the outside your plane will look like a MiG, though, of course, the cockpit and handling characteristics will be those of an F-4 Phantom. Once the Terminal player has picked an aircraft, he must stay in it. The autopilot does not work in Terminal mode. If it is an American plane, the Host player can enter the plane but cannot control it. If the Terminal player selects a MiG, he must fly with "Collisions," "Normal Engines," "Limited Arms" and "Full Fuel Use" on. The Comms Connection Details Screen Once you have finished setting up the mission to your mutual liking, the same screen comes up for both the Host and the Terminal computer; a box with 'COMMS CONNECTION DETAILS' at the top. >> BAUD RATE Use [Cursor Left] and [Cursor Right] to select a baud rate. Both players should pick the same baud rate. Try the highest possible baud rate 1st because the higher the baud rate, the better the game will play. >> CANCEL Press [Esc] to leave this dialogbox without attempting a connection. Once either of the players is shot down, the game is over. Compatability Note It is possible for an Amiga player to have the privilege of playing with a superior Atari ST player. However,it is not possible for an IBM player to play with either an Amiga (not that you'd want to) or Atari ST player. So poor old IBMers can only play with themselves (oo-er). STs are faster than Amigas, so they should be the Host computer in any linkup. CONTROLLING YOUR AIRCRAFT "FLYING WITH THE STICK" Fighter pilots control the directional movement of their planes with a hand control commonly known as the stick. The diagrams in this section show how to control your A-6 Intruder and F-4 Phantom using either a keyboard, a joystick or a mouse. Throughout this manual, references to the stick apply equally to operations using either the keyboard, joystick or mouse. For example, "pull back on the stick" means either press [Cursor Down] on the keyboard,pull the joystick back towards you, or move the mouse downward, depending on the input device you are using. Refer to the diagrams for the other directional equivalents. USING ANY KEYBOARD When you use the keyboard to control directional movement, the aircraft's "stick" automatically centers itself after each keypress, allowing you to maintain a constant rate of turn. In other words, if you press [Cursor Left] once, your aircraft will bank left at a small constant rate and continue to do so until you make another directional change. If you want to increase the degree of turn (or any other directional change),you need to hold the key down for a longer period of time.Note that holding the left or right arrow key will eventually roll the plane all the way over. Turns Push Nose Down | To make a fast turn, you 7 8 9 must hold down both the Bank Left key and the Pull Bank - 4 5 6 - Bank Nose Up key. Holding down Left Right both keys will put the plane 1 2 3 into a sharp turn. The longer | you hold down the Pull Nose Pull Nose Up Up key, the faster the turn. The turn rate is slightly more complicated when flying with normal engines. USING THE JOYSTICK The joystick is used for flying the plane and firing weapons. Since Atari ST digital joysticks only have one button, the sole joystick button is used for firing weapons. Push Nose Down Fire Button: Fire | | | Bank Left -------+------- Bank Right | | | Pull Nose Up The Gravis MouseStick Selecting this option from the CONTROL Menu allows you to use the Gravis MouseStick on your Atari ST. The top button is used for firing weapons,and the first button on the base (the one at the 'top' end, furthest from you) is used for making rudder turns. The stick can also be switched to use as a digital joystick. The Aerochopper The Aerochopper lets you simulate flying a radio-controlled aircraft on your Atari ST. It hooks up to the cartridge on your computer. The right joystick controls normal flight movement, and the left joystick is used for the rudder and throttle. The forward right button is used for firing weapons,and the left button is used for selecting air-to-air weapons. USING THE MOUSE A mouse can be used like a joystick to fly the aircraft. It is much trickier because the mouse has no obvious "center stick" position. You have to keep a close eye on the HUD dot (see Part VIII: Flying and Fighting) to know where the control stick is in the pilot's hands when flying with a mouse. Push Nose Down Left Button: Fire | Right button: Rudder turn | | Bank Left -------+------- Bank Right | | | Pull Nose Up THE RUDDER TURN It is possible to make a horizontal turn without moving your wings,making both attack approaches and carrier landings much easier. In this simulation,you can even make horizontal turns while banking or inverted. Input Device Rudder Turn Instructions Keyboard Press [Control] while pressing [4] or [6] on the numeric keypad. Digital Joystick Press [Control] while using the joystick to turn left or right. One possible method is to use the pinkie finger of the hand holding the joystick to press the [Control] key. Mouse Press the right mouse button while moving the mouse left or right. Gravis MouseStick Press the second button while moving the stick to the left or right. Aerochopper Move the left-hand joystick to the right or left while keeping the right-hand joystick centered. PAUSE You can pause the game at any time & put everything into a state of suspended animation. To do this, press [P]. Press it a second time to resume play. Note that pausing "stops the world." You can get a cup of coffee or have dinner without worrying about finishing the mission at that time. When the game is paused, you can still select the different views and move to different aircraft. The rotation and zoom keys also work when paused. While the game is paused, you can also change weapons and get ready for a bombing run. Pausing the program lets you simulate the fact that the real A-6 and F-4 had a second air crew member to take care of these details while the pilot flew the plane. ______________________________________________________________________________ PART IV: YOUR FIRST FLIGHT IN THE F-4 PHANTOM "It was heavy. It proved the aerodynamic principle that if you have enough power, you can fly a brick..." "It had honest flight characteristics. It was a very stable gun platform, albeit with no gun. And I never thought I'd admit it, but in the end, I came to love the airplane..." Both quotes from Col. Dennis J. (Deej) Kiley, U.S. Marine Corps SELECTING A PHANTOM MISSION You have just completed your first Intruder mission and are back at the Corridor Scene. >> Select "Phantom Pilot Brief" and then select "BarCAP" by pressing [Return]. If you want to look at other operations first, keep selecting "Next Op" [Cursor Down] until "BARCAP" appears again. Press [Return] twice. You will then find yourself on the catapult ready for an immediate launch to intercept an incoming air threat. Your wingman will be launched seconds behind you. This will be your opportunity to practice wing tactics. Cockpit Orientation You will probably notice some similarities between this and the A-6 cockpit. More important, however, are the following differences: The F-4 has a four-stage fuel afterburner (AB for short). Press [>] to increase, [<] to decrease. Use full AB during the launch. You can also use AB to go faster. Unlike the A-6, the cockpit views are symmetrical, so that the right forward 45 degree view looks out of the aircraft.This is because the F-4 pilot and his RIO (Radar Intercept Officer) are placed in tandem, with the RIO behind the pilot. In the A-6,the pilot and his B/N (Bombardier/Navigator) are effectively side-by-side. There is also a look down view. Press []], and note the position of the Multiple Weapon Selection Panel to the lower left.Press [[] to get back to the usual cockpit view. TAKEOFF PROCEDURES AND FIRST FLIGHT Controlling Your Aircraft Input device controls are the same as the A-6. Takeoff and landing procedures are also similar, except for the use of the afterburner on takeoff. You may want to review the earlier section describing aircraft control in Part II. About the BARCAP Mission You will be vectored to incoming threats by Red Crown, the radar picket ship. Stay in the air as long as you want(at your beginning level you have unlimited fuel and weapons).If you try this mission using the "Limited Fuel" or "Limited Arms"options from the OPTIONS menu (see Part II), you will have to return when you are Bingo fuel (just enough fuel for a safe landing) or Winchester (out of missiles and ammunition). Otherwise, when you are tired of dogfighting,skip on to 'Landing', near the end of this part of the manual, for instructions on how to get back to your carrier and receive the rewards you have earned for your efforts. When you are ready to take off: >> Press [Control] [L] to launch the Phantom or wait for automatic launch Note that the afterburner uses fuel at a tremendous rate, so cut back as soon as possible. Don't sit at sea level with full afterburner. >> Follow the same procedures you used with the Intruder to climb to 1000 feet. Kick up your speed to 600 KTS.You will note that your RPMs never get below 70%. If an F-4's RPMs get lower, it falls; therefore, a throttle stop is built into the engine to prevent this. Within seconds you are at 1,000 feet and following your patrol pattern. Now it is time to look for bogeys (unidentified aircraft) that might threaten your home carrier. In Vietnam, the North Vietnamese wisely refrained from attacking American aircraft carriers in international waters. This made BARCAP a very dull duty for Navy fighter pilots. For this game, however, MiGs attacking the carrier are a very real threat. Keep your eyes open. >> Look for the enemy by following the directions printed across the top of your screen. Remember, that 12 o'clock is directly in front of you and 6 o'clock is directly behind you. You want to have enemies in the former position and do not want them in the latter position. See Part V: You as CAG ('Points of Interest' and 'Using the Map') and Part VIII ('Using the Radio') for instructions on how to follow the directions from Red Crown. >> At a distance of less than 27 miles, it is possible to get radar detection of your enemies if they are within a 60 degree cone from the nose of your plane. If your radar is on (select [R] if not) and you are pointing at the MiG, you should get a green blip on the radar screen. However, this means that the MiG will detect your presence more easily. See Part VIII: Flying and Fighting ('The Phantom Radar Screen') for more information on the Phantom radar screen. >> Also, you get a black diamond on the threat indicator (the green circular screen on the upper right of the control panel) if the MiG has its radar turned on. (For this beginner's game, all MiGs have their radar on.) This screen also shows other aircraft, ships and radar. The range for this passive radar screen is variable, between 15 and 30 miles. >> Finally, if all else fails, look for your targets. You can see enemy aircraft about eight miles away. Actively switch to different viewpoints within the cockpit. Like the A-6, you cannot look directly back over your tail; your RIO is in the way. Do not shoot at your wingman. Going Into Combat >> Select []] to get the look down view. This gives you a view similar to what you would get if you kept most of your attention inside the cockpit. You want the Multiple Weapon Selection Panel on the bottom left of this view. >> Use [Return] to toggle between the Sparrow and Sidewinder missiles and your 20mm gun. As you toggle through the weapons you should see one of the rows of five horizontal lights illuminated when the Sidewinder is selected. This represents the selected station on the Phantom's wing or centerline. Note that this is the position (station) on the wing, not the type of weapon. This means that you might toggle the same type of weapon several times in a row if the weapon is carried on several stations. The guns and Sparrows do not light up because the guns pod is internal and the Sparrows are mounted on their own special stations. The weapon type is displayed in the box over the station representation. Above the illuminated station light you will see the number of weapons available in that station. Above this set of numbers you will see some lights labelled "RDR" (indicating how many radar-guided Sparrow missiles) and "HS" (indicating how many heat-seeking Sidewinder missiles). Gun rounds remaining are shown to the right of the Multiple Weapon Selection Panel. Use the Sparrow for targets more than two miles away, the Sidewinder for targets you are behind that are within two miles, and the gun for targets within 500 yards. Using the Sparrow Since the AIM-7 Sparrow is a radar-guided missile, using it is a matter of getting a radar lock on the target. >> Toggle [Return] until AIM 7 appears in the display box, the RADAR light comes on in the menu to the left of the radar screen, and a green circle appears on the radar screen. >> Steer to keep the green blip inside the inner green circle. The range figure (lowest right number on the radar screen) will continue to count down the range. When you are within Sparrow range (2-14 miles) the RNG (range) light to the right of the radar screen comes on.If you have been keeping the target within the green circle, the LOCK light should come on soon after. Two vertical lines on either side of the blip also appear when lock has been achieved (like |-| that!). These lines are called "captain's bars." Be sure to check your threat indicator when you get these captain's bars. Your radar might have locked on to your wingman. Everytime you turn on the radar by pressing [R], the radar locks on to the closest target. If you keep locking on to your wingman,change your position relative to the potential targets or find a target somewhere your wingman isn't. If your threat indicator shows two enemies (solid diamonds) and no friendlies (empty diamonds) and the radar shows three possible targets, it is possible that your wingman does not have his radar on. Use [Shift] [9] to go to your wingman's cockpit and turn on his radar with [R] so you can see him on your threat indicator and get a better idea of who you are locked onto. >> Switch on the Master Arm (select [7] on the numeric keypad) when the MiG is in range and fire when the LOCK light comes on. The Sparrow will guide to the target as long as you keep the target blip in the captain's bars until it hits. Sparrows are the weapon the Phantom was designed to carry. The Sparrow had not been used in combat before the Vietnam war and had a very low PK (Probability of Kill). Only one out of twelve fired hit a target. Launch two Sparrows at the same time to increase your chance of success. If you launch without a lock-on,a hit is unlikely. However, launching in these conditions is not always foolish. At least a launch may unsettle the bandit. This can be important if the bandit has you or another friendly in his sights. NOTE: In this mission,you have a little easier time of it than the Navy had. The missile's PK has been greatly improved. If you select a harder level (see Part II), you will have the same problems that Navy did. Using the Sidewinder The AIM-9 Sidewinder is a heat-seeking missile whose descendants are still being used today. >> Select the Sidewinder by toggling [Return] until AIM 9 appears in the weapons box, the HEAT light comes on in the menu to the left of the radar screen, and a green circle appears on the radar screen. >> Find your target in the same manner you used for the Sparrow. When the target is within Sidewinder range (1-2 miles), point at the enemy's rear so the heatseeker head on the Sidewinder can find its target. Select [7] on the numeric keypad to master arm your weapons and use [Spacebar] to launch missiles at the target. If you are having trouble doing everything at once, remember that you can press [P] to pause the game and press the necessary setup buttons, and then unpause the game before pressing [Spacebar]. The Sidewinder is normally a "fire and forget" weapon so you do not need to point at the target after missile release. Sidewinders also had a low PK in Vietnam, though not as bad as the Sparrow. Among their problems was they were note the all-aspect weapon they are now.The pilot had to be on the tail of the target so the heat sensors in the missile could get a good thermal picture of its exhaust. NOTES: For ease of play, the default "easy targets" selection on the OPTIONS menu allow you to shoot at any aspect of the target with a fair chance of success. The "medium targets" option requires you to shoot at the bandit's rear quarter to get a lock.The "hard targets" option requires that you continue to point at the bandits rear while the missile is in flight. Using the Vulcan M61A1 20mm Cannon The Navy never intended for the Phantom to carry a gun and,even after the need for guns became obvious, didn't like mounting guns on their Phantoms. The original design called for an entirely missile-armed plane, and only the U.S. Air Force mounted the internal 20mm provided in this game. F-4J's, the type of Phantom being flown here,did have on optional externally mounted 20mm gun pod, however, so we are using that as an excuse to give you lots of opportunity to shoot up the opposition. If you insist on doing things The Navy Way, never select "GUNS" in your dogfights. Only a few Navy F-4s actually carried the external pod, and it was strictly meant as an air-to-ground weapon. It was very inaccurate for air-to-air use. >> Select guns by pressing either [Return] or [Backspace] (you can also use guns against ground targets)until GUNS comes up on the display box and the GUN light comes on. Guns should only be selected when the target is in visible range. For initial detection, use the same methods you use for missile targets. >> Use [7] on the numeric keypad to switch on the Master Arm when the target is within a mile and fire (using [Spacebar]) when ready. For best results, do not shoot until the bandit fills your screen. The bandit should at least be bigger than the sighting circle. Remember that you and the bandit are moving. You need to use what is called deflection shooting (or just "leading a target"), which simply means you have to shoot where the enemy is going to be, not where he is when you press the trigger. NOTE: More than one hit is need to kill a MiG. Successful hits are marked by small explosions on the surface of the MiG. After the Battle Once all the bandits have been shot down,you should head back to the ship. For most missions, once the mission has been accomplished you can press [F5] to go to the outside view and press [;] until the waypoint readout says "4 LAND." Then press [A] to engage the autopilot to take you directly back to the ship. For the BARCAP mission, however, you should use the FILE menu to select "End Mission" as shown below. LANDING You may not feel ready to attempt a manual landing at this stage, so try an automatic landing by selecting [A] and settling back to watch the landing. If you do feel like bringing the plane in yourself,see Part IX: Carrier Landings. Alternatively, you can bring up the menu bar by pressing [F10] and selecting "End Mission." This takes you directly to the Debriefing Room no matter what stage of the game you're in. Needless to say, this procedure is for the more lily-livered pilots. If you must use it (or if you just want to learn more about menu options), see Part II: Menus. When your hook has caught the wire and the aircraft has slowed down, you are automatically moved to the Debriefing Room. The statistics for the current mission are on display in the Debriefing Room. See Part VII for information on analyzing these statistics. If you have earned a medal or badge,you may get pulled out of the debrief at any time for a photo opportunity. A word with your boss comes next; look to see if you are on the Sierra Hotel Notice on his wall. (The Sierra Hotel Notice lists the top ten pilots that have played the simulation.The derivation of the term Sierra Hotel is in the Glossary.) You can move through the screens that follow by selecting OK each time. This will take you back to the Corridor Scene, ready for your next operation. Selecting "Scramble" gives you a repeat of the previous mission. Flying the F-4 by Col. Phil Handley, U.S. Air Force (retired) On a cloudless day in August 1984,at Holloman AFB, I flew my last flight as an active duty TAC pilot. That flight was made in the magnificent F-15 Eagle, a plane I had flown and loved since 1977. Its flawless handling qualities are transferred through a hydromechanical stick that makes it feel smaller in your hand than the comparitively tiny F-5E. On my second ride in it at Luke AFB in 1977, I did a triple Immelmann - a vulgar display of brute power. Its huge bubble canopy affords the pilot an unrestricted view of his 6 o'clock, an attribute that had been sacrificed by aero design engineers since the era of the F-86 Sabre. However, as much as I loved the F-15, to this day, absolutely nothing stirs my memory banks or brings chills to my spine like the crack and roar of an F-4's afterburners on takeoff roll. First of all, it looks like a fighter ought to look with its drooped nose and stabs, canted wing tips, and no-nonsense "don't mess around with me" stance. Anybody looking at the business end of this fighter (especially an enemy) has got to immediately understand the purpose for which it was built. When the Thunderbirds and the Blue Angels flew them in their demonstration teams, the ground shook, babies cried,and dogs barked. They were never better, and it was a sad day when the Thunderbirds were forced to trade them in for T-38s (which looked and sounded like a Tinkertoy by comparison). But as great as it was in air shows, it was far more impressive doing the job it was designed for,a fact indisputably demonstrated for over seven years during thousands of sorties in the skies over Southeast Asia (SEA). The All-Around Fighter Officially named the Phantom II,but affectionately called "Double Ugly" or the "McDonnell Rhinoceros" by the men who flew her, the F-4 will surely join great fighters of the past like the Spitfire, P-51 and F-86 as a classic. It was and continues to be a big, tough, mean-faced fighting machine that doesn't do a single thing better than competing fighters.Thuds (F-105s) were faster and far more stable bombing platforms, F-5s and all the MiGs could out-turn it, its out-of-cockpit visibility wasn't that great, the original models were built without a gun, it was plagued with tremendous adverse yaw, and the engines smoked so badly at mil power that a defecting MiG pilot once stated that the first time he ever saw one he thought it was on fire. But as a package deal, the F-4 could do it all - Close Air Support, interdiction, air superiority or reconnaissance. It was simply the best fighter in the skies over North Vietnam. As a "mud beater" it hauled a lot of iron very far, very fast. It could fight its way in and out of the target area, and with two of the most reliable engines in the world (seemingly immune to throttle abuse and FOD), it would bring you home, even with one of them shot out. Unarmed and Unafraid The RF-4C was a recce version,it carried high speed cameras instead of weapons and had the thorny mission of post-strike reconnaissance. After a huge strike package (called the eight hundred pound gorilla) had done its thing and really gotten everyone north of the Red River stirred up, somebody had to go in and get the pictures - a job that fell to the particularly gutsy and resourceful aircrews that flew the RF-4C. Their motto, "Alone, Unarmed, and Unafraid," wasn't always totally accurate. On many occasions "alone" didn't apply because it was decided that an element of armed F-4s should accompany them into the just-vacated target area to protect them from MiG attack while they were getting the pictures.These missions were appropriately called "The Run For The Roses," because to a recce pilot,speed was life; the RF-4C was fast - boy, was it fast. Since it was lighter to begin with, and had far less drag than its accompanying missile-laden escorts, it was not uncommon for the flight leader of the escort to find himself in first or second stage afterburner by the time the recce hit mil power.When he really got serious and went to full burner, he would simply walk away from his escort like it was parked and the escort would find themselves all alone directly over the "City On The River" as the unarmed recce disappeared at supersonic speed into the foothills. Fighting MiGs In the air-to-air role,all versions of the Air Force's F-4 C, D and E bristled with eight missiles and a gun (only the F-4E carried the gun internally). Although the missiles didn't work that well, no one else's did either. Even if their PK was low,AIM-7s launched at long ranges left huge white exhaust trails that created great confusion, loss of tactical awareness and mutual support within the MiG formations. The Phantom had energy to burn (especially in the dense air at low altitude) and, in the hands of a capable pilot, it was more than a match for all takers. Against the much lower wing-loaded MiGs (especially the MiG-17 and MiG-19),you simply could not play a "nose-pointing" game anywhere near the MiG's corner velocity, as you would constantly find him pointing at you with his nose on fire. Conversely, the F-4 could take the flight into the vertical where it enjoyed a decided energy advantage, or drag it low into the dense air where it not only had unbelievable energy, but where the MiG pilot's flight controls became stiff and his airframe unstable at very high calibrated airspeeds. Against a cannon-only armed MiG-17 or MiG-19, and F-4 pilot could "unload to zero G" and extend to a range that allowed him to "pitch back" into the fight with great energy and a better aspect angle. Taking the fight into the vertical became a classic tactic,but by no means did it ensure victory. In the hands of a skilled pilot, all of the MiGs (including the MiG-17) could take it up with you. When this happened, you had to avoid being "spit out" in the ensuing vertical rolling scissors before the MiG ran out of energy and fell off. This maneuver was especially dangerous against the MiG-21. It not only turned well, but also had the energy to go up with you a long way. Once a vertical rolling scissors was joined, it was somewhat like "riding a hog; there was no way to get off." Even if it meant flying the bird down to zero airspeed, you had to do whatever was necessary to make him fall off first. If you failed and tried to extend out of the fight,not only was the MiG-21 difficult to extend from, the F-4's forty-foot afterburner cones made a great heat source for his Atoll missiles. The Controversial Guy In Back Originally developed for the Navy,the F-4 was non-traditional in that it was a two-seat fighter. The thinking was that there was more than enough for the pilot to do in flying the jet without having to also run the fire control system. The Navy assigned these tasks to the backseater, calling him a RIO (Radar Intercept Officer). The Air Force,using their rule ensuring nothing was ever called the same as in the Navy, dubbed their backseater the WSO (Weapon Systems Officer). Those that flew the Air Force F-4s took it one step further and simply called him the GIB (Guy In Back).Few tactical fighter controversies rival the continuing debate over single seat vs. two-place cockpits, where strong and passionate arguments are advanced all the way from the Pentagon to the stag bar. Everyone has an opinion, and having flown both single seat and two-place for a number of years, I am no exception. Flying by yourself in today's fighters like the F-15, F-16, and F/A-18 works just fine. Not only does it make you feel macho, but your individual situational awareness and ability to act decisively is probably heightened. I have no empirical data to support that assertion, it's just how I feel. However, I don't think the single seat would have worked worth a damn in Southeast Asia. For one thing, the avionics and weapons systems, although not nearly as capable as today's, were difficult to operate really well. HOTAS (Hands On Throttle And Stick) was non-existent. Clearing your own six o'clock from the F-4's cockpit was difficult during patrol, and almost impossible once engaged in a close-in fight. Simply put, the F-4 was designed to exploit the state-of-the-art weapons systems of its day, and those systems did not easily lend themselves to operation by a single individual. In my opinion,if the GIB did nothing more than twist himself around to put his eyeballs on your vulnerable cone during dogfights, he was worth his weight in gold. But the truth of the matter is that he did infinitely more than that. I have flown with lots of them, some better than others, but I was privileged to  fly most of my missions in SEA with two really great ones. They could pick radar returns of MiGs from the clutter of a radar scope that looked to me like a bowl of buttermilk. They could air refuel off tankers, and generally fly the jet better from the back seat than some of the IPs. (Some GIBs saved their pilot's life when they recovered the aircraft after he was incapacitated.) Contrary to myth, they weren't all frustrated pilots that couldn't hack it,but dedicated professionals that strapped their pink bodies to Double Ugly and did their jobs four feet in trail with you, in one of the most sophisticated and dangerous integrated air defense environments ever devised.One of those GIBs I refer to was killed in action; the other won the ATC Commander's Trophy in flight training, was top gun at F-4 RTU and F-15 RTU, and will soon be a general officer. As whether future fighters should be single or two seater, I could make arguments either way. But in the case of the F-4, you will not hear this fighter pilot bad-mouth the GIB. Carrying On To this day, the F-4 continues to be a great fighter. In the active duty forces,the RF-4C is still the primary recce aircraft for TAC, USAFE and PACAF. The F-4G, a highly modified version of the slatted F-4E, performs the Wild Weasel role of detection, identification and destruction or suppression of enemy radars. Although no F-4C's are still in service, hundreds of F-4D and F-4E models have been constantly updated and scrupulously maintained by Air Force Reserve and Air National Guard units, where they are flown exceedingly well by highly experienced and capable aircrews. Not bad for an aircraft designed in the mid-1950s. But time marches on,and one day, like all of the great ones, it too will pass from the scene.When it does, I for one sincerely hope that it will take its place on a pedestal of honor at TAC headquarters at Langley AFB (even if it was originally a Navy design), for it has served us exceedingly well and has truly earned its place in the sun. Colonel Phil Handley was a U.S.Air Force command pilot with 7,000 flying hours and two combat tours in Southeast Asia (325 combat sorties) flying F-4D's and F-4E's. He earned 21 Air Medals, 3 Distinguished Flying Crosses, 1 Silver Star and is the only F-4 Phantom pilot to shoot down a MiG-19 with only guns. Moving On Now you are a veteran of two operations, Morning Song and BARCAP. If you think you are ready to take on the duties of the Commander Air Group (CAG) and plan your own operation, keep reading. If you feel you need a little more combat experience,go back and try another mission or two flying either an Intruder or a Phantom.Return to the main corridor and select either "Intruder Pilot Brief" or "Phantom Pilot Brief." You are taken to the Briefing Room, where you can select from the available operations. As described in the following chapter, Part V: You As CAG, it is possible to modify any of these missions by changing their waypoints or the aircraft taken ______________________________________________________________________________ PART VI: OPERATIONS AND MISSIONS SELECTING AN OPERATION The following operation and mission description give you needed information to make a selection of which missions you would like to fly in Flight of the Intruder. Two terms are used that should be explained before you go on. Operation The overall activities of usually several elements to accomplish an objective. Each element of an operation is called a mission. Mission The individual task of one element or section (usually two planes) of an operation. Missions have special titles such as Wild Weasel (suppression of SAM and AAA sites with anti-radiation missiles and ECM), MiGCAP (Combat Air Patrol against MiG incursions) and so forth. A full explanation of each mission title is given in the Glossary at the end of this manual. RULES OF ENGAGEMENT In certain missions youcan find yourself having to deal with the same Rules of Engagement (ROE) that bedevilled the U.S. military though most of the Vietnam war. These are rules made by your superior officers that limit what you can do in a combat. Breaking any of these rules can get a pilot court-martialled. During the Linebacker period, most of the Rules of Engagement were lifted, but in this simulation you can attempt to deal with the same problems real A-6 and F-4 pilots had to deal with in the unfriendly skies over North Vietnam. These rules (as they apply to this simulation) are: 1. You may only engage MiGs that are airborne or in the process of taking off and which you or your wingman have visually identified as being bandits. 2. You may only attack mobile units: e.g. trucks, trains and off-shore enemy boats. This excludes any boats around the Haiphong harbor unless they have been designated as the mission's primary or alternate target. 3. You may only attack designated primary and alternate targets. You may not  attack targets of opportunity. If operating as CAG, you cannot designate a target within ten miles of Hanoi or four miles of Haiphong. 4. You may attack any AAA, SAM or GCI site that is illuminating you with its radar (thus taking a hostile action) or has actually fired at you. 5. You may not activate your Master Arm Switch when within ten miles of Hanoi or four miles of Haiphong. In the following Operation descriptions,the Special Instructions will indicate which are covered by the Rules of Engagement. This coverage can be cancelled through the CONTROL menu (see Part II: Menus). Also, if you are flying at Lieutenant j.g. or Lieutenant levels, Rules of Engagement are turned off by default. You will have to turn them on (if you want them) from the CONTROL menu. If you are flying a mission that would ordinarily be covered under the ROE, and you don't want them, turn off the ROE after selecting the mission. COURT-MARTIAL If a pilot violates the Rules of Engagement, he might be court-martialled. In this game, this means that the pilot is cashiered out of the Navy. The likelihood of being court-martialled increases with the level of difficulty as set on the LEVEL menu and OPTIONS menu. If you choose Lieutenant j.g. or Lieutenant levels with no changes on the OPTIONS menu, you cannot be court- martialled. If you fly at Lt. Commander level or above but all of your options on the OPTIONS menu are set to Lieutenant j.g.options such as "Unlimited Arms" (that is, no check mark next to "Limited Arms"),then the computer realizes you are just playing a game & does not call you to account for your violations of the Rules of Engagement. Alternately, you can turn off the "Engagement Rules" on the CONTROL menu and not be called to account for anything you do at any level. Besides violating the Rules of Engagement , you might be court-martialled (if you are flying at a high level of enemy activity) for: 1. Attacking your own ships. 2. Attacking your own planes. 3. Ejecting if you have sustained no damage. If you are court-martialled, you can start a new pilot with the same name and callsign, but that pilot starts fresh with none of the points accrued by his former namesake. MISSIONS (There were illustrations of the patches you receive on successful completion of these missions in the original manual, but they bore little resemblance to the ones you actually see on your flight suit in the game, so I haven't included them in the doc as other than textual descriptions.) Operation BARCAP (Mig-21 patch) Description: A dawn patrol around Yankee Station. Objective: To intercept incoming threats from North Vietnam.Make sure there is no penetration of the 40 mile exclusion zone by plane or boat. Special Instructions: Incoming aircraft could be friendlies or bandits so visual ID is necessary. Rules of Engagement apply. Phantom Mission: MiGCAP There is only one mission in this operation, and it is performed by a single flight of Phantoms. This combat air patrol mission should stay at about ten thousand feet off the deck. Maintain a patrol area just off the North Vietnam coast. Operation DECK ALERT (MiG-21 patch?) Description: Scramble to meet a torpedo boat attack on the carrier. Objective: To intercept three torpedo boats making a run on Yankee Station. Special Instructions: Go in low to avoid enemy radar. Rules of Engagement apply. Phantom Mission: Ducks in a Barrel One flight of F-4s must intercept and destroy the torpedo boat before they get close enough to the USS Shiloh to launch torpedoes. Operation TALLY HO YO (Smashed bridge patch) Description: Single strike bombing mission with fighter escort and Iron Hand. Objective: Destroy the Yen Bai railroad bridge. Special Instructions: The bridge is defended by AAA. Secondary targets (warehousing) exist in Yen Bai. Be prepared for targets of opportunity on the railway. Rules of Engagement apply to all other targets. There is supposed to be extensive MiG activity in the area. Be sure to take plenty of fuel with you. Phantom Mission: TARCAP Precede the A-6s to the target area and eliminate any threatening MiGs. Phantom Mission: Escort Escort the A-6s. On arrival, be prepared for targets of opportunity. Intruder Mission: Iron Hand A 57mm AAA battery has been reported north of the bridge. This needs to be silenced before the strike flight comes in. They are two minutes behind you. Intruder Mission: Strike Come in over the target two minutes after flak and MiG supression by the other Intruders and the Phantoms. Use small smart weapons. Operation BACK BREAKER (Smashed bridge patch) Description: Single strike bombing mission with fighter escort for MiGCAP and flak suppression. Objective: Destroy the notorious Thanh Hoa bridge. Secondary targets include the AAA batteries radar guidance station and warehouses in the town. Special Instructions: A low level direct approach up the estuary is suggested. This bridge has stood up against intense bombardment since 1965. There is a high likelihood of traffic in the vicinity of the bridge. Rules of Engagement apply. Phantom Mission: MiGCAP One flight of Phantoms required on CAP northwest of Thanh Hoa for the duration of the operation. Expect unfriendlies if the attack on the GCI is successful. Phantom Mission: Escort Accompany the A-6s to the target and eliminate any airborne opposition, then take ground targets of opportunity. Remember the Rules of Engagement. Intruder Mission: Iron Hand Heavy AAA placements on both sides of the river and bridge have been reported. The radar guidance unit to the southeast of the bridge is the main target. Intruder Mission: Bullseye Fly a low level route straight up the estuary.Your friends will keep AAA busy. Operation MORNING SONG (Sinking boat patch) Description: Single strike bomb mission without escort. Objective: Destroy torpedo boats and missile cargo boats. Special Instructions: This operation can be given to either a Phantom or Intruder section. Rules of Engagement apply. You are without escort on this mission, so don't linger. Intruder Mission: Green Tree There is only one mission in this operation, and it is performed by a single flight of aircraft. Come in low over the sea from the east.Coast defenses will provide shipping with air cover. Phantom Mission: Blue Tree There is only one mission in this operation, and it is performed by a single aircraft. Come in low over the sea from the east. Coast defenses will provide shipping with air cover. Operation JULY 4TH EVE (MiG-17 over runway patch) Description: Bombing mission. Objective: Destroy the Phuc Nhac airfield in preparation for the July 4th celebrations. Predicted bad weather should make a lone attack by a single A-6 feasible. Special Instructions: No MiGCAP is provided. Ripple MK82s along the length of the runway. No second chances - you don't want MiGs chasing you. Intruder Mission: Lone Ranger No MiGCAP or SAM or flak suppression. The poor visibility makes conditions ideal for an attack by a single Intruder. Operation JULY 4TH DAY (Smiling bomb patch) Description: Bombing mission. Objective: Destroy the ammunition dumps reported in the town of Thanh Hoa. The main warehouse is reported to be empty.Most stores are in buildings around the hospital. Special Instructions: Do not hit the hospital. It is recognizable by a red cross on its roof. MiGCAP is provided to the northwest. Phantom Mission: MiGCAP Provide MiGCAP for the Intruders coming in from the northeast. Take a look at the AAA batteries to the southwest of the town. Phantom Mission: TARCAP Provide CAP for the Intruders coming in from the southwest. Intruder Mission: Fireworks The safest approach seems to be from the southwest. This also puts the target in transit. Phantoms will provide TARCAP. Operation JULY 4TH REFRAG (Smiling bomb patch) Description: Bombing mission. Objective: Destroy the ammunition dumps reported in the town of Thanh Hoa. The main warehouse is reported to be empty.Most stores are in buildings around the hospital. Special Instructions: Do not hit the hospital. It is recognizable by a red cross on its roof. Intruder Mission: Fireworks No MiGCAP or SAM or flak suppression. The poor visibility makes conditions ideal for an attack by a single flight of Intruders. Operation LIGHTS OUT (Bomb with spark and chimney patch) Description: Double strike bomb mission with MiGCAP and Wild Weasel escort. Objective: Destroy the thermal power plant at Hanoi. Phantom Mission: MiGCAP The main duty is to provide MiGCAP for the Intruders. They will be coming in two waves. Make sure you have enough fuel to stay around until everyone is on the way home. Expect company from the north. Phantom Mission: Wild Weasel SAM suppression is the main duty. However, the area is also defended by AAA. Intruder Mission: Bomb Run One Your objective is the main compressor house. It is the main building in the complex. The power station is in a residential area, so use guided weapons. Intruder Mission: Bomb Run Two Go for the main compressor house if it is still standing. Otherwise go for the chimney or conveyor. Operation IRON RAIN I (MiG-17 over runway patch) Description: A massive attack on Hanoi.This will take place in two operations: Iron Rain I and Iron Rain II. (See Operation Iron Rain II.) Objective: Knock out Phuc Yen Airfield, suppress flak, and destroy SAM radar guidance equipment. Phantom Mission: TARCAP First in and last out. Engage any interceptors that are airborne. Phantom Mission: Escort Provide air cover for Intruders on low level attack on Phuc Yen airfield and downtown Hanoi. Seek targets of opportunity. Intruder Mission: Wild Weasel Seek and destroy the area's radar guidance units.Keep the enemy radar stations off the air. Intruder Mission: Strike The objective of this low level ripple bombing run is to close down the Phuc Yen airfield. The runway is the prime target; you may also attack grounded MiGs. Clear up anything that the Alpha Strike missed. Operation IRON RAIN II (A-6 over smashed bridge patch) Description: A massive attack on Hanoi (continued).This will take place in two operations: Iron Rain I and Iron Rain II. (See Operation Iron Rain I.) Objective: Bomb the Paul Doumer bridge. Special Instructions: Iron Rain I should have weakened the defenses; however, MiGCAP and Wild Weasel escorts are provided for incursion into this heavily defended area. Phantom Mission: MiGCAP MiGCAP to the north of the target is required to intercept bandits. Phantom Mission: Escort Pick up your charges before going feet dry and provide CAP over the target. Phantom Mission: Wild Weasel There are over 84 SAM sites to keep you busy, mostly to the south of the city. Intruder Mission: Knockout This is an interdiction strike on the Paul Doumer bridge. A low level run from the northeast is advised. Direct hits on the spans are required. Operation ALPHA STRIKE (Dock crane patch) Description: A bombing run using all the available aircraft on a hitherto untouchable objective. Objective: The objective of this Alpha Strike is to inflict damage on the Haiphong docks and shipping facilities. Special Instructions: Do not attack the neutral shipping in the harbor,even if they shoot at you. Phantom Mission: MiGCAP Two sections of F-4s have been allocated to provide combat air patrol to the south of Haiphong. MiG-21s have been reported in the area. Intruder Mission: Ballgame The two big dockside warehouses are the main targets this morning. Also target any shipping in the bay. Intruder Mission: Wild Weasel SAM suppression is the main duty on this early morning mission. You will be protecting an A-6 flight which will target the dockside warehouses.Be prepared for targets of opportunity in the dock. Operation HUNTER KILLER (2 F-4s patch) Description: An all-out attack on an aggravating SAM site. Objective: The six-launcher SAM site south of Hanoi is the target.Shrikes only hit the radar van, and the site is active again quickly. The bigger punch of Hunter Killer tactics are needed. Special Instructions: Take out the GCI first to increase your chances. Don't make more than one run on the target,and use the biggest bomb load possible to do the most destruction. Rules of Engagement apply. Phantom Mission: Escort Two sections of F-4s are tasked to escort the A-6s. If possible, silence the light AAA to the south. Intruder Mission: Strike The objective is to destroy the site. Target the launchers. The Wild Weasels will get the radar. Intruder Mission: Wild Weasel Destroy the GCI and then keep the site busy so that the bomber can attack with impunity. The Most Dangerous Game by former U.S. Air Force Capt. Norman Cosand (1969-1976) The Hunter Killer mission was, without a doubt, one of the toughest and most dangerous missions flown over North Vietnam in 1972. The Hunter Killer "team" (term used by Fighter Pilots) was comprised of two elements: 1. The Hunter element - two Wild Weasel F-105G's in the lead armed with AGM 78 missiles (an air-to-ground missile designed to home in and destroy SAM site radar vans); 2. The Killer element - two F-4E's armed with CBU-52 (cluster fragmentation bombs designed to destroy metallic SAM missiles, transportation vehicles and radar vans) ready to roll in on a moment's notice on the exposed SAM site. The aircrew members who flew the mission were all individually selected by the F-105 and F-4E Squadron Commanders because of the severe hazards associated with multiple SAM sites. Each SAM site was ringed with hostile 23mm and 37mm AAA gun sites. North Vietnam (in particular Hanoi) was considered to be one of the most heavily defended enemy countries ever known to aerial warfare. SAM sites carpeted the entire breadth of North Vietnam with an extra abundant concentration of defenses protecting the cities of Hanoi and Haiphong. Flying over the far reaches of North Vietnam was a daily "fireworks show" for the aircrews from Korat AFB in Thailand who flew the Hunter Killer missions."First in and last out" was a standard operating procedure - time on target was longer, the defenses more intense and survival rate reduced. The Hunter Killer team was no picnic. It was dark and humid at 4:18 A.M. when I arose from a restless sleep in my Hootch at Korat AFB. I rapidly threw on my flight suit, put on my jungle boots and made my way to the Squadron Briefing room by 4:30 A.M. (via our reliable air crew van).Tension was written on the faces of the Captains and Lieutenants who were scheduled for today's Hunter Killer mission deep into North Vietnam. Our target was two SAM sites just southwest of Hanoi. With maps, classified photographs, weapon settings and enemy defense updates, I join the other team members for a comprehensive target briefing at 5:00 A.M. Briefing synopsis: "The weather is marginal en route (thunderstorms)but improving over Hanoi; the main target for the Strike Force (F-4s from bases in Thailand and South Vietnam) is the Thai Nguyen Steel Plant north of Hanoi; all MiG bases, SAM sites and AAA gun sites are active and operational; our Hunter Killer teams (call sign "Eagle") are to suppress two SAM sites prior to the Strike Force's arrival and then remain in the target area to back up friendly forces - fuel permitting!" Breakfast at the Officer's Club was gulped down and barely digested. Takeoff occurs at 7:00 A.M. (exactly on time); we fill up with fuel from a KC 135 at 7:30 A.M. and drop off the tanker at 8:20 A.M. "Eagle flight topped off," radios the Hunter lead as we ingress to the target area with full fuel tanks and weapons checked for readiness. As we approach the target area I can hear the heavy breathing of the pilot in the front seat of my F-4E as we receive "Bandit" calls from MiG-19 and MiG-21 aircraft launching from several MiG bases surrounding Hanoi. I quickly discover that we are now 15 miles from two approaching MiG-19 aircraft. "Eagle Flight, Bandits attacking." radios the flight lead of another Hunter Killer team off to my left. Two Atoll missiles zip under my aircraft and disappear in the clouds behind me. We are still 100 miles from our target; the pulse rate picks up; it is going to be on of those rare days when both MiGs and SAMs are in joint defense of North Vietnam. As we approach Hanoi from the Southwest, the lead F-105 launches an AGM-78 and quickly eliminates a SAM radar van from a site just east of the city. Travelling at 480 nautical miles per hour, I scramble in the back seat with my North Vietnam maps and target photos directing my element of two F-4Es to the first targeted SAM site, while the F-105G element pulls off to our left to provide coverage. I concentrate on the detail of my map and compare the map to rivers, roads and canals below; again I cross-check my map for landmarks. The target photo on the first SAM site is finally matched to a section of road near a small canal below. A sigh of relief - no time or fuel was wasted, we are here to do the job we came for. The first SAM site is identified, we are ready to roll in at my 60 degrees of dive and supersonic speeds.My throat is dry and sweat races down my face as we pull 7+ g's coming off the first target. Half of our CBU-52 bomb load was just deposited on the SAM site below with thousands of pieces of shrapnel flying in every direction ensuring destruction of multiple surface-to air missiles and radar equipment. As the second F-4E pulls off the target and tucks close to my right wing, I pull my North Vietnam maps from a large clamp fastened to my G-suit and begin to immediately identify new landmarks below in order to expedite our ingress to the second target SAM site. Clouds partially obscure the second SAM site as we visually acquire the target.The ground below is suddenly lit up like a Christmas tree as AAA gun barrel flashes send a thousand rounds of 23mm and 37mm directly at our flight. Large red and orange silver dollar-sized tracers are close to my canopy; I can hear the "snap, crackle and pop" of the tracers as we point our nose at the second SAM site. "Eagle 3, SAM at 6:00 (six o'clock), break now," radios the lead F-105. My vision is gone; however, my mind is clear, I have "blacked out" as we pull nearly 9 g's to avoid the SAM (travelling at 3 times the speed of sound) that was homing in our tailpipe. With vision now restored and our nose pointed skyward, we turn back toward the target for a second round.That SAM was alone, there would have been no way out had we been hit, diving at the ground and travelling at supersonic speeds. "Snap, crackle and pop" as dozens of tracers surround my F-4E while again diving at the second SAM site."Thump," I feel the aircraft shake and lighten up as our last half of CBU-52 bomb load is released on top of the target. The second F-4E in our element also drops his CBU-52 and rejoins on our wing. Two SAM sites destroyed, all aircraft and air crew are safe! We are critically low on fuel as we rejoin the F-105 element. Our heading is 220 degrees (southwest heading) as we egress back to Thailand. A KC 135 tanker is waiting for us over the border of Thailand and vectors north over Northern Laos to meet us.We are thankful for the tanker aircrews who risk 57mm and 86mm over hostile territory to refuel our empty tanks. It has been a memorable day for the air crews of Eagle Flight as well as other flights who flew the Hunter Killer mission deep into North Vietnam that day.We are all thankful to be alive. We are also thankful that soon we can see an end to the war with North Vietnam, have our prisoners of war returned and set our feet once again on fertile American soil. Captain Norman Cosand flew for the U.S. Air Force between 1969 and 1976.He was the Guy In Back in an F-4E and a Bomber/Navigator on an F-111. He flew 82 missions over North Vietnam including 41 missions over Hanoi as part of a Hunter Killer team. He received four Distinguished Flying Crosses, eleven Air Medals and one Vietnam Cross of Gallantry. ______________________________________________________________________________ PART VII: DEBRIEFING OPERATION STATISTICS Each time you complete a mission and successfully land your aircraft, you are taken to the Debriefing Room, where you can view your statistics for the current operation as well as the overall average for the entire tour. To start a new tour of duty, delete the HI-SCORE.DAT file from the data disk. The important statistic is the success rating (SR). You get a score for each mission you attempt. Your personal SR is calculated by totalling the scores associated with those events which were directly attributable to you, as shown on the information screen, and multiplying the score by the rank multiplier shown in Part II. For instance, you only get credit for destroying the primary if you were in control of the aircraft which dropped the bomb that destroyed the target. The initial debriefing screen, gives you two scores. The score on the left is your final SR, after applying the rank multiplier.The one on the right is your base score before the multiplier. The scores shown to the left are identical because the mission was flown at Lieutenant j.g. rank, which has a multiplier of one. If your total exceeds 100, you earn the right to wear the Operation Badge. The scores for the various events are added together to provide the Air Wing's Success Rating. SUCCESS RATING TABLE Primary target destroyed 100 Secondary target destroyed 50 Unassigned ground target destroyed 1 SAM destroyed 25 MiG destroyed 25 AAA destroyed 10 PT boat destroyed 10 Guided missile on target 14 Unguided missile on target 12 Truck destroyed 5 Player's landing Green 10 Black 0 Red -10 Carrier destroyed -1000 Hospital destroyed -1000 U.S. aircraft destroyed -50 Guided missile released -4 Unguided missile released -2 Explanation of Icons [I] Information This displays the Cumulative Scores Screen for the air wing and the individual pilot. AVE (Average) on the screen refers to the air wing and pilot's average ratings (which are also reflected in the Sierra Hotel ratings described later). The totals are cumulative scores that always increase. As the duty pilot, your most recent landing record is displayed in the form of a set of colored disks between brackets. The most recent landing is the disk furthest to the right under the "DUTY PILOT LANDINGS" entry: Color Rating Score Green OK 10 Black No comment 0 Red Dangerous -10 [W] Waypoint Review Every few seconds the position of every aircraft is recorded. This information can show the aircraft track in review. It is possible to compare the ideal track following waypoints against the actual track. As the positions are being recorded relatively infrequently, it will not always be possible to completly review the track during a dogfight when direction changes are fast and furious. [P] Camera This provides a record of your activities as if taken by a camera. Use the keys given to review your snapshots of the mission taken by using the "Take Photo" option in the FILE menu (see Part II: Menus) or pressing [*] on the numeric keypad while the game is playing. Select [P] to see the previous photo, [N] to see the next photo, and [D] to delete the photo currently on the screen. Use the arrow keys to pan around the picture. The knob in the bottom right corner of the monitor shows a letter corresponding to the photo. Review the photos taken in your previous mission by selecting "Slide Show" from the FILE menu. Note: The ST version saves photos in NeoChrome format, so you can load them into an art package and play around with them if you like! [A] Airplane The "Video Replay" shows the videotape you took with the "Camera On" option on the FILE menu. Select [P] to play the current tape,[Cursor Right] to go to the next tape, [S] to save the current videotape to disk (the name you can give the tape can only have six letters), and [L] to load a previously-saved video. Aside from using the FILE menu option, you can also activate and deactivate the video recorder with [V]. You can record more than one sequence per flight, but there is a finite length.However, if you find yourself with a sequence you just have to save & your tape has run out, you can select [O] to reset the recorder.This wipes out all your previous records for that mission. During the video playback, you can change to outside and tracking views, change the vertical and horizontal orientation, and fast forward by pressing [Tab]. You can exit the playback at any time by pressing [Esc] & pause the playback by pressing [P]. You can review the videos taken in your previous mission by selecting "Video Replay"from the FILE menu. Saving to Disk With the 200K or so of free space on the data disk, you can save a couple of video sequences; for 10K you get around 10 seconds of film. Videotape is given a .SEQ extension,and it might be possible to save it to a separate disk if you simply insert your 'videos' disk in the drive before saving/loading videos, the game should recognise that it isn't the data disk, and will hopefully just go ahead, and then ask for the data disk back afterwards. SIERRA HOTEL The Sierra Hotel screen lists the top 10 pilots who have ever played from your disk - the "best of the best." The score given with each name is the average score for that pilot. A pilot with one good mission and several bad ones will disappear from the Sierra Hotel very quickly unless he has no competition. If none of your pilots have received any points, then the Sierra Hotel will still be filled with "Rookies." Select [I] to return to the Cumulative Score Screen described above. Select [Return] to return to the Duty Roster. From there, you can start another mission or exit the game. The Sierra Hotel screen appears after every mission and you can access it from the FILE menu before a mission by selecting "Sierra Hotel." BADGES Every time you successfully complete an operation, a badge is sewn onto your flight suit. Occasionally you will see a picture of yourself and your crewmate in your flying suits. As you progress through the simulation, you may see your suit become gradually more colorful as you earn the right to wear the badges. Also, the "trophy case" in the upper left portion of the screen will show all the ribbons associated with the medals you have won during the simulation. You can also access the most recent version of this screen from the FILE menu before a mission by selecting "Awards." There is another way in which your suit can become colorful. If the image on the award screen shows your flight suit dabbed with paint, it means that you have not landed on your carrier, the USS Shiloh, but instead on the other carrier sharing Yankee Station.Common practice on the carriers off Vietnam was to give the interloping aircraft a dabbing with whatever paint came handy, but in this game we paint you, the pilot. MEDALS Medals had their beginning in such knightly orders as the Knights of the Bath of England. A medal signifies that the person receiving it has done more than was called for. In Vietnam, some flyers began to feel that they were getting their medals just for waking up in the morning.Some pilots felt that they only got a medal if they fouled up a mission and took damage. If they did it right, no-one seemed to notice. In this game we give you medals for doing it right, though the Purple Heart might be considered an award for making a mistake.If you deserve an award, the Award Screen will appear (see above) and show a frame displaying: Purple Heart Air Medal Awarded when Awarded for recipient has been every ten injured in action missions completed Distinguished Flying Cross Awarded for destroying two SAM sites, one MiG and three gun sites in one mission Congressional Medal of Honor Awarded for personally destroying the Navy Cross primary and secondary Awarded for targets of an downing one MiG operation while it was attacking another aircraft ______________________________________________________________________________ PART VIII: FLYING AND FIGHTING IN THE COCKPIT The following is a description of the instruments found in the Intruder & the Phantom. As you might expect,the two aircraft have many instruments in common. In particular,you will find that the important flight instruments are arranged in the traditional "T" on both aircraft. This makes it easier to change from one aircraft type to the other.Nonetheless, you should be aware that there are important differences between the two aircraft types, and it's a good idea to take the time to familiarize yourself with them. The instruments are displayed with their names later on in this section. In real life, both the Intruder and the Phantom rely on a crew of two. In the Intruder the crew sit side by side, while in the Phantom the RIO sits behind the pilot. In one of our few (ha!) departures from reality, we have designed this simulation so that the aircraft can be flown by one person. We have attempted to do this while still maintaining as realistic a cockpit as possible. Note that the HUD is not displayed here, as it displays nothing other than gun or bomb sights, and the AOA Indexer on the left-hand support. Intruder: As the pilot you sit on the left side of the cockpit. On your front view you can see the flight instrumentation. On your left 45 deg. view, you look over the side of the aircraft. On your right 45 deg. view, you look into the B/N's side of the cockpit at the stores and warning lights. Phantom: The front view displays the flight instrumentation. Both the left and right 45 degree views can be used to look over the side of the aircraft.Stores and warning lights are displayed on a look-down front view (as shown here; press []] to get it in the game).This arrangement reflects the narrow but high front panel fitted onto the Phantom. The look-down at the instrument view should be selected only for brief periods. You should have your head up and looking out of the cockpit 90% of the time. Your instruments are not trying to kill you, but many unfriendly objects outside your plane are doing their best to bring you down. The HUD Dot There is a green dot on the Head-Up Display (HUD) on the front windscreen of both airplanes.This dot shows your stick's current position; it is provided as a convenience for mouse users and a reminder for joystick and keyboard users. Instruments In Common The following descriptions apply to both the Intruder and the Phantom (though some instruments may not look exactly the same, they will be similar in appearance): Attitude Director Indicator (ADI): The ADI (sometimes called the "level ball") helps register your plane's position relative to the horizon as it rolls and pitches in any direction. The ADI is of vital importance in a dive because you use it to get your dive angle. Remember for manual dive bombing everything must be right: dive angle, speed and height. See 'Bombing Missions' later on in this part of the manual. Compass: The compass shows your aircraft magnetic directional heading. For the purposes of this simulation, you can assume the compass has no problems with deviation and variation. Altimeter: The altimeter's small needle rotates 360 degrees for every 1,000 foot change in altitude. The large needle rotates 360 deg. for every 100 foot change in altitude. The digits display the altitude in 1,000s of feet. Airspeed Indicator (ASI): The ASI consists of a dial calibrated in knots TAS (see Glossary). The zero position is at 12 o'clock. One revolution represents 1,200 KTS on the F-4 and 600 KTS on the A-6. Vertical Velocity Indicator (VVI): This dial measures climb and descent rate in 1,000s of feet per minute. The zero position is at 9 o'clock. Climb is represented by a clock-wise movement of the needle. Three o'clock represents 6,000 ft/min. Angle of Attack Indicator (AOA): This dial measures angle of attack in degrees. The zero position is at 9 o'clock, 30 deg. at 12 o'clock. Increased AOA is represented by a counter- clockwise movement. Fuel Gauges: When the tank is full (16,000 lb of fuel) the needle points to 6 o'clock. The needle moves counter- clockwise to the zero position at 9 o'clock. Tachometer: This dial measures the engine RPMs in percentages of maximum: 0% at 12 o'clock and 100% at 10 o'clock. On the F-4 Phantom, the measurement cannot go below 70%. Clock: This shows a standard analog display.The actual cockpit clocks show 24-hour "military time." Threat Indicator and Panel The threat indicator is also known as the Radar Warning Receiver (RWR). It tells you when you are being illuminated by someone else's radar and gives you an indication of who is illuminating you based on the wavelength of the radar hitting you. The indicators are: Empty diamond Friendly aircraft if its radar is on Filled diamond MiG if its radar is on Filled red box SAM in the air Empty red box Any active radar Grey "hat" Ship The Threat Indicator Panel alerts you to enemy activity through warning lights: Missile SAM on the way SAM SAM site radar detected AAA AAA radar detected I-Band MiG radar detected GCI NV Intercept Station detected Angle of Attack (AOA) Indexer(to left of HUD): The AOA Indexer is used primarily to assist in landing the plane. As the discussion in the next section shows, the plane needs to approach the runway at the right angle and speed when landing. If your speed is too high or low, the AOA Indexer remains unlit. Automatic Carrier Landing System (ACLS) Indicator: The ACLS Indicator assists you when making an instrument landing (called "following the needle"). The ACLS has two principal components: the Glide Slope Deviation (GSD) scale and the Localizer Deviation (LD) scale. See Part IX: Carrier Landings for details on how to use this gauge. >> Press [F7] to activate the AOA Indexer and ACLS (see Part IX: Carrier Landings). Sensitivity Indicator: This readout indicates the degree of sensitivity of your aircraft to turning, diving and climbing. Sensitivity varies from a low of 0 to a high of 3.At a setting of 1,the plane is less sensitive to directional changes and is easier to control. At a setting of 3, the turn, dive and climb characteristics of the simulation are virtually identical to those of the actual aircraft.(The most realistic setting is a sensitivity of 3 while flying at the rank of Captain.) The default sensitivity is 2. >> Press [F3] and [F4] to increase and decrease the sensitivity. Flare and Chaff Indicators: Flares are designed to confuse heat-seeking missiles by providing extraneous sources of heat for them to follow. Dispense flares with the [Keypad 0] key. The Flare Indicator shows how many flares you have remaining on the plane. Each plane starts off with 50 flares. You can turn "Limited Flares" off for an easier game. Chaff are packages of tiny foil strips designed to confuse radar-guided missiles. Press [Keypad .] to drop chaff. The Chaff Indicator shows how much chaff you have remaining on your plane. Each plane starts off with 50 packages of chaff. You can turn "Limited Chaff" off for an easier game. Reading the COMED The colored dots on the COMED (and waypoint map) screen represent: Red SAM site Blue/Cyan Airfield Red Inside Yellow AAA site Yellow GCI Grey Targets and built-up areas Pulsing square Your plane Pulsing small square Most recent enemy plane reported by Red Crown Phantom System Lights The lights described below indicate the particular function. AUTO Automatic Pilot (left of COMED, below AOA Indexer) STALL Stall warning (below AUTO) FLAP Flaps (below STALL) A BRK Air Brakes (below FLAP) VIDEO Video (below A BRK) o o o UC Landing Gear * (left of FLAP and HEAT) AA HOOK Hook Down (below clock, left of Master Arm) FIRE Fire (below Flare/Chaff, right of COMED) CAUTION Master Caution (right of FIRE) ECM ECM (above CAUTION) * The letters "UC" stand for Undercarriage, another term for Landing Gear. The MILS Depression Reading tells both the A-6 (below COMED) and F-4 (right of COMED, below PULL light) pilot the current Mil setting (see 'Bombing Techniques' later on in this part of the manual). It always displays zero until the Mil setting is changed. See the cockpit display. The EMIT Light on the A-6 (left of the RPM) or the ECM Light on the F-4 will illuminate if you turn on the ECM pod. If you have an ECM pod, toggle it on by pressing [E]. See the cockpit display. Intruder Warning Lights A highlighted word in one of these panels indicates something is wrong. From top left to bottom left: FLAPS The Wing flaps have been damaged and are frozen in their present state. For example, if they were up when the damage occurred, they stay up. Because flaps help curb excessive speed, the plane may be much harder to land.On the other hand, if the flaps were down when they were damaged, they stay down. This hampers the plane's maneuverability and prevents it from reaching top speed. To attain a needed speed takes more thrust and therefore uses more fuel. STORES Weapons cannot be released from external stores. BRAKES The Brakes light indicates a failure in the airbrake system.If the airbrakes were open when the damage occurred, they stay open.This is similar to Flaps damage (see above) and seriously threatens your plane's maneuverability, forcing it to fly at reduced airspeed. If the airbrakes were closed when the damage occurred, they stay closed, making the plane harder to land in some situations. ECM The threat indicator is out, and ECM (Electronic Countermeasures) is unavailable. You will have to rely on visual sightings and messages from friendly forces. RADAR The radar display is inoperable. DIANE The DIANE display is inoperable. Bottom panel seems to be unused in this game. From top right to bottom right: ENG PORT Partial or complete loss of power in the port engine. ENG STB Partial or complete loss of power in the starboard engine. FUEL LK A fuel leak.You will have to judge how serious this is. If you have not reached your target yet,you should probably turn back immediately. LOW FUEL When this light comes on, you have a full scale emergency. You need first clearance onto a green deck. NAV The map display is not functioning. OXY LOW Indicates a drop in cabin pressure, usually caused by a bullet hole. Don't fly above 27,000 feet or you will black out, even when flying straight and level. --- End of Part 1 --- when I arose from a restless sleep in my Hootch at Korat AFB. I rapidly threw on my flight suit, put on my jungle boots and made my way to the Squadron Briefing room by 4:30 A.M. (via our reliable air crew van).Tension was Part 2 of the "Flight of the Intruder" Docs... Intruder Multiple Weapon Selection Panel The Intruder's Multiple Weapon Selection Panel is positioned on the right forward 45 degree view. Press [7] or [Shift] [9] on the numeric keypad. Weapons on Station: Set of five numbers running along the top. These indicate the number of weapons on each station. Master Arm Light: Light in a box marked H and ARM. Toggled with [7] on the numeric keypad. This must be on before weapons can be released.  Description Panel: Currently showing WALLEYE, this displays the type of store at the selected station. Note that mixed store stations are not allowed. Single/Ripple: Toggle using [9] on the numeric keypad. Single means one weapon is released on each trigger press. Ripple means that all weapons on that station are released at one second intervals after pressing the trigger. Weapons on the wing stations are released in pairs to maintain a balanced aircraft. Ripple is not available for all weapon options. Direct/DIANE/Dive Toss: This option is toggle using the [1] key on the numeric keypad. It is not available on all weapon modes because it determines the bombing method. Active Station: (5 lights in box with BOMB and MSL marked on it) By pressing [Backspace], the active station can be changed.The active station is indicated by activating the light below the weapons on the station number. Phantom Warning Light Panel Refer to the Warning Light Panel explanations for the Intruder, above. The Phantom F-4 panel lights are identical except for the BURNER light in place of the DIANE light. The BURNER light comes on when you can no longer select the afterburner due to damage. Displays Unique to the Phantom Multiple Weapon Control Panel: This shows you which weapons you are currently using. Heading Indicator: This duplicates the compass so you don't have to go to the lower cockpit to find your current compass bearing. Optical Sight: (In centre of HUD) When shooting guns or rockets, fill this circle with the target and pull the trigger (press [Spacebar]). Pull Up Light: This is a warning light that tells you when you are about to hit the ground. Rounds Remaining: This shows you how many rounds you have left to fire from your gun. To properly simulate the lack of a gun in the Navy's Phantom, players who have chosen the "Limited Arms" option have no ammunition for their gun. This is the default setting if you are flying at the Lt. Commander, Commander and Captain levels. The Phantom Radar Screen The F-4 in this simulation has a radar screen that very closely emulates the radar used by Phantoms over Vietnam (yeah sure). The sweep line is the line that constantly sweeps from left to right; it updates the picture as it passes. The circle in the middle shows you which targets can be locked on, and the line across the circle; the horizon line; lets you know where you are in relation to the world. When the radar has locked onto a target, "captain's bars" show up around the radar image of the target, as seen in the image below. Caution: if the radar is pointed at the ground,the screen fills up with static and it is virtually impossible for the radar to lock on a target. Reading the Radar Screen Many of the weapons available to you are radar-guided in some way. Others let you use the radar as an assist in locating the target. Unless indicated in a following weapon description, the radar screens on both aircraft will have a constant radar readout of five numbers - three on the upper left of the screen and two on the upper right. In all cases, these numbers mean: Airspeed Enemy Altitude | | - Bearing Vertical Speed - - Distance Pitch - Pitch: The current pitch of the aircraft in degrees. A positive or negative number indicates whether the airplane is climbing or diving. Vertical Speed: The vertical speed in feet per second. A positive or negative number indicates whether the airplane is climbing or diving. Airspeed: The true airspeed in knots. Enemy Altitude: This indicator only appears on the F-4 Phantom. When the radar is showing the distance to a flying target, a number appears here showing the altitude of the target in 1,000s of feet. Bearing: The degrees you must turn to be either pointing toward your next waypoint (or for the F-4 Phantom) a possible flying target if the plane's weapons are in air-to-air mode. Distance: The number of nautical miles to either your next waypoint(or for the F-4 Phantom) a target if the plane's weapons are in air-to-air mode. If you have selected "Medium" or "Hard Targets" from the OPTIONS menu,you will not get any information on potential targets until you have a radar lock. Navigation information(relative bearing and distance to the waypoint) will not show up if you have activated your air-to-air weaponry with [Return]. Instead, the spaces will be filled with Xs.If you want to concentrate on your waypoints instead of your next air-to-air target, turn on your air-to-ground weaponry with [Backspace]. F-4 Phantom G-Force Gauge The G-Force Gauge on the F-4 tells you how many g's you are pulling at any time. Remember that the Phantom is not designed to take more than 7 g's for more than a few seconds. Too many g's for too many seconds and the plane will fall apart. Note that the displayed readout is displaying a reading of 3.7, not 37. IFF You may notice that the IFF (Identification Friend or Foe)is missing from this simulation. The IFF is a radio device that can determine which plane in the area is a friend because friendly planes transmit a certain signal that enemas do not. The IFF was usually turned off over Vietnam because it broadcast your plane's location to the enemy. OFFICER TRAINING This is a section on how to fly your jets and, most important,maneuver them in air combat. But first, let's deal with some of the basics of jet flying. THE NATURE OF G FORCES The key to a jet being a good Air Combat Maneuvering (ACM) aircraft is in its ability to "pull g's" (also known as "turn g's"). G's represent the force of gravity that is being applied to the plane and its pilot & is commonly called "centrifugal force."G's dictate how fast and how tight a plane can turn at any given speed. All other things being equal, the plane that can turn the fastest usually wins the battle. The effects of g forces on aircraft and pilots must be understood by anyone entering the air combat arena. Strictly speaking,a force of 1g is equal to the force exerted by gravity on a body "at rest."When a jet is flying straight and level, the lift generated by the plane's wings offsets its weight,to the point that both plane and pilot are experiencing a gravity force equal to 1g.This is equivalent to what you might feel while walking along a level street. Since increasing units of g forces are used to indicate the increasing force to which a body is subjected when accelerated, a higher "positive" number of g's represents a higher force of gravity.Whenever you pull the nose into a turn or climb (by pulling back on the stick or increasing the bank angle), you'll pull an increasing amount of positive g's. You've probably seen the centrifuge used in astronaut training that tests a person's ability to withstand centrifugal force. Whirling a person around in a circle at increasing speeds is very similar to what a pilot feels in a banking turn, and many of these turns are performed almost instantly. You begin to appreciate not only the pilot's ability to withstand the force, but the plane's ability as well. Pushing the stick forward results in pulling less or even negative g's, since you're not opposing the force of gravity anymore per se. Positive g's push a pilot into the seat. At 7 g's, your body experiences 7 times the normal gravitational force.This means that your 10 pound head weighs 70 pounds! At forces greater than 9 g's, there is so much pressure that the blood stops flowing in your head, causing you to black out. A blackout results in a loss of vision or passing out completely. On the other hand, negative g's force the blood into your head. Your body and plane can tolerate many more positive g's than the negative g's. Excessive negative g's(greater than -3) cause the blood vessels in your eyes to rupture. This is commonly referred to as a redout, which is just as dangerous as a blackout. The typical fighter of the Vietnam era could only tolerate a maximum of 7 g's. Even in 1985, an F-15 pilot pulled his plane into a high g climb with a full load of missiles and external tanks, which caused his plane to go out of control and disintegrate. You should take special note of this, especially if you're carrying any external stores. Turning and G Forces Pulling and pushing on your stick controls turn radius and g forces. Banking your plane at steeper angles results in an increase in g forces and a decrease in turning radius. Pulling back on your stick adds additional g's. Pushing forward subtracts g's. Turns with excessive g's (more g's than are required to maintain an angle of bank) pull the plane into a higher angle of climb. Turns made with less than the required g's cause the plane to drop. The Flight Performance Envelope The ability to pull g's is dependent upon a plane's flight performance envelope. Simply put, this is a measure of how many g's the plane can pull going at what speed and what altitude.In general, the faster a plane is going, the higher it has to be to pull a high-g turn. However, the plane also needs atmospheric density for its control surfaces to "bite" into,so after a certain height (different for each plane), you simply cannot turn it tight enough to pull high g's.Flying beyond the envelope (chasing too many demons too far) can result in a stall or total loss of control of your plane. Pulling Out of a Stall Flying beyond your plane's performance envelope can result in a stall.Learning how to pull yourself out of a stall can be a life-saving matter. If you're flying too fast and trying to pull too many g's, all you have to do is relax off the stick. Stalling because you've lost too much airspeed is a completely different matter. You can convert altitude into energy (airspeed) by going into a dive until you've built up enough airspeed and control before pulling out. Pulling out too soon or too hard can result in another stall. Keep Your Energy High The usual mistakes made by a rookie are flying the aircraft too slow or too fast. Those flying their planes too slow are under the false assumption that slower speeds result in tighter turns and advantage during high-g ACM (Air Combat Maneuvers) environments. Pulling high g's bleeds off (or reduces) airspeed. Flying too slow results in lower g capabilities. Pulling g's can force your airspeed to fall below the stall rate, resulting in an uncontrollable dive. Remember, speed is energy, and energy helps you get in and out of combat. Running out of airspeed (energy) is no fun in the heat of battle. On the other hand,rookies have been known to carry this too far and attempt to dogfight flying at Mach 2 (over 1,000 knots). Trying to maneuver at Mach 2 is like trying to control a rocket that has gone ballistic. As with everything else in the world, there is a happy medium. Most dogfights occur between 500 and 700 knots.This is the optimum speed for high g maneuvers as well as maintaining a high energy rate. When you maneuver sharply, expect to bleed off airspeed in the process. If you don't want this to happen, increase your plane's RPMs to 100% or kick in the afterburner to minimize the effect as much as possible. Avoiding Negative G's You are capable of pulling up to 3 negative g's, though you'll start to redout if you exceed -2.5 g's. To pull negative g's, push your stick all the way forward. Inexperienced pilots will initiate a dive by pulling negative g's. A better approach is to roll your plane upside down and pull positive g's toward the ground. Using this technique, you'll use gravity to go into a faster dive. Now that you know the basics of combat piloting, let's go on to some of the basics of plane-to-plane combat. AIR COMBAT MANEUVERS (ACM) Fighter pilots have to rove in the area alotted to them in any way they like, and when they spot an enemy they attack and shoot them down . . . anything else is rubbish. BARON VON RICHTHOFEN To be successful in the fighter business the air crew must,first and foremost, have a thorough background in fighter tactics. They must acquire an excellent knowledge of all their equipment. Then they must approach the problem with a spirit of aggression and with utter confidence. LT. R.S. LORD ROYAL NAVY We agree with the Red Baron that a good pilot is more important than any plane Although if he had lived to see the complexity of modern-day jet fighters, he might have changed his tune about the simplicity of air combat. Being aggressive isn't the only prerequisite to success in dogfight battle today. Rather, the pilot must be well trained in air combat maneuvers and apply an aggressive behavior to the fighting situation in light of his particular fighter's capabilities. For example,the plane's ability to pull 7 to 9g's in a matter of three seconds enable it to turn in an incredibly tight arc. However, as you have learned, that same capability will cause most pilots to blackout in the process. You must remember that the pilot and plane are working together, and following any series of maneuvers requires you to know exactly what your plane can do and work in harmony with it. The maneuvers that we will be discussing are standard ones employed by fighter pilots throughout the world. (And once again you're not getting the pretty pictures - I figure if you're playing this game, you'll know 'em anyway!) Engage This is a basic offensive maneuver, where one plane will try to do anything in order to move in on the other's "six" for the kill. Break A traditional defensive maneuver. When a plane is attacked from the rear, it turns hard into the pursuers line of attack in an attempt to make the attacker overshoot. Use this maneuver whenever you get a warning that you have a bandit or SAM "on your six." Vertical Loop (Just pull back on the stick and keep pulling until flying level again) The Vertical Loop is used as an evasive maneuver. In its purest form, you pull into a sharp climb and simply come over the top and continue in the same direction. If you complete this maneuver,you may be able to pull in behind the other plane. Otherwise, since the loop is relatively easy to perform, you can use it as a decoy while setting up another maneuver to execute immediately after coming out of the loop. High G Yo Yo (Attacker pulls up and inverts while turning to dive down onto a Breaking opponent) The High G Yo Yo is an offensive maneuver that is a reaction to the "Break". Because the attacking plane is unable to hold position with the plane that is "breaking",it starts to pull less of a hard turn and moves vertically as well. During the climb,it rolls in the general direction of the predominant turn, so it can make an aggressive dive at the breaking plane from what is now a more favorable position. This maneuver is an example of using a vertical move to enable your plane to change position in less of a horizontal plane than a more conventional turn. If this maneuver is performed precisely, it can be very effective because the other "breaking" plane will find it hard to detect your position. Unfortunately, if you combine an ineffective turn with inadequate speed in the climb, the other plane will have plenty of time to move away. Low G Yo Yo (Attacker pushes into a dive while turning, to pull up on the opponent) This maneuver basically takes the opposite approach from the High Speed Yo Yo to resolve a stalemate with a "breaking" plane. Rather than go vertical, the attacking plane goes into somewhat of a dive while maintaining as much of the turn as possible.The attacking plane then pulls up behind the other plane in a more favorable position. Don't dive too low or overturn, because the other plane will probably roll in behind you. Flip Yo Yo (Like above, but roll inverted to pull into the dive instead of pushing the stick over) This is a slight variation of the Low G Yo Yo. Rather than do a pure dive and risk pulling too many negative g's, roll your plane after initiating the dive. You'll also be able to pick up speed faster in this move than the more conventional Low G Yo Yo. Take care not to overshoot the other plane due to excessive speed buildup. Scissors This maneuver results from a successful Break by the plane under attack.As the attacking plane overshoots its target,the other plane tries to turn the tables and move in behind the previous attacker. Both planes roll and crisscross the other's path as each tries to gain the advantage. Your F-4 has an inherent disadvantage versus a MiG in this maneuver because the MiG has much better turning characteristics, but a skilled Phantom pilot can succeed with this maneuver versus Easy Targets (over versus Hard Targets if you are very skilled). The Scissors can remain in a stalemate for a relatively long period of time, until one plane takes the initiative and bails out or initiates another maneuver. Variable Scissors This move is a variation of the Scissors maneuver. Rather than simply making rolling reversals in a relatively flat trajectory,both fighters also climb and dive while reversing in and out of each other's flight path. This maneuver is very unlikely to end up in a stalemate because of the numerous changes in position. Split S (During turn, roll inverted and pull into a dive to go in the opposite direction, accelerating into the dive) The Split S is a defensive maneuver that comes as a result of the attacking plane moving in too close.The target plane will roll upside down and pull into an accelerated dive before the attacking plane can react. The important thing is to do the half-roll before you dive, so you'll pull positive g's when you initiate the dive. You'll accelerate better and your body will withstand the stress better (remember negative g's). Head On The classic confrontation, where unless either plane has been lucky enough to strike the other on the way in, the advantage is gained by the plane that can turn on the tighter arc to overtake the other. Because it's difficult to guess which way your adversary is going to turn after passing you, most pilots get used to looking over their shoulder to check on the opponent's next move, even while they're making their own. Rollaway This maneuver is similar to the High G Yo Yo discussed earlier. The main difference is that the attacking plane rolls in the opposite direction of the predominant turn before making its dive to regain advantage. Dive Loop (Roll inverted and pull back on the stick until the horizon is in its normal place!) The Dive Loop is a good maneuver to perform when you are being trailed by a pursuer that is still a relatively long distance away. As is the case in some of the other maneuvers, you have a more efficient turn because of the vertical emphasis. In addition,it's more difficult for your pursuer to tell what you're doing, since there is no movement on the horizontal plane of sight. The key is to do a half-roll (i.e. invert) as you initiate the dive, in order to pull positive g's, initiate better acceleration, and achieve a tighter turn radius. Lag Pursuit When a plane under attack makes a Break, the tendency is for the attacker to overshoot. Sometimes though, the attacker is able to maintain its advantage by performing the Lag Pursuit, where the favorable position is held slightly behind and below the path of the target plane. Besides being able to match the target plane's turn rate, the attacking plane is able to prevent overshooting by occasionally pulling g's in a slight climb to bleed off speed. Immelmann (More or less a half-loop, but you roll the plane during the climb so you can exit at the top in any direction) The Immelmann is a defensive maneuver where the plane being chased is trying to change direction in the least amount of horizontal area by rolling in a vertical climb, rather than by using the more conventional turn on a flat plane. A hard vertical climb is followed by a roll into whatever direction you wish to go at the top of the climb. Your Phantom is not a good jet for performing this classic move dating from the First World War; avoid using it except in the most exceptional circumstances. Suicide Prevention There are a few things you can do if you are determined to commit suicide in the skies above North Vietnam. 1. Attack a target twice in one mission. Once you have been over a target, the gunners are ready for you. 2. Run away from a missile at full afterburner. Your exhausts make a wonderful target for a heat-seeking missile. 3. Approach a target slow and low. The AAA has lots of time to track you. 4. Try to out-turn a MiG. MiGs turn much tighter than you do. 5. Try to outrun a SAM on the straightaway. They go much faster in a straight line that you do. FUEL MANAGEMENT Fuel management is an important element of this simulation. If you arrive at a target too early (by flying too fast and using too much fuel),you will have to leave the scene of the action earlier to get back safely. This might mean leaving others unprotected or the operation incomplete. On the other hand, if you have the MiGCAP role and arrive late, you may find that the aircraft you were supposed to protect has already been shot down. During the conflict, the fleet that was assigned the job of attacking North Vietnam was stationed at Yankee Station. There was no precise location for Yankee Station. Generally speaking, however, it had to be far enough off the coast to minimize the chance of attack from land-based forces,yet close enough to allow the attack aircraft to reach their target and return. In this simulation we have moved Yankee Station so that it is close to the North Vietnam coastline. This is to minimize the flight time to target. Fuel management was an important part of mission planning, and it would weaken the simulation if we ignored that fact. So to counter the fact that Yankee Station is closer than it should be, we have excluded the option of refuelling (oh yeah, sure... more like they couldn't code inflight refuelling!). At first sight this might be considered to be a disadvantage, but consider how tedious refuelling would be if it had to be done twice every mission. Nobody likes to stop to fill up with gas! If the climb requires 2,000 lb and minimum fuel for your landing, or "trap" is 3,000 lb, there is enough fuel to cruise for about one hour, approximately a round trip of 400 nm. Yankee Station is at 107 degrees 30 minutes East longtitude and 19 deg. 30' North latitude,so there is not enough internal fuel to get to Yen Bai. There is certainly enough for Thanh Hoa. There is barely enough for Hanoi. You can start with "Unlimited Fuel" on the OPTIONS menu so that fuel consumption doesn't bother you while you are thinking of everything else. You can get a taste for fuel management by selecting "Half Fuel Use."The real test is to complete a mission at "Full Fuel Use" and bring the bird back in one piece. Fuel Limits The following information demonstrates that, with "Full Fuel Use" and "Normal Engines," you do have to watch your fuel consumption, or at the least, you won't get home. Mil stands for "military power" and refers to going at full speed without using afterburners. Minutes of F-4 flight on afterburners 9 Minutes of F-4 flight at mil, no afterburners 35 Minutes of A-6 flight at mil 50 Minutes of F-4 full afterburner flight from carrier to Hanoi 16 Minutes of F-4 mil flight from carrier to Hanoi 21 Minutes of A-6 mil flight from carrier to Hanoi 26 USING THE RADIO Multiple friendly aircraft missions make messages very important. Messages appear as screen readouts on the top line of the screen and a burst of almost understandable speech. The pilot receives messages from other aircraft and from his Bombardier/ Navigator. You can tell where a message comes from by its color. Blue Chatter from other aircraft and picket ships. White A message directed to your aircraft. Green A message from your Bombardier/Navigator (B/N) or RIO. An urgent message goes to the top of the queue, but it does not clear the queue. You can review old messages by pressing [3] on the numeric keypad. Messages are not sent indiscriminately. For instance the sighting of a MiG is reported to MiGCAP leader. If MiGCAP leader is on auto, then the message triggers a response, e.g. engage or send out another section. Messages have four main purposes: * To signal the position of the enemy * To request assistance * To warn (e.g. SAM or Bandit sighted) * To give information about progress of the operation Callsigns Each aircraft has a callsign. At the start of a mission, look at all the aircraft involved using the Outside View [F5] & you will see their callsigns. Remember these callsigns or make notes,and you will have a good idea of who is calling and how much it applies to you. Clock Code When sending warning messages, the "Clock Code" is used: straight ahead is 12 o'clock, straight behind is 6 o'clock (known as "on your six"). For example, "Bandit at your 3 o'clock, range 2 miles" means that there is a bandit on your right side at a distance of 2 miles. Usually, the subject of the message is repeated twice, such as "Bandit, Bandit at your 3 o'clock, range 2 miles." PHANTOM MULTIPLE WEAPON SELECTION PANEL The panel is a variation of the A-6 panel and positioned on the lookdown front view (press ]). Differences account for air-to-air missiles and guns. 1. Displays similar to the A-6: Include the Weapons On Station and Active Station Panel (WOSASP) which is situated at the bottom left of the front panel. The dive toss/direct lights are to the right, and above them the rounds remaining in the gun are displayed. Above the WOSASP we have the missiles available panel. Lights indicate the current load of air-to-air missiles. Above that we have the description panel and single/ripple lights side by side. The master arm light comes above the single/ripple lights. There are two more instruments/switches: 2. Active Weapon Light Panel: Indicates which weapon is currently active. Readout Active Weapon Radar Sparrow selected Heat Sidewinder selected Gun Gun selected Arm Air-to-ground weapon selected 3. AA/AG switch: Changes your weapon types between air-to-air and air- to-ground. Pressing [Backspace] changes the active AG station. If [Return] is pressed, then the AA/AG switch is turned and the first AA weapon is selected. Pressing [Return] further changes the active AA station. This station must be changed using the keyboard. The switch is on the screen for show. AIR-TO-AIR WEAPONS It is assumed that you have selected the weapon type you want to fire. See the Multiple Weapon Selection Panel above.Remember that the following only applies to the F-4 Phantom. The A-6 Intruder carries no air-to-air weapons. AIM-7 Sparrow Purpose The AIM-7 Sparrow is a radar-guided anti-aircraft missile for use at long range only. If you are expected to confirm your target before firing, you may be too close to use this weapon. Maximum range at low (0 - 10,000 ft) altitude: 14 NM Minimum range at low (0 - 10,000 ft) altitude: 2 NM Head-on Stern Maximum range at high (10,000+ ft) altitude: 7-8.6 NM 3 NM Minimum range at high (10,000+ ft) altitude: 2 NM 1 NM Selection Press [Return] until AIM 7 comes up in the display box, the RADAR light comes on, and the circle appears on the radar screen. Aiming Steer to keep the blip on the radar screen within the circle. When you get the captain's bars to appear around the blip,then you have locked on. Press [Spacebar] to release the missile. Continue to point at the bandit and the missile should lock & guide. The bandit must be illuminated by the 65 degree cone of the fighter's radar the entire time that the missile is flying Generally fire in pairs to improve PK (Probability of Kill). During a Sparrow kill you willhave your head inside the cockpit for much of the time. Notes The Sparrow is 12 feet long, has an 8 inch diameter and a 3 feet 4 inch fin span.It takes 4 seconds to lock on to a target and 1.5 seconds to release. It can accelerate to more than 1,200 mph in 2.5 seconds. It takes 40 seconds to cross 40 NM. The Sparrow had a disappointing 10% kill rate in Vietnam. It was virtually useless below 8,000 ft. AIM-9 Sidewinder Purpose Sidewinders are heat seeking missiles used in AirToAir combat with a useful range of about two miles.Although hits have been recorded at seven mile range, this is not probable since a strong heat-source is required for tracking. Selection Press [Return] until AIM 9 appears in the display box,the HEAT light comes on, and the circle appears on the radar screen. Aiming Follow the same general tactics as described for the Sparrow. However,you are fitted with an early version of the Sidewinder so you don't have its current all-aspect firing capability. Maneuver the aircraft to get on the bandit's tail. You should get a lock at a range of two miles. Press [Spacebar] to fire the missile. Generally fire in pairs to improve PK. Notes Like the Sparrows, the Sidewinders had a disappointing kill ratio in Vietnam. Among their problems were an inclination to lock onto the sun if it was in their way and a penchant for losing targets against ground heat sources. For this simulation, you can choose how effective your Sidewinders are with the OPTIONS menu. "Easy Targets" Sidewinder is an all-aspect weapon. "Medium Targets" F-4 pilot must point at the bandit's rear quarter to get a lock on. "Hard Targets" Missile must continue to point at bandit's rear to maintain lock. If the target plane turns to face the missile the missile loses its lock. Guns and Rockets Purpose The gun and rockets can be used for air-to-air and air-to- ground attacks, though the rockets are really meant for air-to ground attacks. Although one or two unwary MiGs were shot down by rockets, they are nowhere near as accurate as the gun. Rockets are further described under air-to-ground weapons. Selection Since the gun is either an A-A or A-G weapon, you can press either [Return] or [Backspace] until Guns comes up in the display box, and the GUN light comes on. Aiming Guns should only be selected when the target is in visible range. Find your target with the threat indicator and any reports you receive from Red Crown and your wingman.When it is within 800 yards, you have a chance of hitting it. You have no instruments to help you. Just fill the screen with the MiG and press [Spacebar]. Unless you are right on top of the bandit,be sure to aim where you think he will be, not where he is when you shoot. Notes The Phantom you are flying is equipped with a M61A1 internally mounted rotary cannon. This gun, which fires at a rate of 100 rounds/second, was fitted to the Air Force's F-4E. Navy F-4J's carried the M61A1 in a gun pod if they carried any gun at all. However, we felt that if you are playing an air-to-air simulation, you should have the joy of blasting enemy aircraft with your gun. Certainly a lot of Navy pilots wished they had one. If you want the real feel of being a Navy pilot in an F-4J, don't use the gun. Alternately, select "Limited Arms" from the OPTIONS menu (the default selection for players flying as Lt. Commander, Commander and Captain) and your ammunition readout will show that you have no ammunition for the gun. However, this also restricts the number of missiles & other stores you can carry. BOMBING MISSIONS Intruder Missions Since the Intruder is an all-weather low-level bomber, most of its deployment was in system drops at night and/or in filthy weather. Many of its drops were at low level (500 ft) at about 500 KTS and consisted entirely of following the DIANE steering instructions. Normal Strike Missions These would usually just be a section of one or two aircraft with no covering fighters (who couldn't operate well in those conditions, anyway). These were not flown to Hanoi or the Haiphong docks but usually to Vinh or some isolated target. If the target could actually be acquired visually, the Intruders would dive bomb in pairs. Alpha Strike If an Alpha Strike is called, all operational aircraft on the carrier go to divide the enemy's firepower. These are usually day strikes, and everything is dropped in 60 seconds. All attackers dive bomb: the lead rolls, then everybody follows at two-second intervals so everybody is slightly offset. Dive Bombing The secret of dive bombing is all in where you put the cross hairs or, in the case of the Phantom, the gun circle. On the Intruder, the center is 1.5 mils (milliradians) diameter. The lines are 1.5 mils wide. A mil is 1 foot in 1,000 feet. So, as a rule of thumb on a 45 degree dive at 6,000 feet, you can see a ten foot diameter circle on the ground. Using this technique, you should be able to get a bomb close enough to almost any target to be successful. Stephen Coonts' Technique Roll out at 15,000 feet. Go into a 40 degree dive - look at gyro. Pickle the target at 6,000 feet - 500 KTS. The aircraft datum line (ADL) is an imaginary baseline extending from the nose of the plane toward your direction of travel. There is no instrument to show it. Set the mils setting to 115 mils to account for the bombsight's optical displacement from the ADL. Coming out of the roll, wings level, point at the target with the ADL. Make correction for wind - no jinking from now on. Need 1g flight on release. Cross hairs track towards the target; release when the cross hairs are on target - except for wind correction. BOMBING TECHNIQUES There are three methods for bombing using iron bombs that haven't changed in basic construction (although now more potent) since World War II. Only two of the methods are available for the Phantom, direct and dive toss; DIANE is also available for the Intruder. Using DIANE The DIANE is the heart of the A-6. It is both a navigational and a bombing device. In operation, the radar screen of the A-6 looks like the picture to the right. The tripod indicates the direction the the next waypoint. Think of it as the highway ahead of you on a trip. If the centerline moves away from straight ahead, turn the plane to follow the centerline. The original manual mentions a line running across the screen, the horizon line, but I cannot get it to appear on the ST version of the game - however, I will leave in the references to it just in case. The lines at the left, right and top edges of the screen indicate the positions of the wings and tail - as you can see, the aircraft is flying straight and level in this picture. When the square at the top of the tripod moves off the bottom of the screen, press [;] to set the DIANE for the next waypoint. When ATTACK appears at the bottom of the screen, you're at the target. Press [7] to go to the Weapon Select Screen. Select whatever Iron bombs you are carrying with [Backspace], select Ripple for the bomb release method with the [9] on the numeric keypad, and DIANE for your bomb release method with [1] on the numeric keypad. Dive toward the target from 10,000 - 15,000 feet or fly level at that height. The square at the top of the tripod fills in and follows the picture on the radar screen. At the same time, a horizontal bar appears on the right side of the screen (see Figure 2). When that bar hits the bottom of the screen, hit [Spacebar]. Note that the horizon line has disappeared from the screen. This is because the plane is diving on the Figure 1. Approach target. If the plane was keeping a level approach, the horizon line might still be on the screen. However, the tripod would be focused on the target because its function is to show the point the plane is going to, not the direction of the plane's travel. You can see the horizontal bar on this picture; it tells you when to release the bombs (see above). This picture was taken about 5-10 seconds before bomb release; 3 of the 5 bombs I released hit the target in this case - and the hospital building going off the bottom right corner of the screen was untouched. God, I'm just so cool... Coolhand Alien, that's me! Figure 2 Using Direct This method is very difficult and takes a great deal of practice. The simplest way is a straight approach toward the target. Before starting the attack, you need to choose the release parameters: speed, height and angle of dive. From this selection, you can find the mil setting in the tables shown below. For instance, for 450 KTS, and altitude of 9,000 feet and a dive angle of 60 degrees, the mil setting is 119. In the cockpit the mil setting is achieved using [I] and [M]. [Shift] can be used in conjunction with these keys for a faster change. As the keys are pressed, you should see the aiming sight in the simple HUD (Head-Up Display) move up and down. The actual mil reading is shown on the display below the radar screen. When you are not using this method of bombing, the display reads "0." Set the mils as shown in the example above. Approach the target at about 9,500 feet and a speed of 400-420 KTS. If using keyboard flight controls, use the sensitivity keys, [F3] and [F4],to change the sensitivity to maximum. When the range figure in the upper right of the screen hits one mile, push the stick forward quickly and get the sights on the target. Coordination is needed here because you must hit [Spacebar] when the sight is on the target, the altitude is 9,000 feet, the speed is 450 KTS, and the dive angle is 60 degrees. The dive angle should be taken care of by diving at a range of one mile.Direct attack is difficult and easy to miss by many feet, so it is a good idea to ripple the bombs to get the best chance to hit your target. Practice this many times at junior officer levels before trying it with all the complications of higher level play. Using Dive-Toss The setup for dive toss is very similar to direct dive-bombing. Circle the target at 10,000 - 15,000 ft and then turn and dive towards the target. When your wings are brought level after turning towards the target, point directly at the target. The bombsight should be directly over the target. Press [Spacebar] and pull up. The bombs are released automatically. MIL DETERMINATION TABLES Direct Bomb Mil Settings - Free Fall Speed: 450 KTS Height (feet) DIVE ANGLE +=====+=====+=====+=====+=====+=====+=====+=====+=====+=====+=====+=====+ |000's| 60 | 55 | 50 | 45 | 40 | 35 | 30 | 25 | 20 | 15 | 10 | +=====+=====+=====+=====+=====+=====+=====+=====+=====+=====+=====+=====+ | 1 | 42 | 48 | 53 | 58 | 63 | 67 | 72 | 78 | 86 | 98 | 114 | | 2 | 55 | 64 | 72 | 80 | 89 | 98 | 108 | 119 | 134 | 152 | 175 | | 3 | 67 | 78 | 88 | 100 | 111 | 124 | 137 | 153 | 172 | --- | --- | | 4 | 77 | 90 | 103 | 117 | 131 | 146 | 164 | --- | --- | --- | --- | | 5 | 87 | 102 | 117 | 133 | 149 | 167 | --- | --- | --- | --- | --- | | 6 | 96 | 112 | 129 | 147 | 165 | --- | --- | --- | --- | --- | --- | | 7 | 104 | 122 | 141 | 160 | --- | --- | --- | --- | --- | --- | --- | | 8 | 112 | 131 | 151 | 172 | --- | --- | --- | --- | --- | --- | --- | | 9 | 119 | 140 | 161 | --- | --- | --- | --- | --- | --- | --- | --- | | 10 | 125 | 147 | 170 | --- | --- | --- | --- | --- | --- | --- | --- | | 11 | 132 | 155 | 179 | --- | --- | --- | --- | --- | --- | --- | --- | | 12 | 138 | 162 | --- | --- | --- | --- | --- | --- | --- | --- | --- | | 13 | 143 | 168 | --- | --- | --- | --- | --- | --- | --- | --- | --- | | 14 | 149 | 175 | --- | --- | --- | --- | --- | --- | --- | --- | --- | | 15 | 154 | --- | --- | --- | --- | --- | --- | --- | --- | --- | --- | +=====+=====+=====+=====+=====+=====+=====+=====+=====+=====+=====+=====+ Direct Bomb Mil Settings - Free Fall Speed: 500 KTS Height (feet) DIVE ANGLE +=====+=====+=====+=====+=====+=====+=====+=====+=====+=====+=====+=====+ |000's| 60 | 55 | 50 | 45 | 40 | 35 | 30 | 25 | 20 | 15 | 10 | +=====+=====+=====+=====+=====+=====+=====+=====+=====+=====+=====+=====+ | 1 | 39 | 45 | 49 | 53 | 57 | 61 | 65 | 69 | 76 | 85 | 100 | | 2 | 50 | 58 | 65 | 72 | 79 | 87 | 95 | 105 | 117 | 133 | 154 | | 3 | 60 | 70 | 79 | 89 | 99 | 109 | 121 | 135 | 151 | 171 | --- | | 4 | 69 | 81 | 92 | 104 | 116 | 129 | 144 | 161 | --- | --- | --- | | 5 | 78 | 91 | 104 | 118 | 132 | 148 | 164 | --- | --- | --- | --- | | 6 | 86 | 100 | 115 | 130 | 147 | 164 | --- | --- | --- | --- | --- | | 7 | 93 | 109 | 125 | 142 | 160 | 179 | --- | --- | --- | --- | --- | | 8 | 100 | 117 | 135 | 153 | 173 | --- | --- | --- | --- | --- | --- | | 9 | 106 | 125 | 144 | 163 | --- | --- | --- | --- | --- | --- | --- | | 10 | 112 | 132 | 152 | 173 | --- | --- | --- | --- | --- | --- | --- | | 11 | 118 | 139 | 160 | --- | --- | --- | --- | --- | --- | --- | --- | | 12 | 124 | 145 | 168 | --- | --- | --- | --- | --- | --- | --- | --- | | 13 | 129 | 151 | 175 | --- | --- | --- | --- | --- | --- | --- | --- | | 14 | 134 | 157 | --- | --- | --- | --- | --- | --- | --- | --- | --- | | 15 | 139 | 163 | --- | --- | --- | --- | --- | --- | --- | --- | --- | +=====+=====+=====+=====+=====+=====+=====+=====+=====+=====+=====+=====+ Direct Bomb Mil Settings - Retarded Fall Speed: 450 KTS Height (feet) DIVE ANGLE +=====+=====+=====+=====+=====+=====+=====+=====+=====+=====+=====+=====+ |000's| 60 | 55 | 50 | 45 | 40 | 35 | 30 | 25 | 20 | 15 | 10 | +=====+=====+=====+=====+=====+=====+=====+=====+=====+=====+=====+=====+ | 1 | 98 | 110 | 120 | 128 | 134 | 137 | 140 | 141 | 143 | 147 | 155 | | 2 | 110 | 125 | 138 | 149 | 159 | 168 | 176 | --- | --- | --- | --- | | 3 | 121 | 138 | 153 | 168 | --- | --- | --- | --- | --- | --- | --- | | 4 | 130 | 149 | 167 | --- | --- | --- | --- | --- | --- | --- | --- | | 5 | 139 | 160 | --- | --- | --- | --- | --- | --- | --- | --- | --- | | 6 | 147 | 169 | --- | --- | --- | --- | --- | --- | --- | --- | --- | | 7 | 154 | 178 | --- | --- | --- | --- | --- | --- | --- | --- | --- | | 8 | 161 | --- | --- | --- | --- | --- | --- | --- | --- | --- | --- | | 9 | 168 | --- | --- | --- | --- | --- | --- | --- | --- | --- | --- | | 10 | 173 | --- | --- | --- | --- | --- | --- | --- | --- | --- | --- | | 11 | 179 | --- | --- | --- | --- | --- | --- | --- | --- | --- | --- | | 12 | --- | --- | --- | --- | --- | --- | --- | --- | --- | --- | --- | | 13 | --- | --- | --- | --- | --- | --- | --- | --- | --- | --- | --- | | 14 | --- | --- | --- | --- | --- | --- | --- | --- | --- | --- | --- | | 15 | --- | --- | --- | --- | --- | --- | --- | --- | --- | --- | --- | +=====+=====+=====+=====+=====+=====+=====+=====+=====+=====+=====+=====+ Direct Bomb Mil Settings - Retarded Fall Speed: 500 KTS Height (feet) DIVE ANGLE +=====+=====+=====+=====+=====+=====+=====+=====+=====+=====+=====+=====+ |000's| 60 | 55 | 50 | 45 | 40 | 35 | 30 | 25 | 20 | 15 | 10 | +=====+=====+=====+=====+=====+=====+=====+=====+=====+=====+=====+=====+ | 1 | 96 | 107 | 116 | 123 | 128 | 131 | 132 | 132 | 131 | 133 | 139 | | 2 | 106 | 119 | 131 | 141 | 150 | 157 | 163 | 169 | 176 | --- | --- | | 3 | 115 | 130 | 145 | 157 | 169 | --- | --- | --- | --- | --- | --- | | 4 | 123 | 140 | 157 | 172 | --- | --- | --- | --- | --- | --- | --- | | 5 | 131 | 150 | 168 | --- | --- | --- | --- | --- | --- | --- | --- | | 6 | 138 | 158 | 178 | --- | --- | --- | --- | --- | --- | --- | --- | | 7 | 144 | 166 | --- | --- | --- | --- | --- | --- | --- | --- | --- | | 8 | 150 | 174 | --- | --- | --- | --- | --- | --- | --- | --- | --- | | 9 | 156 | --- | --- | --- | --- | --- | --- | --- | --- | --- | --- | | 10 | 162 | --- | --- | --- | --- | --- | --- | --- | --- | --- | --- | | 11 | 167 | --- | --- | --- | --- | --- | --- | --- | --- | --- | --- | | 12 | 172 | --- | --- | --- | --- | --- | --- | --- | --- | --- | --- | | 13 | 176 | --- | --- | --- | --- | --- | --- | --- | --- | --- | --- | | 14 | --- | --- | --- | --- | --- | --- | --- | --- | --- | --- | --- | | 15 | --- | --- | --- | --- | --- | --- | --- | --- | --- | --- | --- | +=====+=====+=====+=====+=====+=====+=====+=====+=====+=====+=====+=====+ AIR-TO-GROUND WEAPONS Both aircraft carry the following weapons and use them in the same way. AGM-45A Shrike Purpose The Shrike homes in on active radar, making it ideal for attacking AAA and SAM radar targeting and control centers. Selection Press [Backspace] until AGM 45A comes up in the display box.On the F-4, the ARM light comes on as well. Aiming When an empty red box appears on the threat indicator, it is a ground threat; in addition,the threat displays should have the MISSILE or AAA light flashing. A click can be heard every time the number of dots on the threat indicator changes. Get the blip on the threat indicator to 12 o'clock. The Shrike will lock after about five seconds. When the LOCK light comes on, use [Spacebar] to release the missile. The missile will guide itself unless the radar station stops transmitting. Notes Canny Vietnamese AA operator will turn off their radar if they think a Shrike has been launched at them. (This happens at the "High Enemy Activity" setting on the OPTIONS menu.) A Shrike will not always destroy a site. It is good practice to follow up, while the site is quiet,with a Walleye or a ripple of iron bombs. You can even strafe with guns or rockets. AGM-78 Standard Purpose The Standard homes in on random radar and continues on its set flight path when the radar turns off. Selection Press [Backspace] until AGM 78 comes up in the display box. On the F-4, the ARM light comes on too. Aiming See AGM-45A above. Notes Vietnamese AA operators how turned off their radars were very surprised when these smart bomb continued to glide in on their already-established path. Again, it is always a good idea to follow up with bombs, guns or rockets. AGM-62 Walleye Purpose The Hughes Walleye is a small laser-guided missile. It can be relied on to hit its target if used correctly, but it is not particularly big and cannot be relied on to take out a large or hard target. Selection Press [Backspace]until WALLEYE comes up in the display box and (A-6 only) a camera view appears on the radar screen. Aiming Point the aircraft in the direction of the target. In the A-6, you should see the target on the radar screen. This is a TV view, as the camera is located in the nose of the missile. The F-4 does not show this. The A-6 has two modes of operation for the Walleye: (1) Fixed Sight and (2) Variable Sight. Toggle between them by pressing [T]. Fixed Sight provides cross hairs on the TV screen that match wherever the cross hairs on the HUD are placed. The only exception is that the TV screen cross hair cannot be drawn above the horizon. Therefore, as you climb, the cross hair is pushed down the screen.This means that you should not shoot as the solution is unreliable. Point the aircraft at the target so that the cross hairs overlay the target. Press [Spacebar]. The LOCKED light should come on and the figures on the screen show the range and bearing to the target. If you are not satisfied with the lock, press [X] to release the lock. See Part III for an example of a Walleye attack using the fixed sight method. Variable Sight gives you HUD and TV cross hairs that do not match. The TV cross hair is locked to a point on the ground.As the aircraft moves, the cross hair continues to overlay the point on the ground. The point the cross hair is locked to can be changed with the following keys. Move up screen [I] Move left [J] Move right [L] Move down screen [M] Using [Shift] with these keys speeds up the motion. When the cross hairs overlay the target, switch on the master arm with [7] on the numeric keypad and press [Spacebar]. The first time you press [Spacebar] "pickles" the target by locking the radar onto it. The LOCKED light below the radar screen lights up. Press [Spacebar] a second time to fire the missile at its target. In the F-4 The ARM light comes on and there is no camera picture. The F-4 essentially uses a fixed sight, your HUD gunsight.The radar is useless for sighting. On the F-4, the same LOCK light you use with the Sparrow also lights up with the Walleye. However, if the F-4 does not have a target to lock on, it shoots the missile when you first press [Spacebar], so be sure of your target. LGB Paveway Purpose The Paveway is a laser-guided bomb (LGB). It consists of a laser sensor attached to a MK84 (see below).It is very similar to the Walleye except that it is a bomb, not a missile. It packs a greater punch but must be released over the target. Selection Press [Backspace]until PAVEWAY comes up in the display box and a camera view appears on the radar screen. On the F-4, the ARM light comes on. Aiming The aiming method is virtually identical to that used for the Walleye. The A-6 has the same two methods of aiming. The Paveway packs a much bigger punch than the Walleye, but the Walleye is easier to aim. This is because the Paveway does not have any propulsion & therefore can only maneuever in a small envelope. Thus, you must dive more steeply over your target when using the Paveway. The harder the targets you select on the OPTIONS menu, the higher the dive angle you must attain before releasing this weapon. Notes While the method of shooting the Paveway is identical to the Walleye for shooting purposes, the actual method of target designation is different. When Paveway is selected, a friendly plane illuminates the target with laser light. The pilot must release the bomb so that it can pick up the reflected light from the target. This is called "getting the bomb down the chute" or "in the basket." The need to get a friendly to illuminate, or "paint," the target, is simulated in the game with the LOCKED light. If the LOCKED light is on,the illuminating plane has done its job and the bomb will guide. If your wingman has been shot down, you will not get a LOCKED light. Paveways released without the LOCKED light will act like the iron bombs described below. LAU-3A ZUNI Rockets Purpose Rockets are meant to put a lot of firepower into a relatively small area at once. They can be used against personnel and lightly armed vehicles, but have no penetration against tanks. Selection Since rockets are considered air-to-ground weapons, press [Backspace] until LAU 3A comes up in the display box, and on the F-4, the ARM light comes on and the circle disappears on the radar screen. Aiming Because rockets have an effective range of about one mile,only select them when you have a target in visual range. To aim, rockets can be treated the same as a gun.Just aim the plane at the target and press [Spacebar]. If the target is moving, lead it. Notes The LAU-3A rocket pod holds 19 folding fin aircraft rockets (FFAR). They are usually fired in burst of four or five. While they are considered an air-to-ground weapon, there is nothing to stop you from letting some fly in the direction of a bandit. As an A-6 pilot you could certainly give a MiG a surprise.If a couple of rockets hit a MiG, they could bring it down. Iron Bombs Purpose Iron bombs have changed little since World War II.The size has increased and some sophistication has been added (such as the Snakeye's retarded fall), but essentially the iron bomb still falls from the airplane with nothing influencing its motion but gravity and wind drag. Selection Press [Backspace] until either MK82, MK82S, MK83, MK84 or CBU-52 comes up in the display box. On the F-4, the ARM light comes on. Toggle [1] on the numeric keypad to select the bombing mode of DIANE, Direct or Dive Toss. Toggle [9] on the numeric keypad to select either Single or Ripple release. Aiming MK82, MK83, MK84, MK82S (Snakeyes) and CBU-52s can be released Single or Ripple. Ripple means all weapons on a station are released at one second intervals. The following bomb release methods are available: DIANE A-6 only Direct A-6 and F-4 Dive Toss A-6 and F-4 See above, 'BOMBING TECHNIQUES', for directions on using these methods. Notes The MK82 is the standard all-purpose free-fall 500 lb bomb and still has many uses - especially in rapid-release mode. The MK83 is the standard ordnance 1,000 lb bomb. For best results release around 7,000 ft while diving at 45 degrees. The MK84 is a general purpose 2,000 lb bomb giving a high PK. It should be released at over 2,000 feet to avoid being hit by the effects of the blast. The MK82S Snakeye is a retarded free-fall version of the MK82 all-purpose bomb for use in low-level attacks. Metal 'petals' on the end of the bomb spring open after release to act as a large airbrake, slowing down the bomb to let the aircraft that dropped it clear the target area before the explosions begin. CBU-52 Cluster Bomb Units are actually containers of several smaller bombs that scatter and explode, making it an ideal weapon for personnel-intensive areas such as SAM sites. They are commonly used by Wild Weasel attacks after a Shrike or Standard has silenced the radar installation. Single or Ripple: Select Ripple for soft targets spread over a large area. Choose Single when pinpoint, accurate bombing is required. On hearing the bombs release, press [Q] to go to missile view. You will then see the bombs fly towards the target. Correct Approach: You can approach the target directly and point the nose at the target by pushing forward on the stick to drop the nose of the aircraft. In reality, this creates negative g's and can cause a "redout"in which the pilot has no control of the aircraft. This can be simulated by selecting "Blackout/Redout On" from the OPTIONS menu. To avoid this redout problem, a bomber pilot will normally circle the target, go into a 135 degree roll, pull back on the stick and then straighten up to point down at the target. ______________________________________________________________________________ PART IX: CARRIER LANDINGS ...like trying to land an elephant on a postage stamp! - Common saying of carrier pilots Landing on an aircraft carrier is a difficult task at best. It requires alertness and concentration - just the thing at the end of a trying mission. Some say it doesn't matter where the bombs go,but you'd better get the landing right. Everybody is watching and you get marked. In this simulation, you get real marks for each manual landing. (There is no mark for taking the easy way out and using "End Mission" from the FILE menu or the autopilot to land the plane.) If you land the plane manually, you get one of three marks displayed in brackets under the title "Duty Pilot Landings" at the Debriefing screen: Green OK Speed and orientation good on touchdown Black No comment Speed and orientation not dangerous Red Dangerous Hook or gear up on touchdown or bad landing If you are having a bad day or if your aircraft is damaged, call for the net ([Shift] [H] for "Help"). This is a barrier erected over the wires to stop an aircraft which cannot hook an arrestor wire. If you go for the net, you do not get a landing mark. INSTRUMENTATION TO HELP WITH LANDING The Meatball Press [F7] (the ACLS key) to activate the "meatball." This is a prominent column on the port (left) side of the carrier with two fixed horizontal green lights and one moveable vertical yellow light. If the yellow light is in line with the green lights, then you are on the glide slope and you are descending at the required pitch of 3 degrees. If the yellow light is above the green ones, then you are above the glide slope. If the yellow light is below the green ones, then you are below the glide slope. AOA Indexer The AOA Indexer is a column on the left of the aircraft optical sight. It is activated by pressing [F7]. There are three lights: a downward arrow at the top, a circle in the middle, and an upward arrow at the bottom. The circle is illuminated if your approach speed is correct. Correct approach speed for the F-4 is 156 KTS, for the A-6 its 118 KTS. If the top light is illuminated, then you are going too slow. If both the top and center lights are on, then your approach speed is a little too slow. This means that your angle of attack (closely related to speed) is out by half a unit. The bottom light indicates that your speed is too high. If you have pressed [F7] and no light is on, you are coming in at an uncorrectable speed. Go around and try again. Indexing AOA to Pitch Nose too high, speed too low. If you are using an outside view to watch your plane land, you can tell if you are too fast or too slow by the approach pitch of the plane. If the nose Perfect approach. is too high, you are not going fast enough to keep your tail up. To compensate, speed up. If the nose is too low, you are going too fast to drop your hook Nose too low, speed too high. properly. Slow down. >> Press [F7] to activate the AOA Indexer and ACLS (see below). GETTING HOME Manually Use [F5] or [F6] to go to an outside view and toggle [Shift] [;] until the waypoint entry says "Carrier." You will see the distance and bearing to the carrier from your current heading (this is known as the offset). Change your heading to match the bearing. By Autopilot Turn off the autopilot, go to an outside screen and use [;] to toggle the waypoints to "Land." Then turn the autopilot on again. This only works for the A-6; an F-4 in autopilot continues to chase bandits instead of going home. Automatic Carrier Landing System (ACLS) Indicator The ACLS Indicator assists you when making an instrument landing (called "following the needle"). The ACLS has two principal components: the Glide Slope Deviation (GSD) scale and the Localizer Deviation (LD) scale. The GSD scale indicates the extent to which you are above or below the "landing beam" (an imaginary beam ----+---- projected from the flight deck). The higher you are above the beam, the lower the GSD scale. The scale is centered when the landing approach is correct. | The LD scale indicates the extent to which you are to | the left or right of the deck. If you are left of the + flight deck, the LD scale will be to the right of | center, and vice versa. The scale is centered when the | landing approach is correct. You need to control two additional parameters for a perfect landing: angle of attack and heading (see above). PRACTICE LANDINGS >> Select CAG Briefing. This brings up the target selection screen. >> Press [L] and use [Backspace] or [Delete] to erase the operation name shown. Type in TESTLAND at the dialog box. This is a shortened mission which takes you away from the carrier and then brings you back to do the required circuit before automatically landing. Ignore the "Error: No Target" message. You are here for practice, not a score. First, play this mission through on automatic to see the circuit. >> Put the aircraft on accelerated mode until is heading back towards the carrier. You should see the carrier at about 8 miles. The aircraft will fly over the carrier,drop the landing gear and break left. A course of 270 degrees is then achieved, and the carrier should be seen on the left. When the starboard escort frigate is just still visible in the left side view, the flaps are lowered and the aircraft turns toward the carrier.When the aircraft has lined up the approach, the hook is lowered. During the final approach on automatic, note the ACLS, the meatball, the heading on the radar screen, etc. Stay in the outside view [F5] for the landing and you should see the arrestor wire engage. Now try a manual landing. You can turn to manual at any part of a circuit by pressing [A] to disengage the autopilot. Initially, it is a good idea to just practice the final approach. >> You will need a combination of stick and RPM adjustments to: Keep the meatball's lights in line. Keep the ACLS lights centered into a perfect cross. Keep the speed correct(118 KTS for the A-6 and 154 KTS for the F-4). Keep the pitch correct. >> If the meatball lights are in line and your pitch is 3 deg. (as shown on the AOA Indexer or the radar screen), then you are in good shape. When you drop your landing gear, your viewpoint out of the front of the cockpit looks lower. This gives you a viewpoint more in common with what a carrier pilot is actually looking at when making a carrier landing. Some Useful Data In the A-6 the landing speed is 118 KTS. The carrier's combined speed and windspeed across the deck is 40 KTS (on a good day) so the relative speed is 78 KTS. To achieve 118 KTS, power down to 80% RPM and use airbrakes. When the desired speed is obtained, increase the RPM back to 88%. On the RPM dial,80% is at the 6 o'clock position. The VSI (Vertical Speed Indicator) should be 650 ft/min. From this data we can produce the following table: Miles Out Desired Height 1 575 feet 2 1075 feet 3 1575 feet etc. ______________________________________________________________________________ PART XI: THE NAVAL AIR WAR OVER VIETNAM A SUMMARY BY GILMAN LOUIE The Gulf of Tonkin The war in Vietnam on August 2, 1964 when F-8E Crusaders from the USS Ticonderoga attacked North Vietnamese P-4 patrol boats off Hon Me Island. The North Vietnamese PT boats had attacked the U.S. destroyer Maddox (DD-731), possibly confusing the destroyer with one of the South Vietnamese patrol boats which had earlier shelled a radar station on Hon Me Island and a radio transmitter on Hon Ngu Island. After the Maddox fired three warning shots, the Vietnamese craft launched torpedoes.All shots missed. After taking machine gun fire, the Maddox radioed for air support. Four F-8E Crusaders intercepted the patrol boats and sank one of the P-4 boats with gunfire and Zuni rockets. On the night of August 4, 1964, 73 servicemen were either killed or injured when the Brink Hotel Bachelor Officer's Quarter in Saigon was bombed. The President authorized Operation Flaming Dart One, which targeted enemy barracks at Dong Hoi and Vit Thu Lu. The Communists responded by bombing the Bachelor Enlisted Quarters at Qhi Nhon on February 10, 1965, which killed or wounded 44 U.S. personnel. Again, the U.S. retaliated the next day with Flaming Dart Two which attacked the Chanh barracks. Action brought reaction. Targets and mission profiles were approved in Washington before each mission. Targets were assigned by the Joint Chiefs of Staff (JCS) with approval from the President and Secretary of Defense. On February 13, 1965 President Johnson authorized operation Rolling Thunder. Rolling Thunder tasked both the Navy and Air Force with bombing missions north of the DMZ (Demilitarized Zone) to the outskirts of Hanoi. The goal of Rolling Thunder was to force North Vietnam to the peace table by demonstrating U.S. firepower and threatening their capital. The object was to bomb military targets and to avoid civilian or foreign casualties. U.S. Admiral Grant Sharp said, "It [Rolling Thunder] does not seek to inflict maximum damage on the enemy. Instead, it is a precise application of military pressure for the specific purpose of halting aggression in South Vietnam." Rules of Engagement Rules of Engagement were established to control the conflict.Only targets that had been pre-approved could be bombed. Targets would be submitted to the Pentagon, and they would recommend the targets to the JCS and the Secretary of Defense. Only the President could officially add targets to the list. The number of sorties and mission profiles, including the type of ordnance, was decided in Washington. This elaborate approval process was designed to control and limit the conflict by placing control in Washington rather than with the local commanders. This policy failed. The Rules of Engagement frustrated the naval aviators. Several rules were established. Aircraft were not allowed to bomb secondary strike targets. All unexpended ordnance had to be jettisoned at sea rather than on targets. Surface-to-air missile sites could not be attack while under construction for fear of hurting Soviet advisors. Enemy aircraft could not be bombed while on the ground unless they were taking off. No aircraft could be attacked unless positive visual identification was made, yet the Navy's principal fighter, the F-4 Phantom, was designed as a beyond-visual-range interceptor and had no internal gun. Harbors could not be mined;ships carrying war supplies could not be bombed. Aircrews also could not attack military targets such as AAA (Anti- Aircraft Artillery) batteries on farms, rice paddies or dikes; military supply trucks parked on civilian sites; or SAM batteries within 10 miles of Hanoi. If a mission was cancelled due to weather or a change in operations, the entire authorization process had to be repeated. To make matters worse, ship commanders during the early phases of the war competed with each other to see which ship could launch the most sorties (missions). If one ship flew 125 sorties in one day, another ship tried to launch 130 sorties the next day. So instead of loading up planes with full loads to bomb several targets in one mission, several flights of planes would be launched with only one or two bombs in order to keep up the number of required sorties. Many pilots and Radar Intercept Officers (RIOs) lost their lives as others played the numbers game. As one pilot put it, "It's crazy to let politicians run a war... It's like having the military run a country." The Threat Grows By the spring of 1965, the air war really began to heat up. Operation Rolling Thunder was under way, and the United States was dropping an average of 800 tons of ordnance a day. Instead of buckling under, the North Vietnamese raised the ante by adding two new air defense weapons to its already effective AAA, the MiG and the SAM (surface-to-air missile). On April 4, 1965 the first conclusive air combat took place over Vietnam when two Air Force F-105s were shot down by MiG-17s. Then on April 5, a USS Coral Sea RF-8A reconnaissance plane positively identified the construction of the first surface-to-air missile site. The photos revealed the construction of a Soviet built SA-2 Guideline missile site 15 miles southeast of Hanoi. The SA-2 was a two stage anti-aircraft missile capable of intercepting and destroying aircraft at altitudes of over 60,000 feet. The commander of Task Force 77, Rear Admiral Edward Outlaw, along with the commander of the 7th AirForce in Saigon wanted to strike the SAM site quickly. Because of the Rules of Engagement, however, he was not allowed to without first going through the chain of command.A joint Air Force and Navy plan would destroy all of the sites under construction was submitted, but permission was never given by the Joint Chiefs of Staff. On July 24, 1965 an Air Force F-4C was shot down by a SA-2 while flying target combat air patrol during an attack on the Lang Chi munitions factory. The SAMs were now operational. The President authorized a single retaliatory strike on July 27th against two specific SAM sites (sites 6 and 7) near Hanoi. One site was destroyed, but the cost was four Air Force F-105s and one RF-101C. The Navy lost its first plane, an A-4E, to a SAM on the night of August 11th. The Navy was authorized to retaliate on August 13, 1965. Seventy-six low-level anti-SAM missions ("Iron Hand") were launched on that Black Friday. Five planes were shot down by enemy guns, two pilots were killed, and seven planes were damaged. No SAM sites were discovered or destroyed. Enter the Intruder The Grumman A-6A Intruder is a two-seat subsonic attack aircraft capable of delivering 16,800 pounds of ordnance at ranges of over 1,500 miles in any kind of weather, day or night. Until Vietnam, the A-6 with its multimillion dollar advanced radar and computer systems was untested.Many experts had doubts as to the ability of the A-6 to deliver its payload. In July 1965 the VA-75 Attack Squadron aboard the USS Independence, better known as the Sunday Punchers, was the first Air Wing to receive the Intruder. The first mission of the Sunday Punchers was to take the Intruder to targets south of Hanoi. This was the first Vietnam mission flown entirely by radar. Over the next several weeks, the A-6A proved its ability to hit its target in any kind of weather or time of day. The introduction of the A-6 gave the Navy its first attack aircraft that could overcome the terrible monsoons the Vietnamese weather delivered in the Tonkin Gulf. The A-6 was so effective that Radio Hanoi claimed that American B-52 heavy bombers had attacked the Uong Bi power plants under the cover of night with 26 bombers. In reality the raid was carried out by only two Intruders. The Intruder was used not only as a bomber but also served as a SAM suppressor in the "Iron Hand" missions. The A-6 was an effective attack aircraft, but it did come at a cost. Fifty-one Intruders were shot down in Vietnam, and the plane suffered one of the worst combat loss rates in the Navy, trailing only the propeller driven A-1 and the single-seat light attack A-4 Skyhawk in loss to flight ratio. The main threats to the A-6 were small arms fire and anti-aircraft automatic weapons. Iron Hand As the war continued, the United States began to develop new tactics to deal with the growing number of North Vietnamese threats.To counter the growing SAM threat,the Navy developed an operation called "Iron Hand" to suppress the SA-2 surface-to-air missiles.These anti-SAM sorties were first flown from July 1965 to August 1965. Initially, these missions proved very costly to the U.S.. Several Iron Hand planes were shot down by the SAMs and even more were destroyed by AAA fire. It wasn't until October 17, 1965 that the Navy bagged its first confirmed destruction of a SAM site near Kep Air Base. It took time for the Navy to develop adequate Iron Hand tactics. At first, planes attempted to come in below 3,000 feet to avoid the high flying SAMs.The problem was that the flight became extremely vulnerable to small arms fire and AAA.Another problem with coming in low was that the planes did not have enough energy (speed) when they had to pop-up for their attack runs. This made the attacking plane a sitting duck for AAA and small arms fire as the plane seemed to hang in mid-air as it popped up for its attack. In March 1966, the Iron Hand operations became truly effective. With the introduction of the AGM-45 Shrike anti-radiation missile, the Navy had its first real anti-SAM weapon. The Shrike followed the radar beam being emitted from a SAM site. The installation of radar warning equipment (AN/APR-25 RHAW) in the aircraft along with jammers (AN/ALQ-81 ECM) and chaff dispensers (AN/ALE-29A) allowed the American planes to dive in at medium altitudes. An even more effective anti-SAM missile,the Standard, was introduced in May 1968; it was bigger, had a longer range, and was less susceptible to being fooled. The Iron Hand missions greatly reduced the effectiveness of the SAMs. MiGCAP The air war in Vietnam was mainly an air-to-ground affair. MiGCAP (MiG Combat Air Patrol) was an operation mainly flown by F-4 Phantom IIs from the larger Forrestal and later class carriers and by F-8 Crusaders off of the smaller Essex and Midway class carriers.(The Midway and Coral Sea had F-4 Squadrons as well). For many, MiGCAP was a boring mission since most of the action was air- to-ground. But MiGCAP was needed to defend the attack aircraft against the MiG-17, MiG-19 and MiG-21. When the MiGs were up, things got hot. The F-4 Phantom II was a Mach 2.5 multi-purpose interceptor and is regarded by many as the best all-round aircraft flown in Vietnam (though Navy F-8 drivers might try to argue this with you). The Navy versions, unlike the Air Force F- 4E, did not have an internal gun. All of the Navy's MiG kills in the F-4 were done exclusively with missiles. The F-4 mainly carried two types of air-to-air missiles:the medium range radar-guided AIM-7 Sparrow and the short range AIM-9 Sidewinder. The AIM-7 Sparrow was designed to intercept and destroy aircraft at distances beyond visual range (up to 14 miles).The Radar Intercept Officer (RIO), or GIB (Guy In Back), would lock onto targets with his radar and launch an AIM-7 at his prey. The F-4 must keep its radar on the target in order to guide the missile until the point of contact. Because the Rules of Engagement required aircraft to be positively identified (which usually meant visually within two miles), the effectiveness of the AIM-7 was greatly reduced.The AIM-7 accounted for only ten of the Navy Phantom's 41 kills. Only one Sparrow out of every twelve launched found its target. The AIM-9 Sidewinder accounted for the other 31 MiG kills by Phantom drivers. The AIM-9 is a heat-seeking missile with approximately a two mile range. A pilot had to approach his targets rear end in order for the missile to lock on the heat signature of the MiG's engines. Once launched, the Sidewinder would guide itself towards the target. The Sidewinder was twice as effective as the AIM-7 with a kill every 5.5 launches. The Navy orchestrated large attack group consisting of bombers (A-6 Intruders, A-4 Skyhawks or A-7 Corsair IIs), Combat Air Patrol fighters (F-8 Crusaders or F-4 Phantoms), Flak Suppressors (F-8s or F-4s) and Iron Hands (A-6s, A-4s or F-8s). These flights, which could contain as many as 24 aircraft, became known as Alpha Strike missions. It was this strike package which became the standard formation for hitting targets in North Vietnam. Top Gun From 1965 to 1968, the F-4 Phantom's kill ratio was a lousy 2.6 to 1. The F-4 crews had bagged 13 MiGs and lost five F-4s. The naval aviator had lost his ability to dogfight,especially against the smaller and more maneuverable MiGs. By 1968, things were getting worse with the kill ratio falling below 1 to 1. In 1968 the Naval Air System Command ordered a study to find out why our (?) aviators were being flown out of the skies. The now famous "Ault Report" pointed out three reasons why the kill ratio had suffered. First, the air-to- air missiles did not work as advertised. Second, the Rules of Engagement (ROE) neutralized any advantages our aircraft had and gave limitless advantages to the enemy. Third and most important,our (?!) pilots were poorly trained in air combat maneuvering (ACM) against dissimilar aircraft and tactics. In 1969 a class for Navy F-4 pilots began to correct these deficiencies. Three years later an independent command, the Navy Fighter Weapons School (better known as TOP GUN) was established to train crews in the art of ACM. When the air war heated up again in 1972, TOP GUN F-4 pilots enjoyed a 24 to 2 kill ratio. In addition, no additional Navy attack or reconnaissance aircraft were lost to enemy MiGs. TOP GUN produced the Navy's only aces, Lt. Randy Cunningham and Lt. (j.g.) Willie Driscoll. On May 10, 1972, Cunningham and Driscoll in their F4 shot down three MiGs in one mission including the dreaded enemy ace Col. Toon flying a MiG-17. Col. Toon was credited with downing 13 American jets before meeting Cunningham and Driscoll. The dogfight that took place between these two planes is now legendary. TOP GUN had paid off. Rolling Thunder V The war continued to intensify through 1967 with Operation Rolling Thunder V which began on February 14, 1967. President Johnson authorized attacks against a new list of targets which included mining the Song Ca estuaries and Song Giang rivers in order to close them to barge traffic. He also ordered the bombing of the ports of Cam Pha, Hong Gai and Haiphong. In addition to this, bridges and rail networks were also destroyed,cutting off the steady supply of weapons and fuel to the North Vietnamese. Eventually, Haiphong ran out of ammunition. In 1967 the Navy alone destroyed 30 SAM sites, 187 flak batteries and dropped 955 bridges. In addition, thousands of trains, trucks and watercraft were destroyed.The Navy scored 14 MiG kills and had no less than 11 aircraft carriers on line. Early 1968 saw the North Vietnamese striking back with two large offensives: the Tet offensive and the battle for Khe Sanh. Both efforts were repulsed. On November 1st, after feeling the pressure of the anti-war movement, President Johnson ordered the unilateral halting of bombing north of the 20th parallel except "in the areas where the continuing enemy buildup directly threatens allied forward positions and where the movement of their troops and supplies are clearly related to that threat." President Johnson had hoped that by halting the bombing a peace dialogue between the Communists, the South Vietnamese and the United States could begin. He hoped that the cessation of hostile activities would demonstrate the United State's good faith.In reality, it eased the pressure on Hanoi and Haiphong and allowed the North Vietnamese to rearm. The Communists were committed to their cause. After winning the 1968 presidential election,President Nixon began the gradual withdrawal of troops from Vietnam. On June 8, 1969, the U.S. withdrew 5,000 troops from South Vietnam. Peace talks began in Paris in August 1969. Bombing began in both Laos & Cambodia in an attempt to stop the steady supply of arms to the Viet Cong into South Vietnam. The main targets were trucks and transportation routes along the infamous Ho Chi Minh Trail. This bombing continued through 1970 with very little success because the supplies needed to be cut off at their source, the harbors. The anti-truck campaign did not halt the transportation of arms since the VietCong found new ways of moving weapons under the cover of night and jungle to avoid the U.S. air raids. Linebacker On March 30, 1972 North Vietnam launched a massive all-out spring offensive across the Demilitarized Zone into South Vietnam. Cease-fire talks in Paris between the President's National Security Advisor, Henry Kissinger, and the North Vietnamese representative, Le Duc Tho, broke off. Tho felt he had the advantage because of the protests in the United States over the war and, with the new spring offensive, he thought that victory over the south was imminent. In response, on April 7, 1972, President Nixon authorized the Navy, for the first time during the Vietnam war, to mine Haiphong and other North Vietnamese ports. In addition, and all-out effort was made to bomb all of the North's supply lines. B-52s began their first raids over Hanoi and Haiphong on April 17th. The Navy also launched strikes into Hanoi and Haiphong. All traffic stopped, with the exception of that across Chinese borders. Between May and September,the Navy launched an average of 4,000 day and night sorties a month. In that same period of time, the North launched nearly 2,000 SAMs and fired thousands of rounds of AAA, resulting in the destruction of 28 U.S. aircraft. By the end of the campaign, the North ran out of ammunition. Not a single AAA shell nor SAM missile was fired at U.S. aircraft. On October 23, 1972 the Communists asked for a cease-fire. On October 24th,the United States halted bombing above the 20th Parallel as a peace gesture (although bombing of supply lines south of the 20th Parallel continued at an unprecedented rate). Linebacker I had ended. Atfer the bombing stopped, the Communists refused to deal in earnest and used the halt to resupply and rebuild. To make matters worse, the South, after accusing the U.S. of cutting a separate deal with the North, sabotaged the peace discussions by making 69 major changes in the initial peace proposal. Operation Linebacker II commenced on December 18, 1972 when President Nixon resumed the bombing of Hanoi and mining of Haiphong. Nixon was determined to force the North back to the bargaining tables. For the next eleven days, with the exception of Christmas and New Year's Day, aircraft from the America, Enterprise, Midway, Oriskany, Ranger and Saratoga attacked a variety of targets: petroleum, oil and lubricant (POL) storage areas, airfields, SAM and AAA sites, rail, road, shipyards, port facilities, and enemy troop emplacements. All told, the Navy flew 505 day and night sorties against the North in the 11 days. On January 15, 1973 combat operations in the North were halted. On January 27,1973 representatives from the U.S., South Vietnam, North Vietnam and Viet Cong signed the "Agreement on Ending the War and Restoring the Peace in Vietnam." All offensive operations ceased, the mines were removed from Haiphong harbor (Operation Endsweep), and preparations for the return of 144 downed U.S. pilots (Operation Homecoming) were made. Thirty-five aviators had died in captivity. Four months after Congress voted in June 1973 to end all U.S.combat activities in or over Southeast Asia, the North Vietnamese Central Committee adopted a resolution to conduct a revolutionary war to destroy the enemy & liberate the South.Because of the War Powers Resolution Act which made it illegal to commit U.S. forces for more than 60 days without congressional approval, the U.S. did not respond. On April 30, 1975 Saigon, along with all of South Vietnam, fell to the North. The Score U.S. naval combat action officially terminated on August 15th, 1973 when Congress mandated the end of all combat involvement in Southeast Asia. The ten years and five days after the Gulf of Tonkin Resolution cost the Navy the live of 377 naval aviators, 179 prisoners of war and 64 missing in action. Another 205 officers and men had also been lost during major fires aboard three carriers. Operational accidents claimed 316 planes,while 538 aircraft had been lost in combat. Anti-aircraft artillery accounted for 37% of the Navy's aircraft losses, 18% to small arms fire (machine guns and rifles), and 15% to surface-to-air missiles (SAMs). Only 2% of the Navy's losses were to MiG interceptors. The Navy used 21 carriers during the Vietnam war and spent a total of 9,178 days in the Gulf of Tonkin. Between the Navy,Marines and Air Force, the United States dropped a total of 7.4 million tons of bombs in Southeast Asia. Between 1964 and 1973, the Navy flew a total of 785,000 fixed-wing combat sorties. The Navy and Marines shot down a total of 61 enemy aircraft of which 59 were MiGs (39 MiG-17s, 2 MiG-19s and 18 MiG-21s).The Navy enjoyed a 56 to 10 fighter vs. fighter score against the North Vietnamese. A WORD ABOUT THE VIETNAM WAR The Vietnam War tore America apart. It was an era that pitted young against old, liberal against conservative, poor against rich, and black against white. Over 58,000 Americans died. Another 153,000 were wounded. The Vietnamese lost even more. Today, there are many opinions and viewpoints about the U.S. involvement in Southeast Asia. Flight of the Intruder is intended to give you the Naval Aviator's point of view. The Navy lost 377 pilots in Vietnam.For many aviators, the most upsetting part of the war was not the loss of life but the loss of life without purpose. Many pilots were killed attempting to bomb meaningless targets. The Vietnam War became a war of statistics. Sortie, mission, and target counts became more important than the lives of the people who put their lives on the line every day. This game is not intended to glorify the war but is designed to give you a better understanding of the sacrifices we (?) asked our (?) pilots to make. We at Spectrum Holobyte are attempting to give you a very realistic simulation of the era. We want you to appreciate the effects of the rules which we (??) made our (this is too much, since when were they 'our' people, I'm British!) aviators operate under and to appreciate the effectiveness of the North Vietnamese defenses. When you play the game,play it as if you were in a real A-6 or F-4 in Vietnam. When you are hit by a missile or shot out of the sky in the game, understand that if you were an aviator in Vietnam, you would have died. The men who flew in Vietnam did not have the ability to reset the game or turn off the computer They did not have the ability to simply turn off the Rules of Engagement. War, especially the Vietnam War, is not about machines and technology. It's about people and politics. It's about lives and deaths. War is not a game. It should never be reduced again to a collection of statistics. We should never take decision of war lightly and never ask our youth to sacrifice their lives without cause. Perhaps in the future we can live in a world in which we are dedicated to building rather than destroying. This game is dedicated to all those people who sacrificed their lives and who lost their dreams and loved ones in Vietnam. Gilman G. Louie CEO/Chaiman Sphere, Inc. ______________________________________________________________________________ PART XIII: THE KEYBOARD F1 Zoom In F2 Zoom Out F3 Sensitivity Increase F4 Sensitivity Decrease F5 Outside View F6 Tracking View F7 ACLS F8 Satellite View F9 Carrier View F10 Menu Esc Menu 1 Horizontal View Rotate 2 Vertical View Rotate 3 L Back 45 deg. View 4 Left View 5 L Front 45 deg. View 6 Front View 7 R Front 45 deg. View 8 Right View 9 R Back 45 deg. View Alt 1 Reverse Horizontal View Rotate Alt 2 Reverse Vertical View Rotate Shift 1 Section 1 Shift 2 Section 2 Shift 3 Section 3 Shift 4 Section 4 Shift 9 Leader/Wingman Toggle Shift 0 View Unfriendly - Decrease Throttle + Increase Throttle Backspace Air-to-Ground Weapons Select Tab Accelerator Q Missile View E ECM R Radar T Walleye/Paveway Sight Toggle I Walleye Target Setting Up / Increase Mil Setting O Video Reset P Pause [ Look Up ] Look Down Return Air-to-Air Weapons Select Delete Take Photo Shift Tab Accelerator will not shut off if bogey near Shift I Walleye Target Setting Up / Increase Mil Setting by 10 Control E Eject A Autopilot/Manual Weapons S Sound Mode Select F Flaps G Landing Gear H Arrestor Hook J Walleye Target Setting Left L Walleye Target Setting Right ; Increase Waypoint ' Decrease Waypoint Shift A Autopilot/Automatic Weapons Shift H Emergency Net Toggle Shift ; Waypoint Information Toggle Control K Jettison All Stores Control L Catapult Launch X Clear A-G lock C COMED: Map/Radar Toggle V Video Recorder Toggle B Air Brakes M Walleye Target Setting Down / Decrease Mil Setting < Decrease Afterburner > Increase Afterburner / Military Power Shift M Decrease Mil Setting by 10 Control C Jettison Centerline Stores Space Trigger Help Master Arm Undo Single/Ripple Insert Bomb Mode Cursor Up Nose Down Clr/Home Message Review Cursor Left Bank Left Cursor Down Nose Up Cursor Right Bank Right (keypad) / Military Power * Take Photo 7 Master Arm 8 Nose Down 9 Single/Ripple - Decrease Throttle 4 Bank Left 6 Bank Right + Increase Throttle 1 Bomb Mode 2 Nose Up 3 Message Review Enter Air-to-Air Weapons Select 0 Flares . Chaff Control 4 Left Rudder Control 6 Right Rudder Shift numbers Cockpit Views KEY COMMAND DESCRIPTIONS Cockpit views Press the following keys to change your view out of the cockpit: View Keyboard Numeric Keypad Left back 45 deg. [3] [Shift] [1] Left [4] [Shift] [4] Left front 45 deg. [5] [Shift] [7] Front [6] [Shift] [8] Right front 45 deg. [7] [Shift] [9] Right [8] [Shift] [6] Right back 45 deg. [9] [Shift] [3] Out of cockpit views and special commands Most of the following keys provide you with views of the aircraft from outside the cockpit. Use these to see your aircraft's position relative to the surrounding geography and to other aircraft. Outside View -- F5 F6 -- Tracking View ACLS -- F7 F8 -- Satellite Carrier -- F9 F10 - Menu Outside View View of the piloted aircraft from a tracking aircraft.The view rotation keys ([1] and [2] on the keyboard)and zoom keys ([F1] and [F2]) are available. Tracking View View of the piloted aircraft from the rear. The view rotation and zoom keys are available. ACLS Automatic Carrier Landing System. This special command toggle turns on the ACLS instruments (see Part IX: Carrier Landings). Satellite Looking down (from satellite) at the piloted aircraft. Carrier View of the home carrier. View rotation keys are available. Menu This special command brings up the menus described earlier and pauses the game until you are done with the menus. Stick Control Nose Down | 8 Bank left - 4 6 - Bank right 2 | (Numeric Keypad) Nose Up See Part II: Menus and Controls for more information on Flying with Stick. Throttle Press [+] to increase engine throttle, which is normally reflected by an increase in RPM and airspeed. Press [-] to decrease throttle and RPM. You can use the [+] and [-] keys on the numeric keypad as well. Air-to-air Press [Return] or [Enter] once to activate the air-to-air weapons select mode (if not already present). Press [Return] again to cycle through the different missile and gun formats. This is not available on the Intruder. Please note that this key does not actually toggle between air-to-air weapons on the F-4; instead, it toggles between weapon stations. This is why you may have to hit this key more than once to go from another weapon to the Sparrow AIM 7. If the weapon selection starts on Heat, for instance, it cycles past the two stations that could carry Sidewinders, then checks the guns, and then looks to the Sparrows. The Sparrow does not count as a normal store on the plane because it has its own dedicated stations;other ordnance cannot be loaded on these stations. Air-to-ground Press [Backspace] once to activate the air-to-ground weapons select mode (if not already present). Press [Backspace] again to cycle through the different missile, bomb and gun formats. Trigger Press the [Spacebar] to fire all weapons or release bombs. Military Power The [/] key kicks your plane up to military power (100% RPM). It also turns off the afterburner on the F-4 Phantom. Afterburner Four stages of afterburner power are available on the F-4, for times when you need to "put the pedal to the metal." Press [>] to increase the afterburner stage or [<] to decrease it. The afterburner is not available on the A-6 Intruder. Flares Press [0] on the numeric keypad to release flares when heat- seeking missiles are being fired at you by enemy SAM sites or MiGs. Chaff Press [.] on the numeric keypad to dispense chaff and avert radar-guided missiles fired at you by enemy SAM sites or MiGs. Pause Press [P] to pause the simulation. Press it again to continue. All view keys in & outside the cockpit are available when the game is paused. Review Press [3] on the numeric keypad to toggle through the messages received by your aircraft. Air brakes Press [B] to activate the air brakes and slow your aircraft down while it's in the air. Press [B] a second time to release the air brakes. Hook Press [H] to activate the hook on landing. Without this hook down, your plane cannot catch the arrestor wire. Landing gear Press [G] to raise and lower the landing gear. Video Recorder Toggle [V] to turn the video recorder on and off. You can take a "videotape" of whatever is happening when you press the key until you press it again. When using this feature, the VIDEO light in the cockpit is on until you run out of tape or turn the video recorder off. Flaps Press [F] to activate wing flaps for speed control. Press [F] a second time to deactivate wing flaps. Flaps give extra lift and so are used in landing to allow a slower approach speed. Without flaps,the aircraft would be dangerously close to stall speed when approaching a landing. COMED COMED is the Combined Map/Electronic Display. Press [C] to toggle between a map detailing the mission route and the default radar mode. Radar Press [R] to turn your radar display off. Press [R] again to turn the radar display back on. Master arm Press [7] on the numeric keypad to arm each missile and weapon for firing. Any time you go to autopilot, you must press [7] again to arm weapons when you take control again. You can also use [Help] instead of [7]. Bomb mode Press [1] on the numeric keypad to toggle between the DIANE, Direct and Dive Toss bomb dropping modes. ECM Press [E] to turn on the ECM (Electronic Countermeasures) pod (if you're carrying one) as a defense against radar-guided SAMs. Press [E] a second time to turn it off. Autopilot Press [A] to toggle the autopilot on and off. If you turn on the autopilot during a dogfight,it will track the MiGs for you automatically but not shoot. Real autopilots do not do this, but this is a convenience for the player who wants to participate in a dogfight or bombing run without flying the plane. If there are no MiGs present, the autopilot will fly your aircraft to the target for the current mission.This means it will: Follow waypoints. Track enemy aircraft without shooting at them. However, the autopilot will not release weapons normally. You must press [Shift] [A] to instruct the autopilot to actually fight the plane. Under this option, you are essentially a bystander. The plane automatically performs actions such as dropping bombs at the waypoints and attacking MiGs and radar sites if assigned to do so (Part V:You As CAG describes how to set orders for aircraft sections). Clear A-G lock If you lock on to the wrong target during an air-to-ground mission, press [X] to clear the lock and try again. Cat launch Press [Control] [L] to launch your plane from the carrier's catapult. Jettison Press [Control] [C] to jettison the centerline stores if you centerline need to get rid of excess weight to give you added stores maneuverability or acceleration. See also Jettison all stores below. Eject When all else fails, press [Control] [E] to eject from your aircraft. However, ejecting is not necessarily the safest or the smartest option in a given situation. Invoke it only as a last resort. If you eject for no reason, your pilot is automatically court-martialled. Ejecting over enemy terrain gets you captured. Also, you can die during ejection. Jettison Press [Control] [K] to jettison everything except your all stores missiles. This will give you increased maneuverability and acceleration in an emergency. See also Jettison centerline stores above. Take photo Use [Delete] or [*] on the numeric keypad to take shapshots of whatever is on the screen at any time. These can be reviewed later during Debriefing. Video reset Use [O] to reset the gun camera to make videotapes during flight. Move Some missions can have up to four American sections of between aircraft with up to two aircraft in each section. Use the sections following key commands to move between the sections: Section Command Key (top keyboard row) 1 [Shift] [1] 2 [Shift] [2] 3 [Shift] [3] 4 [Shift] [4] Leader/ Just as you can move between sections in a mission, you can wingman also toggle between the leader and the wingman in your section. Press [Shift] [9] to toggle between them. Unfriendly Press [Shift] [0] to toggle between the piloted aircraft and its current unfriendly (if it has one). A Phantom on MiGCAP is allocated a MiG to engage, and an A-6 on Wild Weasel duty is allocated a SAM site to destroy. You can view these unfriendlies by using this key. Single/ripple Press [9] on the numeric keypad to toggle between the two bomb release modes. Single releases one bomb per trigger press. Ripple release one bomb every second until all bombs on the station are released, allowing you to lay a line of bombs on a long target. Missile view Press [Q] to toggle between missile view and piloted aircraft view. This lets you follow the missile down to the target. If the missile explodes, the view is lost. Sensitivity Press [F3] to increase and [F4] to decrease the aircraft's sensitivity to banking, climbing or diving, on a scale of 0 to 3. You may want to learn making bombing runs at a sensitivity level of 1 and then progress to a level of 3 in aggressive dogfight battles. Waypoint On any outside view ([F5], [F6], [F8]), press [;] to increase the waypoint number and ['] to decrease it.[Shift] [;] is used to toggle between the distances and bearings in the outside views to three locations. Carrier gives you the relative bearing and range to your carrier. The [;] cannot be used to advance or set back the waypoint if this is the location showing. Buddy gives you the relative bearing and range to your wingman The [;] cannot be used to advance or set back the waypoint if this is the location showing. Navigate is the default setting. The [;] can only be used if this is the readout. It gives you the relative bearing and range to your next waypoint. It is possible that another message, such as Attack or Land, will appear in this space if that is the next waypoint for the aircraft. See the next paragraph. Press [;] to advance your current waypoint as shown on the outside views, effectively changing it for the plane. The readout does not give you the exact waypoint order. Any combat waypoint order (such as "Drop Paveway", "Fire Walleye", "Drop Bombs" and "Circle") is shown as "Attack." Any other order is shown as "Navigate." These readings show up as ATTACK, NAV and LAND on the DIANE. (The F-4 has no such reading on its radar screen.) Press ['] to set back the current waypoint. If your plane missed the target, you can use this key to bring back the Attack waypoint so the plane will go back to the right point on autopilot and try again. Look up/down Press [[] to look up above the usual cockpit view (a "head up" view) and []] to look down at the cockpit(a "head down" view). This latter key can be used in the Phantom again to look even further to see more instruments. The A-6 only has a "head up" view. Zoom Press [F1] to zoom in closer to the aircraft and [F2] to zoom out. Use in conjunction with the outside view [F5] and the tracking view [F6]. This key also works with the carrier view [F9] and the missile view [Q]. View rotation In any non-cockpit view, press [1] on the keyboard to shift through different horizontal views of your aircraft. Each keypress change the orientation along a circle surrounding the aircraft, starting from the rear up and forward and then from the front down and back. Press [2] on the keyboard to cycle through views moving vertically around the aircraft. Using [Alternate] with either of these keys rotate the point of view in the other direction. This key also works with the carrier view [F9] and the missile view [Q]. Accelerator Press [Tab]to speed up the action during long flights over the sea. This speeds time up for everybody in the simulation (friendly or otherwise) and moves you toward the target at increased speed. The accelerator is automatically deactivated when you approach the target or when you are approached by a MiG or SAM. If you don't want automatic deactivation, use [Shift] [Tab]. You can also toggle the accelerator off by pressing [Tab] a second time. Mil Setting The [I] and [M] keys can be used to alter the Mil setting of the sight on the HUD (see Part VII: Flying and Fighting, the Mil tables). This measurement is in milliradians, hence the name. [Shift] [I] and [Shift] [M] increment and decrement the Mil setting by 10 milliradians. Emergency net Toggling [Shift] [H] activates and deactivates your emergency net if you afraid you cannot land your plane normally. Walleye/Paveway Use [T]to toggle between sight modes when using the Walleye or sight toggle Paveway guided weapons. Walleye target Use [J], [I], [L] and [M] to move the Walleye sight around on setting the screen. Sound Press [S] to toggle the sound between the options found on the CONTROL menu. Once you have picked the type of sound you want from the FILE menu, you can use this key during the game to toggle between "All Sound On," "Engines Off" and "All Sound Off." Rudder left Press [Control] [4] to make a flat turn to the left using the rudder controls without banking. Rudder right Press [Control] [6] to make a flat turn to the right using the rudder controls without banking. ______________________________________________________________________________ PART XIV: EXAMPLE OF PLAY AND FURTHER READING ASSEMBLY BUILDING IN HANOI LEVELLED! Rules of Engagement Violated! The following narrative is from Mike "Moondawg" Weksler, who describes his mission to duplicate Jake Grafton's attempt to bomb the National Assembly Building in downtown Hanoi. (Note: "No. 19" is the callsign of Spectrum Holobyte Product Manager Marisa Ong - hence the references to a supposed Vietnam-era bomber pilot as "she.") On 19 June, 02:00, I go to ready room for mission planning. Make sure to hit [F10] and select Captain, the proper control device, and other applicable options. After pressing [Esc], I enter my callsign as "Devil, 50" on the duty roster and proceed to target selection. I select the power station in Hanoi, with the secondary target being the SAM site 180 south of Hanoi. I review the photo of the power station and hand the coordinates to my Bombardier/Navigator (B/N), Virgil "Tiger" Cole, for later programming into the navigation computer. I save this, exit out and when everyone has left, go back to get info on the real objective of this mission: the Assembly Building in downtown Hanoi. "Too many lives were being sacrificed for worthless targets such as'suspected truck parks,'" I think as I reflect on "Morg." (Morgan McPherson flew with me on a "truck park" mission. We had flown together for two years. He was my friend. A stray bullet killed him on that run). I note the coordinates for the Assembly Building & load up my original target file to review the information. Target intelligence provides a map and photos of the power station, but no photos of the SAM site - just a spot on the map. We review general intelligence. This shows that the MiG activity in the vicinity of the primary target is high and ground activity low. But after we bomb the primary target we're going to violate the Rules of Engagement and take out that Assembly Building in downtown Hanoi. From the intelligence I can gather for the Hanoi area,I can see that all enemy activity would be high. I give Tiger the target info, we grab some coffee and then go through the routine of donning our flight gear. On the flight deck, Tiger punches in the waypoints for the power plant strike, but then adds the waypoint to the Assembly Building with the waypoint editor. At the first waypoint,he changes the altitude to 500 ft and sets the action to ripple bombs to make it look like we're gonna dump it all on the primary target. The second waypoint is also changed to 500 ft and ripple bombs. If we have to, we'll page to the other A-6 and our bird will fly to the Assembly Building on its own. He then tabs the Next Section icon and is pleased to see that we are the only section on this mission. This means we can leave the primary target area relatively unnoticed and fly to Hanoi. I can see No. 19,my wingman for this mission and her B/N, Greve, is going over last minute details on their bird.I approach the Ordies and proceed to go over the ordnance with the Chief. I offer to take him up on a joyride later if he agrees to issue us some of the 2000 pounders, instead of the standard strike load of ten MK82s, one Paveway, and two Walleyes. He agrees and we load up with five MK84s to penetrate the heavy duty concrete of the Assembly Building. This leaves no room for the ALQ radar jamming pod so we'll be flying very low. Tiger makes some remark about pruning tree-tops, but I'm too nervous to quip back. It's now 0215. As we ready for the flight, I choose the "A" icon to insure we're launching at 0230 and we're set up for a bombing run. I run through the pre-flight checklist (double checking every waypoint and action) and Tiger checks his equipment out. I salute the cat officer and with a war whoop hit [Control] [L]. Soon I'm flying at 8 KIAS above my stall speed. No wind tonight and the carrier is steaming at 20 KTS - barely enough to get us up. "At least the weather is calm," I think. I raise the gear and flaps. Soon, with the aid of [Tab] to accelerate the time rate, we are at 325 KIAS at 25,000 feet. "We're gonna have to go nice and slow on ingress to save fuel," I say to Tiger. He clicks his mike in response. I page to No. 19 in Devil 502 just as she is launching. I can see my jet climbing out of her cockpit. "No transcendental meditation would let me do this," I murmur. Greve was having problems with his NAV and targeting computer.DIANE was on the blink, and he would have to bomb direct. I page back to my jet. At 74 NMs from Downtown I start descent and go through the master arm checklist. At 500'I level off and call feet wet. By staying low and flying "up the river," we seem to have avoided the enemy. They know we're coming and my warning lights are all lit up,but they can't get a lock on us as we blend into the ground return.The terrain is so flat that we frequently fly below 200'. No tracers, no nothing. Can't hit [Tab] because we'd hit the ground. We approach the target. I let Devil 502 go in first because she can strike lower than us because we have MK84s. I climb up to 2000' and Tiger says that the pickle is hot. I watch Devil 502 take out the target. "Better go in and drop one off for good measure," Tiger says. I climb higher, then dive at the target. The attack indicator lights up and I watch the little block in my VDT move closer to the center. It starts to fill in and as I fly closer to the target, the horizontal release indicator comes on. When it hits the bottom of the screen, I release and place the 2000 pounder right in the boiler. We feel the turbulence of the blast as we destroy what's left of the target. Tracers light up the sky, but I fly over them like a high jumper just clearing the bar. I can't get below 2000' until we are clear of the target area. We still have four 2000 pounders left for the Assembly Building. "We'd better get down to business," Tiger murmurs. I page to Devil 502,hit the [;] until the waypoint reads "Land" and invoke her ILS with the [F7]. Then I switch back to my lead position. It comes as no surprise when Devil 502 radios to me with a system malfunction. Something is wrong with her NAV computer and she is going to bug out. I radio back that I am enroute to the SAM site south of Hanoi but have to change course to avoid some AAA. We are now alone. So far, no enemy aircraft on RWR. All clear on ingress to Hanoi. As we approach the city, I climb up to 4000' and Tiger pinpoints the Assembly Building. He says, "Your pickle is hot," and I dive for the target. It looked just like the Intelligence I had acquired."This one is for you, Morg!" I think as I squeeze the release button. All of the MK84s hit their target.We feel the repercussions from the explosions as distinct thuds violently shake our aircraft. I realize I flew too low. The damage warnings light up the B/N panel. Either our own bomb explosions got us or the AAA has us locked. I can see tracers. So I hug the ground so close I'm afraid I'll snag a clothesline. Circling around to make sure the building is destroyed,I see that I've unfortunately taken out the next-door building too. I only wanted to damage the leadership. Hope no civilians were in that next building. I hit the [;] to start egress. When we are clear of enemy fire, we survey the damage. The COMED is useless; the radar must have taken the damage. However, the NAV computer is still functioning enough to guide our autopilot back to the landing waypoint on the Shiloh. I throttle to full Mil power, hugging the ground and managing to somehow extend on the bogies scrambling to intercept us. Tiger breaks the silence with a "Fancy shootin' pardner,"as we head for the coast; we know we've disturbed a wasp's nest; now they are going to buzz around our faces, ready to sting. I page to Devil 502 as she calls feet wet. She must have run into some MiGs or taken a SAM hit or something...Everything is Foxtrot Uniform in this bird. The COMED is just black. Somehow, it is still flying. I page back to my own A-6. "What are you doing popping in and out of here all the time?" Tiger growls. "Don't you know the autopilot makes us climb? I was a sitting duck while you were gone!" He's right. My panel shows a SAM launch. Talk about pucker factor! A second SAM launches before I can dive into the ground return. "Jake, it's closin' fast... Five o'clock!" I dump some chaff and almost fly the bird into the ground. I black out as I pull up but am still in control. When my vision clears the first SAM is gone. Must have hit the ground as we pulled out of the dive. We're now off course at angels 2. The second SAM is still closing. I hit the chaff button and dump as much as I can. Multiple bogies are still closing. Almost to the coast now. I dump more chaff and jink out of the way of the remaining SAM as it goes off guidance.We can see the SAM go right past the right wing. "Get down!" Tiger yells at me. I skim the trees the rest of the way back to the coast. I blend in with the ground return and fly along the river. No further SAM launches. The AAA light is still lit,but I know they can no longer single me out of the ground return. I call Feet Wet and start my ascent. I know that when I get back I'm going to catch hell for this. Maybe even a court-martial in the Debriefing mode. "Bingo fuel," is all that Tiger says as he reminds me to throttle back. At angels 2, all I can wish for is the KA-6 to fly by and give us a fill-up,but I know that it's not flying. I hit the autopilot and sit back, pressing [Tab]. I avoid paging Devil 502 because if it lands while I'm in it, the mission is over. Checking every way out of my own cockpit shows no sign of my wingman. "Must be on final," I think. The sky is clear and we seem to be the last ones up. I invoke the ILS with the [F7] and line up my needles. Tiger and I remain silent. The LSO doesn't even ask me to call the ball. OK, throttle back, flaps, gear and hook down. Needles lined up, I can see the meatball. I'm too low. Climbing. Now I'm too high. Can't seem to line up. KIAS is 174 and I'm 400'. Needles high and center, fuel 1000 pounds. I shove the nose forward and hit the deck with a force that we both are sure will push the landing gear struts through the wings.Then we feel the reassuring tug of the number four wire and start to breathe again. Devil 501, over, out. FURTHER READING ALPHA STRIKE VIETNAM, Jeffrey L. Levinson, Presidio Press, 1989 ...AND KILL MIGS, revised edition, Lou Drendel, Squadron/Signal Publications, 1984 THE AVIATION/SPACE DICTIONARY, 7th edition, Larry Reithmaier, Aero division of TAB Books Inc., 1990 F-4 PHANTOM II IN ACTION, Larry Davis, Squadron/Signal Publications, Carrollton, Texas, 1984 F-4 PHANTOM IN DETAIL AND SCALE, VOLs 7 & 12, Bert Kinzey, Aero division of TAB Books Inc., 1982 FLIGHT OF THE INTRUDER, Stephen Coonts, Naval Institute Press, 1986 THE HUNGRY TIGERS, Frank O'Brien, Aero division of TAB Books Inc., 1985 INTRUDER, Roger Chesneau, Linewrights Ltd., 1986 THE MCDONNELL F-4 PHANTOM, Robert F. Dorr, Aero division of TAB Books Inc., 1989 MODERN AIR COMBAT, Bill Gunston and Mike Spick, Salamander Books Limited, London, 1983 MODERN COMBAT AIRCRAFT, INTRUDER VOLUME 26, Ian Allan Ltd. distributed in U.S.A. by Motorbooks International, 1987 MODERN COMBAT AIRCRAFT, PHANTOM VOLUME, Ian Allan Ltd.distributed in U.S.A. by Motorbooks International, 1977 MODERN COMBAT AIRCRAFT, THUNDERCHIEF VOLUME, Ian Allan Ltd. distributed in U.S.A. by Motorbooks International, 1981 MODERN FIGHTING AIRCRAFT, Volume 4 F-4 Phantom, Richardson and Spick, Salamander Books Limited, London, 1987 MODERN FIGHTING AIRCRAFT, Volume 9 MiGs, Bill Sweetman, A Salamander Book published in the U.S.A. by Arco Publishing Inc., New York, 1985 MODERN SOVIET WEAPONS, Edited by Ray Bonds, Salamander Books Ltd., 1986 PAK SIX, G.I. Basel, Associated Creative Writers, La Mesa, California, 1982 PHANTOM OVER VIETNAM, John Trotti, U.S.A. Presidio Press, 1984 TONKIN GULF YACHT CLUB, Rene J. Francillon, Naval Institute Press, 1988 TOP GUN, George Hall, Presidio Press, 1987 USN PHANTOMS IN COMBAT, Lou Drendel, Squadron/Signal Publications, 1988 ______________________________________________________________________________ ThE EnD... Fixed By [RYGAR] to 79 columns, all atari st shit removed! greetings to the guy who typed all this.. Stick Control Nose Down | 8 Bank left - 4 6 - Bank right 2 | (Numeric Keypad) Nose Up See Part II: Menus and Controls for more information on Flying with Stick. Throttle Press [+] to increase engine throttle, which is normally reflected by an increase in RPM and airspeed. Press [-] to decrease throttle and RPM. You can use the [+] and [-] keys on the numeric keypad as well. Air-to-air Press [Return] or [Enter] once to activate the air-to-air weapons select mode (if not already present). Press [Return] again to cycle through the different missile and gun formats. This is not available on the Intruder. Please note that this key does not actually toggle between air-to-air weapons on the F-4; instead, it toggles between weapon stations. This is why you may have to hit thir shadows you. Breathing life into the complex world of Flames of Freedom has been a fascinating but arduous task. All the programmers and artists at Maelstrom have given 110% effort. On the publishing side, MicroProse have shown commendable patience and given much valuable help and encouragement. It only remains to say that everyone involved in the project hopes that you enjoy the game and thanks for buying it! Mike Singleton. -Page 179- *----------------------------------------------------------------------* Trigger Press the [Spacebar] to fire all weapons or release bombs. Military Power The [/] key kicks your plane up to military power (100% RPM). It also turns off the afterburner on the F-4 Phantom. Afterburner Four stages of afterburner power are available on the F-4, for times when you need to "put the pedal to the metal." Press [>] to increase the afterburner stage or [<] to . r.. DOC_34 PRGbs f.%߇`>.-%Wއ`,އgNu> f.%߇Nu.-%WއNurއgAQNupaSAk0gTSAgXadBad\`dpaSAjpNupaAAL!a҅NupaSAkPAAL aAa0`Npap`.pap`>aJ@g p`2aJ@gp`(aJ@gp`p``"agQk`U@C!!Q`  U`#34SO\/;`ῌXw *Ѭ&M@6 Np#B#R+2DaEGjU9 eHXP4VZVLkdڃo ATS( j E0M? ʊRn™[ͲoٺU_/+ />  ¢3H‡tl3CP!Ymt[2N>JV8Ko\:"%"'8^6\; #H~)[.!À&MЌ,5gC#=!d=P39(^Z !/'hqh?;#"2NAXJl o5  b }30L\J۾΂ B9#-Cp:Cմp_ܺga\  `PDHLPTXXւ\jG9,B%/!K 8 p [r: N`6D:rׂ0lmQ fM.f+,kZ3`Tr2v.MdA3Ȟx-7V%"yScxOu B# Y &a!Ya!Zj$(,0HZf48KGo|l\Gɂ->K`zN`sz gsG1zG0L-HP!F90 STj q JHbgiՃT`f_P NA\3YP0RFP%?9pG/qN, Ef#|LH6%[a FEXݗ iFh@$p!5H4F##0:zgjbZR j#QR|arIG(E~L" wHE)Q8bҁXP1J)""EE:9P:raC"0F".*E 2|~B,[L*+A|TgJd_*:/TP>@|b] >G,"CDPM8,?"D"B, D]ra SgEn"TD,*(Drn`EE/I} ,[)+t EMEaɟTg.L"+ &" 0bpE8ARM pV@ ¨ zL Ő c2K Fp`"R0:j1AC7=q" F#Xi$+ Ry#z|1NuNr!lF';^[`lBA0| z3@gt AirZB0h:Nv]ed:a) vav&!9!\D!VDHAE3\Cm"LB8Nsc ,o2Aވ.fHFsL6a ۋ#""v u/Lr&`X: qAI4CEvtrB||e$QI8,ug8"C`EY0FK9S2EC+i'"q3 VAATJܢmJl9` dfDBr2j{ t}AX0ڶc#`; ٩PRy+z"/ r4:ţd pp0# 3HYimͦNGCHQɜ"|o"_As3oU B { A{A{ A F 7 F.0hphB 3 A{ { A{F A F .07hh 3pA{ B A{  A{F F07 .hh 3p{ BA{ A A{  F7 F.0ph~iŒ^^^p_BLςaFn/aH\H/aHH/a8/7 .0ФSs B^Ф`{ 3p{ BA{ A A{ > } E0W !q ྅  + Œ" ^ ^ B^ ςp_ nL g!FR  R R  N () Bl { Az A{ A  } E0W>aFm8( AY L+B"d &и@a@+&AW<"E0@M-€h РL"+ 6Bl0pM"+%7  PȄhP&X6400xР0`. PѕMpa@oUX@a@(H8P?hLHNu,.@Etbޙ>|,y{,$()*&+',!"#3u!% +,`L6I 8v(`x E "9O\,XrD)xB`FvHcxN 9pP52R< :!8R8p%H[ 0d(R\,7*"9NTB( B@p bpd ; w<p,EƄ =7 n i \&Y^ p 缆|IuPP4 @pp%J!L0tDnƀ+ZNdpI1<0`p'l@ 3' B~@CLA&$?CN5"rJ J Mx7!xM4ܢCrG DrI$lBo`+ @A$@Õd65&Hl9jLsxT(qZU4H H^! BN!F& `5!E|t pMM71b 2Di:8J&8tF!r|% n|% B` 'pBHA?` 4 F\tG2CD!'rPaql*!' Q4Sg7 rM @7 7( pH!8J8Dڀ`6g  Rc@ >xpR6@N0 :hhql"AEq0@DOnXI86@AL~ڬ Fh6@FJ|5)@@H  Hv!x &Vja-9| ^ʐ ЁA!̈(FD3AP"d \xm0$96N"ư An%8 CPЀ.!xIllBl@nD'- PA& KBRЅ 5È@v 7hM4HP'N C'q` 2|%x"6E  dAPhnVps "@%@(@z3gĜA[nF%q| 6@MȀ2w း`pW'2@l̐ IDP`t Hr x 9ˆ`!FAA$'i $)jHj"W\0@Q`dCp&x۞d8$ՀMwNKhp!t01C8 QBup(j&AÀ, 6  !hm!q H !ɀ'|$vC @uH ̾`6@M4A%?PH8D6n Yl8D҂P&Cphn! 8nHp8070?A!L8JToS1DS۪-` NT!5F%.T'NRT:T(MERASCG(O*5LAEqB)CRLbXT"#UERSTDABLY,<'M#ALOÌCFORHA TO- "xS]EMYP̆SOLUTI?IH{ON'TWRITEANYTHINk漂 awZ{)ܜ \z8g5Bs2N0BXQȍˍca(J;|Ld".8hj00ln0l쾫 5}HJ?z+K2A\M$ hnZViZV"j .(V0 1~2ZV;A  ?i\ANvFتV>B6i[C.DZV&b}`A$Xd"v9*:+KpN#ydgNu 9 sP`k1pk 8(pmD.´X#(7 & @fvM L%8ދaLQA7& 9hx~86!߾:70,s.0m. xOVJ mv8:<>H@=hEFGY*Fd؁x &օֆևL#/:l|03#ƾUS]WS9lÄb . $;eRʵ&.#_H$?1D4"N4m1P&ڝ3AS0 Qsޫ.(e@d%Ia) n%e``t`ZJ:k 8V ^P^Ff 0X#06@N5"*į M;X;~nZK/6.@L,_lJnhj kH-ˆS`y !cI $g\ 5xv`gkhX`aV <^$b)%tp_\!0"(066.E";kx(0qU(TB&2U-`$9c*(ChI@P"THEbguRT(|iP-\S UYñ3(%Δ9`vA`bZ eUVNӁʔ8S. PtLs"p a Uvp1SKXlkr#Yr[]tir6nf t `/[?VQy#&p¶4Tt /c7fŗZ꬟+ZaDN+vY e5V츰~bb 5*z7}#@:܌Z_ގեVʒ^{i{ڔZ^Vx*ńX*Uߜ,VBM B @x(&Ud7a*d 4u,-; Bd?|0XDSOQ(5 uFzKol$f n1vL ޖ>aV  A Q `#4x YI5HU(uC;N J4J, []jD:vSf!{\iQJKz,*5 UxQ̸LN3eNAT-;k񾊑 $`Xnv v H taitAUrQvH*Rv t t6 trHl$0ds cr3SYp,Kp*@ ~ ƺ+Vm XQxwY "~7b%,VeըOeRbdM*Ѩ&TXB Vʮ+i!^  m `X!o.X"|dK*9UrJA6J AH1:b )k1`X`bJ*_hݕZ([*[B:ctjI:ŋ4$ -4T#H$(,H40484#<"#HDHLtqC_PTXFn\`dihlptfFgJ*x|iFF[i;\ F͑6s<xpVri{եt^vƢi{8v:,䲐tK9p+ Dqb@E$ 9lX F G[U0Gf0F`0E#Z0DT;K잨>hޭ/|jK6l,0/z"kba "i6Hd f6h:):)8:)$$((,,44^88x< sDD)'E&HLLPPTTXX\\`ddhll$ppttx"||:$n#hQ}bCH$^A B"R.naLRgCp gR`c]i`#ܷt)Hx#ǶNk|p"$=IQH9 xTnJ$nlAal.Za$lIj 9cnbB Zjy2h&fN NM͟ J / \??<ΙNAX #b f 0|HaNu|FFvA\DlByRa02/09/90  +D%0,Hel-ڑ=sF$B3ofĔ & l $Y79*OES)6VmY#JA~T8"kABB---mo#qF]Bڲ0Locd>A!=U pN DOվ 8MR0aS@a=Ԋ_ond|ƅwts'A';!Ab,yk`@:RʵurwU!Zp Y"vOsNou8!qSewSoftw@6OChek!8PV3.01Co0AM"wF, + UFile*fT2mTopoBBah" BB(pmMkBlockJ< GFGotoLin&%0I @OSas'ADeb%&LF%lt bkBxc G |6'Gd:?Ntd'G:?B8( P. q 8tr D/73 pJrPO N .? NvN]P'"`˜t x.@290^`hl@ HMZA0S9@IMDt0P' bݪg  kcGEx!Uqu8G g^0NGu/# A'30-܈ i`M8Pn+' ƌM/R qCṂPc9LNрNX 0IÜ* 6&g]#KAg/ \! <7e AFu6Հ5@&ja 0f8+r ?4M: &H //Ĕv H&AdV؇(!@t!Nq~El gIxNP6 'P}|r' b6d[': Y؂ Pmmub.:'^P$a@t(YfUMAdN:@#`N c8_rY'7` &7bd Hp8.s1Y' N 1XM26㸵EEf1v#vB3l pM qax9#$0aK)PYwIC!#u0KMr'#pbILhn0t$a&&Ga c(Cd?'G:NɲtGd:?'1q RPi . qȁ8 r@t# /7 pၻHrO P NN.v? "N]P'`t ˘x.@902@l@^hM 0x@ZAR9t0MDP' j݀ bkcGx ޛGEqx%BM p'P@N5/Jvp2R[;!@̎q\؀@& p8i~O89N@FL'@% (:8 ő9s8 ?h ^p:u!8y q:O@ vU$ AFu6Հ]P' @v m/$ XEM灢nND/ i4`^@xXxN$4@7+80*"ԗ: Ǡ&GIP'sa. r:H88 8 Fnc v -d(( 6 6F:G(A M qr@:3K  N&'0't0t9q 6Pq4t`xi) Np'v&0&# āH @]b 7  8` J9`]t[k @Mƺ 0$Iu@Y In:sR>9GS<$9 0p`$>7A&lfM# nKpb~61$v|Xd?'G:NɲtGd:?'8(ÌBP . qȁ8 r@t# /7 pၻHrO P NN.v? "N]P'`t ˘x.@902@l@^hM 08@ZAR9t0MDP' ݀ bkcGx GE&q xPM p'/J@Np5v[2 U~3f sM,x0' q8 pr*xN()J '0 Q :tp#s8p*:8@&$uq8: q,P tqx9GS$9 ϔp$7A&M# nKb61$vXD8}йc06ڣj6ڣjj66ڣj6ಣjF%TmQFTmQQFTmmQFFTTmQFTmQQFTmmQFTZTXbfjinrvziF~iFFFii@F"i&*.2iF6:>iFBFJFNRȁia@&\^ޥ.fw\,( b!F#3G0dXb: 2YDwcbDPƭlW 42T#CEV):^r @ֶH4v4#]sb|0F;+5(`$"6 *3r !K@ND$B(H8JBU2 D&w!f(U#n,4EV8G#4EVg~ewaliexI_aveZBc_cdkmanȄ$firLha Ofoti4uy_soّalaB#δnG\l.b*1!pa!mdwn2mons_x"sbulusx$4ne )"k3orb_deG1r_typessedrahack_uparflig _rod zstripokrpermin_2thunhawk.swrUBWdFTW!HRPORrO%*PjEDOCI^INUMḆ34eAEX!CAVI$.CPLYCOs\D¤,KAp̤IRE& 1<-Ut#1HNOV]SO$f)RQkNAK62wLETICLA|NJA#LB 3NG؎q10DW|cP/,M]=TSRBpdBULUQ%NEO-BIT$LEJŒ =n.$<zO'|t32P,p拌Yf_ѶO nгFN ^3 $&~\7|YqIXrg~WhSt-.ɑ%X.gGO:;>U-S+WhxzJOPzkm*լ-PiVAZgWքPwLfovJ\ jbL>1Owv  xnUxx vU/iWZ n>Xf ܻ 0 ûjy iY2voקl~JoϨ~jgBn<0|n ӣ/#6 "V*|`|6( Q!ֻ7irHr0a6/88R6J(tN*58F<5(w(V!V|)6-3cL,j*5Xp)lj!1".ܢG7H(ٗ:$7v+t4J0lE;+4#5gc"( 7/gQ ЌBĶ|>Ft/1/m3،x,>3 v/K8'.62VL/>oh/4\Pn+)p$wioFM . ??S#߈<0 y` lFPxRm$iuWplG }A_`pl|P<l{lP~ȘNlGwkhWX ,Xd~\QoAAIyD8i _aͨ#NAdmo4R!k=oSn<>'>oĘ]8q;qOVd^A>l~0=Awrp Y0p®]!.P{(|Z_S5)!fϟA\?a<lrXh~~ZJ,y>^0<g:xs"ʵO0|LrG}:~>,}ڞķ|~ExzC7JuceO̜|=o<8  fhNCMig0"I>]v ,\\D,8yWX~ xlH|4Q< 0 Us;K<`Nx gKwjYbLJ]*X5fԀpðjTfܧl>,2&Ԁyc|%0|/|'|:%B&iYXP/%ryYҞnЄ>20=L{0H>TnĀccc<&g>&Y)7!!aaal-SoCCxsMWO?7KY@E]0$PRnlBजlxm^6<ވN}mbA+(l9 mS==`0nB|bw=F@e)M8Vh F٥=x``ݾ>1B}v0zLO$+FNphM|Sn bk̀4 9Nv Ѫދ|Ăl@> Soߖ``6.bG!`@k:'W.>wPתؚ*}0V9r َX '\6< {i. [ j0t b !ݻ0h5N30`zdj(i0??/Q/?JW'aLѠJ~,fFנP9FVxgXF0g`阹%f? 8*(d%\P*XLP0n U|ؤ8̭{ 3djxȄI-gyQX?dTF?-س>AT-hWӰLdΰ躄8 Gn+քfp.s|ٲ5knbhv`|`E s>>x>xgQߠTV 1X 暛`Güͫ7p`OƸT[{~OP@D{1xClQo[ a @qdQ C0080=NR<<>j9mJUTT*TT֬p`o3 Ðx;y°FCĠ*7C8pJZvOo act<9Hqpt?1s@(|H +$P@ @۰Ib@̿ V #TȀ]OmMI!Dmm$ԓRmmmRMI5mm5$ԓmRMI`mbbj=bbڏbb= Fb"*Fi2:BiJRZbiFcjґqiFlg`f(DX\'7EpGbNNL@0do񿃡*#,<DP 0t(ACOIjC0DE &0ΌTTonqiM:Zq"Pe}%?i&O6y]>$ f/3Gaqǟ?Ê~AL' -?^C="^(v0 V~ 80GP"L&  ]>(AA:v%[? !$(ˆBROFA+yKG-l4,LFap`(zPXPH ضz}l@v(ϡ!Ov;@6 aDtu.(=Nۯ7Q_vDa T_HYX,w*~fd``쬛P!N%0͑8q@UB($cQB{h&0OO5jTPQ+s;7{3;q$%-=g0$s 1RuX`_ya]eʰM!p;(F$#bvhuy16eE0 tXKBQ7a8@WM4C`!!aR_d7#CgD9pl#pE@se*4 g:ȗ7"; n!%D𻞬 ʔ;ܥ&rPeFG%%UnQzl[DBF o *!l6d!90"ErV®{U43- =AaiVru 39XV 83j ʑ對IFe{kP 'N͂%֌~ Il;T(  vb&eY4 bgd_<¢F4O 㛄lr !5@|:jE& 41RX;l0)-}Jyav j hjʈ~N^?'aU>ͷ cM+~k;aQg-pE!P57{'n{;fH4"˫2f}D#`QB-TÎg1 Oֶ[jlFS, ,86S` Dv #^/& -3aZ_v9S>(?] _X2>1R ,N>FGy7M 7&,G8nX̶,⃟r߬P7b~/˿(J< P  L2f͙/ HOWH| ҈ot0n=na~*"kp0ʔ`n?phrb{|FB`@BA\CԀqN0,k Z#odx0e;( 7|8?[?%`-R:{~:F0MQ"DNr0Dqgv8Tɗĕ6y~ O?{O(Fb (?kuc#x|fXnu/ (# lVP)˱`U v#脗|hdy֦<įwZ^ {k`4s6#nPla*F-Ŏ?X?0ޝvY$ Ma? \jk4a P)v?ǘ}]'<7d)~ϰ.o)v E%05) )%T>o!0+ՙ u6l;OSI`uwt 0j8V BbѢE*yӒ8焯!(ϔb?*,;F<#SH!%=G.g!qg=y#n?5smfv  0ϢXsl$+)| — c>*R,E2M<-0 u`:yJ VDz)?uRQOX|݆!iaL=4!JVڢ8JP֕JK9nTV:@J><#G fR|~95ă6ڐ" DP ;8dw  wp"CARmH _H)Pғ  *ULTc.mBBdDiI˥Kxa$Y_ڑ aK7p1A Y` di]0FRp— *7<[2ʞNt@`\`Q HARD NOVA Part 1 INTRODUCTION This walkthru of HARD NOVA is divided into three parts. Part 1 contains basic game mechanics information and should be considered a supplement to the manual Part 2 is the walkthru; Part 3 contains location information for the hopelessly lost. CHARACTER DEVELOPMENT As in any role-playing game, character development is necessary to win; however,in HARD NOVA, the player has an additional problem: You cannot dismiss a character that has been added to your party. Several characters you find are duplicates of each other in their abilities to help you win. Others exist only for one mission and have no other use. This means the player must decide what characters are to be developed. All characters can gain experience points, but key characters need to be sent on ground missions to gain the extra points needed to properly develop their abilities. Experience points can be gained only in combat.In ground combat each character gains points by just inflicting damage on the attackers. In space combat every character shares equally in the points gained by damaging an enemy ship. Characters who are sent to the ground in an away team gain the most points due to ground combat. Your ground squad is limited to three members,and Stark/Nova must be the squad leader. You can have less than a full squad. There is a slot (the recruit slot) for a fourth character; however, any character in that slot remains there only until you return to the ship. This is an important point to remember since it makes a significant difference at one point in the game. APTITUDE Each time your character reaches a new level, you are given ability points to spread around your abilities. The number of ability points your character gets is based on the Aptitude ability. When Aptitude is 8, your character gets 3 ability points. When Aptitude is 11, your character gets 4 ability points. So, you get one additional ability point with every 3-point increase in Aptitude. The maximum level for Aptitude is 20. This is a very important ability to increase quickly and early on. AGILITY This ability determines how fast your character can shoot in ground combat.It is very important to increase this ability as soon as you can for characters who will be sent on ground missions. This ability determines the Speed as shown on page 31 of the manual. A Speed of 10 or better is needed; a Speed of 15 or better is preferred. FITNESS This ability determines how many hit points your character gets with each increase in level and is crucial to ground combat successes.A Fitness of 10 or better is needed; however, this ability can be increased gradually. FIREARMS This ability determines your character's accuracy with Standard Weapons. It determines the "To Hit" value on the screen on page 31 of the manual. You want a To Hit of 50% or better.A To Hit of 95% is the maximum your character can get; there is no point in increasing Firearms once your character reaches 95%. Firearms are the only weapons you will find in the early part of the game, so this ability should be increased early. This ability is only of use to characters in your ground squad. SPECIAL WEAPONS This ability determines your character's accuracy with Special Weapons.You do not have to increase this ability until you find some Special Weapons.When you do find Special Weapons, it's better to not use them until a character has enough points in Special Weapons to have a To Hit of 50% or better. CLOSE COMBAT This ability determines your character's accuracy with melee weapons. Melee weapons are generally useless in this game; you can ignore this ability. TACTICS This ability is added to Firearms, Special Weapons, or Close Combat to determine the To Hit percentage.Increasing this ability is not as effective as increasing the actual weapon ability, but it does apply to all weapons. DEMOLITION This ability applies only to Nova or Stark and is generally not necessary. It is used in conjunction with grenades. STEALTH This ability generally is not useful except for darcators; all the darcators you can add to your party have this ability at a very high level already. THE REMAINING ABILITIES The Ship-Based abilities are fairly straightforward.They should be at least 8 to be effective but are really only effective when they reach 10 or better.The exceptions are Programming and Star Comm. Your ship starts out with Level B Programming. You cannot safely increase the programming until Programming ability reaches 12. Thereafter, you can safely increase the programming level one level for every additional point. You cannot do effective ship scanning until Star Comm reaches 14 or better. OTHER WEAPONS Close combat weapons are useless; ignore them. Upgrade weapons as fast as possible. There are three exceptions to this rule.First,the SMG-70X has a high rate of fire and can compensate for a low Speed. Second,Special Weapons should not be used until a character has a high To Hit percentage; otherwise,you just waste ammo. The third exception involves ammo. You can only carry a limited supply of ammo.To avoid having one character run out of ammo,you should try to have everyone use weapons that use the same ammo because then you can share.Of course, if you find an exceptionally powerful weapon,then you should use it as soon as someone has a high To Hit percentage with that weapon. ARMOR Upgrade all armor as fast as you can. The only warning about armor is that it can reduce your character's Speed stat.Your selection of who wears the armo may depend on how it effects their Speed.Also,the enemy mainly shoots at the lead character.That character should always have the best available armor and highest hit points or he will die early and often.Similarly,the lead character in the ground squad should have the best medical lining you can find. DROPPING OBJECTS Dropped objects do NOT disappear; they stay around for you to pick up later. Pass cards are one-use items and should be dropped as soon as they are used. When in doubt, drop the object. Objects only disappear when you sell them or give them away. GIVING AND USING OBJECTS To give an object, make it the top item in the pool.Then,target the person to whom you wish to give the object,go into the inventory screen(shown on page 13 of the manual),and press "I" to give the object. It will vanish from the pool. Next, press "F7" (Talk) to get the result of giving the object.WARNING: Giving an object deletes it from the game. If you give something to the wrong person, it is gone. So save before giving anything away! Only the lead character can use an object. To use an object, put it in the inventory of the lead character. The "Use" option will automatically come up when you reach the place where the object can be used. SHOPS Different shops sell different items at different prices. They will also pay different prices for items.Be sure to keep good notes on what is sold where & for what price. Sold objects disappear,so do not sell something unless you are sure that you no longer need it. FRIENDLIES AND NOT SO FRIENDLIES In general,any character that shows up as a blue dot is a friendly and should not be killed. However, in some situations, a blue-dot character is really an enemy. The blue dot is just an indicator that you should talk to the character first, then you can kill him or her. This should be obvious from the story context. THE ENDLESS HORDE In most cases, a dead enemy stays dead; however, in some mazes, dead enemies regenerate. In these mazes doing ANYTHING that clears the maze screen regenerates the enemy.This includes pressing "F9" to view data disks. Pressing "F10" and immediately returning to the game without doing anything regenerates the enemy. Once you find such a maze, be very careful when you clear off the maze screen, or you will have to refight the entire battle all over again. HARD NOVA Part 2 RECRUITS AND CASH Your first order of business is to recruit a new crew and make some money. Making money is easy: Smuggle.At first,just smuggle to Tikorr. The payoff is low but the trips are short and easy. Ariel is very dangerous and should be avoided unless you are going there anyway for other reasons. Ciberan is also very dangerous but has a very high payoff.Smuggle to Ciberan as soon as you are ready for the big bucks. The key to being a successful smuggler is get in fast and get out fast: don't stick around to fight. You start off on Mastassini where you can easily pick up Ace Elcator in the bar immediately.On Tikorr,there are two cities.In the bar of one, you can pick up Cerallon.Galejay is in the bar at the other city,but you need to get a Grav Blocker for him before he will join. Galejay makes an excellent Gunner. These are the only people you can recruit initially. You can pick up a Grav Blocker later in the game. GET A'KRI JANR OFF THE GROUND SQUAD ASAP. You cannot win the game if he dies. He is useless in ground combat and is easily killed. He cannot be replaced. The robot maze on Mastassini is a safe way to get experience points. The maze is also a long and boring way to get experience points,but its usefulness ends quickly. The maze is a multi-level maze,so search each floor carefully to find the entrance to the next level. When you can survive the fourth level, your characters have exhausted the usefulness of the robot maze. THE CIBERAN TANKER AFFAIR This is the first mission and rather tough if you jump right into it.A little training in the robot maze is nice to have before taking on this mission.It is also a good idea to upgrade your equipment before heading out. Locating the shops is left as an exercise for the player, but you can buy flak vests, rush AMLs, SMG-70Xs, and M23-30ARs; the prices are quite high.You will have to make quite a few smuggling runs to afford everything. The tanker is one of the ships hanging around the star gate in the Ciberan system.Just target ships until you find a Ciberan tanker that you can board.If you cannot board, you have the wrong tanker. Good tactics are the keys to winning this battle. Isolate each hijacker and overwhelm them with superior numbers. Trapping them in a room is best, but if you can keep the other hijackers off screen,you can isolate individual hijackers in the hallways. You need to give the hijackers' leader's head to Kendal as proof of your success. THE LANTA DISPUTE You get this assignment at the same time as you get the Ciberan assignment.It is an optional side mission,but it also has the right difficulty level for your characters at this stage of the game.It is worthwhile doing this assignment first. The mission is simple: You are given a location. Once you arrive, you are given another location. From that location you get the location of the Lanta leaders. Talk to them before killing them for an interesting side story. The gems you get as loot should be sold. The best price is found locally. ROGER AMARO You are also given the location of Amaro when you get the Ciberan assignment. He is a good fighter to add your party,but you have to do something for him. What you have to do is obvious.Read the section in Part 1 on "Using and Giving Objects." Roger comes with some nice weapons that he will share; however, at this point the best thing to do with his weapons is store them for later use. CIBERAN This is the main mission that will lead to the endgame.It is a long, involved mission that will take several tries to complete.You must recruit Janai or you cannot hope for success.Both Janai and Cerallon are qualified to be the ship's Technician, but only one of them can take that position. You have to chose how to assign these two. The first step is to talk to Sebastian in Meridian city. He gives the first location to go to. The first three locations are Ciberan bases. Help the defenders clear out the invading Arielans, then talk to them to find out where to go next. At the third Ciberan base, an Ariel soldier will tell you the location of the main Ariel base. At the Ariel invasion base, you will find General Camede Rodgen. Talk to her first before killing her.You must kill her to proceed to the next step.She has the pass card you need to see Damien on Ariel.The Ariel base is the largest and most complicated maze in the same. Part 3 contains information on how to get around the maze. ARIEL To find Damien,you must show your prowess by killing his guards in Ariel city (they're on the top floor)One of the Arielans is a rebel spy who will give you the location of the rebels' secret base. There, you will get the location of Damien's headquarters. While you are in Ariel city, talk to the people in the bar. Two of them will be important later on. You can find a Grav Blocker for Galejay somewhere Ariel city. Taking out Damien is a two-part mission. First,talk to Damien.The entrance to his office is in the northwest corner of the floor. Once you see him, you must fight your way past his guard because the way you came in is closed off. Remember the people you talked to in the Ariel city bar?One of them is the key to defeating Damien. Recruit that person and head straight back to Damien.That gives you four squad members to fight your way past the guards again. An extra set of kevlar armor and rush AML is useful to have at this point.However,it is a good idea to hold off taking out Damien until you have seen what is going on at Rouyn. ROUYN Your assignment is to get rid of the probes that have been attacking the miner at Rouyn. They will point you to a DSRE base on Tikorr. Talk to the people at the bars on Tikorr.One of them knows the location of the base.The DSRE base is a dead end for now, but you learn the location of the Darcator base there. At this point the probes have turned into a major invasion of aliens: the Typhon.Board one of their ships and retrieve data disks "R" & "S." With those data disks you can go back to Ariel and take out Damien. You can learn something interesting about the disks from Damien. After you get that information, you can go back to the DSRE base. DSRE BASE You will find a Delta Coro force besieging the DSRE base.You have to kill them and find a way past the DSRE security robots. Locate the blue button on the first floor before trying to enter the research area. You cannot get past the stun level; you can only bypass it. The first trip will be a dead end but it's necessary. Once you have the information on the Typhon data disks from Damien, the DSRE scientists will give you the solution to the Typhon problem. There are two possible endings to the game based on what you decide to do at that point.You will find Alice and Waldro at the DSRE base. Alice is not worth recruiting; however, Waldro will lead you to the Darcator base where you may pick up a very good engineer and some really nice weapons. BREMER SHIP The Bremer ship is the asteroid that is farthest away from Rouyn (outside the cluster of asteroids near Rouyn).Find the data disk on the Bremer ship and you will know the name of the person on Ariel you need to recruit to get the Bremers to help you. That ends the game. DARCATOR BASE This is an optional side mission. Because of their stealth, only one Darcator is visible at a time. The key to winning this fight is to isolate the visible Darcator since that is the only Darcator you can shoot at. Pressing the space bar will cycle through all potentially visible Darcators.This mission is worth doing for the loot. The only thermocaster in the game is here. DELTA CORO BASE There is no way to find this base except to stumble upon it. Look for a shielded area on Holbrook; the base is somewhere under the shield.Nothing will happen here until AFTER you clear out the Delta Coros at the DSRE base. Then,a very interesting side story will be revealed. TYPHON WARSHIP You need to board one Typhon warship(not a probe ship)and retrieve data disks "R" & "S." Once you defeat Damien Altron, he will translate the disks for you. HARD NOVA Part 3 ARIEL MAIN BASE The Ariel invasion base has four floors. The floors are usually divided into sections that cannot be reached from the same floor; you need to go to another floor to get to those sections. The following is a rough map of the floors.The number indicates the floor number and the letter is a section name.For example "2B"is Section B on Floor 2.This section can only be reached from Section A on Floor 3 or Section A on Floor 1. You enter the base on Floor 1. +---------------------------------------+ | | +---3A +-3B-----------------------+ | | | | | | +----------+ +---------+ | | | | +------------+ | | | | | 2A-+ +--2B | +- 2C | +- 2D +- 2E | | | | | | | | | | +------------+ | | | | | +---------+ +------------+ | | +--+ | | | | | | 1A 1B -+ | 1C ---+ | | | || 1B to 2C elevator requires | +----+ || the 391A pass card. General 0A-------------------+| Camede Rodgen is at 2C. | | +---------------------+ The following is a list of pass cards used in the game: CARD WHERE IT CAN BE FOUND WHERE TO USE IT --------------------------------------------------------------- CIB Given by Janai Meridian City 391A Ciberan base at 747,348 and Ariel City Ariel invasion base on Ciberan 174J Ciberan base at 747,348 Ariel City 942Z General Rodgen has it Damien Altron's secret base 845B Rouyn mining bases Rouyn main mining base ZERO-L BASES There are three abandoned Zero-L bases on Holbrook at 790,408, 1309,409, and 1126,190. Visit them to grab some useful loot. INTERNATIONAL ATHLETICS DOC! ---------------------------- CONTROL ------- [1] General: Control is by the Joystick. To select a name, icon etc, move the joystick in the appropriate direction and press fire. In the `event' control icon (Torch), moving the joystick horizontally will toggle the event status ON or OFF. But REMEMBER to plug your joystick in Mouse Port! [2] 100m, 200, 400m: Waggling the joystick, and pressing fire boosts your speed. for longer distances, don't flag out - conserve your energy for the final sprint! [3] 110m Hurdles: (for 400m hurdles or steeplechase, see 10) Waggle the joystick for speed and press fire to hurdle. Remember - accurate hurdling is far more inportant than high speed waggling! [4] 800m, 1500m, 5000m: Tactical information is provided on the inset panel. * The Yellow bar represents your remaining energy. When it falls to 0, you will collapse. * The RED Bra represents your energy output. This combines with which lane you are in to give your speed. Runners move slower on the outside (left handside) lanes ans faster as they move to the inside (right hand side) lanes. * The top number is your position in the race. * The bottom number is the number of laps completed. Moving the joystick left or right will move will you in or out of a lane. Moving the joystick up or down will alter your energy Expenditure. [5] LONG JUMP AND TRIPLE JUMP. -The Tactical display shows: * The Yellow Bar represents power. * The Blue rectangle isn't used. * The red line shows the jump angle. Waggle the joystick to increase the power, press fire button to start the jump angle speed sweep - you will jump automatically. (The final jump angle will be the position of the jump angle indicator when you make the jump). [6] HIGH JUMP. * Only the red angle indicator is used. Firstly, set the initial bar entry height by using the joystick. You will now start your run - press and hold on the fire button to start the angle sweep and release the button to make the jump. If the jump is successful, the bar will will go up 5cm and the process is repeated until you fail to make the height. N.B: With this, as with all the events that use the angle display, the optimum angle is 45 degrees (halfway down the scale) and the closer you get to this, the better will be your performance. [7] POLE VAULT. The bar is set (as for the high jump). Waggle the joystick to build up your power and press the fire button to start the jump angle sweep - the jump is made automatically. This process is repeated until you fail to clear the height. [8] DISCUS, HAMMER & SHOT Build up speed (yellow bar) by joystick waggling - as you do so, you start to turn. Your rotation or facing is given by the blue rectangle. When the blue rectangle fills its box, the facing is ideal and when the box is empty, you are the face opposite direction to the throw range. Whilst you are turning, the angle meter oscillates up and down. The onset of tiredness and the speed of rotation depends on the projectyle you are throwing. [9] The JAVELIN. Build up speed by joystick waggling and press the fire button to start the angle sweep. Keep the fire button held down and release it at any time to throw the JAVELIN. Overstepping the throwing board at the end of the track results in a vold throw. [10] STEEPLECHASE (400m HURDLES). Speed builds up automatically, reaching a maximum. Press fire to hurdle. Speed drops back to 0 if you fall! STARFLIGHT II Part 1 INTRODUCTION This walkthru of STARFLIGHT II is divided into four parts: INTRODUCTION, CONFIDENTIAL, SECRET, and TOP SECRET. The INTRODUCTION contains tips on game mechanics; if you've played STARFLIGHT, you can probably skip most of it. CONFIDENTIAL conveys useful playing information that is _not_ pertinent to the goal of the game, while SECRET contains hints that _are_ pertinent to the goal of the game.TOP SECRET includes explicit instructions for winning the game.The four sections are intended to be read in sequence as you play the game; each successive segment assumes that you're further along in the game. Outfitting the Ship The first thing to do when outfitting your ship is sell the weapons for extra funds.You want to make friends, not enemies.The few races who are not friendly cannot be hurt by lowly class 1 weapons.Wait until you have enough money for at least class 3 weapons before buying any weapons. Missiles are better than lasers.Also if you are close enough to use lasers,you are close enough to take hits and will suffer expensive damage. In most cases you can move far enough away to use missiles, and the distance allows you to dodge enemy missiles. Jump pods and Blasto pods are of marginal use. One or two extra cargo pods in the beginning are useful. Be careful not to overload the ship. You want to maintain Excellent acceleration at all times. Top priority goes to upgrading your engine at least to class 3 before upgrading your armor or shield. Thereafter, upgrading to class 5 engines is still a high priority, but no longer top priority. Selecting the Crew Humans make good Science Officers. Veloxi make good Navigators and Engineers. Thrynns make good Communications Officers. Elowans make good Communications Officers and Doctors. However Elowans have low Durability. They die all too easily and are not recommended for that reason.In the beginning,a human Doctor will suffice.Hint:If given the opportunity to trade crew members with Dweenle, trade the Doctor. Skills are of little use until they reach the maximum. For that reason, concentrate on training for one skill only until it has reached the maximum for the character. You will not have enough money to fully train everyone in the beginning. The important skills to train in are Science (for the Science Officer( and Communications (for the Communications Officer). Spend the leftover money to train the Navigator as much as possible. The Navigator does not need a high skill rating until you venture beyond the local cluster where Starport is located. You'll need the maximum use of the Navigator's and Communications Officer's skills immediately. Beware of the flux point in the local cluster (33,70).If you accidentally go into it,you will become lost if the Navigator's skill is too low. Train the Doctor next, and the Engineer last. You only need the Engineer's skill to repair battle damage. In the beginning, you're most likely to be totally destroyed in any battle, so you shouldn't need the Engineer's skill until much later in the game, when you have to fight some battles. How to Succeed in Business Without Really Trying The best way to make money is to find colonizable planets. (Hint: Check the M class star in the Starport cluster.)Finding colonizable planets is a matter of luck and diligent searching. Check all Earth-type planets (brown, blue, and white in EGA/VGA displays) that are within the Ecosphere. Log all planets that meet the requirements, no matter how marginal they are; even the most marginal planet is worth a lot of money. The next best way to make money is to trade Specialty Trade Goods. Those are always in demand, although only at specific places. When the Specialty good is marked with an asterisk (*), the item is particularly special at that place.Do not sell your entire supply of goods marked with asterisks.They are more useful when sold in small quantities as bribes to make the locals friendly,and in certain cases they're needed to buy Very Important Products. Every planet wants some native and foreign life forms that are lacking. Importing foreign life forms is not very profitable unless you know ahead of time that you'll be going to that planet.It's very worthwhile to capture native life forms for sale on that planet. Trading in Standard goods is a gamble. Demand is random, so you have no assurance they can ever be sold.It makes good sense to buy Standard goods only if you can get them at an especially low price (e.g., 70% discount or more) -- and even then, just buy a little. Mining is totally worthless, except for minerals needed to make repairs.It is worthwhile to mine 10 to 15 cubic meters of those minerals, just in case you need them later on to repair battle damage. The exception is cobalt,if you get the Shield Disabler. Trading is done at Trade Centers. When you find a Trade Center, note its location. On many planets,the centers are always in the same place. On others, the location moves around but the place where you found one the last time is still a good place to start searching for the new location. Shyneum can be bought at trade centers. How to Make Friends and Influence Enemies Throughout the game you'll have encounters in space with various races. Most will be friendly. Some will be hostile. A few hostile races can be made into friends. However, all friendly races can be made into enemies if you do the wrong thing. Talk to the friendly aliens. Ask questions until they cut off communications. The detailed clues you need to play the game and win are obtained mostly by talking to aliens. The locations of a few other clues are also gleaned from talking to aliens. Consider the answer before asking another question, as some answers are hints to specific follow-up questions.Some clues are deliberately obscure and misleading. The best way to handle an encounter is to first move to a safe distance, then scan the alien ship.After a while, you can tell which race you're dealing with by scanning the ship.All races have their own unique ships,although some races use more than one type. The right posture (FRIENDLY, OBSEQUIOUS, or HOSTILE) is important. Most races respond to FRIENDLY. (Hint: The Tandelous respond best to OBSEQUIOUS.) (Hint: At least one race respond best to HOSTILE.) Galactic Expressways Traveling through normal space is slow and expensive in terms of fuel. Once your Navigator is fully trained, you can use jump fluxes to speed up the journey.Making a jump through a flux automatically records it in your Starmap, and it is the only way to find out where the flux goes to. If you find a flux, jump through it just to record it.If it does not take you to where you want to go, just jump back.Be aware that there are several flux clusters in which it's very easy to jump through the wrong flux. In these cases, you have to make a local map of the relative locations of the various fluxes.The Starmap scale is too large to differentiate between the various flux points when they are too close together. Game Aids Get a sheet of transparent acetate and lay it over the map that comes with the game. Use marker pens to make notations on the map. Mark off any system you have already explored. The copy-protection scheme is error-prone because it's color-based. Under tungsten light, the red and orange stars look alike. The white stars have a yellow tinge.Dark blue and purple both tend to look black.When you're asked to count stars of those colors, double check the colors. Get lots of 3"x5" index cards or note pads. They're useful for recording information about each system you explore, and for noting other important information. A spreadsheet program is very helpful for tracking the locations in which the various Specialty items are bought and sold.It makes it easier to plan trading trips and compute profit and loss. STARFLIGHT II is published and distributed by Electronic Arts. This walkthru is copyright (c) 1990 by Danny Low. All rights reserved. STARFLIGHT II Part 2 CONFIDENTIAL From: Adzel, Acting Captain of the Muddling Through To: Nicholas Van Rijn Subject: Trip Report David Falkayn is in stable condition at the hospital. The doctors think they can reverse the catatonic condition. The problem occurred while we were in the Teeelveee system, but I suspect the entire downspin half of the big nebula is hostile to humans.I recommend that only ships with nonhuman crews be sent into that system in the future, and that the nebula be avoided altogether. The Big Nebula system is inhabited by a very hostile race with weapons too superior for us to fight. Our first stop was at the neighboring Tandelou systems. The Tandelous are divided into two religious sects that are currently engaged in a religious war but are friendly to neutrals. The Tandelous at 29,74 have a System Scanner but will sell it only to someone who can provide them with Godmasks.The only source of Godmasks is the Dweenle at 54,195. The Kher at 214,178 sell a Psychic Probe. We found it very useful for encounters and trading. It glows green when someone is friendly, yellow when they are cautious, and red when they are hostile. All ships should be equipped with this probe. The Kher also sell Dreamgrids. The Aeoruiiaeo at 184,148 sell a Field Stunner to anyone who sells them Dreamgrids. Our terrain vehicle's weapons are more efficient than the stunner for most purposes. However, the stunner is useful for quick getaways when dealing with hostile natives.By the way,the TV shield that Starport sells will not work with the more dangerous life forms, but it's still worthwhile. We found that the Dweenles are easier to trade with if we first sell them some Amusoballs. The Djaboon at 161,52 and Humna Humna at 237,41 are two sources of Amusoballs. The Dweenles are also great lovers of nid berries. Dweenle space captains will give large amounts of shyneum in exchange for paltry amounts of nid berries.They also become very talkative after such an exchange.Nid berries can only be found at 132,6. I recommend that all our ships carry some nid berries when going into Dweenle space. The Humna Humna all will offer better trade terms after being sold Livelong. Selling Livelong is the only way to buy a Flux Scanner from the Humna Humna at 216,45. Livelong can only be bought from the Teeelveee who especially want Tandelou Happy Juice.The Flux Scanner locates flux points in the Starmap.It is very useful for locating new flux points.I recommend that all ships be equipped with one. The Draffa Bustii at 242,165 has a Planetary Teleporter that they'll sell in exchange for Grow Goo from the Bga-Seng-Diul at 203,106. The Teleporter takes the terrain vehicle back to the ship from anywhere on the planet. It greatly expanded our ability to search planets for useful items. The Humna Humna at 237,88 has an Encounter Scanner.In the Starmap it pinpoints the location of nearby ships. It greatly facilitates avoiding unwanted encounters. It was also useful when we wanted an encounter. Unfortunately, the scanner does not indicate whether the encounter will be friendly or not. We found this scanner very useful when evading ships in the Big Nebula. We understand that there is a Mining Drone at 101,85. However, the planet was inhabited by very hostile Spemins. Since mining is such a low profit activity, we decided not to search for it. All ships should be warned that Gas Slugs are very dangerous cargo. The gas is a psychedelic drug that cannot be filtered out with our technology.It will get into the ship's air supply. It is very dangerous to keep onboard a ship, as it seriously degrades the crew's performance. From: Chee Lan To: Nicholas Van Rijn Subject: Trip Report Supplement I knew Adzel would not mention this.We ran into a race called the G'nunk. They have a wonderful philosophy,even if it is a little extreme.They are hostile to all who have not shown themselves to be G'nasch. "G'nasch" is anyone who can defeat them in combat. Naturally Adzel found them to be very distasteful, and we could never establish full contact with them, as he would not fight them. Anyway, we learned from the Humna Humna that they have some sort of Shield Disabler: It disables an enemy ship shield for a short time. What's more, they give you a Disabler when you become G'nasch Think of what this means in combat ***Personal Communique*** Chee, we are traders, not fighters. These G'nunks are not someone we want to deal with. They still burn Endurium. We will have nothing to do with them. Besides, I understand this disabler burns up cobalt for fuel, and the G'nunk will not tell anyone how to operate it.You have to have a G'nunk on the ship to operate one. How would you like to spend months on a ship with a G'nunk? Think of poor Adzel.... -- Nicholas [Thanks to Jon Urban for telling me about the Shield Disabler.] STARFLIGHT II is published and distributed by Electronic Arts. This walkthru is copyright (c) 1990 by Danny Low. All rights reserved. STARFLIGHT II Part 3 SECRET From: Limmar Poynets To: Starport Foundation Subject: Big Nebula The next time you guys want someone for a suicide mission,don't call me! Based on Van Rijn's tip,I checked around the Big Nebula.There's some race called the Umanu living in there. They've got some kind of really long-range lasers that can penetrate a class 5 shield like it wasn't there. They also have a cloaking device. I nearly got fried in my encounters with them. Fortunately, with class 5 engines and the psychic probe, I was able to run away from any encounters with them. The danger area seems to extend from about spin 180 downspin to the edge of the Big Nebula at spin 90. It's definitely only humans that are affected. If a human has not gone comatose, leaving that area immediately results in a complete recovery. I'm pretty sure the Umanus are connected in some way with this phenomenon. From: Limmar Poynets To: Starport Foundation Subject: Tandelou Civil War The Tandelou civil war is due to the loss of The Precious Thing thatwas stolen by the Spemin.I tracked the Thing to a Spemin planet at 158,183,but the Spemin sold it to the G'nunk. It was a Humna Humna who told me where to look on the G'nunk home planet.Returning the Thing ended the civil war,although they still continue to spar over religious differences. Ending the civil war enabled me to finally get some information out of the Tandelou's Guardian Gorzek. The Lowar found it and set it up as the Tandelou's Guardian, but that's not what it was originally built to do.I have been unable to discover what it was built for, but I suspect it's Leghk in origin. Based on what it was able to tell me about the Past,plus the Leghk messages at 105,75 and the recordings from the abandoned Lowar ship at 198,154, I can make the following speculations: 1. *** CENSORED *** 2. *** CENSORED *** 3. *** CENSORED *** 4. The Spemin obviously also found the Hall, because their new technology is clearly Leghkian. However it now appears that they are a minor nuisance compared to the *** CENSORED ***. I strongly recommend we *** CENSORED *** find the Halls of Memory. From: Limmar Poynets To: Starport Foundation Subject: Halls of Memory I located the Halls of Memory. I found information on the exact location of three Lowar worlds from a Dweenle.On one of them at 28N,45E, I found the ruins of a Lowar research institute.It gave me the coordinates of the Halls of Memory and other information,which allowed me to narrow down the location of the Hall world to just two small nebulas. The key was discovering from another Dweenle the old Leghk names of the local star clusters. Unfortunately the Spemin have looted the place. It's totally empty. That's a dead end.The only thing left is to use the *** CENSORED ***. We know the Lowar did it, and according to some information I got from an Arla captain, I think class 5 shields are sufficient to survive the trip. If you approve the trip, I will need 75,000 SP to buy shyneum. (Handwritten note appears here: "Authorized -- Hari Seldon.") STARFLIGHT II is published and distributed by Electronic Arts. This walkthru is copyright (c) 1990 by Danny Low. All rights reserved. STARFLIGHT II Part 4 TOP SECRET From: Limmar Poynets To: Starport Foundation Subject: The Anomaly I don't like suicide missions,and to think I recommended this one myself! With class 5 shields up, we were able to enter the Anomaly at 244,149. On the other side,we were immediately jumped by hostile Leghks and barely got away. The Big Nebula was not there, so the time period is clearly in the past. We headed straight for the Halls of Memory at 132,219, using the Encounter Scanner to avoid the Leghks. Unfortunately,in this time period, the Guardian satellite is still operating; we could not get past it. Remembering that the key had been left with the Dweenle, we went hunting for one. We got singed several times when the encounter turned out to be with Leghks. The nid berries were the key to getting the Dweenles to talk. The location was given in a riddle that the Dweenle in the past still remembered. We deciphered it. The key was located at 106,14 at 0,0 on the planet. We entered the Halls (30S,134E)and got the full story from the 48 Leghks still unaffected by the UHL.The Leghk had developed a weapon against the UHL,but the first part was on a planet that had been overrun by possessed Leghks before it could be completed.The Leghks gave us the other half.It was then an uneventful trip back to the future. Coming back through the Anomaly, I played a hunch and visited Gorzek. I was correct: It's the other half of the UHL weapon. Anyway,this is my last report. I'm retiring. I'm getting too old to run around the galaxy getting shot at. From: Admiral Jean-Luc Picard, Starport Command To: Captain Worf, ISS Enterprise Subject: UHL Your orders are to locate and neutralize the menace known as the UHL. Intelligence indicates the location of the UHL may be found at the former Lowar world at 139,135. ***Personal Communique*** Worf,I realize the sudden replacement of all human personnel on the Enterprise has greatly decreased the combat efficiency of the Enterprise, but it is necessary. I have the fullest confidence in your ability to bring the new crew to full fighting efficiency in the short time alloted you. The new shield and plasma torpedoes should help greatly. From the Leghk records, the UHL appears to be intelligent. You are the mission commander. The final decision rests with you. I can only ask you to consider a peaceful, negotiated solution if it is at all possible. No matter what you decide, I want you to know that you have my complete support. Good luck old friend. -- Jean-Luc From: Lt. Cmdr. Wesley Crusher, Chief Engineering Officer To: Captain Worf, ISS Enterprise Subject: New Equipment Analysis The new class 7 shields can be blown down by 3 hits of the Umanu class 5 missiles. They provide little protection against the Umanu's long-range laser, which is primarily an anti-personnel weapon.The Leghk battle jump appears to be our only defense against it. The Umanu must turn off their cloaking device to fire the laser. We can now determine when an Umanu ship is about to fire the laser from the energy buildup. Any ship that is about to fire will appear as a blinking dot on the battle screen. One caution about the battle jump: We do not fully understand how it works, and jumps are semi-random. It is possible for us to jump out of sensor range of the Umanu ships. Their lasers have a longer range than our sensors, and we will suffer hits from them until we can move back into sensor range. The plasma torpedoes provide a partial solution to their cloaking device. Once locked on target, the plasma torpedoes will track an Umanu ship, even with the cloaking device on. However, we have been unable to integrate the tracking mechanism with our targeting computers. We can target an Umanu ship only when the cloaking device is off. The UHL Weapon remains a mystery. We only know how to launch it. From: Captain Worf, ISS Enterprise To: Admiral Jean-Luc Picard, Starport Command Subject: UHL We proceeded to the former Lowar world at 139,135 and found a message indicating the location of the UHL.We proceeded there, whereupon a large Umanu fleet attacked us. After a hard fought battle,we defeated the Umanus.I commend the crew of the Enterprise. They performed admirably.After the battle, the UHL appeared. The psychic probe glowed green. Pursuant to orders, I attempted to make friendly contact. After a brief message, the UHL attacked. I launched the UHL weapon, which attacked the UHL and severely wounded it before being destroyed. The UHL then sent a message that it would leave the sector if we would cease hostilities. I replied yes, and the UHL left. We then received a message from the planet below.The Umanu are the descendants of the lost Noah 6 colony ship and had been held in thrall to the UHL.The departure of the UHL had freed them. Mission accomplished. e to fight to free the Well. Each battle is triggered as you step into each ring of the Well, and each gets progressively more difficult. Save the scroll you got from the old man until the last Well battle, and have the character with the lowest hit points use it. You face an increasing number of bigger dragons with each battle. The last one is with a really -big- dragon. You can rest any place in the Well after you have freed it. Once you free the Well, explore every square of it. With a few exceptions that are noted in the walkthru, all the teleporters connect to the Well. You have to step into the squares that are in the Well-end of each gate to activate the other end of the gates (when you eventually find them). These gates are very useful for getting back to town for training. They also come in handy for resupplying when you are clearing some mazes that are far from town. Another reas Strip Poker Three SELECTING YOUR OPPONENTS: After the title screen, you will see pictures of your opponents. The program will look at all your devices for any optional Strip Poker Three Data Disks, and will display them also. You can select from one to three opponents by placing the mouse pointer over the picture and pressing the left button. Your opponent's will be displayed in the box on the lower right hand corner. If you change your mind, place the mouse pointer over the players name in the lower right hand corner and press the left mouse button, all selections in the game can be made in this manner. After you have selected all the opponents you want to play against, press the "Done" button in the middle of the screen to begin the game. If you have purchased additional Data Disks, you can put these into one of your floppy drives and press the "Find Players" button, this will re-scan all of your devices and display any additional players. If you have purchased all available Data Disks and have the program installed on your hard drive, you will have two additional buttons to flip between the screens that display the opponents. THE GAME SCREEN: This screen is set up into four sections, the top two- thirds of the display are your opponents and possibly yourself, depending on how many opponents you've chosen. This what to expect based upon the number of players: One opponent - The big picture is your opponent and there is a view of yourself in the upper right hand corner. You cannot swap the picture of yourself and your opponent in this game. More about swapping opponents is in the next paragraph. Two opponents - Your opponents are in the big picture and in the upper right hand corner, with yourself pictured in the middle right hand corner. You can swap the pictures of your opponents. Three opponents - All your opponents are in the upper part of the screen, with yourself in the status box in the lower right of the screen. All opponents can be swapped with each other. Swapping refers to being able to put an opponent that is in a smaller display, into the larger display on the left side of the screen. This is done by simply clicking on the opponent on the right hand side that you want in the big picture. Remember that you cannot put yourself in the big picture. The status box is located in the lower right hand corner. This is where you can keep track of what the other players have done so far in the game, and how much money you have to put in the pot if you call or raise. In the three-player mode, the picture of "You" is displayed here. It also acts as a button in this mode to get the additional status information on the game. You can either select it with the mouse, use the RIGHT-AMIGA-T combination or select the "Toggle Status Box" menu under the "Options" menu. The status line is located above the cards and will display messages about what an opponent is doing, and present you with additional buttons to get your responses through out the game. This is where you will select whether you want to bet or raise, drop, stay or call, and the amount of your bet or raise. Your cards are located in the lower left of the display. You are dealt five cards. You will be prompted to select your discards after the first round of betting. To select your discards, place the mouse pointer over the card that you want to discard and press the left mouse button, this will display the back of the card. If you change your mind, just select the card again to flip the card back. When you are finished selecting the cards, press the "Discard Done" button in the Status Line. If you have the sound off, the word "Discard Done" in the Status Line is the indication that you are to discard. THE STRIP POKER THREE MENUS GAME MENU: SAVE GAME: The save game function will save the current game in progress. You can save a game any time during play with the exception of while you are selecting your opponents. You are allowed to only save one game, and it will be saved in STRIP3:saved_games directory. LOAD GAME: You are allowed to load a saved game and continue playing where you had left off. This option is only active during the selection of the opponents of the game. If you saved the game in the middle of a hand, the game will continue as if that hand had not been played. SET PASSWORD: This option will allow you to add personal password protection to Strip Poker Three to keep unauthorized persons from playing the game. You can select this option from either the keyboard with the LEFT-AMIGA-P, or from the menu. If you don't have a password saved already, a requester will be presented to enter your password. After you type in your password, just press return or click on the "Okay" button. Your password has now been saved. The next time you run the program, you will be required to type in the password in order to run the game. You will have three opportunities to get it right. If you fail in typing it in after three attempts, the program will quit. If you want to change your password, select the "Set Password" menu option and type in your old password when prompted, and another requester will pop up asking for your new password. If you want to remove the password totally, select the "Set Password" menu option and type in your old password when prompted, and another requester will pop up asking for your new password, instead of typing the new one in, either press return or "Okay". If you forget your password, you can use the CLI or with Workbench 2.0, delete the s:spsetup file. ABOUT: This will give you some information on the Strip Poker Three Program. If you have to call Artworx with a problem, you need to know the version of the program which can be found here. EXIT GAME: Like it says... it will exit the game. But first it will ask if you really want to quit. PLAY OPTIONS MENU: SOUND: This will toggle the sounds on and off. You can either use the LEFT-AMIGA-S keyboard combination or the menu to toggle this option. Not having the sound on will make the game run faster. This will be saved if you save the game. SET GAME SPEED: This will bring up a sliding gadget requester to allow you to set the game speed from SLOW to FAST. This will be saved if you save the game. TOGGLE STATUS BOX: This option will only be enabled in the three player mode, to allow you to switch between the view of you and the game status. There are three ways to activate the status box, with the menu selection, clicking on the status box with the mouse pointer, and the LEFT-AMIGA-T key combination. VIEW LAST HAND: This will allow you to review the players hands who stayed in the last hand. This can only be done when the "Click to continue" box is displayed in the Status Line. We promise, the game does not cheat in any way! The opponents may bluff though. QUICK THE KIDS ARE COMING!!! WHAT DO I DO??? That's an easy one... press the space bar. This will put the game into "Modesty" mode and will blank the screen. A big button will appear in the center of the screen, just click on it to continue the game. Whew! That was close. MULTI-TASKING: The program is designed to multi-task. To bring another program to the front, use the RIGHT-AMIGA-M / RIGHT-AMIGA-N keys to switch screens as mentioned in your Workbench manual. THE GAME: You and your opponents will be playing draw poker. There are no jokers or wild cards. You can open the betting with any kind of hand. The value of the hands (in order) are as follows: Royal flush, straight flush, four of a kind, full house, flush, straight, three of a kind, two pair, one pair, and high card. Note that an ace can only be used as the high card in filling a straight. If all players have similar hands, then the highest numerical value wins. Each opponent employes a particular playing strategy and a unique set of comments; you will get to learn each player's "personality" the more you play. Additional Data Disks are available for Strip Poker Three. These disks provide you with different female and male opponents to play against. Note that because of the graphics mode employed in Strip Poker Three, earlier disks for Strip Poker and Strip Poker II will not be compatible with this program. You must obtain Data Disks which were created specifically for Strip Poker Three. GAME PLAY: You and your opponents start with $100 each. Your opponents' current holdings are displayed below their pictures; your holdings are shown in the Status Box in the lower right (and below your picture if there are less than three opponents). During play you will be selecting betting choices (Stay/Call, Bet/Raise, or Drop), the amount of the bet/raise ($1 to $25 depending on the number of opponents) and which cards to discard. Use the mouse to point to a selection and press and release the left mouse button to register the selection. ANTE: At the beginning of each hand, all players must ante ($1, $2, or $5, depending on the number of opponents). This is done automatically for you. BETTING: When it is your turn to bet, select from the following options: Stay: If you stay, it means that you are electing to do nothing for now and are waiting to see what your opponents are going to do. If all players stay during the first round, the hand is re-dealt and another ante is added to the pot. You cannot stay if an opponent has bet or raised. Drop: This means that you concede the hand and the money in the pot. Bet: This means that you want to put some money into the pot in the hopes that your opponents will do the same so that you can win it all. Raise: If you and your opponents have bet and you believe that you have the better hand (or you wish to scare an opponent into dropping), you can raise the amount of money in the pot. Select the amount to bet. There is a maximum of two bets or raises per player per round of betting. Call: You can only call if an opponent has bet or raised. Call means that you are willing to equal the amount that your opponents have to put into the pot, but you do not want to raise any higher for now. During betting, the program will inform you of the total bet to you by displaying this amount by the pot information. DRAWING CARDS: If a player completes the betting by calling, you may then draw new cards. You can draw up to five cards. Use the mouse to point to a card to discard; click the left button to register the selection (click the button again if you change your mind). When you are done discarding, point and click to the word "Done" in the Status Line. You will be informed about the number of cards that your opponents are taking when it's their turn to discard. A new round of betting occurs after the draw. You are then shown your opponents' hand, and are informed as to who won the hand and what they won with. WINNING THE GAME: Any time that a player uses up all the available money, $100 must be borrowed against an article of clothing. This will be noted by the computer. If the player betting clothing wins, the article of clothing is not lost and the debt is cancelled. But if a player loses, that article of clothing must be given up! Clothing is won back at any time winnings go over $100. When this happens, the clothing is returned and $100 is subtracted from the winnings. The game ends when you are the last remaining player in the game or when you have lost all your clothes and dignity! You can end the game early by selecting "Quit Game" from the "Game" menu. At the end of the game, you will be asked if you want to play again or quit. Make your selection with the mouse as usual. 2), you encounter the Phlan clerk. If you go south, you will find the Frost Giants' village. If you rescue the clerk, she will suggest you join her to find some treasure. Agree to this and follow her directions. This will eventually take you back to the Well. Afterward, you can backt STREET ROD II DOX BY -SCOOTER- - - - - - - - - - - - - - - - ----------------------------------------------------------------------------- FAR OUT!. SCHOOLS OUT AND SUMMERS HERE!. SO WHADDYA GONNA DO WITH ALL THAT TIME? I MEAN,THERES SO MANY FINE FOXES TO MEET AND SIZZLIN WHEELS TO BEAT. REMEBER WHAT YOUR BIG BROTHER DID? HE SPENT A WHOLE SUMMER BUILDIN A BITCHING STREET ROD AND RACING FOR PINK SLIPS. AND THEN HE SHUT DOWN THE KING OF THE ROAD. WHAT A COOL HEAD! HEY, YOU`VE GOT 1200 DOLLARS SAVED UP. SNAG THE NEWSPAPER, BUY A ROD AND GET MOVING. CRUISE THE BOULEVARD. CRUISE SOME CHICKS!. PUT SOME MUSCLE ON YOUR MACHINE,THEN BURN RUBBER DOWN TO BURGERS BUNGALOW AND GET UP SOME ACTION. YOU KNOW YOU CAN OUTRACE HALF THOSE DORKS, CHALLANGE THEM TO A DRAG RACE,MAKE EM EAT DUST AT THE AQUEDUCT,OR BLOW THEM OUT ON MULHOLLAND DRIVE. WITH THE BREAD YOU WIN, YOU CAN GET EVEN BETTER WHEELS AND RULE THE REST OF THE WOOFERS.LIKE, BITCHIN MAN!!! BEFORE THE SUMMERS THROUGH,YOU`LL BEAT OUT THE KING OF THE ROAD. WHAT A BURN! AND WHEN HIS GIRLFRIEND SHERRIE GOES CRUSIN,YOU`LL BE READY AND REVVIN! LOADING THE GAME. ---------------- 1. PLUG IN YOUR JOYSTICK IF YOU WANT TO USE IT AND BOOT UP YOUR SYSTEM 2. TO PLAY FROM 1 DRIVE, INSERT DISK 1 INO DF0, TO PLAY FROM 2 DRIVES,INSERT DISK 1 INTO DF0 AND DISK 2 INTO DF1 3. AT THE PROMPT,TYPE A:AND PRESS ENTER. THEN TYPE SR AND PRESS ENTER TO BEGIN(ENTER SR1 IF YOU HAVE A 2 DRIVE SYSTEM BUT ONLY WANT TO PLAY FROM 1 DRIVE) TO PLAY FROM A HARD DISK ------------------------ 1. INSERT DISK 1 INTO DF0. AT THE PROMPT, TYPE A:AND PRESS ENTER. 2. AT THE PROMPT,ENTER INSTALL C:(OR ANY LETTER THAT INDICATES YOUR HD) AN INSTALLER PROGRAM WILL CREATE A DIR CALLED SR2 ON YOUR HD,AND COPY ALL THE STREET ROD 2 FILES INTO IT.THE PROGRAM WILL PROMPT YOU TO CHANGE DISKS AS NEEDED 3. AT THE HD PROMPT,TYPE CD SR2 AND PRESS ENTER. THEN TYPE SR AND PRESS ENTER TO BEGIN. TO WATCH A DEMO GAME -------------------- COMPLETE STEPS 1 THROUGH 3 FOR EITHER FLOPPY OR HD PLAY, TYPING SR DEMO (INSTEAD OF SR) TO BEGIN THE DEMO GAME. WHEN YOUR READY, ENTER CTRL Q TO QUIT THE DEMO AND RETURN TO THE PROMPT. CHOOSING A VIDEO MODE --------------------- WHEN THE GAME LOADS YOU`LL SEE THE VIDEO OPTIONS SCREEN.SELECT YOUR VIDEO MODE BY PRESSING THE NUMBER, OR PRESS ANY OTHER KEY (EXCEPT ESC) TO QUIT THE GAME AND RETURN TO DOS. NOTE:OPTION 3 RUNS THE GAME ON A VGA CARD IN CGA MODE. USING THE DAILIES ----------------- ------------------------------------------------------------------------------ ACTION JOYSTICK/MOUSE KEYBOARD ----------------------------------------------------------------------------- SELECT A NEWSPAPER MOVE THE WRENCH TO IT AND CARS:PRESS C OR U SECTION. PRESS THE FIRE BUTTON OR PARTS: PRESS P OR A. CLICK. FLIP THRU THE WANT ADS CLICK ON THE RIGHT SIDE NEXT PAGE:PRESS N TO SEE THE NEXT PAGE; PREVIOUS PAGE:P. LEFT SIDE TO SEE THE PREVIOUS PAGE. CHOOSE AN ITEM. CLICK ON ITS AD. USE THE ARROW KEYS TO MOVE THE WRENCH TO IT, THEN PRESS THE SPACE BAR. SEE,BUY,OR REJECT  CLICK ON THE CORRET BOX. SEE:PRESS S AN ITEM. BUY:PRESS Y OR ENTER REJECT:PRESS F OR ESC ----------------------------------------------------------------------------- NOTE: YOU CAN`T DO ANYTHING WITHOUT WHEELS. SO LOOK IN THE NEWSPAPER AND PICK ONE OUT. JUST BE WARNED:NOT EVERY DEALS A GOOD DEAL JUST BECAUSE IT SAYS SO. DONT FORGET,THESE ARE USED CARS. YOU DONT ALWAYS NO WHATS UNDER THE HOOD. YOU CAN BUY PARTS FROM THE NEWSPAPER,TOO. LET YOUR FINGERS DO THE WALKING,SO YOU CAN DO THE DRIVING. THE NEWSPAPERS CHANGE,SO IF YOU SEE SOMETHING YOU NEED,GET IT QUICK(IF YOU HAVE THE DINERO). AFTER YOU BUY A CAR,YOU`LL AUTOMATICALLY DRIVE TO THE GARAGE. ----------------------------------------------------------------------------- TEAR IT DOWN,BUILD IT UP! -- CARS -- ----------------------------------------------------------------------------- ACTION JOYSTICK/MOUSE KEYBOARD ----------------------------------------------------------------------------- SELECT THE CAR BANNER. MOVE THE WRENCH TO IT AND PRESS:C. PRESS THE FIRE OR CLICK. SELECT A CAR FROM THE CLICK ON T OR USE THE ARROWS PRESS 1 THRU TO 0 TO THE RIGHT OF THE LIST BOX. TO SELECT CARS 1 THRU 10. PRESS F1 THRU F5 TO SELECT CARS 11 TO 15. SWITCH OR SELL IT. CLICK ON THE CORRECT BOX. SWITCH:PRESS S OR ENTER SELL:PRESS L MAKE AN OFFER WHEN TYPE IN YOUR OFFER,THEN TYPE IN YOUR OFFER,THEN SELLING. CLICK ON OFFER BOX. PRESS O OR ENTER. DONT SELL. CLICK ON NEVER MIND. PRESS:N OR ESC RETURN TO GARAGE. CLICK ON FORGET IT. PRESS:F OR ESC ----------------------------------------------------------------------------- you know a guy can do a lot just hangin out in his garage. move the wrench around to see all the great stuff you`ve got. you can use your joystick,mouse or arrows on the keyboard. when the wrench is touching an item,a message about it appears at the lower right. to use an item,press fire button,click the l/m/button or press spacebar. when a list appears,you can scroll thru it by using the arrows on the right of the list box.select the single arrows to scroll up or down by one item. select the double arrows to scroll up or down by one page. be sure to watch yer dough,though. just about everything you`ll do costs money,except,like,lookin at yer spare parts. and always you gotta have some bread for gas and the grudge night entry fee (30$). you`re fairly organized,so you keep a list of all the cars you own(even if you only have one). you can see the list by selecting the banner at the top of your work bench,the one that says your cars name. while your looking at the lsit,you can switch cars in your garage,or sell one of them. pretty cool eh!. make a high offer when your selling a car. dont be stupid and go sky high, or you`ll never sell, but try to get as much money as you can. if the buyer wont go for your 1st offer,make another one, a little lower. ----------------------------------------------------------------------------- UNDER THE CAR. ACTION JOYSTICK/MOUSE KEYBOARD ----------------------------------------------------------------------------- ROLL UNDER THE CAR. MOVE THE WRENCH TO THE PRESS:U CREEPER,AND PRESS FIRE OR CLICK. SELECT A PART UNDER MOVE THE WRENCH AROUND TO DIFFERENTIAL: PRESS L THE CAR. TO FIND THE PART,THEN PRESS MUFFLER:PRESS U THE FIRE OR CLICK. EXHAUST:P CHOOSE AN ITEM FROM A CLICK ON THE ITEM OR USE PRESS 1 THRU TO 0 FOR LIST. ARROWS TO THE RIGHT. ITEMS 1 TO 10. PRESS F1 THRU F5 FOR ITEMS 11 TO 15. PUT THE ITEM ON YOUR CLICK ON CHANGE. PRESS ENTER. CAR. DONT MAKE CHANGES. CLICK ON FORGET IT. PRESS F OR ESC. RETURN TO GARAGE. CLICK ON DONE. PRESS D OR ESC. ----------------------------------------------------------------------------- calender. -------- if your starting the game, then todays june 14th, the first day of the vacation. you`ve got 3 whole months, until sept 14th, to beat the king of the road. select the calender or press X to see what day it is. the current date has a box around it, and june 14th and sept 14th or circled. time flies,especially when your cars down for repairs. dont forget that the newspaper ads change, and that every wednesday is GRUDGE NIGHT. newspaper. --------- be sure to get your dimes worth.select the newspaper or press N to take a look at the car ads. see using the DAILIES for more info. once you have got under the car, you can perform a few miracles for speed. you`ll want DIFFERENTIAL that really lets your gears move!. keep your engine`s power. dump your muffler if you can get away with it. oh, yeah! dont forget to buy some spares before trying to work under the chassis. ----------------------------------------------------------------------------- TIRE JACK. ACTION JOYSTICK/MOUSE KEYBOARD ----------------------------------------------------------------------------- SELECT THE TIRE JACK. MOVE THE WRENCH TO IT AND PRESS:T PRESS THE FIRE BUTTON OR CLICK. SELECT A SET OF TIRES CLICK ON THE SET OR USE PRESS 1 THRU 0 TO FROM THE LIST BOX. THE ARROWS TO THE RIGHT. SELECT TIRES 1 THRU 10. PRESS F1 THRU F5 TO SELECT TIRES 11 TO 15 CHANGE THE TIRES. CLICK ON CHANGE PRESS ENTER DONT CHANGE TIRES CLICK ON FORGET IT PRESS F OR ESC ----------------------------------------------------------------------------- YOU CAN BUY RACING TIRES IN THE NEWSPAPER. BETTER TIRES IMPROVE YOUR HANDLING. BACK IN THE GARAGE,USE YOUR TIRE JACK. YOU`LL HAVE THOSE CHEATER SLICKS ON IN NO TIME. IF YOU DONT HAVE AN EXTRA SET OF TIRES, YOU WONT BE ABLE TO CHANGE THEM. IF YOUR LOW ON MONEY WHEN YOU SHOP,YOU MIGHT HAVE TO SETTLE FOR REGULAR TIRES. TIRES CAN`T BE RESOLD, SO ONCE YOU BUY THEM, THEY ARE YOURS FOR KEEPS. ----------------------------------------------------------------------------- PAINT SPRAYER. - - - - - - - ACTION JOYSTICK/MOUSE KEYBOARD ----------------------------------------------------------------------------- SELECT THE PAINT MOVE THE WRENCH TO IT PRESS:P SPARAYER. PRESS FIRE OR CLICK. SEE THE NEXT COLOUR. CLICK ON NEXT COLOUR. PRESS:N SEE LAST COLOUR. CLICK ON PREVIOUS COLOUR. PRESS:P PAINT YOUR CAR. CLICK ON GO AHEAD. PRESS:ENTER DONT SPRAY YOUR CAR. CLICK ON FORGET IT. PRESS:F OR ESC ----------------------------------------------------------------------------- A NEW COLOUR REALLY SPIFFS UP A CAR. CHECK THRU THE AVAILABLE COLOURS SO YOU GET WHAT YOU WANT. ITS GOOD TO PAINT YOUR CAR EVERY SO OFTEN. IT KEEPS THE DORKS JEALOUS AND INTERESTED. BUT IT TAKES TIME AND DOLLARS, SO YOU`VE GOT TO FIGURE OUT IF ITS WORTH THE TRADE OFF. ----------------------------------------------------------------------------- GAS CAN. - - - - ACTION JOYSTICK/MOUSE KEYBOARD ----------------------------------------------------------------------------- SELECT THE GAS CAN. MOVE THE WRENCH TO IT PRESS:G PRESS FIRE OR CLICK. SELECT A PUMP HANDLE CLICK ON THE HANDLE. AT THE STATION. FILL UP THE TANK. MOVE THE HANDLE TO THE GAS PRESS:T CAP ON CAR,AND CLICK. ----------------------------------------------------------------------------- FILL HER UP BY USING THE GAS CAN. IF THE TANKS NOT FULL, YOU`LL AUTOMATICALLY CRUISE OVER TO THE GAS STATION(SKIP THE STATION BY PRESSING -SPACEBAR-).AT THE STATION YOU CAN CHOOSE BETWEEN REGULAR AND HIGH OCTANE PUMPS.WHEN YOU PUT YOUR NOZZLE TO YOUR GAS CAP,YOU`LL AUTOMATICALLY FILL UP. OR YOU CAN PUT IN A FEW DOLLARS BY CLICKING ON THE HANDLE AGAIN AND PULLING AWAY. DONT GO CRUSING FOR ACTION WITHOUT ENOUGH GAS IN THE TANK TO FINISH THE RACE. WATCH YOUR BANKROLL TOO, SO YOU`LL HAVE ENOUGH MONEY TO TOP OFF. GAS AINT CHEAP. IF YOU LOITER AT THE STATION, THE PUMP JOCKEY WILL FILL IT UP FOR YOU. YOU`LL HAVE TO TAKE SOME LIP, BUT YOU MIGHT IMPRESS SOME GUYS. RADIO. - - - SELECT THE RADIO OR PRESS M TO TURN OFF THE TUNES. DO IT AGAIN TO GET THE COOL SOUNDS BACK. PRESS ctrl AT ANY TIME TO TURN OFF ALL GAME SOUNDS.PRESS AGAIN TO PUT EM ON...NEATO EH! ----------------------------------------------------------------------------- GREEN BOOK. - - - - - ACTION JOYSTICK/MOUSE KEYBOARD ----------------------------------------------------------------------------- SELECT THE GREEN BOOK MOVE WRENCH.PRESS FIRE PRESS:I OR CLICK. RETURN TO GARAGE. CLICK ON INFO SHEET PRESS:I ----------------------------------------------------------------------------- THE GREEN BOOK KEEPS TABS ON YOUR CAR STATUS.CLICK ON IT OR PRESS I TO CHECK OUT THE PARTS ON YOUR MACHINE. YOU`LL ALSO GET INFO ON YOUR GAS LEVEL,MAX SPEED,AND % OF WEAR ON YOUR PARTS. USE THE GREEN BOOK ITS YOUR FRIEND. WHEN PARTS ARE WORN,YOU`LL WANT TO REPLACE THEM PRONTO. (IF YOU DONT HAVE THE MONEY, GO OUT AND EARN IT) HOW ELSE ARE YOU GONNA SHIUT DOWMN THE KING OF THE ROAD?. GRUDGE NIGHT POSTER. - - - - - - - - - - ON WEDNESDAYS JOIN THE GRUDGE NIGHT RUMPUS.CLICK ON THE POSTER OR PRESS:E AND HAVE 30$ READY. FOR MORE IN SEE `GRUDGE NIGHT`. CLOCK. - - - SELECT THE CLOCK TO SAVE YOUR GAME,START A NEW GAME, OR RESUME AN OLD GAME, OR JUST PLAIN QUIT. FOR MORE INFO SEE `GETTING IN AND OUT OF GAMES`. ----------------------------------------------------------------------------- SPARE PARTS CLIPBOARD. - - - - - - - - - - - ACTION JOYSTICK/MOUSE KEYBOARD ----------------------------------------------------------------------------- SELECT THE CLIPBOARD MOVE WRENCH .FIRE OR CLICK PRESS:L SELECT AN ITEM ON LIST CLICK ON IT OR USE ARROWS PRESS 1-10 FOR ITEMS ON THE RIGHT. PRESS F1-F5 FOR MORE SELL THE ITEM CLICK ON SELL PRESS:C OR ENTER ACCEPT THE OFFER CLICK ON OKAY PRESS ENTER REJECT THE OFFER CLICK ON NO THANX PRESS:N RETURN TO GARAGE CLICK ON FORGET IT PRESS F OR ESC ----------------------------------------------------------------------------- YOUR CLIPBOARD HAS YOUR LIST OF SPARE PARTS. THESE ARE USUALLY THINGS YOU`VE REPLACED WITH BETTER PARTS AT SOME TIME OR OTHER. THEY CAN BE PRETTY USEFUL IN A JAM, OR WHEN YOU GAIN ANOTHER CAR THAT NEEDS WORK. IF YOU NEED EXTRA CASH,WHY NOT SELL SOME OF YOUR SPARE PARTS? NO SENSE KEEPING THINGS AROUND YOU,YOU CAN`T USE. WHEN THEWY CAN BE TURNED INTO USEFUL GREENBACKS. THE PRICE YOU`LL BE OFFERED WILL DEPEND ON THE WEAR AND TEAR THE PARTS SUFFERED. WORN OUT PARTS WONT BE WORTH ANYTHING. `TIRES CAN`T BE RE-SOLD`. ----------------------------------------------------------------------------- REMOVING THE BUMBERS. - - - - - - - - - - - REMOVING THE BUMBERS IS ANOTHER WAY TO MAKE YOUR WHEELS RACE-WORTHY. CLICK ON THE FRONT OR REAR BUMBER,OR PRESS F OR B. BUMBER WORK COSTS 15$ AND SOME TIME. TO DO IT, CLICK ON OK OR PRESS O OR ENTER. IF YOU CHANGE YOUR MIND, CLICK ON FORGET IT OR PRESS F OR esc. YOU CAN RESTORE BUMBERS WITH THE SAME CLICKS AND KEYSTROKES. YOU MIGHT WANT TO DO THIS WHEN YOU FIND OUT HOW MUCH DAMAGE YOUR MISSING BUMBERS COST YOU. BUMMER: SOME CARS CAN`T HAVE BUMBERS REMOVED. ----------------------------------------------------------------------------- CHOPPING THE ROOF. - - - - - - - - - CHOPPING THE ROOF KEEPS YOUR CAR COOL, SO THE OTHER GUYS WILL WANT TO RACE. IT ALSO REDUCES WIND RESISTANCE AND LIGHTENS YOUR CAR, CLICK ON THE ROOF OR PRESS `R`. IT`LL COST YOU 70$ AND ABOUT A DAYS TIME, IF YOU STILL WANNA DO IT CLICK ON `OK` OR PRESS O OR enter. IF NOT CLICK ON FORGET IT OR `F` OR `ESC`. YOU CAN RESTORE A CHOPPED ROOF WITH THE SAME CLICK AND KEYSTROKES. BUMMER: YOU CAN`T CHOP THE ROOF ON SOME CARS!. ----------------------------------------------------------------------------- CHANGING THE TRANNY. - - - - - - - - - - ACTION JOYSTICK/MOUSE KEYBOARD ----------------------------------------------------------------------------- GET TO TRANSMISSION MOVE WRENCH OVER FRONT PRESS:A SIDE OF CAR TILL YOU FIND IT, PRESS FIRE OR CLICK. REMOVE THE TRANSMISSION CLICK TWICE ON EACH BOLT MOVE WRENCH ONTO BOLT PRESS SPACEBAR TWICE. SEE AVAILABLE TRANNY CLICK ON SELECT PRESS:S SELECT TRANNY FROM LIST CLICK ON IT OR USE ARROWS PRESS 1 THRU 0 FOR TO THE RIGHT FOR TRANNYS. OR F1-F5 FOR MORE. PUT TRANNY ON YOUR CAR CLICK ON CHANGE PRESS ENTER DONT PUT TRANNY ON CAR CLICK ON FORGET IT PRESS F OR ESC RETURN TO GARAGE CLICK ON DONE PRESS D OR ESC ----------------------------------------------------------------------------- getting the right tranny(transmission) can turn a lead sled into a bitching rod!. an automatic is the easiest to handle, but its slow, with no get and go! 3 speed manuals pop you off the starting line. 4 speeds are best, if you can afford them. be sure to get the right tranny for your car make. transmissions endure a lot of wear,especially in road races,so keep an eye on how yours is holding up. when replacing trans,mission, make sure you tighten the bolts. otherwise, you`ll go NOWHERE fast!. ----------------------------------------------------------------------------- POPPING THE HOOD. - - - - - - - - - ACTION JOYSTICK/MOUSE KEYBOARD ----------------------------------------------------------------------------- POP THE HOOD MOVE WRENCH TO IT. PRESS:H CLICK OR FIRE. REMOVE ENGINE PARTS CLICK TWICE ON EACH BOLT PRESS 1 THRU 9 FOR BOLTS 1 TO 9 DISCONNECT ENGINE WIRES CLICK ON THEM PRESS:W SEE A LIST OF PARTS CLICK ON PARTS PRESS:P OR S SELECT A PART FROM LIST CLICK ON IT OR USE ARROWS PRESS 1 THRU 0 FOR PARTS 1-10 AND F1-F5 FOR MORE INSTALL THE PART CLICK ON CHANGE PRESS:ENTER TUNE THE ENGINE CLICK ON TUNE.THEN CLICK PRESS:T MOVE THE WRENCH ARROWS ON ----------------------------------------------------------------------------- NOTE :ITS BASIC PROCEDURE BY NOW ON THE LAST PARTS OF ALL THESE...IE DONT INSTALL A PART..CLICK ON FORGET IT OR PRESS `F` OR ESC... RETURN TO THE GARAGE CLICK ON DONE..OR PRESS `D` OR ESC SO THEY WONT BE MENTIONED FROM HERE ON IN..COS YER A COOL AND CLEVER GUY AM I RIGHT OR WOT? ----------------------------------------------------------------------------- LIKE, WOW!, WITH THE HOOD OPEN,YOU CAN SEE THE CARBURETOR,MANIFOLD AND ENGINE. NOW YOU CAN INSTALL ENGINE PARTS AND TUNE THAT BABY. IF YOU REMOVE A BOLT BY MISTAKE, CLICK ON THE BOLT HOLE OR PRESS THE CORRECT NUMBER KEY TO REPLACE THE BOLT. THEN SCREW IT BACK IN. BE SURE YOU DISCONNECT THE ENGINE WIRES BEFORE REMOVING THE ENGINE. REPLACE PARTS IN THE REVERSE ORDER YOU TOOK THEM OUT, AND THEN RECONNECT THE ENGINE WIRES. WHILE WORKING UNDER THE HOOD. YOU COULD DECIDE TO BUY NEW PARTS THAT FIT, DIFFERENT MAKES OF ENGINES AND PARTS WILL ONLY FIT ON CERTAIN CARS. FOR EXAMPLE, YOU CAN ONLY PUT A `GM` ENGINE IN A CHEVVY.SOME PARTS,THOUGH,WILL FIT ALL CARS. PARTS THAT FIT. - - - - - - - - PART MAKES. CHRYSLER FORD GM CAR MAKES DODGE FORD BUICK PLYMOUTH LINCOLN CHEVY MERCURY OLDS SHELBY PONTIAC YOUR CAR MAY NOT RUN AFTER YOU WORK ON IT. POP THE HOOD AGAIN AND CHECK THAT ALL THE PARTS ARE IN PLACE WITH THE BOLTS FASTENED DOWN TIGHT. YOU CAN ONLY TUNE YOUR ENGINE WHEN ITS RUNNING, WITH EVERYTHING IN PLACE AND THE BOLTS FASTENED. ----------------------------------------------------------------------------- HANGING OUT AT THE DRIVE IN. - - - - - - - - - - - - - - THE GARAGE IS PRETTY COOL,BUT YOU CAN`T PAD YOUR BANKROLL OR IMPRESS SHERRIE BY STANDING AROUND. ARE YOU READY TO ROLL? THEN LETS DO IT!. CLICK OUTSIDE THE GARAGE DOOR OR PRESS:D TO HIT THE STREET. YOU`LL START CRUSIN TOWARDS BURGERS BUNGALOW. YOU CAN ENJOY THE RIDE OR PRESS:SPACEBAR TO SKIP IT. ACTION JOYSTICK/MOUSE KEYBOARD ----------------------------------------------------------------------------- POP A HOOD MOVE THE HAND CURSOR OVER PRESS:H YOUR OPPONENTS HOOD AND PRESS FIRE OR CLICK. CHALLANGE SOMEONE CLICK ON OPPONENTS CAR PRESS:C CHOOSE A RACE CLICK ON CORRECT BOX DRAG RACE: PRESS D MULLHOLLAND:PRESS U AQUEDUCT: PRESS A CHOOSE DRAG RACES CLICK ON CORRECT BOX FOR KICKS:PRESS:1 :2 $10 :3 $50 CHOOSE ROAD STAKES CLICK ON CORRECT BOX PRESS:1 FOR $ 25 PRESS:2 FOR $150 PRESS:3 FOR PINK SLIPS SEE A LIST OF PREVIOUS CLICK ON GUY BY THE DOOR PRESS:O CHALLANGERS CHOOSE A CHALLANGER CLICK ON THE PERSONS NAME PRESS 1-0 AND F1-F5 FOR CHALLANGERS 1-15 CALL THE CHALLANGER CLICK ON CALL PRESS:ENTER USUAL LAST ITEMS. ----------------------------------------------------------------------------- BURGERS BUNGALOW IS A HAPPENING PLACE. YOU CAN HANG LOOSE AND CHECK OUT THE COMPETETION WHEN THEY PULL UP NEXT TO YOU. YOU CAN EVEN POP A HOOD OR TWO. WHEN YOU FIND A STREET RODDER WITH A CAR YOU THINK YOU CAN BEAT,CHALLANGE THAT DUDE OR CHICK. (YES CHICK! THE BUNGALOW IS WHERE ITS AT MAN.)IF YOUR GOOD,YOU CAN WIN SOME MOOLA.IF YOUR GREAT, YOU CAN WIN THE OTHER GUYS ROD! YOU CAN DRAG RACE OR ROAD. DRAG RACES ARE HELD ON A MILE LONG STRAIGHT TRACK. ROAD RACES PRESENT WINDING COURSES ABOUT 2 1/2 MILES LONG. GO AHEAD AND BET. YOUR OPPONENT MAY DIG IT OR THINK YOUR A WIMP. SEE WHATS THE BUZZ - IF THE OTHER GUY DOESNT LIKE YOUR BET,YOU CAN MAKE ANOTHER BEFORE HE/SHE DRIVES OFF. SOME CHALLENGERS WILL ONLY ACCEPT A ROAD RACE AFTER YOU`VE RUN A DRAG RACE.THE HOTTEST DRIVERS WILL ONLY RACE YOU AFTER YOU`VE RACKED UP A FEW WINS. THE HAPPENING DUDES WILL ALSO BE IMPRESSED BY HOW YOUR CAR LOOKS.THE MORE CARE GIVEN TO YOUR ROD,WITH A NEW PAINT JOB,RACING SLICKS,AND SO ON, THE COOLER YOU`LL BE. ----------------------------------------------------------------------------- RACING. NOTE:USUAL JOYSTICK MOVEMENTS FOR RACING..OTHERS BELOW - - - - ACTION MOUSE NUMERIC KEYPAD ----------------------------------------------------------------------------- ACCELERATE PRESS RIGHT BUTTON.ROLL PRESS:8. PRESS: 7 OR 9 THE MOUSE WHILE PRESSING TO STEER LEFT OR RIGHT TO STEER WHILE ACCELERATING WHILE ACCELERATING STEER LEFT OR RIGHT ROLL MOUSE LEFT OR RIGHT PRESS:4 OR 6 BRAKE ROLL MOUSE DOWN. PRESS:2 PRESS:1 OR 3 ROLL DOWN LEFT OR RIGHT TO STEER LEFT OR RIGHT TO STEER WHILE BRAKING WHILE BRAKING SHIFT PRESS:LEFT BUTTON PRESS:SPACEBAR SHIFT UP ACCELERATE,RELEASE AND PRESS:7,8 OR 9 TO QUICKLY PRESS THE LEFT ACCELERATE,RELEASE AND BUTTON,THEN RESUME QUICKLY PRESS:SPACEBAR ACCELERATING THEN RESUME ACCELERATING SHIFT DOWN BRAKE,RELEASE AND QUICKLY PRESS:1,2 OR 3 TO BRAKE PRESS THE LEFT BUTTON, RELEASE AND QUICKLY THEN RESUME BRAKING PRESS:SPACEBAR THEN RESUME BRAKING ----------------------------------------------------------------------------- AT THE STARTING LINE, START REVVIN!..WHEN THE LIGHT GOES GREEN,FLOOR IT(BUT DONT JUMP THE LIGHT OR THE RACE IS CANCELLED)SWERVE LEFT AND RIGHT TO KEEP THE OTHER GUY BEHIND YOU,BUMP HIM OR HER,OR PASS. IF YOUR UNCOOL,YOU MAY CRASH OR GET STOPPED BY THE FUZZ. DONT HIT THE STARTER! DRAG RACES TEST HOW FAST YOU CAN GET OFF THE LINE,AND YOUR SHORT COURSE DRIVING SKILLS. TIME YOUR SHIFTING AND ACCELERATION TO GET A HEAD START WITHOUT BLOWING YOUR ENGINE OR JUMPING THE LIGHT. THE GUY WHO`S FIRST OFF THE LINE WILL USUALLY HAVE THE ADVANTAGE. IN THE ROAD RACES YOU`VE GOTTA GET A HANDLE ON YER SPEED,CONTROLLING IT ON STRAIGHTWAYS AND BLIND TURNS,LEARNING TO DOWNSHIFT WITHOUT LOSING YOUR ADVANTAGE. IF YOU BRAKE TO HARD,YOUR OPPONENT CAN BLOW PAST YOU. IF YOU DON'T BRAKE HARD ENOUGH,YOU`LL KISS THE DIRT(AS WELL AS LOSE!) BLOWING YOUR ENGINE. - - - - - - - - - - CRANKING YOUR ENGINE TO FAR WILL BLOW IT.COOL GUYS HAVE A TACHOMETER ON THEIR DASH. IF YOU HAVE ONE, WATCH IT. WHEN THE INDICATOR GOES INTO RES,YOUR IN TROUBLE. DOWN SHIFT - OR EXPECT THE WORST. IF YOU DO BLOW YOUR ENGINE,YOU`LL GO BACK TO THE GARAGE,WHERE YOU HAVE THE JOY OF REPLACING EVERYTHING UNDER THE HOOD. JUST HOPE YOU`VE GOT THE BREAD AND THE TIME TO DO IT. BUMMER, MAN! COPACEDIC: ITS ALMOST IMPOSSIBLE TO BLOW AN AUTOMATIC TRANSMISSION. DROPPING YOUR TRANSMISSION. - - - - - - - - - - - - - THE COOLEST DUDES SPEED SHIFT - SHIFT GEARS WITHOUT RELEASING THE ACCELERATOR OR BRAKE. WARNING!-WARNING!-IF YOUR INEXPERIENCED.SPEED SHIFTING CAN DROP YOUR TRANSMISSION. WHEJN THIS HAPPENS,YOU GO BACK TO THE GARAGE PRONTO,WITH A HEAVY REPAIR BILL. COPACEDIC: YOU CAN`T DROP AN AUTOMATIC TRANSMISSION. ----------------------------------------------------------------------------- CRASHING. - - - - ACTION JOYSTICK/MOUSE KEYBOARD ----------------------------------------------------------------------------- FIX A CRASHED CAR CLICK ON CORRECT BOX PRESS:F OR ENTER JUNK IT CLICK ON CORRECT BOX PRESS:J OR ESC ----------------------------------------------------------------------------- WHEN YOU CRASH AND YOU`LL KNOW IT,YOU`LL IMMEDIATELY GET A HEFTY REPAIR BILL.SOMETIMES YOUR CAR WILL ONLY BE WORTH SCRAP VALUE.IF YOU REPAIR YOUR ROD,THE COST IS DEDUCTED FROM YOUR WAD AND YOU END UP IN THE GARAGE WITH A CONVALESCING CLUNKER(AND STOCK TIRES ONLY). IF YOU JUNK YOUR WRECK,YOU`LL GET WHATEVER ITS SCRAP VALUE IS. HERE COMES THE FUZZ. - - - - - - - - - - SPEED SIGNS ARE POSTED AND SPEEDING IS AGAINST THE LAW.THE LOCAL POLICE WILL HELP YOU REALISE THIS. WHEN YOU HEAR A SIREN,THE BULLS ARE CLOSING IN. YOU CAN SLOW DOWN AND PULL OVER,OR TRY TO OUTRUN THEM. THE AMOUNT ON YOU TICKET WILL SHOW WETHER OR NOT YOU`VE IMPRESSED THE FUZZ. IF YOU DONT HAVE ENOUGH DINERO TO COVER THE TICKET YOU`LL BE HAULED OFF TO THE SLAMMER AND YOUR SUMMER(AND GAME) WILL BE OVER. ----------------------------------------------------------------------------- GRUDGE NIGHT. - - - - - - WHA-OOH TIME TO RAISE A LITTLE RENT AT GRUDGE NIGHT,EVERY WEDNESDAY. CLICK ON THE GRUDGE NIGHT POSTER OR PRESS E, HAVE $30 READY AND YOUR IN. THE HOT GUYS AND CHICKS ARE LINED UP ACCORDING TO THEIR DRIVING PROWESS. FROM THE STARTING LINE,YOU`LL FIRST SET YOUR BREAKOUT TIME. DRIVING AND SHIFTING IS THE SAME FOR RACING. DRIVE CONSERVATIVELY,BUT EXPERTLY. DONT CROSS THE CENTRE LINE OR YOUR DISQUALIFIED.!!PRETTY DAMN HUMILIATING GUY!!! NEXT,YOU`LL BE PAIRED AGAINST ANOTHER DRIVER FOR THE ELIMINATION RUNS. AT THE GREEN LIGHT,TAKE OFF.TRY TO KEEP CLOSE TO,BUT NOT UNDER,YOUR BREAKOUT TIME. IF YOU DO YOU CAN STAY IN THE RACE...OTHERWISE, ADIOS! WINNING A GRUDGE NIGHT IS A BIG BOOST TO YOUR REPUTATION. YOU MIGHT EVEN IMPRESS THE KING OF THE RAOD,BESIDES WINNING THE GRUDGE NIGHT PURSE. ----------------------------------------------------------------------------- YOU WIN RACES BY BEING THE FIRST ACROSS THE FINISH LINE. WHEN YOU WIN, YOU`LL SEE YOUR FINISH TIME AND TOP SPEED. THE OTHER GUY PAYS OFF, WHICH MAY MEAN YOU WIN HIS/HER CAR. IF THE OTHER GUY WINS, YOU`LL SEE THE % OF THE RACE THAT YOU FINISHED AND YOUR TOP SPEED. YOU ALSO LOSE THE BET,WHICH COULD BE YOUR WHEELS. TO WIN THE RACE,YOU`VE GOTTA SHUT DOWN THE KING OF THE ROAD BEFORE THE SUMMERS OVER.AND HE WONT AGREE TO RACE YOU UNTIL YOUR GOOD ENOUGH,AND YOUR RIDE IS BAD ENOUGH. GET LOTS OF EXPERIENCE IN ALL TYPES OF RACES TO GET THE KING INTERESTED. OCCASIONALLY,HE`LL CRUISE THROUGH THE DRIVE IN TO LET YOU KNOW WHICH RACE YOU`VE GOTTA WIN NEXT IN ORDER TO CHALLANGE HIM. THE KIN REALLY IS THE BEST,SO YOU`D BETTER BE READY BEFORE YOU CHALLENGE HIM.YOU`VE GOTTA HAVE A TOP PERFORMANCE CAR IN PRIME CONDITION WITH A HIGH MAX SPEED,OR FORGET IT. SO RACE,RACE,RACE! WIN LOTS OF MONEY,BUY A HOT CAR AND GET IT IN THE BEST POSSIBLE SHAPE AS POSSIBLE. YOU CAN BEAT THE BEST,AND BE THE BEST.AND THEN YOU CAN TELL IT TO --SHERRIE-- QUICK KEY REFERENCE. - - - - - - - - - - GENERAL ------- CALANDER X MOVE CURSOR ARROW KEYS CARS C SKIP SCREEN SPACEBAR SELECT 1 THROUGH F5 SELECT CHOSEN ITEM ENTER SWITCH S OR ENTER FORGET IT/SKIP IT/CANCEL ESCAPE SELL L MAKE OFFER O OR ENTER JUKE BOX NEVER MIND N OR ESCAPE -------- FORGET IT F OR ESCAPE SELECTING A COLOUR 1 THRU F2 CLOCK(QUIT) Q SAVE GAME S OR ENTER (GARAGE) OLD GAME O ------ NEW GAME N BUMBERS QUIT Q FRONT F FORGET IT F OR ESCAPE INSTALL ITEM ENTER REAR B CREEPER(UNDER CAR) U OK O OR ESC DIFFERENTIAL I FORGET IT F OR ESC EXHAUST P SELECT ITEM 1 THRU 5 MUFFLER U FORGET IT F OR ESC GARAGE D OR ESC NEWSPAPER(DAILES) N CARS C OR U DRIVE D PARTS P OR A NEXT PAGE N GAS G PREVIOUS PAGE P SEE S GREEN BOOK-CAR INFO I BUY Y OR ENTER GARAGE I NO F OR ESCAPE GARAGE G OR ESCAPE GRUDGE NIGHT E PAINT P POP THE HOOD H NEXT COLOUR N REMOVE/INSTALL BOLTS 1 THRU 9 PREVIOUS COLOUR P ENGINE WIRES W GO AHEAD ENTER SEE PARTS P OR S FORGET IT F OR ESCAPE SELECT A PART 1 THRU 5 INSTALL A PART ENTER RADIO(MUSIC ON/OFF) M FORGET IT F OR ESC TUNE ENGINE T/SPACEBAR TO ALIGN ROOF R GARAGE D OR ESC CHOP IT O OR ENTER FORGET IT F OR ENTER SPARE PARTS C/BOARD L SELECT ITEM 1 THRU F5 SOUND (ON/OFF) CTRL SELL C OR ENTER ACCEPT OFFER ENTER TIRE JACK T REJECT OFFER N SELECT TIRES 1 THRU F5 FORGET IT F OR ESCAPE CHANGE TIRES ENTER FORGET IT F OR ESCAPE TRANSMISSION  A REMOVE/INSTALL BOLTS SPCBAR TWICE DRIVE IN SEE PARTS S -------- SELECT A PART 1 THRU F5 POP A HOOD H INSTALL ENTER CHALLENGE C FORGET IT F OR ESC DRAG RACE D GARAGE D OR ESC for kicks (bet) 1 for $10 (bet) 2 RACING for $50 (bet) 3 ------ MULHOLLAND DRIVE U ACCELERATE 7,8 OR 9 for $25 (bet) 1 STEER LEFT,RIGHT 4 OR 6 for $150 (bet) 2 BRAKE 1,2 OR 3 AQUEDUCT A OR ENTER SHIFT SPACEBAR for $25 (bet) 1 SHIFT UP --ACCELERATE AND SPACEBAR for $150 (bet) 2 SHIFT DOWN-BRAKE AND PRESS SPACEBAR pinkslips 3 or ENTER CRASHING -------- FIX A WRECK F OR ENTER JUNK IT J OR ESC NOTE: IN CASE ALL THE KEYS BEING USED BAFFLE YOU(BECAUSE A LOT OF THEM ARE THE SAME)..REMEMBER ITS WHEN YOUR IN THAT PARTICULAR MODE THAT THE KEY WORKS FOR YOU...IE READING THE NEWSPAPER..ECT nd are "Phased out" Afterwards. PURPLE WORM These enormous carnivores burrow through solid ground in search of small Mansized) morsels. REMORHAZ These are sometimes referred to as Polar Worms. They inhibit cold regions and are agressive predators who have been known to attack even frost giants. ----------------------------------20---------------------------------- Slug (Giant) These are huge, omnivorous mutations of the common garden pest. They attack by biting and can spit a highly corrosive acid. Snake (Giant) These large reptiles slay their prey with deadly venom. Neutralize Poison counters snake bite. Spinx An extremely rare creature that is part-lion, and has the upper torso of a woman. Rather than fight, sphinxes will often converse with adventurers. Spider (giant) These giant cousins of the small predator attack with a poisonous bite. Umber Hulk These powerful subterranean creatures can use their claws to burrow through solid T E R M I N A T O R I I R E F E R E N C E C A R D General Keyboard Commands ------------------------- ESC Game Menu / Pause F10 Player Menu / Pause P Phone Book F9 Information View SHIFT+F9 Full Screen View ALT-M Full Area Map / Fast Travel / Homing Device M Local Area Map / Fast Travel / Homing Device F1-F8 Select Weapon / Reload Weapon ALT F1-F8 Force Reload CTRL F1-F8 Deselect Weapon ENTER Fire Weapon TAB Fire Weapon SPACE BAR + ARROW KEYS Aim Weapon Sights \ Crosshair Centering - [MINUS] Systems Status Strobe On/Off [Terminator] = [EQUALS] Heads Up Display On/Off [Terminator] SHIFT = Large Crosshairs On/Off [Terminator] Z Zoom Lens On/Off [Terminator] X Target Lock Toggle ALT 1-3 Graphics Detail Level Map Level Keyboard Commands --------------------------- F Fast Travel H Homing Display Walking Mode General Keyboard Commands -------------------------------------- L Look at Object E Enter Car B Binoculars S Enter Store Walking Mode Movement Keyboard Commands --------------------------------------- Up Arrow Walk Forward Down Arrow Walk Backward Right Arrow Turn Right Left Arrow Turn Left Alt + Right Arrow Move Sideways + Right Alt + Left Arrow Move Sideways + Left Delete Very fast left turn Page Down Very fast right turn 1 thru 0 Walking Speed Driving Mode Keyboard Commands ------------------------------ S Start Car Up Arrow Accelerate Down Arrow Decelerate Right Arrow Turn Right Left Arrow Turn Left ] Right Bracket Brake W Walking Mode Automatic Transmission Keyboard Commands ---------------------------------------- Insert Reverse Delete Park Home Drive End 2nd Gear Page Up Neutral Page Down 1st Gear Stick Shift Keyboard Commands ----------------------------- Backspace Clutch Insert 1st Gear Delete 2nd Gear Home 3rd Gear End 4th Gear Page Up Neutral Page Down Reverse General Vision Keyboard Commands -------------------------------- Ctrl + Up Arrow Look Forward Ctrl + Down Arrow Look Behind Ctrl + Right Arrow Look Right Ctrl + Left Arrow Look Left Ratings Screen Keyboard Commands -------------------------------- 1 thru 5 Top 5 Game Stats Spacebar Your Rating N Name Change Damage Screen Keyboard Commands ------------------------------- H Heal Head T Heal Torso A Heal Arms L Heal Legs ---------------------------------------------------------------------------- HEAL cures all diseases, blindness, feeblemindedness, and all except 1-4 of a character's full hitpoints. FIRST LEVEL DRUID SPELLS DETECT MAGIC indicates which equipment or treasure is magical. View a character's items or take treasure items. Equipment or treasure preceded by an '*' or a '+' is magical. ENTANGLE will cause plants in the area of effect to grow and entwine around the feet of any creature in the ares. Be careful not to catch allies in the spell area. FAERIE FIRE will ring a targeted creature in magical light. This spell will outline otherwise invisible creatures, and give a +2 THAC0 bonus to any one attacking an affected creature. ----------------------------------23---------------------------------- INVISIBILITY TO ANIMALS will make the target invisible to non=magical, low or non-intelligent, animals. THis spell does not offer protection LAST NINJA III Typed by SIDEWINDER of LSD. NOTE: These are fron the C64 version, but should be almost identical to the Amiga release version, as the current System 3 Ninja games have been so far! INTRODUCTION Rarely does a company make as dramatic an impact as did System 3 with the award winning games THE LAST NINJA and the LAST NINJA II. This software inovation proved to be a major advance in home computer entertainment achieving critical acclaim from the media and game players around the world. Now regard as a 'Licence within itself', this series of games reaches an unequalled pinnacle of excellence with the arrival of NINJA III. Seldom has a series of games won as many awards worldwide as THE LAST NINJA. Never has such a series of gfames just gotr better and better. NINJA III is ready to explode onto your screen with the most glorious display of graphics and animated fight sequence ever seen in this type of game. With pulsating sound and massive introduction sequence, NINJA III displays a degree of excellence never before experianced by even the most seasoned Ninja fans. As NINJA III is far more than a simple action game, we suggest that you read the instructions carefully and spend some time becoming totally familiar with the controls. We hope you enjoy our latest game. THE STORY The Ninjitsu, or Ninja, had become the most feared warriors of their day and were feared by even the most powerful Samurai. Known as the Mystic Shadow Warriors, they were the elite fighting force of the ninth century feudal Japan. Dedicated to fine tuning their bodies into killing machines, their mastery of weapon craft, assassination, stealth and invisibility led many to believe them to be invincible if not immortal. Centuries later and only Armakuni, the Last Ninja, remains. Still as proud as ever, still as valiant in battle, he strives to further uphold the moral strengths of Good, against the persistant scourge of his arch enemy Kunitoki's relentless spread of Evil. Kunitoki is the evil Shogun of the Ashikaga clan who has long envied the powers of the Ninja and would do anything to acquire the Ninjitsu knowledge. To this end he has sworn an oath to their total destruction. This oath has led the evil Shogun into many battles with the Last Ninja, who himself has dedicated his very existance to avenging the mass slaughter of the Ninja brotherhood, centuries ago, by the twisted Shogun. Their clashes across the vortex of time and space were nothing short of epic, their hatred for one another timeless. The struggle of Good versus Evil had taken Armakuni to the island of Lin Fen, the shrine of the white Ninja, to halt the wrath of Kunitoki and to protect the further teachings of the vital Koga scrolls. Armakuni had been victorious but not 100% decisive as Kunitoki slipped his grasp. Years later, Armakuni had been dragged across time to modern day New York, as again Kunitoki's ideas of corruption looked set to threaten modern day ideals. This was supposed to be their last battle, Armakuni's determination had sworn to that, but yet again the Shogun had slipped away. Humiliated, supposedly defeated in spirit and hopefully humbled to the fact that Good will always purvey over Evil. The struggle in New York had left the Last Ninja battle-weary from countless confrontations with Kunitoki's henchmen, distraught that his age old adversary had again eluded him, but resolute that one day his timeless mission would bear the fruits of his persistance. As time drifted by, the Ninja's role within his own society was of a rather more tranquil existance in comparison to his earlier exploits, but he knew the necessity of his work, the importance of again building a new Ninja brotherhood from his personal knowledge and the mystical teachings of the closely guarded Koga scrolls. Armakuni felt comfortable once more as the teacher and accepted his duties with great passion and commitment, as he had prior to his historic battle in modern day New York. A stronger order of Ninja slowly began to take shape as masters from the pre-New York era mingled with the young class of '91. During a strenuous training session, a strange feeling came over the class. It was as if time had abruptly stood still. As Armakuni rose from his meditating position a strange pulsating light enshrouded him. The older members of the class knew what was happening, they had seen it all before and fervently tried to calm the younger class, to ensure them that their master was safe, to educate them as to the role of spiritual Ninjitsu masters who were again calling on Armakuni, the Last Ninja, for another dangerous mission. The intensity of the light grew around Armakuni until all who were witnessing the scene were forced to cover their eyes. He knew what was happening, he knew there was unfinished business dating back many centuries. To him it felt as though his gut was turning inside out, as a deep determination coupled with his inner mystical energies began to take over and prepare him for the inevitable battles that must lie ahead. He knows who the ancient masters want him to defeat, after all he has lived for this day ever since his pride was dented by his arch enemy again escaping his grasp in New York. Relieved his masters had at last found Kunitoki again, his only apprehension was the location. Where would he have to ply his trade? What new time scale would he have to become accustomed to? How much more advanced would the new realm of Kunitoki's henchmen be in battle? And ultimately how strong had his deadly rival been allowed to grow in the time lapsed since their last meeting? No doubt all these questions would be answered in time as slowly Armakuni woke from the darkness of deep sleep. He recognised the location from earlier studies and heaved a great sigh of expectation as he understood immediately where he had been sent and indeed why? Armakuni was back at the very heart of Ninjitsu spiritualism. He had been brought to Tibet, the Tibetan mountains to be precise and the location of his latest exploits were to be the Tibetan temples. These mystical Buddhist temples house the source of inner-power to the Ninja. A temple is divided into 5 chambers, each depicting one of the elements and all combining to provide the Ninja with the very heart of their power and their mystical strength, so symbolic to the very existance of Ninjitsu. The five chamber elements are EARTH, WATER, WIND, FIRE, and VOID. No one had entered the inner chambers of the temples before and so there was no knowledge of what would greet any would-be explorer. VOID would be an unknown entity to a Ninja familiar only with the ways of old and whose weaponry would seem somewhat primative to any 'Space-age Assassin' who lurked within this futuristic chamber and who strove to carry out the outlandish orders of their new dictator. Weaponry is, however, just a tool for the Ninjitsu strength. Masters of many a move the Last Ninja knows he is up to the task but knows not how long his task will take. Armaknuki takes a moment to meditate but suddenly experiences a strange and chilling sensation. He already knew he would have to confront kunitoki once again, but his force seemed so powerful this time, more so than ever than before. he had been allowed to grow in strength for far too long, surely the elders should have found him earlier. Armakuni did not need telling, the sinister truth of why Kunitoki was here was all too apparent. He was here to corrupt the mystical Buddhist temples, to crush their inner power so symbolic to the strength of the Last Ninja. Not able to defeat Armakuni in the past with mortal combat, the evil Shogun has turned to the spiritual aspect of Ninjitsu to act out his particular form of corruption. All the learning Ninja brotherhood rely on the Tibetan temples for spiritual guidance and strength, without this they would be no more. Kunitoki has seized upon this opportunity to destroy the knowledge he could never have and the enemy he could never defeat. Never was Armakuni's task more important... Never would the unacceptable result of failure be more damaging... It would seem that New York was just the beginning. Their distaste for each other has grown for centuries, but then... ...REAL HATRED IS TIMELESS BASIC MOVEMENT To change the direction the Ninja is facing, roll the joystick handle through all the positions until you are facing the direction you want. TO WALK FORWARDS Push the joystick in the direction the Ninja is facing. TO WALK BACKWARDS Pull the joystick in the opposite direction to the one the Ninja is facing. TO DRIFT ACROSS THE PATH Push the joystick in the direction you want him to veer (this applies to walking forwards and backwards). SPECIAL MOVEMENTS TURNING THE NINJA Roll the joystick through all the positions until you are facing the direction you want. SOMERSAULT If the fire button is pressed while the Ninja is moving, then he will somersault in that direction. PICK UP To pick up objects/weaponry the button must be pressed and the joystick pulled down-left or down-right (diagonal). NOTE: This move is also used at certain points of the game for placing objects in a desired order or position. JOYSTICK CONTROLLED FIGHTING MOVEMENTS To activate the fighting moves, the Ninja should be stationary and the fire button pressed. UNARMED MOVES ARMED MOVES KICK Down (Sword, Nunchakas and Staff) PUNCH Up STAB Right DUCK Up-left or Up-right SLASH Left HIGH STAB Up THROWING MOVES (Shiriken, etc.) KICK Down THROW Right or Left PARRY Up-left/Up-right GENERAL TIPS The first aspects of the game you should master are the joystick controls. The highly interactive nature of the game is required because of some of the complex moves the Ninja character has to perform. A high level of competence at the controls will enhance your game play considerably. Because of the adventure elements our second suggestion is that you should get into the habit of recording what happens on each screen. This will enable you to obtain higher scores with repeated play. The last point is, NEVER take anything for granted - some things are not as they appear. Be curious, nosey, etc. and examine everything. PLAYING GUIDE TO LEVEL ONE There are 3 weapons to be picked up this level. The sword, shiriken stars (5 in one go) and the Nunchakas, which have to be made. This is done by picking up wooden branches, which will become the handles, and picking up a chain from the hanging flower baskets to link the handles together. - First screen - pick up LEATHER GLOVE. - Outside a group of two huts, are ROOFTILERS NAILS. Picking these up, combined with a glove, creates a CLIMBING GLOVE. - Select climbing glove and climb cliff on Gunpowder screen. - On next screen walk across to edge of building to pick up a GLASS LAMP. - Go back to Gunpowder screen and holding the lamp, pick up GUNPOWDER to create a BOMB. - Go back to Upper Platform at the Rock screen and place the orb/gunpowder bomb beside a rock. An explosion drops the rock to the lower platform. - Pick up SCROLL which is now accessible by the newly formed rock platform. - Find level Exit room and enter holding the Scroll. - Prepare to fight the lethal guardian Shogun. NOTE: EXIT SCROLL has to be found to exit each level. Extra lives are in the form of potions on every level. Finito. text object. The definition of this procedure (hard- coded into the "pscript.prt" driver, includes the postscript operator "==". ("==" pops an object from the stack and writes it to standard output, according to my postscript manuals.) The current font gets written back to the ST in Postscript-style text-string format, and it appears that the driver is not reading the serial line during the page output to "collect" these status reports. Eventually, the un-read output in the ST's input buffer causes the ST to XOFF the printer, and at that point I can't even use the HELP key to interrupt printing. My only recourse is to re-boot the system. I've successfully printed out one document (like one page on the "fontspec" template), quit PGS2.1, and gone in to a terminal program to check the status of the serial port. If I enter an XON it im THE LORD OF THE RINGS REFERENCE CARD DONE BY : MR.THOMPSON / DEFJAM ------------------------------------------------------------------------ REQUIREMENTS: Lord of the Rings requires an Amiga 500/1000/2000/2500 or 3000, one disk drive, one megabyte of memory and a colour monitor. For best performance, a hard disk drive is suggested. Interplay recommends that you make a back up of the Lord of the Rings diskettes before play or installing to your hard drive. Lord of the Rings is not copy-protected for your benefit. You must only make backups for your personal use. Lord of the Rings is in stereo. HARD DRIVE INSTALLATION The HDINSTALL program, located on Lord Disk 1, will install Lord of the Rings to your hard drive. You can install Lord of the Rings to your hard drive by launching the HDINSTALL program from the Workbench screen. From the CLI, you can type HDINSTALL if Lord Disk 1 is located in DF0: and the CLI prompt shows the current disk to be in DF0:. The HDINSTALL program will then prompt you to enter the desired location for Lord of the Rings. After typing in the pathname, you will be prompted to insert the other disks at the required time. Lord of the Rings needs approximately two megabyte free on your hard drive to install. STARTING THE PROGRAM To start the program from the hard drive, open the folder containing the Lord of the Rings icon and launch the LORD program. To start the program from the hard drive using the CLI, change to the proper subdirectory and type LORD to begin. To start the program using the disk drives, insert the Lord Disk 1 when prompted for the Workbench diskette. Lord of the Rings will then load itself automatically. If you are playing on diskettes, be sure to play off of backups. The Lord Disk 2 must remain write enabled, while it is suggested that Lord Disk 1 and Lord Disk 3 are write protected. MOVEMENT You control the leader of your party. The other members of your party will follow at their own pace. You move the party with the mouse and the keyboard. Using the mouse, move the pointer around the map until the arrow is pointing in the direction you wish to travel. Press and hold the left mouse button until you wish to stop moving. To change direction while moving, simply move the mouse so that the pointer is indicating a new direction. Using the keyboard, move your party by pressing the arrow keys in the direction you wish to travel. Hold the key down for continuous travel. THE ICON MENU Press the right mouse button once to bring up the icon menu. Move the mouse pointer so that it is pointing to the icon you want to select and press the left mouse button. Press the right mouse button again to cancel the menu. Using the keyboard, press the SPACE BAR to bring up the icon menu. To select one of the icons, use the first letter of each icon as follows : (A)ttack (T)alk (V)iew Character (L)eader (G)et (C)hoose who (U)se (O)ption (S)kill (ESC)ape (M)agic For specific action from within each icon, point to the action desired and click with the left mouse button or press the corresponding number on the keyboard. Some actions require that you type in a word or phrase. For these actions simply type in the word or phrase and press Enter when finished. MENU OPTIONS ATTACK : Selecting this option during any combat situation will attack the enemy within range. VIEW CHARACTER : This displays the statistics for any character whose picture is currently shown on screen. GET : This allows you to either take treasures you find or items that you purchase from merchants. USE : This allows the character shown to use items, trade items, or discard items. This also serves as the character's inventory SKILL : This allows the character shown to use whatever skills he/she may possess. MAGIC : This allows the character shown to use magic spells or word of power. See your manual for more detailed descriptions of magic spells and words of power. TALK : This allows you to talk with and/or question NPCs (Non-player characters) and members in your party. LEADER : This allows you to choose a new leader for your party. This should be the party member who possesses the most skills and magic. CHOOSE WHO : This allows you to temporarily choose another party member to access his skills, magic or inventory. OPTIONS : This brings up the options menu (see below). ESCAPE : This exits the icon menu. DISTANCE Note that characters need to be fairly close to each other to talk, trade or use certain skills (such as perception). Characters also need to be close to enemies they are attacking. If you see an NPC on the screen but are unable to talk to him, he either has nothing to say (very rare) or you need to move a little closer. Likewise, trading with a party member will not work if he is too far away. You may have to have the leader double back to close the distance between party members. Spells and bows in combat do not have to worry about range...they can affect anything on the screen. THE OPTIONS MENU There are some commands that do not directly relate to the story of the game. These options control the game environment. They are accessed from the keyboard by pressing the letter "O" for (o)ptions or by selecting the options icon menu. The options available are as follows : (S)ave : Saves your current game where you stand. You can have up to two saved games at any one time. Be careful where and when you save. (L)oad : Loads one of your previously saved games. Your current game will be lost. You cannot load a game during combat. (Q)uit : Quits the current game and returns you to Workbench or the CLI. You might want to save your game before quitting. (P)ause : Pauses the game where you are. (M)sound on/off : This toggles between turning the sound on and off. This controls the sound effects and the music. MISCELLANEOUS SUBJECTS You can skip theopening cartoon sequences by pressing the ESCAPE key. Text cartoon screens are advanced by pressing the right mouse button or the ENTER key. The day/night counter at the top to the screen in the centre of the golden bar helps show what time of day it is. Some events are time related, keep a close eye on the day/night counter. Characters have a maximum of ten skills. Being taught a skill a second time does not improve the character's ability in that skill; it just wastes the skill slot If you believe that you will want to start a New Game during the middle of a game, save a game immediately in the second slot when you first start. Starting a New Game erases both save game slots. CREDITS In addition to those listed in the manual, the following people deserve recognition for the work they have done : Programmed by : Frank Pearce of Silicon & Synapse, Inc Directed by : Alen Adahms of Silicon & Synapse, Inc Sound FX by : Scott La Rocca Music by : Charles Deenen Playtesting by : The Interplay Testing squad Cover Art : Greg and Tim Hildebrandt Special Thanx to : J.R.R Tolkien & Sasha CUSTOMER SERVICE If you have any queries about this product, Electronic Arts' Customer Service Department can help. Call (0753)549442 Monday to Friday between 9:00am and 6:00 pm. Please have the product and the following information to hand when you call. This will help us answer your question in the shortest possible time : - Type of computer you own - Any additional system information (like type and make of monitor, printer, hard disk, etc.) - Type of operating system - Description of the problem you are having fonts on my MAC partion except that these fonts only have one file for the printer and one file for the bit map when I bring them over to the ST and convert them I only have 1 file, A PFB file, where do I find a AFM file for that font ?? PGS will not use those files without the AFM. Stumped!!!!! If you are using over 500 fonts, I would have to guess you are running into some font number conflicts and this is what is making fonts disappear from the font directory. Not easy work, but you may have to go into the Font Editor and check the numbers out for all your fonts and after getting a list of the current font numbers, do some changing. My question...why do you _need_ all those fonts loaded in the first place? I have about 200 type faces, but only keep 10-15 loaded into the fo _ ______ __ _ _ __ ___ __ __ __ /V\ / \ /\ \ <_ | /_ |_> |_> | | <_ | /\ \ /_ <_ <_ /\ /\ \_/ \ \/ __> | \__ | \ |_> |_| __> _|_ \ \/ \__ __> __> ------------------- TYPED BY: WHITEHEAT THE STORY ------------------- --------- LEROY SMILED TO HIMSELF WHEN HE CLOSED  THE DOOR BEHIND MR.BOB, BOSS OF THE BIGGEST CONSTRUCTION COMPANY IN TIN TOWN, WHO HAD JUST PAID HIM A VISIT. LIKE MR.BOB HAD EXPLAINED, HIS CONSTRUCTION WORKERS WERE HAVING PROBLEMS WITH THE MAD MEANIES, NASTY LITTLE BEASTIES FROM THE BIG FOREST, THAT INVADED ALL HIS BUILDING SITES, STEALING ANYTHING THEY COULD GET THEIR LITTLE HANDS ON - INCLUDING THE TOOLS THE WORKERS NEEDED TO GET THEIR JOBS DONE. THE MAD MEANIES FROM THE BIG FOREST USUALLY STAYED AWAY FROM TIN TOWN; INSTEAD, THEY USUALLY PREFERRED TO STEAL BIRD'S EGGS, OR GENERALLY BE A NUISANCE TO ALL OTHER ANIMALS IN THE FOREST. EACH CITY NEAR THE BIG FOREST HAD SOMEONE TO TAKE CARE OF THESE MAD MEANIES IN CASE, LIKE NOW, THEY SHOULD LEAVE THEIR HIDING PLACES. LEROY WAS THE BEST OF THIS BEASTIE BUSTERS AROUND, AND THAT'S WHY MR.BOB HADN'T THOUGHT TWICE ABOUT HIRING HIM. LEROY HAD HIS WAY WITH MEANIES - LIKE NO OTHER HE COULD BLOW THEM UP, SO THEY DISAPPEARED WHILE LEAVING BEHIND WHAT THEY HAD STOLEN. HE WENT OUT THE NEAREST CONSTRUCTION SITE RIGHT AWAY. WHEN HE CAME THERE, LEROY LOOKED AT THE SKY AND DIDN'T BELIEVE HIS EYES: LOTS OF MAD MEANIES WERE RUNNING TO AND FROM ALL OVER THE CONSTRUCTION WORKS, STEALING AWAY ALL THE TOOLS THE WORKERS NEEDED! "THERE IS SOME WORK TO BE DONE HERE," HE THOUGHT, AND GOT BLOWIN'. USE YOUR JOYSTICK TO BECOME LEROY, THE BEST BEASTIE BUSTER IN THE LANDS AROUND BIG FOREST, AND RID LEVEL AFTER OF CONSTRUCTION SITE OF THE MAD MEANIES THAT TRY TO STEAL AWAY ALL ITEMS THEY THINK ARE INTERESTING. UPON HAVING BLOWN THEM AWAY, COLLECT ALL ITEMS THEY LEAVE BEHIND, THUS ENABLING THE CONSTRUCTION WORKERS TO GET ON WITH THEIR JOB, AND OBTAINING POINTS THAT WILL BE ADDED TO YOUR SCORE! THE GAME -------- IT IS YOUR AIM TO GET RID OF ALL MONSTERS INFESTING THE PLATFORMS. TO ACHIEVE THIS, YOU HAVE TO BLOW UP MONSTER AND HAVE IT FLOAT OUT OF THE SCREEN. IT IS BETTER AND FASTER, HOWEVER, TO PUSH THE MONSTERS AS THEY FLOAT UP, WHICH CAUSES THEM TO DISAPPEAR OFF THE RIGHT OR LEFT EDGE OF THE SCREEN. WOU WILL ALSO GET RID OF ANY MONSTERS THAT COLIDES IN THEIR FLIGHT PATH. CONTROLS -------- YOU WILL NEED A JOYSTICK. MOVE THE JOYSTICK TO THE LEFT OR RIGHT TO MOVE IN THE CORRESPONDING DIRECTION. TO JUMP, MOVE THE UP. A SHORT PUSH WILL MAKE A SMALLER JUMP, A LONGER PUSH A LONGER JUMP. WATCH OUT NOT TO JUMP INTO MONSTERS MOVING ABOVE YOU. WHILE JUMPING, YOU CAN MOVE YOUR CHARACTER SOMEWHAT TO BOTH SIDES, THUS ALLOWING YOU TO REACH MORE DISTANT PLATFORMS OR TO AVOID MONSTERS. USE THE FIREBUTTON TO BLOW UP THE MONSTERS - POSSIBLY BY FAST, REPETITVE PUSHING. YOU CAN ONLY BLOW UP A MONSTER AT APROXIMATE EQUAL HEIGHT WITH YOU. TO BLOW UP A MONSTER YOU HAVE TO BE STANDING ON SOMETHING SOLID AND THE DISTANCE SHOULD NOT BE TOO BIG. BONUS ITEMS ----------- ONCE YOU'VE BLOWN UP A MONSTER, THE ITEMS STOLEN BY THE MONSTERS WILL BE DROPPED. COLLECTING THESE WILL CAUSE YOUR SCORE TO BE INCREASED AT THE END OF THE LEVEL. WATCH OUT FOR BOXES STANDING AROUND. YOU WILL PICK UP THEIR CONTENTS BY WALKING PAST THEM. ESPECIALLY THE BOXES WITH THE INJECTION SYMBOL IN THEM ARE VALUABLE, AS THEY WILL GIVE YOU A JUMP BONUS. BUT WATCH OUT: YOUR JUMPING POWER AND THE CHANCE OF COLLIDING WITH A MONSTER ABOVE YOU WILL INCREASE DRAMATICALLY. JUMP POWER INCREASE IS NOT DISMISSABLE IN SOME LEVELS, HOWEVER. TIME ---- YOU HAVE ONLY A LIMITED AMOUNT OF TIME AT YOUR DISPOSAL FOR EACH LEVEL. THE TIME REMAINING CAN BE READ AT THE FAR RIGHT SIDE OF THE STATUS LINE. WHEN YOUR TIME HAS PASSES EXCEPT FOR FIVE UNITS, A "HURRY UP!" WARNING WILL BE DISPLAYED. YOU WILL THEN HAVE ONLY A SHORT TIME LEFT TO FINISH THE LEVEL. AT THE END OF A LEVEL YOU WILL GET A TIME BONUS, CALCULATED FROM THE TIME REMAINING. THIS WILL THEN BE ADDED TO YOUR SCORE. YOU WILL GET AN EXTRA LIFE AT EACH 20,000 POINTS. THE PLATFORMS ------------- THE PLATFORMS CONSIST OF HORIZONTAL AND DIAGONAL PARTS. ON THE HORIZONTAL ONES YOU CAN MOVE NORMALLY, BUT WATCH OUT ON THE DIAGONALS; THERE, YOU CAN EITHER WALK UP OR SLIDE DOWN. SO WATCH WHAT IS HAPPENING AT THE LOWER END OF A DIAGONAL BEFORE YOU DECIDE TO USE IT. WALKING UP A DIAGONAL PLATFORM CAN BE ENDED BY RELEASING THE JOYSTICK - YOU WILL THEN SLIDE DOWN. SLIDING CAN NOT BE STOPPED UNTIL YOU REACH THE END. THE MONSTERS ------------ BECAUSE WE DON'T WANT TO TELL YOU EVERYTHING IN ADVANCE, EW WILL HERE MENTION SOME SPECIES ONLY. MUTANT BIRDS: THESE REGULARLY LAY EGGS THAT EXPLODE AFTER A SHORT TIME. THE EGGS THEMSELVES ARE HARMLESS, BUT DON'T GET CAUGHT IN AN EXPLOSION AS THAT WILL BE LETHAL. SPITTING MONSTERS: MANY MONSTERS SPIT SHOTS THAT YOU WILL HAVE TO AVOID. RABID APES: YOU SHOULD SPECIFICALLY WATCH OUT FOR THESE WILD APES! MANY USE PRESSURE HAMMERS TO MOVE VERY QUICKLY. OTHERS ARE HIGH UP AND TRY TO KILL THE PLAYER BY LETTING BARRELS ROLL DOWN. THESE BARRELS NEVER SHOULD BE TOUCHED! ny), I get 2 bombs and the GEM desktop. Any ideas? Could you please upload a sample 1.8 doc that does not import into 2.1? I spent 20 minutes creating 1.8 dox with all sorts of character spacing and they all imported into 2.1 perfectly. If you upload the file I will take a look at it for y NEBULUS 2 Manual arranged by SUBZERO & METALLICA ---------------------------------- Loading Instructions --------------------- ATARI ST/STE... COMMODORE AMIGA... ------------------ A500, A1000, A2000. You are advised to disconnect all Hardware from your CoMpUtEr. Insert Kickstart if required. Insert the game disc. The game takes a few second to load. CONTROL's --------- SELECTABLE FROM THE FRONT END: ------------------------------ F1 - ONE PLAYER GAME F2 - TWO PLAYER GAME F3 - THREE PLAYER GAME F4 - SELECT MISSION MISSION 1 = PLAY ALL TOWERS MISSION 2 = PLAY JUST THE 'UP' TOWERS MISSION 3 = PLAY JUST THE 'DOWN' TOWERS F5 - SPECIAL THANK YOU MESSAGES F6 - MUSIC/SOUND FX F7 - LOAD A SPECIAL MUSIC-SHOW! F10 - DISPLAY HI-SCORE/LOW SCORE TABLES HELP - DISPLAYS A SHORT INSTRUCTIONAL TEXT SPACE - OPTIONS AND SELECTIONS-SCREEN TO MAKE THE GAME MORE ACCESIBLE WE HAVE INCLUDED A PASSOWRD SYSTEM TO ALLOW THE PLAYER TO STARTFROM LATER TOWERS. THE PASSWORDS ARE ONLY SHWON EVERY FOURTH TOWER. THE PASSWORDS HAVE TO BE ENTERED ON THE FRONT END OF THE GAME AND THE SCREEN WILL F L A S H TO ACKNOWLEDGE THE PASSWORD HAS BEEN TYPED CORRECTLY. SELECTABLE WHEN PLAYING THE TOWERS: ----------------------------------- DEL - AUDIO FILTER ON/OFF HELP - SHORT INSTRUCTION ON THE TOWER CONTROLS ' ~ ' - PRINT A MAP OF THE CURRENT TOWER ONTO A MATRIX PRINTER!!! + - (ON THE KEYPAD) INCREASE THE MUSIC VOLUME - - (ON THE KEYPAD) DECREASE THE MUSIC VOLUME C - SWITCH SKYCOLOURS TO ALTERNATE COULOR SET P - SWITCH COLOUR OF POGO TO ALTERNATE COLOURSET JOYSTICK CONTROLS(ON TOWERS) ---------------------------- LEFT - WALK LEFT/TURN LEFT RIGHT - WALK RIGHT/TURN RIGHT UP - JUMP UP / ENTER (HIDDEN?) DOORS USE TRANSPORTERS, GO UP ON LIFTS, USE HORIZONTALLY MOVING PLATFORMS, CANCEL WEAPONS DOWN - ACCESS WEAPON SELECT PANEL, GO DOWN ON LIFTS FIRE - FIRE PLASMA BOLT, SWITCH A SWITCH, PRESS DOWN DYNAMITE DETONATORS, ACTIVATE AN EXTRA WEAPON THAT HAS BEEN SELECTED. The 'UP' Towers : ----------------- The only aim on the 'up' towers is to reach the top of the towers and activate the tower self-destruct button inside the final door at the top of each tower. The 'DOWN' towers : ------------------ Pogo is beamed onto the upper-most platform of the tower he has just just destructed. He must then proceed down the tower, repairing as many of the broken platforms as possible as he goes. Pogo has to repair at least 80% of the tower's platforms before he's allowed to leave the tower via the lower door! Tower objects and features : ---------------------------- Around the towers, there are several different objects and features that Pogo must use to enable him to continue up/down the Towers. These are as follows : LIFTS: ------ These are used to carry Pogo from one level of the tower to another. They are controlled by standing on them and moving the joystick in the direction you wish to travel (up/down). Some of the lifts stop at more than only one position! SWITCHES: --------- These are used to change some element of the tower. e.g.: make a parcel appear, make a dynamite plunger appear (woooom), make a door appear, etc ... To use them, just stand over them and press fire button. TOWER PUSHER: ------------- These appear in different guises on every tower such as dragons, electronic orbs, opening parcels etc. They push Pogo off the edge of the platform in front of them , if he tries to walk past them. To destroy them use dynamite plungers. DYNAMITE PLUNGERS: ------------------ These are used for destroying the tower pushers. Just press fire when standing over them, the plunger will be depressed and within a couple of seconds the pusher will explode allowing Pogo to pass. MOVING PLATFORMS: ----------------- These are metallic(a) platforms with flashing left/right arrows on them. When standing on them push up your joystick and you will travel round the tower horizontally until you get hit by a solid object or something knocks you off the platform. TRANSPORTER PLATFORM: --------------------- These are metallic platforms with either a black up or down arrow on them. They are used for transporting Pogo up/down the tower. See 'THE WEAPONS' for more info. SPRINGBOARDS: ------------- They appear as bouncing platforms. If Pogo jumps on them they allow him to jump great heights to shoot enemies in upper parts of the tower. To reach greater heights push up joystick each time Pogo lands on the board after each jump. DISSOLVONG PLATFORM: -------------------- These are different in appearence to the normal platforms and when Pogo jumps on them they start to dissapear, so move quickly! ORAGANIC GLUE PLATFORMS: ------------------------ They appear as bubbling platforms and slower down Pogo's speed by walking over them. MAGIC PLATFORMS: ---------------- Sometimes when it appears there is no way for Pogo to go magic platforms appear building a bridge for Pogo to cross. THE WEAPONS ----------- AS YOU TRAVEL UP AND DOWN THE TOWERS THERE ARE SVERAL PARCELS IN EACH OF THESE PARCELS IS AN EXTRA WEAPON TO AID POGO IN HIS QUEST. TO PICK UP A WEAPON JUST WALK INTO THE PARCEL, THEN SELECT WHICH WEAPON YOU REQUIRE BY MOVING THE FLASHING ICON IN THE LOWER PANEL TO THE WAEPON SYMBOL YOU WANT AND PRESS FIRE. YOU ARE CARRYING THE SELECTED WEAPON. A MAXIMUM OF 5 OF EACH WEAPONG CAN BE CARRIED AT A TIME. THE WEAPONS ARE AS FOLLOWS: --------------------------- KEYS - THERE OPEN LOCKED DOORS. ROCKET - WHEN POGO USES THIS ROCKET TO FLY AROUND THE TOWER IT KILLS EVERYTHING IN ITS PATH. MAGNET - SOME PLATFORMS ARE MAGNETIC AND THE MAGNET CAN BE USED TO PULL POGO UP TO THE PLATFORM ABOVE HIM. MAGNETIC PLATFORMS ARE INDICATED BY A FLASHING MAGNET ICON ON SCREEN AS POGO WALK BELOW THEM. ALL SEEING - POGO USES A PERSONAL 'FLYMAN' HELMET TO FLY AROUND THE TOWER EYE THE TOWER ALLOWING HIM TO ABSERVE WHAT DANGERS LIE AHEAD. JUMPING... - THESE BOOTS HAVE SPECIAL AIR FILLED SOLES THAT GIVES POGO BOOTS A MUCH BIGGER SPRING TO HIS STEP. MATTER... - WHEN COLLECTED THESE ALLOW POGO TO USE SPECIAL TRANSPORTER TRANSPORTER PLATFORMS TO TRANSPORT HIM FROM ONE PART OF A TOWER TO ANOTHER!. THE TRANSPORTER PLATFORMS HAVE ARROWS ON THEM, POINTING ON THE DIRECTION THEY WILL TRANSPORT POGO. ONCE THE TRANSPORTER HAS BEEN SELECTED PUSH UP ON YOUR JOYSTICK TO BEGIN TRANSPORTING. He INSTALLED TURBOST 1.8 again and his curser was still slow. He's not ORBITAL DESTROYER DOC'S TYPED BY T.D.B. FROM LEGEND! There you where pilotingg deep space probe CX/323 (the orbital destoyer) a very routine flight, nothing out of the ordinary in the space burger bar, nothing unusual in this months celibrity aliens magazine and no one intresting on the interstellar television. But there was a small blip on the long range scanner, best to check it out anyway you thought. Closing in on it you realise its not one small blip but thousands of tiny ones each blip a strangly shaped alien form with one thing on it's mins ATTACK!! Attack: Reaching for your pulse cannen controller you realise that you are the last line of defence to earth, you must destroy them all, if anyexcape your damage will rise, if it reach 100% u know it's over. Your puls lazers have limited ammunition, the only way to increase it is to sheet the grey asteroids that give you some respite from the aliens. Stay as long as you can on the bonus level to collect points and ammo, do this by shooting th emissile to reverse it's direction and revent it from hitting the ship. Remember destruction is the key, shoot everything aand you will be safe, but run out of ammo and you wil be destroyed. Notes: Pull the trigger from the title screen to commencre the game. Press C from the title screen to calibrate the gun, and press ESCape to exit the game. d your suggestion about not running the slm driver first and it worked. although this is a most inconvenient work-around. Thanks much for the quick reply! Can Type 1's be used alone or mixed with Ultra fonts and be printed through UltraScript? I am understanding that only Type 3's can be printed through Ultra as they are unhinted... Nevin--thanks for digging in and answering these questions here in the early stages. when trying to fill a word/sentence, etc., whast is the attribute assigned to them? (Block left, Center, Block Right, etc., etc.) Before you try to fill .... is EVERYTHING highlighted or is #### ##### # # #### ##### ######## (C) # # # # # # # # # # #### ### # # # #### ### # # # # # # # # # # # # # # # ##### ######## < THE DOC'S > SPACE WAS RIPPED BY HUTRED AND DESIRE TO COUNTERATTACK AND TAKE REVENGE .... THE EMPIRE REVELD. IT GANED NEW POWER AND RAPIDLY ENVELOPE IN AN OTHER DIMENSION ... TO SAVE THE UNIVERSE FROM FEAR AND HORROR OF THE EMPIRE, MANKIND DISPATCHED A REMODELED " R-9 " STARFIGHTER TO THE FRONT. CHECK THE COUNTER - OFFENSIVE BY THE EVIL BYDO EMPIRE ! 1 - LOADING ( I THINK EACH ONE CAN THIS !! ) 2 - CONTROLS JOYSTICK UP- FLY UP KEYS SPACE BAR CONNECT-DISCONNECT " FORCE " DOWN- FLY DOWN LEFT DECREASE SPEED RIGHT INCREASE SPEED 3 - HOW TO PLAY THE NEW AIR-3 STARFIGHTER IS A EQUIPPED WITH A BEAM WAVE CANNON.(1) INDESTRUCIBLE CANNON " FORCE ", 5 WAYS TO ATTACK AND 3 POWER LEVELS. DEFENDS YOU FROM ENEMY BULLETS (2) - HOW TO OPERATE BEAM - WAVE CANNON KEEP PRESSING THE FIRING BUTTON TO SAVE ENERGY INDECATED BY THE METER, AND RELAESE IT TO SHOOT A MORE POWERFULL BEAM - WAVE. AFTER THE BEEM METER IS FILLED, CONTINUE PRESSING THE BUTTON A FEW SECONDS UNTIL THE METER'S COLOR CHANGES, THEN RELEASE THE BUTTON TO FIRE THE MOST BEAM-WAVE SCATTERING CANNON. - HOW TO USE " FORCE " PRESS THE SPACE BAR WHILE " FORCE " IS CONNECTED TO YOUR CRAFT. THEN " FORCE " IS DISCONNECTED AND CONTINUES SHOOTING. PRESS THE SPACE BAR BY " FORCE " IS SEPARATE FROM THE CRAFT THEN IT APPROACHES AND IS CONNECTED TO THE CRAFT. ATTACK ENEMIES BY CONNECTING " FORCE " TO THE FRONT OR THE REAL DEPPENDING ON SITUATION. - " POW " ARMORS ATTACK " POW " ARMORS, THEN WEAPONS WILL APPEAR (3) - WEAPON'S TO COMBINE WITH " FORCE " LASER --> THE MODEL AND EFFECT DEPEND ON THE COLOR OPF THE ITEM. YELLOW ITEM --> AIR-TO-GROUND LASER. BLUE ITEM --> REFLECTIVE LASER. BIT GUARDS YOU (5) RED ITEM --> AIR-TO-LASER. SPEED - UP (6) GREEN ITEM --> SEARCH LASER. HEAT SEEKING MISSILE ( RED ITEM ) (7) GRAY ITEM --> SHOTGUN LASER. AIR-TO-GROUND MISSILE ( BLUE ITEM ) (8) DOC'S TYPED BY SUBZERO,SELIM,RUDI when I try to import text or type it myself... Can't imagine what I'm doing wrong, guess I'll have to look in the manual - just seemed strange. In addition to described don't forget to add the FONTS folder path to the font manager folder listings. Look carefully at the very first item on the folders list in the dialog box on page 8.5 to see what I mean. I overlooked adding this at first and got the same results you described, with all the letters 'piling on' on top of one another!) :-) How did you get 1.8 to defaRISE OF THE DRAGON from Dynamix Quick Reference Card CONTROLS MOUSE Look = Click the Right mouse button. Operate = Click the Left mouse button. Move = Click and Hold the Left mouse button and move. Main Inventory = Click Right Mouse button while on inventory. Quick Inventory = Click Left mouse button while on inventory. Using Weapons = Click Right mouse while on that object. The above + Clicking & Holding Left mouse and selecting where you want to use the item. KEYBOARD Look = Press the Return key Pick Up/Drop & Operate Commands = Pick Up = pressing the Space Bar or keypad 5. Drop or Operate = Space Bar keypad 5. Main Inventory = Press Return while on Inventory. Quick Inventory = Press Space Bar or keypad 5 while on Inventory. Using Weapons = Object + Backspace = Aim Locked. = Aim Locked + Spacebar or keypad 5 = Fire. Keyboard Cursor Control The numeric keypad has Arrow Keys which control up, down and diagonal movement of the cursor. The values are: 1 = Diagonal Down & Left 2 = Down 3 = Diagonal Down & Right 4 = Left 5 = Pick Up & Drop 6 = Right 7 = Diagonal Up & Left 8 = Up 9 = Diagonal Up & Right Enter = Look KEYBOARD HOT KEYS ESC or F10 ..... VCR Menu Alt-R or F9 .... Restart Alt-Q .......... Quit Alt-S or F2 .... Sound ON/OFF Alt-M .......... Music ON/OFF Alt-P .......... Pause Game F5 ............. Save Game F7 ............. Restore Game C .............. Screen Clock ON/OFF NOTE: During character interaction and non-interactive story sequences, pressing SPACEBAR or RETURN will advance to the next dialogue box or story screen. ARCADE CONTROLS Walking Diagonal Up & Left = Walk Left Diagonal Up & Right = Walk Right Left = Walk Left Right = Walk Right Diagonal Down & Left = Walk Left Squatting Diagonal Down & Right = Walk Right Squatting Down = Duck Jumping & Leaping Diagonal Up & Left = Leap Up and to the Left Diagonal Up & Right = Leap Up and to the Right Left = Jump Left Right = Jump Right Up = Leap Up Down = Jump Down Mouse Controls Move the mouse pointer over the arrow that represents the direction you want to move and click the left mouse button. Move = press left button Shoot/Combat = press right button Jump = hold down right button, then click on direction arrow Power Bar Gray = can't jump White = short jump Red = long jump Hold down the right mouse button until the Power Bar turns white or red. Then click the mouse on a direction arrow to make the jump. p you with the Turbo ST problem. I hope your friend doesn't kill you! UltraScript does not support Type 1 fonts, so you can not print them through UScript. If you try you will get an UltraScript error message. Your fill pattern bug is a known bug. I think it will print correctly, it just does not look right on screen. Deron knows about this one. I will try those fonts. In the manual it states that you can not save kerning pairs for Type 1 fonts, but you should be able to load them in (to do a batch kern) or create pairs for use at one session. I'll look into it. B.O.B. I'm back again. Those fonts don't have any defined pairs (not all fonts do, you know) but I had not difficulty in selecting the font and making as many pairs as I wanted and then doing a batch kern. Remember, you can't save these kerning pairs (you can save KPairs only to PGS fonts) but you can add them for use in o<I吴== b17):DKE 0< !(\H $:m_(E&D*|@&PXJ%*" ,3E?xZJ0rBE.fY!F*M 6D,($pRUw *$򃔑fJ `a3 "wKeqEd\D8p $?z -pB  { h3eݍ^P_뎇7EDDaeRT*l2ȣ|EO;w(!`bABx f}z:a Fw:&gd$a oXd=Ja`L}|. pI `!H_"(D"‘v UstcwKh6^nz/"Dܓ`@L#&XTf9B]0,hKedF?j-:.ܹLP%8ۡl(Ox QИ'&7549-I'>]Ćρ9Ak{AAZH97^0EZE?[" B66p6Ej69rA1l>={vH ioba !JPJ "HECAed,<ȁ6>a.-,">C><>AiikCEMLikikJm}k@Ot ՀU&T!4PDeMJUEQ3gOA@b@L 'ya JPP+iQ# F̉ J Bg @gii{H9 8YZcueB.0]2#@3"7# qA~N(U )'PEvPqB("@ %IpD X2%QB.FHJ.I9|ML! b@.40P aצWC:t 2(@ e0 y91Lܣ _0)M(LK +pUB q E&>&JGy!FP69SGOe=CU3laT!a]g5X a|`2 $FLt? P! Z\C*p t]0 iF"BiD3#3`_HaL)JPg$ <$ȦԮ tM ^ *aU&CEG.k(?Ac! . a 91IZoAYGP[2 > H#C"ǞY}< ]Jg"BkV4ӭV-o <Ћ^#/x""`<ol2iN@vBJN4"Rlp#HzFv'iEF D=*PVD2(Ҍ0.,30f B.850%6v/ե,_Kޭ. /|>f<-rDmD/T*RӷIY<=ODRhtrVҷDIL/@u 'ziu'(pH^&f_F5B[) 8V(:2UhӣD>& *BCDWW*EFGqS:0P0I-u>0B( IE>g*Do DLP`l<['Մ&A:B=̕ KP%̛V>%[&R<B-|r0SSBBABm[x6Ήz8DnočDC=CX+`"HCJEow)7`R߅^ T2SAKFo}aFL`WLdM\Eh| tMhvd@(8 f\AZ`HHH?X0Z0HįBM;]g FHh?PFHJAv74AQ 4A>8g&J&:B`:'oV2 #:35V:JCg"KCjz0ݔ J:(:JDgyQDPobTTR`HJEjz=B,Eo:<nR (=E#u"o CUC4 TB=B"%p-5NV>S oS0 `Ғ:XY(VfwKrX`= Hfn -H`-RfBIz` ==|,rNuACM;qtK$I fEf 5* K vd xu'0U"tP4ЅatAi>yQw:$tA`PiBg.P?MRL!NFr?0.~/0- lEX!w e ` JHPdJ?qgJnJm=Jl6gYHi=6(A.Nu M / gaw GG/p0S#+++ˣ}Y8©{eQ>,)T,ȲW-Ipj>]F^;iC85'QI#!(M>D*>ɽQEQ~wrkQE_YOSmKGC?y 6kD(b {& *  A$hL&t.rP $jC #7F /"$ $0E2 (()0 *0UPD@ɉ  &D&\8H B E ", 3e$0ZZM"!$Nb y V " (say H9/\̅ླ < ̀8iC %( Π $)PPMD݅B>*Hn@ $j fӒB\ DT $0^%he!%0 *0 bt1  Qk &D& ZHB ", u[+FlDD& 3 $Nb V 8!" (%l \vi 56< !YҀXC <y will give a close-up picture and description of the object you are looking at. MAIN INVENTORY WINDOW Accessed by right clicking on the Inventory Icon, the Main Inventory Window gives you control over all items that have placed into Blade's inventory. You can drop the items from inventory or give them to Blade to use. QUICK INVENTORY WINDOW Accessed by left clicking on the Inventory Icon, the Quick Inventory Window shows you only the object inventory items on Blade