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ACTION STATIONS! NAVAL SURFACE COMBAT TACTICAL SIMULATION 1922-1945 Typed and spell checked by SIDEWINDER of LSD. (21-5-91.) Manual supplied by SCOOTER. (Taken from the IBM Manual) Another 300K doc, split into 3 equal parts for ease/520 compatability. I. INTRODUCTION TO ACTION STATIONS! 'Three small cruisers in line ahead formation steamed in the calm waters of a South Atlantic sunrise. The air was clear, and as the brightness increased it became apparent that it would be day with limited visibility. 'Smoke! Smoke, bearing green-45!'. All binoculars on the bridge of the flagship swung about to search the indicated bearing. 'Can you make it out, Number One?' the Captain asked. 'Sir - yes - I think it is a Pocket Battleship!' 'Very Well, Number One, call away 'ACTION STATIONS!' ACTION STATIONS! is a tactical-level simulation of naval surface combat for the period 1922-1945. ACTION STATIONS! began as a series of mathematical models designed to simulate individual aspects of naval warfare. The author, an active duty naval officer at the time assigned to the Centre For Naval Analysis (a Federally Funded Research Corporation 'Think Tank'), was interested in using computer artificial intelligence for tactical decision making. A simulation was needed to provide substance to theories. The World War II period was selected because of the wealth of unclassified data and combat experience. It was evidently early in the project that a very fine-grain, detailed simulation was required. More than in land combat, battles at sea can be greatly influenced by the smallest details. To simulate the command process a comprehensive model was developed to encompass the myriad factors which influence sea battles. An important research resource was the wargame rules used at the U.S. Naval War College between 1922 to 1945. In this period wargaming was a major component in the education and research conducted at the College. By using comprehensive rules and 'Fire Effect Tables', the War College was able to simulate, with considerable accuracy, the combat power of a warship under varied conditions. However, without computing power the War College's mathematical models had to be simple. Damage assessment was primitive and deterministic. Even so, a single game would require teams of umpires, often over fifteen full-time professionals. But in spite of its limitations 'The Game' was used so extensively and successfully that after World War II it was remarked that 'only the kamikazi' was a surprise to the professional naval officers of the era. ACTION STATIONS! has taken the wargames of the 1930's to their ultimate expression, incorporating modern computer modelling techniques (similar to those taught at the Naval Postgraduate School) with an enormous historical data base. Naval engagement can now be duplicated with outstanding fidelity. ACTION STATIONS! is unique. Most commercial wargames have been written by programmers who concentrate on graphics and flash, and hope that their simulation is creditable. In ACTION STATIONS!, mathematical models of naval combat used by professional Operations Analysts were adapted for a commercial naval combat simulation. To ensure state-of-the-art presentation, programmers and computer scientists (employed by such companies as Compaq Computer and NASA) joined the project. As a result, ACTION STATIONS! is an unbeatable blend of accuracy and playability. ACTION STATIONS! is easy to play. It runs from clear, organized menus which prompt you for orders and screens the response to prevent errors. Information is easily retrieved from 'status boards' similar to those used on warships. The Battle Plot display is easy to use and flexible, using symbology similar to the US Navy's Tactical Data Systems (NTDS). The commander can choose to direct each ship individually or to allow various 'Automatic' computer options to help him fight his force. Vast care has been taken to screen information - the 'fog of war' is maintained by only showing information that a commander would reasonably have in the given battle situation. Every effort was made to retain the tension, look, and atmosphere of a warship's combat information centre. The heart of the simulation is the gunnery, torpedo and damage models. They are comprehensive and accurate, as you will see when reading through this manual. The test of a good simulation is that it reflects reality, that it rewards proper decisions and penalizes mistakes in an accurate and realistic (rather than in an arbitrary) manner. There are few 'fudge factors' included in this simulation: they are not needed. The simulation was extensively tested against combat experience. For example, the Battle of Denmark Straits was re-enacted by duplicating the exact track of the ships, the weather, wind, environmental, and gunnery factors. The program deterministically scored its first hit on the Hood within 120 yards of where the hit actually occurred. Hit rates for the engagement were duplicated within 10%. ACTION STATIONS! is accurate. The replayability in ACTION STATIONS! is enormous. 30 scenarios are included in the package, representing the majority of World War II engagements and many hypothetical situations. The 'Computer Warrior' opponent is wily and unpredictable enough to allow satisfying play of each situation, either side, many, many times. A 'Randomization' routine allows you to mix up the initial placement of ships in a scenario for a new look, and a 'Scenario Builder' allows you to set up your own situations using a library of over 180 ship classes. Additionally, the 'Scenario Generator' can create an infinite number of computer battles based on your desires. This is a game which you will play for YEARS. For most people, there is a irresistible urge to break open the box and try to play without slogging through a 160 page manual first. Do it! Follow the QUICKSTART guide and you will be blasting away in minutes. However, eventually, come back to the manual and read it closely. It is the only way to get the most appreciation from the simulation. Do not be intimidated by the size of the manual. A comprehensive manual was written so that you could understand WHY as well as HOW, and so that you could more thoroughly enjoy all the capabilities and features. Confusion to your enemies! PART A: HOW TO PLAY ACTION STATIONS! II. QUICKSTART This section contains a set of abbreviated instructions for those who want to begin playing without first reading the entire manual. So, assuming that you already understand basic naval terminology (see the GLOSSARY, Appendix A, and NAVAL BASICS, Appendix B, if you run into any difficulties), this section will demonstrate: * How to load a scenario; * Battle Plot symbology; * How to enter course and speed orders; * How to designate a target and open fire with guns; * How to target and fire torpedoes. We'll walk you through each process in 'see-sailor-do' fashion. The example scenario will be the 'Battle of the River Plate', the German pocket battleship GRAF SPEE v. the British cruisers EXETER, AJAX, and ACHILLES. II.1. HOW TO COMMUNICATE WITH THE PROGRAM * will stand for hitting the Return or Enter key. * will stand for hitting the Escape key. * You can move between menus using the arrow keys, or moving the mouse until your selection is highlighted. * activates the selection which is highlighted in the menu. Clicking the left mouse button is the same as . * If a number input is requested, enter the numbers, then . * will cancel the action without entry, and will back you out to the next higher menu. Clicking the right mouse button is the same as . For this run-through, 'C:' will show what the computer prints on the screen. 'P:' will show the player's response. II.2. LOADING THE PROGRAM AND RECALLING SCENARIO OK, here we go. Begin with your normal computer start-up routine until you receive the DOS prompt. Insert the BATTLE disk in the appropriate drive. P: BATTLE C: (Shows opening credits) - PLEASE WAIT. LOADING... C: SECURITY CHECK The program will ask you to enter a specific word from the manual. This is the only 'copy protection' included, there to thwart software pirate who put games on bulletin boards (Who can they mean!!!). Our apologies for the inconvenience (I should think so too). After a satisfactory security check: C: INSERT FLEET DISK - PRESS ANY KEY Remove the BATTLE disk, Insert FLEET DISK: ATLANTIC, and hit . The screen will now show a window with the names of the available scenarios. Use the mouse or the arrow keys to highlight RVRPLATE.SCN, then press . The response 'INITIALIZING' will blink on the screen. When the computer is ready, it will echo the scenario name and the turn number. C: RIVER PLATE TURN:0 RANDOMIZE SHIP POSITION? Y/N We are just going to hit the basics on this run, so we will be skipping a lot of options. Comprehensive explanations are provided later in the manual. P: N C: OPPONENT SELECTION P: select COMPUTER OPPONENT C: COMPUTER COMMANDS WHICH SIDE? P: select RED C: DO YOU WISH TO CHANGE THE COMPUTER SKILL LEVEL (Y/N) P: N II.3. THE ACTION MENU You are now in the ACTION menu. The bottom display gives time, mission, and environmental information. The upper line is a menu of menus. Use the left and right arrow keys to select different menus, the up and down arrows to open them. Use the up/down arrow until your selection is highlighted, then . Note that each menu and selection has individual letters highlighted. Hitting that letter will also activate the selection. II.4. THE BATTLE PLOT Select the REPORTS menu. In that menu, select BATTLE PLOT. C: DISPLAY OPTIONS P: select SHIP P: Select GRAFSPEE C: LAST RADIUS (KYDS):25 ENTER DESIRED RADIUS (5-200): When you are asked for a numeric input the program prompts you with the acceptable limits. Just for experimentation, enter a value outside the acceptable range: P: 1 C: ERROR RADIUS OUT OF RANGE (ACTION STATIONS! is sailor-proofed - you don't have to worry about messing things up with a wrong keystroke.) Now back to the demonstration - hit to clear the error message, and: P: 21 The computer is now displaying the BATTLE PLOT. The symbology is similar to those used in the Naval Tactical Data Systems installed on most modern US warships. Section VI contains a key to the symbology. For now the basics are: * X,Y grid (i.e. standard Cartesian coordinate system) * Circles are friendly ships * Squares are enemy ships * The larger the symbol the larger the ship * The line coming out of the circle/square is a vector: it points in the direction of travel, with the length proportional to the speed of the ship * Friendly ships are numbered 1 to 49 and coloured yellow * Enemy ships are numbered 50 to 99 and coloured red If you wish to adjust the location of the Plot, it can be scrolled: * ARROW KEYS: moves the centre 1000 yards in that direction * TAB, SHIFT TAB: moves the centre 5000 yards right or left * HOME, END: moves the centre 5000 yards up or down * PgUp, PgDn: changes to smaller or larger scale II.5. CHANGING COURSE AND SPEED The top line of the Battle Plot reads: F1: MOVEMENT F2: GUNDIR F3: RNG/PNT F4: SEARCHLIGHT F5: SMOKE F6: STATUS F8: STARSHELL F9: TORPS Hitting the indicated function key allows you to access to menus and routines to give orders and get information directly from the Battle Plot. We'll demonstrate the basic functions and leave advanced capabilities for later. Let's give the Graf Spee some movement orders: P: C: SHIPS or FORMATIONS P: select SHIPS The screen shows the ship's movement information. The line on top shows the command options: CHANGE COURSE, CHANGE SPEED, SALVO CHASING. Let's change course to 80 degrees(T). P: select CHANGE COURSE P: hit to select the Graf Spee (in multi-ship games all your ships would be listed in the box). C: #1 GRAF SPEE - COURSE 130 DESIRED COURSE; P: 80 C: DIRECTION P: select PORT Notice that the display has been updated: rudder is now turned to port, and the ordered course is now 80. OK? Good. Now select CHANGE SPEED and walk through the menus to assign the Graf Spee a ordered speed of 26 knots. To get back to the Battle Plot, hit (depending on where you start, you may have to hit it more than once.) Notice on the Battle Plot that the Graf Spee now has two vector lines - one for the current course and speed, and one in a contrasting colour for the ordered course and speed. This is a valuable feature in larger battles to help you keep track of the orders you have issued. II.6 GUN DIRECTOR CONTROL From the Battle Plot: P: P: select MANUAL P: select GRAF SPEE P: select DIRECTOR ORDERS You have now displayed the Gun Director status board. This +-+ HINTS FOR RISE OF THE DRAGON +-+ ----------------------------------------------------------------------------- 1 ... Your Apartment Problem: What do I do with my Vid-Phone? Hint: Check all of your messages on the Vid-Phone. This will allow you to travel to many of the areas in the game. The first message is from Mayor Vincenzi. After playing back that message, a picture will scroll off of the printer. You will need this picture later, so be sure to take it. Problem: What should I pick up in my apartment? Hint: Get your clothes, trenchcoat, bullet magazine, and gun, which is under the pillow, and wire tester from the bedroom. From the bathroom, you will need the NaPent and first aid kit. Problem: I'm locked out how can I get in? Hint: If you leave your keycard in the Vid-Phone, then leave the apartment, you will be locked out. There is, however, a way to get in. You can short out the door keypad by opening the steam pipe valve above the door. Problem: How do I get the keys for the cupboard? Hint: Make up with Karyn in order to get the keys. Go see Karyn at city hall as soon as you leave your apartment. She will give you the keys. Problem: How can I avoid being arrested when I leave my apartment. Hint: You will be arrested for indecent exposure if you leave your apartment without any clothes on. You will need to put your clothes and trenchcoat on to avoid this. 2 ... City Hall Problem: Karyn just yells at me! What should I do? Hint: Show Karyn that you are sorry for standing her up last night. You should purchase a dozen roses from the flower vendor in front of city hall. Use your ID card to pay for the roses. Apologize to Karyn, and give her the roses. When she offers to make a date for tonight, take her up on it! Later in the game, you must make a decision to go and meet her at 7:30, or stand her up. If you stand her up, the game is over. If you have tried to pick up on any other girl or prostitute earlier in the game, you will be unable to continue. Karyn's help is crucial to completion of the game. Problem: How do I deal with Jenni? Hint: Reject all of Jenni's advances toward you. If you don't you could lose Karyn, your key source of information. Jenni will let you in to see the mayor only if you have the MTZ tape and yell at her. Problem: How do I get in to see the Mayor? Hint: Yell at Jenni. Tell her that it is very important that you get in to see the mayor. You can only do this after you have obtained the MTZ tape from Karyn. Problem: What should I say to the Mayor? Hint: Threaten him, but not to the point of anger. Try the following sequence: 3, 2, 2. Problem: How do I get into the Police Armory? Hint: Get the security pass from the mayor. If you threaten the mayor right up to his limit, he will give in and offer you the pass. Show this pass to deputy Van Halen, and he will clear you to enter. Once in the armory, the rifle is the only item you can get. Problem: I can't get into City Hall! Hint: City hall is only open from 9 am to 5 pm. If the icon will not change, city hall is closed. Come back later. Problem: How do I avoid being thrown in jail? Hint: If you negotiate with the Mayor too harshly, he will throw you in jail. When you speak to him, try the following sequence: 3, 2, 2. 3 ... The Warehouse Problem: Where is the warehouse? Hint: On the screen where the flower vendor is, there is a small alley to the right side of the screen. When you move your icon over this area of the screen, it should change to an EXIT icon. This alley is the way to the warehouse. Problem: How will the old man help me? Hint: The old man will tell you about the future, and your purpose. When he gives you time to speak, tell him you have something for him to look at. Show him the scroll with the Chinese calligraphy on it that you found at Chen Lu's apartment. He will translate it for you, and tell you about the reservoir strike. Problem: How can I delay Deng Hwang's plans to take over LA? Hint: Blow up his MTZ production plant. Place a bomb on the second power panel from the left, and watch it blow up. This will blow up most of the factory, giving you 2 more days to stop him completely. Problem: I'm having trouble putting on the bullet-proof vest. Hint: Remove your trenchcoat first. If you do not remove your trenchcoat first, you will not be able to wear the vest. 4 ... The Pleasure Dome Problem: How do I get past the bouncers? Hint: Check all of your weapons with Martha, the person at the window. You will not be able to pass unless you do. Problem: How do I keep from losing my weapon? Hint: When Slen asks if you have anything else for them, give him the candy bar. After giving him the candy bar, he will give you a claim check for your weapon. This is only necessary the first time you check in a weapon. Problem: Who can I speak to in here? Hint: You can speak to only 1 person in the card room, 1 person in the room with the dancer and stairs, and 4 people in the bar. The people in the bar are the only ones that can help you. Problem: Where is "The Jake"? Hint: The Jake is the small guy in the back of the bar wearing green. You will want to go easy on The Jake, since he is your primary source of hints and addresses. Problem: The Jake won't talk to me, or he says I need proof! What should I do? Hint: The Jake needs proof that Chandra Vincenzi was killed. Show him the picture from your Vid-Phone that the mayor sent you. This will get his attention. Problem: How can I sit in on the card game with Darce? Hint: You won't be able to play cards with Darce or any of the other players. She is merely being polite by telling you about the game they are playing. Problem: How can I get The Jake to give me Chen Lu's address? Hint: When The Jake begins to talk, he will mention a character by the name of Chen Lu. You have the option here to ask about Chen Lu. When you ask about Chen Lu, he will say that he has never heard of him. Ask him if he thinks Chandra would want him covering for Chen Lu. The Jake will then give you the address. Problem: How can I win over The Jake? Hint: Give The Jake a candy bar after talking with him the first time. This is crucial, or he will not warn you about the strikes later in the game. 5 ... Chen Lu's Apartment Problem: How can I get Chen Lu's to show up on the map? Hint: Talk to The Jake in the Pleasure Dome. If you deal with him correctly, he will give you the address to Chen Lu's apartment. Once he gives you the address, the icon will automatically show up on the map when you travel. Problem: How can I avoid being arrested in Chen Lu's? Hint: The police have already started on their way to the apartment. You will need to get in, get Chen Lu's ID card from his Vid-Phone, and come back later. If you spend too much time in Chen Lu's apartment, the police will catch you there. Problem: What should I get from Chen Lu's? Hint: Get Chen Lu's ID card, the drug patch from the bathroom sink counter, and the scroll from Chen Lu's safe in his bedroom. Problem: What should I do with the drug patch? Hint: Give the drug patch to Karyn for her to work on. She will have it analyzed for you, and give you the MTZ tape which you can use to bribe the mayor. Problem: What do I do with the Vid-Phone? Hint: Note Chen Lu's gun permit number and ID number when you put his ID card into the Vid-Phone. You will be able to look at one of Chen Lu's previous messages. Problem: How can I find the safe? Hint: Look over the statue in Chen Lu's bedroom. The right eyeball of the statue will sparkle on the screen. Click on the right eyeball and the statue will lower revealing a save on the wall behind it. Problem: How do I open the safe? Hint: You must have the gun permit number and ID number from Chen Lu's Vid-Phone. Look at the 4 numbers that are common to the two. This is the combination to the safe. Problem: What do I do with the scroll? Hint: Give the scroll to the old man sitting on the crate in the warehouse. He can translate it for you. 6 ... Johnny Qwong's Residence Problem: How can I get Johnny Qwong's house to show up on the map? Hint: Show Chen Lu's ID card to Karyn at City Hall. She will run a trace for you and show that Johnny Qwong is a known accomplice of Chen Lu. After this, Johnny Qwong's house will show up on the map. Problem: How do I get into Johnny Qwong's house? What do I do there? Hint: You cannot enter Johnny Qwong's house. You can, however, get below his house. Try clicking on the manhole cover in the lower section of the screen. Problem: How do I open the Vid-Phone splicing trunk? Hint: Use a bomb to blow open the case. Drop a bomb on top of the lock and stand back. Problem: How do I tap Johnny Qwong's Vid-Phone line? Hint: Use your wire tester. Attach the red alligator clip to the left battery terminal at the top of the screen. Next, attach the blue clip to the grounding strap wrapped around the conduit near the bottom of the screen. Lastly, take the yellow clip and clip it onto the second terminal up from the bottom of the lower termination block. This is a very difficult sequence, and will require much practice. Save your game often! Problem: I am continually being shocked to death at the terminal. Help! Hint: Hook up the alligator clips to the terminals correctly. If the clip is close to any terminal other than the one you want to drop it on, you will be shocked. Be extremely precise on where you drop the clips on the screen. Problem: The sewer rats keep killing me! We have no other problems for this category. Hint: The sewer rats are on a timer. If you hurry, you won't see them. If you spend a considerable amount of time in the sewer, they will kill you. 7 ... The Reservoir Problem: How do I get the reservoir to appear on the map? Hint: Show the old man at the warehouse the scroll that you obtained from Chen Lu's. When he translates it for you and tells you about the strike at the reservoir, the reservoir will show up. Problem: What should I do at the reservoir? Hint: You will need to ambush the strike unit that will appear. When they show up at the reservoir, kill every one of them and steal their hovercar. Problem: When will the strike units be in position? Hint: The strike units will show up August 4th between 7:00 and 10:00 PM. Problem: I'm running out of time! Hint: If you haven't blown up the power panel next to the warehouse you will not have enough time. Blowing up the power panel gives you two additional days that you need. Problem: How can I defeat the guards at the reservoir? Hint: Be sure to wear the bullet proof vest. Avoid getting shot as much as possible. You can be shot a few times if you are wearing the bullet proof vest, but eventually you will die. If you have the rifle from the armory, this will also increase your chances of winning this sequence. Problem: How do I steal the hovercar? Hint: When you move your icon over the car near the door, it should turn into an EXIT icon. Click on that icon, and you should be able to enter the car. Problem: What should I do in the hovercar? Hint: Click on the map in the middle of the car and go directly to Deng Hwang's. As soon as you wipe out the guards at the reservoir, you are on a timer, so hurry! 8 ... Deng Hwang Enterprises Problem: How can I get Deng Hwang Enterprises to show up on the map? Hint: Once you get the message from Deng Hwang on your Vid-Phone at home, you will then be able to travel to Deng Hwang's factory. Problem: How do I get into Deng Hwang Enterprises? Hint: Drive the hovercar to Deng Hwang's. The hovercar will land on the roof, bypassing the first level of security. You can also show Snake's ID card to the guard at the gate if you traveled there by Emm-Way. Problem: How can I get past the receptionist? Hint: Lie to the her. Try telling her that you remember her from high school, and that you would like to go out with her. Then tell her that her boss is in trouble, and you are there to help. If all else fails, use NaPent on her. Problem: I'm baffled by security room control panel! Hint: Manually override the security system. There are many ways to do this. One way is to use the color sequence found in the fortune cookie. Press button [I] (one) then use the sequence. You can also find a secret code in the game documentation. If you find this code, you will be able to use button [II] (two), and the correct sequence of colors. Problem: How do I figure out the manual overide code? Hint: Open the fortune cookie given to you by the old man on the crate. Follow the letter abbreviations for the color codes. Problem: How do I prevent the guards from killing me? Hint: If you forgot to lock the guard break room when you were at the control panel, you will need to do so. If you did and they find you anyway, you wasted time somewhere. After you leave the control room, complete everything as quickly as possible. Eventually, if you are not quick enough, they will find you. Problem: The receptionist comes to her senses and resets the security system. What should I do? Hint: Once she resets the security system, do everything at lightning speed. It is only a matter of time before the guards track you down. Problem: What should I do in the Janitor's closet? H ... Hint display Hint: Get some wire. Open both circuit breaker boxes, turn off the main on top, then disassemble the smaller gang switches below. Use the screwdriver on the sink in order to do this. After the switch panel has been removed, grab a handful of wires and put it in your inventory. Problem: How can I save Karyn? Hint: Take the wires you got from the janitor's closet and lay them across Karyn. Move to the close-up view of Karyn, and unplug each of the 3 wires connected to the neck strap. Note the countdown time on the screen behind her. Save her before the timer reaches 0! Problem: How can I get past the flame throwers? Hint: The flame throwers work on a pattern. Sit and watch them for awhile. You will learn when it is safe to crawl under them after learning the pattern. Problem: How can I kill Bahumat? Hint: If you are killed 5 times in a row, the game will ask you if you want to skip the arcade sequence. If you choose to skip it, program control will take over and show you the ending story panels of the game. ----------------------------------------------------------------------- Risky Woods Hintfile! by [RYGAR] ________ OK just thought i should mention that you dont need to install any trainer on this game... just press and hold down: (while playing) F1 - for more lives F2 - for more money F3 - to skip to next level!! lists all your gun directors and gives information on the guns which they control. Notice all your directors are NOT ASSIGNED and in READY status. The Graf Spee has eight directors (numbered 1-8). A standard numbering convention is used for all ships: directors 1 and 2 are the Main and Alternate directors for the main battery, 3 to 6 are secondary battery directors, 7 and 8 tertiary battery directors. 'Local control' directors 9-12 represent the local fire control capability of the gun mounts. Right now, we want to get the main director on a target: C: ENTER DIRECTOR TO COMMAND (1-12) P: 1 P: select TRACK/FIRE P: select the top target on the list (target 'X') C: MAIN Dir Assigned Target #X P: Looking on the Main Director status line, you can see that Target X bears 6 degrees relative at a range of 20.5 KYards (the glossary explains these terms). The director is now locked on target with a fire order. We could assign other directors of other ships if we wished. However, P: and we are in the Battle Plot P: and we are back to the Action Menu. II.7 EXECUTING A TURN P: select OPTIONS menu. P: select NEXT TURN The computer will execute a 3 minute time period. When the gunfire phase is reached a new Battle Plot will be displayed and the program will pause. The program has automatically centred the Battle Plot on the ships which are engaged. However, if you would like to concentrate on a particular sector of the action the program will accept screen scrolling commands. When you are ready, hit . Gunfire will be exchanged, with the Battle Plot showing tracers between firing ships and targets, explosions, and other information. When finished: C: PRESS ANY KEY P: press any key C: DO YOU WISH TO SEE THE DETAIL REPORT (Y/N) P: N and we are back in the Action Menu. II.8 FIRING TORPEDOES It's time to try a little 'Torpedo Action - Starboard'. Go to the Battle Plot and pick a target, and let's see about putting a few torps in that fellow. Got it? P: P: select TFC COMPUTER Before you launch, you need an idea of where to fire the torpedoes. We don't make you guess. On warships there is a Torpedo Fire Control (TFC) computer to perform this function. ACTION STATIONS! includes this capability, with the accuracies (and errors) inherent to the WWII-era equipment. The process you will be required to make replicates the torpedo firing decisions made by the Torpedo Fire Control Officer. We'll go through the ship-to-ship mode: P: select SHIP TARGET P: select GRAFSPEE P: select the target ship The computer will then read out data similar to the following: C: BEARING 137 / RANGE 19.0 TARGET COURSE 45 / TARGET SPEED 19 ACCEPT? (Y/N) (Your data may be different, depending on the action taken by AutoWarrior in the previous 3 minute turn.) P: Y C: POSSIBLE TORPEDO SETTINGS: Setting Speed Max Range Low 30 13.7 Medium 40 8.2 High 44 5.5 +-----+ SELECT TORPEDO SPEED: | LOW | MEDIUM HIGH +-----+ The computer has listed the speed and range settings of the torpedoes mounted on the Graf Spee. Since our target is far away (over 19 KYds), choose the slowest/longest range setting: P: select LOW Now the solution comes up - in our example: C: TORPEDO COURSE : 101 TORPEDO RUN TIME : 21 MIN RANGE TO INTERCEPT : 21 KYds TORPEDO SPREAD AT INTERCEPT : 366 YARDS WITH 1 DEGREE SPREAD ANGLE TO TRACK : 242 DEGREES The torpedo course is 101 degrees true. The torpedo will need to run for 21 minutes to reach the intercept point 21 KYds from the launch point. If you fired a salvo with one degree spread the torpedoes would be 366 yards apart at the point of intercept, with an intercept angle of 242 degrees. Since the torpedo's maximum range (13.7 KYds) is less than the required 21 Kyds the TFC is flashing a warning. Normally you would wait for a closer shot - but since we are just practising, let's go through the mechanics of launching a spread. Get back to the Torpedo Menu (remember how?): P: P: select LAUNCH P: select GRAFSPEE The Torpedo Launch Screen is now displayed. The screen displays the torpedo mounts, torpedoes available, and the bearings between which the mount can fire. Note the window at the lower right hand corner echoes the last TFC solution. To fire, follow the prompts and input the required date on mount to be fired, number of torpedoes, course, spread angle (spread angle is an advance topic, covered later), and torpedo speed. You can use the TFC data or enter your own estimates. When you are finished, go back to the Battle Plot - you will see the Torpedo symbol on the screen on the firing ship. When you execute a turn you will see the torpedo salvo speeding off on an intercept course. This completes the introductory 'QUICKSTART' session - you can change course and speed, assign directors to targets and open fire, and launch torpedoes. You also see how things are generally done in ACTION STATIONS!: - find out what you want to do in the menu; - enter desired numbers, usually followed by a ; - if you ever get lost, hitting will back you out of the process without doing any mischief. Congratulations! You have mastered the basics and are ready to take command. Load one of the scenarios and have at it! Enjoy! HOWEVER - Naval warfare is a complex subject, with a massive amount of information, technology and tactics to absorb. You are now ready to PLAY the 'game'; read on to learn more about the subtlety of the 'simulation'. III. STARTING ACTION STATIONS! III.1. COMPONENTS INVENTORY Included is the ACTION STATIONS! MANUAL, the BATTLE disk, and three FLEET disks, a total of 4 disks. The BATTLE DISK contains the main data files and simulation programs. The three FLEET DISKS contain the data files for ship classes and many ready-to-play scenarios. Also included on the FLEET disks is the BUILD SCENARIO program which allows you to construct scenarios of your own design, and the GENERATE SCENARIO program which allows the computer to automatically construct scenarios to your specifications. The FLEET disk cover the Pacific theatre (US and Japanese), the Atlantic (British and German), and the Mediterranean (Italian, French and Russian). III.2. BACKING UP YOUR DISKS It is recommended that you copy the original disks and use the duplicates for playing. Save the original manufacturer's disks as a backup. ACTION STATIONS! is not copy protected. Write protect all four disks. We will discuss later the ability to save 'battles in progress' onto a spare disk. III.3. HARD DISK INSTALLATION ACTION STATIONS! can be played using a hard disk. Simply copy the contents of the disks into a single directory. (see section XIX.1. with regards to files DDF and DDFHARD.) When starting the simulation, begin from your hard drive prompt in that directory. III.4. STARTING THE SIMULATION Perform the normal start-up procedure for your computer using DOS 2.1 or higher. If your computer does not automatically do so, ensure you enter the date and time information. ACTION STATIONS! uses this information to initialize the random number generator, so this information will ensure that each game will have a different universe of results. When you receive the DOS prompt A> The player should place the BATTLE disk in disk drive A. When ready, enter BATTLE The computer will then begin to read in the ACTION STATIONS! program and go through the game initialization routine. III.5. COMMUNICATING WITH THE PROGRAM We will indicate what is shown on the computer screen with the identifier 'C:' (for Computer). Your response will be indicated by 'P:' (for Player). In those cases where the computer pauses to allow you to read a message, hitting or will tell the computer to continue. III.5.A. KEYBOARD Most communication with the computer is through menu selections. The left and right arrow keys will highlight the desired menu. The down key will activate the menu window, and the up/down arrow key highlights your choice, and activates your selection. In most all menu titles and selections there is a single letter highlighted. Pressing that letter will activate that selection. If you have entered a menu by mistake, change your mind, or decide not to take the action, hit the key. This will cancel the input and/or back up one level of menu. III.5.B. MOUSE To select menu items, scroll the mouse until the desired selection is highlighted and press the left mouse button . To leave a selection press the left mouse button when the cursor is positioned on anything but a menu item, and . III.6. LOADING A SCENARIO After the security check is successfully fulfilled a blinking line will prompt: C: Insert FLEET DISK and press to Continue Remove the program disk from drive and insert the desired FLEET disk. Hit . With Hard Drive, just hit . The screen will display a list of the available scenarios. Highlight your section and press . 'INITIALIZING' will flash on the screen as the data is being loaded. III.6.B. RANDOMIZING INITIAL POSITIONS After loading the computer will ask C: RANDOMIZE SHIP POSITION? Y/N The scenarios included are based on historical situations. Initial positions (with a few exceptions) are a 'snapshot' of the situation before combat commenced. After you play a scenario once or twice you will become familiar with the situation and some of the 'fog of war' and 'surprise factor' will be eliminated. Randomizing the initial set-up can restore this uncertainty and renew the freshness of the scenario - what if the enemy approached from a different area, or with a different formation? Games 'in progress' cannot exercise this option. This way if you are playing a game with a 'friend' (perhaps by mail), and you have him trapped. and the game DOX For RODLAND from Storm/Sales Curve! By 2TUFF/CRYSTAL! ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ LOADING INSTRUCTIONS -------------------- Insert Game disk and switch on Computer. The game will now load! LOADING PROBLEMS ---------------- The utmost care is taken at all Stages of manufacture of this product to ensure it reaches you in perfect condition. If you experience loading problems, please first reset all your equipment, check connections and try to reload following the instructions for your Machine. THE STORY SO FAR ---------------- Tam and Rit live in a fairy village. Having led a happy life full of sticky cakes and endless parties, they find that something awful has happened overnight to their fellow inhabitants. They've turned nasty and captured their mom and locked her in the top of the Maboots tower. Luckily for Tam and Rit they've inherited the Rods of Sheesanomo from a village elder and some rainbow shoes from their pop. Armed with these they can tackle the tower by wopping cuddly beings on the head with their rods and climbing ladders built with the help of their Rainbow Shoes. Its not easy though, when your former friends have some rather mean surprises for you!. HOW TO PLAY ----------- The game consists of over 40 levels of cuddly-bashing action. You must work through each screen, wopping the nasties and collecting the flowers. Wop them often enough and you'll pick up a useful weapon, or just tickle them with the rod and see what happens. To get around the screen you must build ladders either up or down to collect the platforms. As soon as you build a second one, your first ladder will disappear. If you dont clear the screen of your opponents in time, the game will change to "meany" mode where life will become far more difficult. Collecting all the flowers switches you into EXTRA GAME. Here you can collect an extra life by picking up letters to form the word EXTRA. You can play 1 or 2 players, but 2 player games can only be started on the 1st screen. JOYSTICK CONTROLS ----------------- WITHOUT fire button pressed:- Climb up Ladder ^ | | Walk left <-----o-----> Walk right | | Climb down ladder WITH fire button pressed:- Build ladder upwards ^ | | Fire Rod Left <-----o-----> Fire rod right | | Build ladder Downwards KEYBOARD CONTOLS ---------------- __________________________________ | Movement | Amiga or Atari st | |----------|-----------------------| | UP | Up Arrow | | DOWN | Down Arrow | | LEFT | Left Arrow | | RIGHT | Right Arrow | | FIRE | Shift, Alt, A or CTRL | | PAUSE | H | | QUIT | Esc | |__________|_______________________| Am IBM doc supplied by Dr J. Sewer Soft presents.... Battle Chess II: Chinese Chess Documentation typed by R I F L E M A N ~ ~ ~ ~ ~ ~ ~ ~ Movement ~~~~~~~~ Using Keyboard- To move your chess pieces, use the arrows to position flashing square under the piece you want to move, then press to select it.Select the desired destination point by using the arrows and press . (You will notice that legal moves are solid green squares and illegal ones are solid red.) You can also move the flashing square by using algebraic notation. For example, to move the Knight you would type B1 C3 . Using Mouse- To move your chess pieces, use the mouse to position the flashing square under the piece you want to move, then press the left button to select. Select the desired destination point by using the mouse, then press the left button. (You will notice that legal moves are solid green squares and illegal ones are solid red.) [There was a bunch of bullshit that I skipped, it is easy to figure it out, just talked about the menus and stupid shit like that] -RM Playing Battle Chess II by Modem ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Arrange with your opponent who will be red and who will be blue. One playe must set his side to auto-answer. Do this by hitting and then type ATS0=1 and pressing the key. The other player must call you. To dial hit type ATD XXX-XXXX. There are two steps to break the connection. First hit then hit +++, and wait a sec. Then hit and type ATH. The game transfers at a whopping 300 baud with 8 bits and no parity. Playing BC2 with Serial Cables ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Just hook up a null modem cable and you are set. Same as above, just no dialing commands and the like. Basics of Chinese Chess ~~~~~~~~~~~~~~~~~~~~~~~ The goal of playing a game of Chinese Chess is identical to that of many other games - specifically, defeating your opponent. In Chinese Chess, this is done by placing your opponent's King in checkmate or stalemate. Here are the rules of Chinese Chess in a nutshell: -Two opponents play against each other. One player is red and the other blue. -Each player has one king, two rooks,two cannons,two knights,two ministers,two counsellors and five pawns. -The object of the game is to put the opponent's king in checkmate or stalemate. -The red player moves first then you alternate. -You can only move one piece per turn. -No piece (except the cannon) may jump or move through any other piece on the board. -You take a piece by landing on the same spot. -If your king is threatened, you are in check and must move out of check. The Board ~~~~~~~~~ As you can see by looking at your screen, the chessboard consists of nine vertical and ten horizontal lines. Each side has an Imperial Palace made up of nine points in the 3x3 square marked by the diagonal lines. The open section, calledthe river,in the center of the board divides the northern territory from the southern. The markings at some of the intersections denote the starting positions of the pawns and the cannons. The Pieces ~~~~~~~~~~ Kings: The King may move one point forward, backward, left, or right, but never diagonally. He is also restricted to movement within the Imperial Palace. The King may never move so that he is in check or directly across the board from the enemy King with no pieces in between. Also, another piece may not move in such a way that the King will be in check or that he'll be directly facing the enemy King. Counsellors: Counsellors may move one point in any diag. direction within the Imperial Palace. Ministers: Ministers may move exactly 2 points in a diagonal direction along the same line. They may never cross the river and they cannot jump over or through obstructing pieces. Knights: Knights may move one point forward, backward,left, or right followed by one point diagonally left or right. Unlike conventional chess, the Knight may not leap over pieces to make its move. For example, if a point directly ahead of the Knight is occupied, the Knight cannot move forward in that direction. Rooks: Rooks may move any number of unobstructed points in a horizontal or vert. direction. Cannons: The Cannon moves much like the Rook. It may move any number of points in a horizontal or vertical direction. However, in order to capture a piece, the Cannon must first jump over a single piece of either color.This piece is called a "bridge" or "screen." The Cannon then moves to the point occupied by the captured piece. Pawns: Pawns may move a single point forward, until they cross the river. After crossing, they may move left or right in addition to forward. Pawns may never move backward and they never promote upon reaching the far end of the Board. Unlike conventional chess, they capture by moving straight ahead. Roman Lettering ~~~~~~~~~~~~~~~ Each piece is represented with the following on the 2D Roman board: K- Kings G- Counsellors M- Ministers N- Knights R- Rooks C- Cannons P- Pawns The Individual Importance of Each Piece ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ By now, you should be getting a sense of the power of each piece. The Rook is considered the most powerful piece because of ability to move swiftly from one side of the board to the other. It is considered to have the roughly the power of a Knight and Cannon combined.Its power diminishes slightly toward the end of the game as it requires the help of other pieces to penetrate a well-established enemy defense. The Cannon is considered the second most powerful piece because of its ability to destroy from a distance and its swift movement. Like the Rook, its power diminishes toward the end of the game because capturing power is reduced as more pieces are eliminated from play. However, it is perhaps the most important piece during the opening both offensively and defensively. The Knight is considered only slightly less powerful than the Cannon cos of its restricted movement early in the game. During that time, it is used primarily for defense.Its power greatly increases toward the mid-game as fewer pieces get in its way. Ministers and Counsellors are very limited because the former can never cross the river and the latter cannot leave the Imperial Palace. Pawns are considered the least powerful pieces because of their limited movement. Once across the river, however, the Pawn's power increases as its movement abilities increase. Initially, a Pawn is used to block the enemy's attacks and provide bridges for the Cannons.Unlike conventional chess,Pawns are not promoted when reaching the far horizontal line.Therefore, it is not always wise to advance your pawns too far across the board. Winning the Game ~~~~~~~~~~~~~~~~ Because of the limitations on many of the pieces' movements, Chinese Chess games are generally shorter than conventional chess games. Basically, there are two ways to win: Put your opponent in checkmate or stalemate. A checkmate occurs when a King is in check and he has no way to escape and he has no way to escape the check. A stalemate occurs when a player has no legal moves to make. A player is considered to be in check when his King can be captured by an enemy piece on his opponent's next move.A player can escape check in many ways: move the king to a safe place, move another piece to block king, capture the enemy piece. A player who cannot escape check in one of these 3 ways is said to be in checkmate and the game is over. If a player is not in check, but any move the player makes will put him in check, is called stalemate. Drawn Games ~~~~~~~~~~~ As in conventional chess, if neither side is able to capture the opposing King, the game ends in a draw. This often happens if neither side has any pieces remaining which can cross the river.There are two other rules, unique to Chinese Chess, which help prevent draws: 1) It is illegal for the same piece to put the opposing King in check three times in a row. 2) It is illegal for a piece to chase an opposing piece back and fourth. I either piece moves to more than two squares while the "chase" occurs, then it is legal to continually threaten that piece. Also, if the threatened piece is protected at either point, the chase can continue. Chinese Chess Notation ~~~~~~~~~~~~~~~~~~~~~~ The Objective in Chinese Chess is the same as in conventional chess, the strategies involved are much different. In Chinese Chess, A positional advantage is very important, since the King has such limited mobility.Often, a substantial material advantage can be offset by a single Rook deep in enemy territory. Remember that Chinese Chess is much quicker and deadlier than conventional chess.It's very common to win or lose in the first few moves of a game. Be aware of the many ways a King can be checkmated and watch for these positions developing. Openings: There are many different openings in Chinese Chess.Whole volumes have been dedicated to this single facet of the game. The most common opening is the "Central Cannon" opening. this consists of moving either Cannon directly behind the central pawn.Subsequently, the Knights may be moved out to defend the central Pawn in case the opponent decides to open similarly. Otherwise, the central Pawn can advance with little fear of being captured by the enemy Pawn because it would place the opposing King in check by the supporting Cannon. Other variations on this opening consist of 'jamming' the enemy Cannon by advancing your other Cannon to the seventh rank or, using the Cannons to defend ranks adjacent to the river from attack. Other strategies involve moving pieces to free the most powerful piece, the Rook. Carefully watch which pieces are endangered & which ones you can capture. It is important to establish yourself offensively and defensively from the start of the game. For example, you can capture an enemy Knight with your Cannon on your very first move. This is generally not considered a good move since the resulting loss of your Cannon is usually devastating in the opening game. however, it is important to note that you can threaten many pieces within one or two moves. Though the opening game is important, it is not absolutely necessary to consume a vast knowledge of opening moves since the Chinese Chess board is much larger and more open than its western cousin. Imagination and innovation in the opening game very often results in a far superior position. Midgame: Like conventional chess, there is no single "formula" for success in the midgame. There are several guidelines that may be helpful in forming your strategy: Do not attack without enough reinforcements. Try to shift your point of attack from one side to the other. Capture at least one Minister and Guard to help you set up your final blow.Keep pressuring your opponent's weakly protected pieces, even if they are only Pawns. Move your Rooks out into an attacking position early, but not at the expense of your initiative.If a piece cannot be protected from an attack very easily, it is often better to use the 'extra' move to advance another piece to a much better position. When deciding whether or not to sacrifice a piece, take into account how valuable that piece is at that point of the game. For instance, a Cannon is not worth as much later in the game simply because there aren't that many pieces to jump over.Knights generally tend to become stronger later in the game because they benefit from greater mobility.Also keep in mind that a Cannon is invaluable when attacking a well defended King, since it is the only piece in the game that can jump over other pieces. Endgame: The end-game in Chinese Chess is not quite as complicated as conventional chess because the King is very limited in its mobility, and a stalemate is considered a victory. There are a few points to keep in mind when approaching the end-game: The King cannot move diagonally.Therefore, a Rook can effectively limit the King to only a few moves without the risk of being captured itself. The King cannot directly face the enemy King without another piece between them. This rule can effectively be used to contain the enemy King to a smaller area. Make sure you have enough pieces to overcome the defenses. Otherwise, you should try to force a draw by using your offensive pieces (ones that can cross the river) in defense The side with the most pieces or points does not necessarily have the advantage. Many strategies exist to win the game or at least force a draw when you are at the disadvantage. Learning and practicing end game strategies by setting up boards with only a few pieces will greatly improve your Chinese Chess playing. Documentation brought to you by Rifleman & Bandito More IBM docs ...but what do I care! Sewer Software gives ya - Blue Max Doc's by Gopher!!! Well here are some quick doc's for Blue Max, as far as I know there are only a few keys to really worry about. It would appear that two can play the game at the same time, as seems to be many keys assigned that do the same things (like Views, fire guns, etc..) on keyboard + & F4 :Back view (from the cockpit) 9 & F1 :Front view 0 & F2 :Left View - & F3 :Right View F5 & Backspace :Chase Plane? view from rear F9 :Instrument/Damage/Plane attitude screen While you are in the Instrument view (F9) you can hit O P [ ] to scroll the view window in 4 directions + - on keypad controls throttle Keypad controls plane if you don't have a joystick. Space bar/Return/Tab :All fire weapons B :Drop Bomb ESC :Exit Mission, back to main menu While this does not look as nice as some of the screens I have seen from Red Baron, it does look very good in VGA, but sometimes the program aborts back to DOS with overflows etc.., not a common occurence, but a bit annoying. This has to be one of the best games 360 Software has ever released. However someone might release a cheat as I keep getting shot down! BALLTE TECH FROM INFOCON: The Crestcent Hawk's Inception This disk is not copy protected! But they do ask you to identify parts of the battle tech. Look at the drawing below. Communicating with the Game All Battletech commands are ectered through simple key presses: When you encounter a menu, move the higlighted bar up or down the menu using the up and down arrowes (the 8 and 2 keys on the numeric keypad; or use W for up and X for down). Choose the highlighted selection by pressing the space bar or the return key. Standard Numeric Keypad: The 2, 4, 6, 8 keys move you South, West, East, North respectively. The 1, 3, 7, 9 keys will move you diagonally. ------- | |<------ Torso Mainframe ------- ------- Intercooler --------------> \ / / | |\ \ | | | | \ \ <------ Elbo Actuator Gryo Housing ---------------------->| \ \ Jump Jet Intake ------>/ ------- \ |<------ Balance Strut / / / / \ \<------ Leg Mainshaft ---- / / \ \ \ \ | | | | ---- | | | | | | | | | | | |<------ Foot Actuator / / \ \ ----- ----- <------ Foot Casting Battle Mechs: WSP-1A WASP Too Lightly armed and armored for combat, this 'meach's speed and maneuverability make it a good machine for scouting and recon duty. Characteristics Mass: 20 Tons Cruising speed: 66.5 kph Maximum speed: 95.1 kph Walking Factor: 6 Running Factor: 9 Jump Jets: capacity 180 meters Heat Sinks: 10 Armor Factor: 48 Armorment: 1 medium laser, right arm 1 short range missle, left leg LCT-1V LOCUST This Mech is light and fast, making it good for recon and quick stricks. Beware a direct hit from almost any weapon. Characteristics Mass: 20 Tons Cruising Speed: 86.4 kph Maximum Speed: 129.6 kph Walking Factor: 8 Running Factor: 12 Jumping Factor: none Heat Sinks: 10 Armor Factor: 64 Armorment: 1 medium laser, center torso 2 machine guns, one each in right and left arms STG-3R STINGER Although lightly armored, and with limited weapons, this mech has speed and mobility making it one tough machine to pin down. Characteristics Mass: 20 Tons Cruising Speed: 63.4 kph Maximum Speed: 91.6 kph Walking Factor: 6 running Factor: 9 Jumping Factor: capacity 180 meters Heat Sinks: 10 Armor Factor: 48 Armorment: 1 medium laser, right larm 2 machine guns, one each in right and left arms COM-2D COMMANDO Despite it's light armor, this Mech's dual missile system make it a good recon and emergeny barrage vehicle. Characteristics Mass: 25 Tons Cruising Speed: 64.8 kph Maximum Speed: 97.2 kph Walking Factor: 6 Running Factor: 9 Jumping Factor: none Heat Sinks: 10 Armor Factor: 64 Armorment: 2 short range missiles 1 each in right arm and center torso 1 medium laser, left arm MECH WEAPONS Laser: Powered off your mech's power plant, these never run out of ammo. Small Lasers: Power output: .8 to 1.5 megajoules Effective range: 90 meters Medium Lasers: Power output: 1.5 to 3 megajoules Effective range: 300 meters Large Lasers: Power output: 3 to 5 megajoules Effective range: 500 meters SEWER SOFT presents CALIFORNIA GAMES II California Games ][ takes up right where California Games left off! Start out blowing by some surfers as you catch a few waves on your body board. Then freeze them off on your snow board. Also try jet skiing, hang gliding and more! Five new events. -= Manufacture's Sugg. Retail Price: $49.95 =- HANG GLIDING In this event you over look one of the many cliffs in California, and it is from here that you'll compete in the Hang Gliding event. First, watch the wind-sock, and when it blows to the left then begin your aerial assault. Move the glider left & right to try to gain altitude, and the slowly work your way across the screen. You will now see three rubber tires, which you can try to hit with your five (5) water balloons (it proves to be somewhat difficult). You can also try to do a few 540 degree spins, or loops. Now you may continue skimming across the Ocean, or you can turn back and land from where you started (1000 Point Bonus). BODY BOARDING This event was relatively easy. You simply paddle out and catch a wave. From here you can turn back & forth, ride the crest of the wave, or do a few "loop-da-loops". Be careful not to go over the peak of the wave and succumb to the tide. Once you ride the wave out, you must not dodge the obstacles in the water and then you'll arrive at the beach where you will receive a standing ovation (even from the guy drinking the Shiner Bock Beer in his reclining chair!). SNOW BOARDING Snow Boarding was the most difficult, simply because I couldn't figure out where to go with the damn Helicopter. You board the helicopter on the beach, and it allows you to travel to the top of the mountain. There is a platform here where you can drop yourself onto, and you can rest, relax, & enjoy the view! Or you can drop yourself off to the immediate Left of the Platform (the icey white slopes). Once on the slopes, you try to avoid the lumps of wood, the jagged rocks, & the hidden depressions in the snow. The Second Stage is a basin where you can "Free-Form" Snow board by carving up the powder. Just gain speed from going back 'n forth and then try a few aerial spins to "Rack up the Points". The Third Stage entails making it to the bottom of the mountain, by again avoiding the obstacles. If you make it down in One-piece you will again be greeted with a round of applause. JET-SKIING In the Jet-skiing event you solely race against the clock. By staying inside the buoys, and running full throttle in the straight aways you will increase your score. The graphics are good, and I had been looking forward to playing this event from the ads that I had read (Plus I own a Jet Ski!), but this was by far the most disappointing/boring event in the game. SKATEBOARDING Much work went into creating this event. There is an opening animation screen which shows a Skater jumping over the lawn, and then down the street to the jump, and then into the air. Once you are skating yourself you can do hand-plants, etc. and it all works on the same principal as the Snow boarding Free Style event. * Be careful to go into the center of the Tubes, because if your out to the side you'll smack into the wall (which will show you slumping to the ground with blood stains on the wall!) * If you're not careful, you will end up seeing your own funeral, Literally! SUMMARY I thoroughly enjoyed this game from Epyx. The use of the VGA Graphics, and the fresh new ideas of the various sporting events culminated into a very fine video game that I would highly recommend you get (if you don't already have it!). IBM documentation again... Well here it is the documentation for Chamber of the Sci-Mutant Priestess. by Draconian. The grammar of the orignal author is not the best, so don't blame me. ------------------------------------------------------------------------------- INSTRUCTION GUIDE for IBM-PC/Tandy/Compatibles Unzip all files into a subdirectory called CHAMBER (if you want to save the game). Type: RUNME GAME SETUP ---------- You will need to make the appropriate setup selections for the hardware in your system. When prompted, select choices appropriate for you system. NOTE: The mouse is automatically enabled if your mouse driver is loaded. If you're running an Ad Lib sound card on your sytem, it too will be enabled automatically. CONTROLS -------- MOUSE CONTROL: Move the cursor around by moving the mouse. To make selections, click the right or left mouse button. When you change screens, clicking the right mouse button will cause the rooms to change quickly. JOYSTICK CONTROL: Move the cursor by moving the joystick. To make selections press either joystick button. KEYBOARD CONTROLS: Use the UP/DOWN and RIGHT/LEFT arrow keys to move the cursor. You may also use the number pad to move the cursor if the NUM LOCK key is engaged. The SPACEBAR or ENTER acts as a button to make selections. To move through the world of CHAMBER OF THE SCI-MUTANT PRIESTESS, you must make decisions for you alter ego whenever the "Brain Module" appears. Move the cursor to look at brain options (represented by the small bubbles around the brain) and decide the appropriate action. As you move the cursor through the bubbles, various options will be displayed in the text box at the lower right corner of the screen. YOUR MISSION ------------ Take part in the five ordeals, if you want. Find you friend Sci Fi. Smash the protozorq plot before it's too late. HOW TO PLAY ----------- To freeze the game momentarily or quit the game, press ESC key, To restart, type: Y ro N. The Master of Ordeals (a Protozorq in a fetching mask) will hand you an object which could come in handy! Then he'll instruct you to go to a specific Ordeal. You can obey if you want, Raven. The Ordeals have begun and you have 1 hour to finish all five, should you decide to take part. If you can give 5 Vort skulls to the Protozorq at the Trader within the time limit, you will win the highest honor awarded to any Offa, Divo-hood. Failure, on the other hand, will result in something too disagreable to discuss at this time. MOVE the cursor with the mouse, joystick, or the cursor keys (PC without mouse). A text zone, at bottom screen, will translate what you explore as your cursor moves. When exporing, make sure you take in everything. The cursor turns RED when situated on vaild zone, and changes shape according to the kind of actions you can do. CIRCLE WITH RAYS: basic cursor. FINGER: use this cursor to choose ideas on your brain. CROSSED ARROWS: indicates possible exits, and directions you can move. ARROWS IN CIRCLE: indicates something to look at or manipulate. HUMAN FIGURE: character to select or act on. EMPTYING GOBLET: a full goblet ready to be emptied. FLY: move this to precise area where you wish to go with "sticky fingers" power. OPEN HAND: place this on what you wish to manipulate with 'sci shift' power. CONFIRM (click or space) when the cursor is on an element or character on whom you wish to act (inspect, talk to, attack, etc.) The BRAIN will then appear. This is your Tuner grey matter. It's full of ideas. They're in bubbles placed around the brain's surface. The ideas are those which come to mind in a particular situation. MOVE THE CURSOR from one idea to another. At bottom right of you screen, a text zone translates the idea. CONFRIM any idea you'd care to try. THE ICONS --------- On the right-hand side of you screen you'll find the icons you'll need for play. From top to bottom: 1) OBJECTS IN THE ROOM: (the icon changes color when an object is available in the current room) Confirm this icon to open a window containing any objects available for taking. If you leave an object somewhere, you'll be able to pick it up again any time you come back, unless someone else has decided to take it in the meantime! The window won't display if no objects are available in the room. MOVE the cursor over the objects. The identity of each is given in the text zone at bottom right. CONFIRM to manipulate the object of your choice. 2) SCI POWERS: Confirm this icon to access the 8 powers you have trained long and hard to master! These Tuner powers will give you the winning edge in many situati- ons. Be cardful not to flash them around, though, since they'll prove that you're a Tuner, and no one likes Tuners! Each time you use a power, your SCI-energy reserve will diminsh, and who knows if you'll be able to stock up in this damn Temple! A) SOLAR EYES. Switch on this super-vision power to see in the blackest darkness. It sure beats eating carrots. B) STICKY FINGERS. If you've ever dreamed of walking on walls, now's you chance! Just confirm this power and choose where you want to go with the cursor. C) KNOW MIND. Check out what that character over there is really thinking! Put the cursor on him (or her) to get the inside story. D) BRAINWARP. How to turn someone helplessly Moronic! Stupidize your enemy by putting the cursor on him. Unfortunately, it only lasts a second or two. E) ZONE SCAN. It so happens that some things are invisible to the naked normal eye. Zone Scan will tell you if anything is hidden in a particular room. These guys didn't reckon on a Tuner nosing around! F) SCI SHIFT. Move small objects just by looking at them! Protozorqs, unfortunately, don't count as small objects. G) EV. That means Extreme Violence. This SCI Power turns you into a crazed killer! Just choose your unsuspecting victim with the cursor and then tear him apart. Lovely. H) TUNE IN. You old teacher Gromek expained it this way: Development of the Hitachi-Gauss Amplifier led to perfecting of the Syntonization technique where the unconscious psychic emanations resonating from the subject are sorted and regulated by the Gauss. At the subject's request, the Amplifier should normally be in a position to provide the basis for a soulution, that is to say, the beginnings of a satisfactory way out of a worrying situation, thanks to an analysis based on the results of the harmonilzation of psycho-energetic oscillatory phenomena. To put it a little more clearly, you can use this power to make the Gauss give you an idea for getting out fo a jam! Since you're not an Emcom, however, his messages may seem strange. This is normal. 3) YOUR OBJECTS. Confrim this icon to check on what objects you have on you. A window will display, containing everything you have. Just click on the object you want to use. To use an object, click on it and choose one of the options on you brain. Some options (throw, give, place, etc.) you will have to designate the "target" of your action. 4) SCI ENERGY. When the pulsations get weak, that means your reserves are low. And no SCI Energy means no SCI powers! So go easy on the EV! The icon flashes when SCI energy reserves drop significantly or when insufficient for use of a power. 5) WAIT. If the best thing to do is just to wait a while, then confirm on this icon. Time will pass. The wait will stop after a certain time or if some- thing happens. 6) LOAD. To load and play a game you've previously saved. Select the load icon and confirm. The game will restart at the point where you saved it. 7) SAVE. Not your soul (Exxos deals with that), but the current game. Select the save icon and confirm. The game is saved. 8) TIME. This is useful. For instance, you can calculate how much time you have left to get those 5 Vort skulls in the Trader. 9) INDICATOR which flashes when it's your turn to act: click to take control of the cursor. |-----------------------------------------------------------------------------| | SOME THINGS YOU'LL MEET IN THE CHAMBER | |-----------------------------------------------------------------------------| PROTOZORQS: The People of the Temple! These splendid beings are the result of a mutation which took place just after the Burn. The Protozorq's chief person- ality trait is a fanatical loathing of Offa. And since you're an Offa... MASTER OF ORDEALS: A high dignitary among the Protozorqid People. His task is to organize the 5 Ordeals you're supposed to take part in. PROTIZIM HARSSK: Religious and political leader of the Protozorqs. Great indeed is his pride at being the Protizim during whose reign the Original Sin will soon be cleansed! Should you feel in need of an uplofiting message, just consult the nearest Holo-Holo. THE PRIESTESSES: Their sacred duty is to guard the Books and intercede with Deilos on behalf of the People of the Temple. If you become a Divo, you'll be seeing them, briefly, up on the second level where they live. ZORQ: Protizim Harssk assures us that Zorq is back with the Komponent for the Spawnomatik. QRICH: It's a kind of hovering quid, to be seen floating near Zorq. Probably a pet. SAURA: The High Priestess, She who holds the Blade of Sacrifice. Future genitor (along with the god Zorq) of the Race to Come. VORTS: a mistake. See the Book of Shame for shameful details. DEILOS: The Power in the Abyss, temporary God during Zorq's absence. DIVO: Triumph over the 5 Ordeals and give the skulls to the Protoqorq at the Trader in under an hour, and you get to be a Divo, Holder of the Egg and Messenger to Deilos! ASPIRANT: Like the other Offas taking part in the Ordeals, you are an Aspirant, hoping to attain the glorious status of Divo! That is, from the Protozorqs' point of view, the reason for your presence in the Temple. Should you fail to become a Divo, then, um...On the other hand, if you do attain Divo-hood, well, uh... THE 5 ORDEALS: What the Protozorqs brought you here for. You just go into one of the Ordeals, overcome the ghastly difficulties and win a skull. Give five skulls to the Protozorq at the Trader in under and hour, and you're a Divo! It is not necessary to inset five skulls at once. The Protozorq standing guard will keep count of all the skulls you give him. THE EGG: Awarded to an Aspirant who manages to give five Vort skulls to the Protozorq at the Trader in under an hour. The Aspirant then receives the envied status of Divo and must report to the Chamber of Dreams. THE SECOND LEVEL: That's where Saura and the other priestesses go about their sacred duties. As an Offa, you have no right to even know of its existence, let alone consider the treacherous idea of finding a way to sneak up there! SCI-FI: Your friend. She's a prisoner somewhere in this damned Temple! You got yourself captured and sent to the Ordeals just to find and save her. GAUSS: Also know as the Foetus. The Hitachi-Gauss Amplifier links you tele- pathically to the nearest Tuner Netwerk Center. The Fauss lives in a jar at the center. His telepathic voice is a little strange. HOLO-HOLO: After a skull has been given to the Protozorq standing guard at the TRADER, you may gamble for a new object. After selecting the objects to be traded you will try your luck at the three cup holograph game. After the cups are shuffled select the one with the skull in order to win; losing means you will not obtain the desired object, but your skull is still accounted for as one of the five. ZAPSTIK: The awesome weapon that all Protozorqs carry. Offas don't have the right to use them! Zapstiks appear to be a left over from before the Burn. THE BURN: Tuner Netwerk research teams are still working to identily the nature of that hideous catastrophe which plunged our world into the chaotic nightmare we know today, friend. Trust the Netwerk. ZONE OF ORDEALS --------------- (Insert Map) 1 - Zone of ordeals 2 - The Ring 3 - The Master's Orbit 4 - The wall 5 - In the scorpion's presence 6 - De Profundis 7 - The return 8 - The twins 9 - The noose 10 - The Master's eye 11 - Protozorq 12 - Passage 13 - Dreams of slime 14 - Concourse 15 - Guard room (end of Instruction Guide) -=Silver Bullet=- Now on to the story of why you are here. ------------------------------------------------------------------------------- COVER (page 1) ------------------------------------------------------------------------------- Table of Contents A Word to the Wise .........................3 The Forbidden Orders of Deilos..............5 The Set Up..................................7 The Book of Origins........................10 The Book of Shame..........................11 (page 2) ------------------------------------------------------------------------------- A Word to the Wise ------------------ A long time after the Burn. It is the reign of the Tuner Netwerk. The SCI-mutant Tuners discreetly control the world of the Normals, who fear and detest them utterly. For the Protozorqs, inhabitants of the Temple, the day of Atonement is at hand; the god Zorq has returned, as promised in The Book of Origins, appearing from the sky on board his flying object. In an explosion of crazed bloodlust, the horde wreaks havoc throughout the surrounding region. All the Normal villages are razed, and every one of their inhabitants exterminated. Every one, that is, except the young males, who are hered into the Mountain, The Temple of Zorq! Raven and his friend Sci Fi, two young Turners, approach a Normal settlement where the Protozorqs, armed with fearsome Zapstiks, are wiping out the last pitful pocket of resistance. In spite of order from the Foetus, Raven and Sci Fi fling themselves into the fray. The situation is hopeless, but thanks to his SCI-powers and astounding combat skills, Raven overcomes incredible odds and finally stands alone, surrounded on all sides by piles of broken and bloody Protozorq corpses. he turns to Sci Fi, but she's been dragged off to the Temple! The Netwerk orders Raven not to try and follow her into the mountain, but once again he defies the authority of the Foetus! At present Raven's in the very heart of the Temple of Zorq! Everywhere fanatical Protozorqs await the fateful word of their hideously deranged leader, Protizim Harssk, Guardian of the Protozorkal Shame. To find Sic-Fi, destroy the insan Protizim's bolldcurdling plot and, finally, hack a bolldy trail to Zorq himself, you've got the be utterly determined, ruthless, daring death at every turn! you'll need to use your SCI-Energy wisely it could mean the difference between total victory and a horribly sticky end! First you must face the bizarre and terrifying Ordeals of Deilos. Will you emerge as Divo, holder of the Egg and Messenger of the New Order, or will you meet a ghastly fate on the Altar of Atonement? The Master awaits, Raven. Your fellow Aspirants will show no pity. The repulsive Protozorqs keep gloating guard at every door! (page 3) ------------------------------------------------------------------------------- The Chamber of the Sci-Mutant Priestess, with it all-mouse easy-to-handle game system, its infintely rich graphic animations and the strange splendour of its scenario, offers you an authentic future classic in the universe of computer games. Step into The Chamber of the Sci-Mutant Priestess, Draconian commands it! The Mangement reminds all organic life-forms that thinking of any sort is no longer necessary. Anyone caught indulging in thought processes will be furthered for restraining as Brand X breadkfast cereal. (page 4) ------------------------------------------------------------------------------- The Forbidden Order of Deilos ----------------------------- 1.- Sergent Bullpup fills you in. (This section is reserved for use by life-forms wishing to soak up the socio-politikal background. The Management would like to point out that reading what follows is a bad move from a life-expectancy angle.) Sarge: As of right now, boy, you are RAVEN. Got it? You........(say "yes". If you're a girl, say "yes") Sarge: What'd you say, Slobface? You........(say "yes sir, sarge,sir" quite fast) Sarge: RAVEN, that's YOU, is the HERO of this here "fun-packed game of thrills". That makes you so happy, ain't that right? You........(say anything you want. He can't hear you because I've turned his ear off.) Sarge: I can lip-read. Now listen good, lunkhead... The Sarge, a person with overdeveloped jaws, takes out his gum and sticks it behind his left ear, because: A: His right ear got torn off in a breathing accident. B: Who want to know? Then the Sarge, whose eyes are piggish and closer together than his nostril, picks up a dog-eared sheaf of documents and reads them out loud, because: A: He wants you to listen good, lunkhead. B: see A. Okay, Sarge, It's your baby (page 5) ------------------------------------------------------------------------------- Raven's a Tuner. Tuners are Sci-mutants. Appeared after the Burn, same time as physical mutants. Normals hate mutants, specially Tuners, because can't tell apart from Normals physically. Normals rub out Tuner kids every time identified. Some Tuners avoid detection. Escape. From Netwerk. Live in hidden centers called Antennae. Defend selves. Remove Tuner kids from Normal communities before identified as Tuners. Normals fear and loathe Tuners. Yuk. Netwerk develops Hitachi-Gauss Amplifier, called Foetus, from human foetus. Allows long-distance telepathic links between Antennae. Netwerk now covers great part of inhabited world. Watch. Start intervening in Normal affairs to guide progress. Netwerk believes necessary to prevent Normals developing into powerful groupings, otherwise certain destruction of Tuners. Gasp. Netwerk maintains social stability discreetly. Normals loathe and fear Netwerk. Yuk. Netwerk will guide events untill Normals no longer hate Tuners. Some Tuners disapprove Netwerk policy. Leave Netwerk. Are Defectivs. Hiss. Hunted by Netwerk because irresponsible and dangerous. Raven is young Tuner, training over. Ready to serve. Has Psy powers like all Tuners. Raven's power destine him for Outside Teamwerk, contact with Normals to ensure satisfactory peaceful social evolution. Sent to new Antenna. Leaves with girl, Sci Fi is Transrec, Tuner working with Foetus, link between Contact Teams and Antenna. Sci Fi is also Feeler: picks up Trouble Spots, directs Contact Team to Pacification Zone. Raven and Sci Fi in love. Cute. Sci Fi has Defective tendencies. Was removed brutally from loving Normal parents. Raven explains that sad etc. bla bla, but Netwerk only hope for safe world. Normal too dangerous for selves and Tuners. Gulp. Cross region not totally under Netwerk care. Sci Fi feels Trouble Spot. Receive order from Antenna (thanks, Gauss) to observe, no intervene. witness massacre. Physical mutants attack Normal village. Kill everyone except young men. Foetus transmits order to avoid contact. Too dangerous. Sci Fi and Raven disobey! Fight mutants. Sci Fi captured. Mutant have Zapstiks. Victims go up in smoke. Raven uses Psy combat power to kill mutants. Sci Fi gone! Grr. Fleeing Normals fill in Raven: mutant are Protozorqs. Lived peacefully in mountain. Then carnage. Kill Normals, shouting "Death to Offa. Great is Zorq. Soon end of Shame". Only young men taken alive. Gauss establishes telepathic link with Raven. Sci Fi off the airwaves. Not dead but scrambled. Taken by force to mountain. Grr. Foetus forbids Raven to go after her. Was almost Defectiv anyway. Raven disobeys Netwerk. Finds new massacre, gets caught. Taken to mountain. Will and must find Sci Fi, take out Protozorqs. Banzai. Thanks, Sarge. Really most moving (page 6) ------------------------------------------------------------------------------- THE SET UP THE SET UP RIGHT NOW (blood-curdling). (The following is reserved for those life-forms wanting to know what they're supposed to do, without wasting any more time on irrelevant issues. The Manage- ment reminds personnel that the possession of ideas or any attempt to contam- inate others with them is an offense punishable by restraining as encycloped- ias, and we all know what that means. Be a nice neighbour; flush that brain down the toilet.) So there you are in the mountain, Raven (that's you). The Protozorqs filing you unceremoniously into a dimly-lit slammer that smells like somebody just did something. Four Normals (you're not a Normal. You're a Tuner. That's a Sci- mutant with powers. Neat.) are slumped around, looking pretty glikky. You're in good shape, ready to shed quite a lot of blood to find you girl, Sci Fi, who's a prioner someplace in the mountain. You decide rather wisely to keep you more spectacular powers, ones like "stroll around on the ceiling" for later, as you don't feel like getting mashed into pulp (nobody likes Tuner). But why not sneak a look inside a mind or two? Well, well. These Normals sure have glikky thoughts today. One thrilling power you have works like this: the Foetus captures your subconscious impressions about a particular situation, and analyses them. So that, if you contact him, you'll get an idea what to do. It's your idea, processed by the Hitachi-Gauss Amplifer! If you try it now, for instance, he'll send you this message: "Pay Shunts" (he's a glikky speler). That means it's better to wait and not use up too much psy-energy on trying out you powers. A slight eternity later, a bunch of Protozorqs shove you all through a maze of corridors. You go along the Passage of the Faithful, into the Ring and finally into the Master's Orbit itself! The Master of the Ordeals quits his Eye, surrounded by a battery of crazed Protozorq fanatics. His mutant voice buzzes thickly from behind a terrifying mask! (page 7) ------------------------------------------------------------------------------- "YUGGA WAGGU" Offas, the day has dawned. The stench of shame will soon be wiped clean. Nourished be Delios, Abysmal Power of the Humid Pit! Zorq has retuned, as was written in The Book of Origins. Soon all Offas will be but a vomitous memory. Today you are become Aspirants, struggling to attain the blessed state of Divos, Messengers of the New Solution. Those who fail will have the homour to offer themselves up to Deilos! Who would be Divo must first triumph over the Five Ordeals. A skull of Vort will be awarded you for each Ordeal successfully overcome. To be a Divo, you must place five skulls in the Changer before one hour has elapsed! None may re-enter a Chamber of Ordeal that he has already overcome. Bear this in mind: none may do violence in the Orbit. Delios Forbids. YUGGA WAGGU! The Master has spoken. Well, buzzzed thickly. To each Aspirant he gives an object of some kind, directing him to one of the five Chambers of Ordeal. Finally, he turns to you, Raven... Can you win the Five Skulls of Vort? Is that the best way of getting to Sci Fi? What dangers await within the Chambers of Ordeal from whence wafts the fetid stench of grinning DEATH? Just what are these lunatic Potozorqs planning on anyhow, and can you stop them in time? (The management hereby informs all organic life-forms that the third and twenty- second words in each line of the following documents contain signif- icant doses of "Brain-Slurp 17". Preceding documents also. Why not pull the same amusing gag on your loved ones?) (page 8) ------------------------------------------------------------------------------- The Book of Origins & The Book of Shame (page 9) ------------------------------------------------------------------------------- The Book of Origins -------------------- Within the Mountain lived the People. From the sky came Zorq, the Exalted One, and his familiar, Qriich, in their flying appliance. And Zorq spoke to the People, saying "I have chosen you who are less than nothing. Tomorrow you will be Sires of the New Race, and the Earth will be yours and you will obliterize all the peoples of the Earth in a frenzy of mindless bloodlust." And the People felt joy. "Let a female be brought to me," barked Zorq, and it was done fast. A female of the People, the meatiest, was brought before Zorq who impregnated her, saying "Female, you will gender the New Race. Our races will be one and all others will shortly be obliterized, for they are Offa. "And the female was placed in the Spawnomatik according to Zorq's desire. In three hous she spawned a multiplicity of eggs which hatch fortwith. And the children did eat of their mother who thus fed her offspring that the Race might be the bloodthirstiest of all. And the children did eat of each other, down to the last. And Zorq spoke, saying "So much for the Race." And the People felt sadness, for the New Race had contained a fairly major glitch. Zorq spoke again, saying "I leave you, for I must seek out the Komponent. Upon my return, we will try once more. Keep the Spawnomatik as a sign. But touch it not. Choose a Protizim form amonght you. He will be Protizim of the People and will keep the Faith until my return." And Zorq and his familiar, Qriich, did disappear into the sky in their flying appliance. (page 10) ------------------------------------------------------------------------------- The Book of Shame ----------------- The People of the Protozorqs selected a Protizim. And Proitizim Krill kept the faith, the Spawnomatik and the Mountain which became the Temple. And when Krill terminated, Prass was chosen as Protizim. And Proitizim Prass forgot the words of Zorq and took it upon himself to attempt the creation of the New Race, saying "Zorq has forsaken us, for he has found another People. but we have the Spawnomatik. Let us produce the New Race ourselves. In this way we can obliterize all other peoples." And the People of the Temple believed him, saying "He's right." And Prass spoke, saying "Let a female be brought to me. And let it be a meaty one." It was done. And Prass did impregnate her, saying "Woof Woof." Then the female was placed within the Spawnomatik where she spawned a slimy multitude of eggs which hatch. The children did nibble apologetically of the flesh of their mother, after which they did snooze. Protizim Prass spoke again, saying "This Race couldn't obliterize a squashed gerbil, let alone Offa, for they are Vorts!" And the People felt disappointed, for they had been counting on something a little more assertive than Vorts. Prass spoke once more, saying "This is our Day of Shame. Our misery is deserved, for we have lacked faith in Zorq who is verily our true God. We must obliterize ourselves and our borts fortwith, for we are covered in Guilt." Then spoke a Protozorq, saying "Nay, we deserve no such gentle gate. Our People must live to bear the crushing burden of our Crime until Zorq returns to deliver us of Shame. And our Vorts will be our slaves, that will see our Guilt before us every day! And when our God, Zorq, finally create the New Race, then will we obliterize ourselves to wash us of our Sin. Only you, Prass, have the right to obliterize yourself today." And the People of the Temple agreed. And Deilos became temporary God in Zorq's absence, for Deilos is the Abysmal Power of the Humid Pit, and the Protozorqs deserved no better. And Protizim Prass did terminaterize himself, saying "Let me be woken up on the Day of the collective Self-Obliterization." And thus did die Prass who spoke one positively last time, croaking "When Zorq returns, you will take young Offa. And from amongst them you will select those most apt to carry the message of reborn hope to Deilos. And from amongst the Offa you will take a female, whom you will name Saura, High Priestess, and who will genderize the New Race according to Zorq's desire, for Zorq is our God." It will be done. (page 11) and the end. ------------------------------------------------------------------------------- -=Silver Bullet=- Errr, I think these are codes for DRAGONS LAIR...whether they're for the ST I wouldn't know. Probably IBM? SP Example of Docs "Enter Code at Row 51, Black 2 " Black = 0 Purple =1 Blue=2 Red=3 The numbers above correspond to the last number in each code (the last number is preceeded by a / character.) In this example the color code (Black) tells you that the code you are looking for ends with a 0. Find the particular occurrence of the converted color example you would interpret Black 2 to mean the second code on the row 51 that ends with 0 That code is 9619/0 note you would input 9619 00 : 4cad/2 567b/0 8a19/2 8f07/1 60c5/2 2ed3/2 3cb1/1 c1df/0 c9dd/3 142b/0 701 : f449/2 31b7/1 e7f5/0 6683/0 10e1/0 3e8f/0 1bod/3 85db/0 f279/1 4867/0 02 : c325/2 d233/2 f911/1 af3f/2 403d/2 ab8b/0 84a9/2 d317/2 f255/0 71e3/3 03 : f541/2 13ef/0 396d/2 853b/1 aad9/0 d1c7/1 7585/2 4593/0 0571/3 6c9f/1 04 : 069d/2 12eb/0 6509/0 4477/2 4cb5/0 4d43/0 29a1/1 b941/2 a7cd/2 549b/3 05 : b339/0 2b27/3 77e5/2 8813/1 61d1/2 f9ff/0 1cfd/2 4a4b/0 9569/3 85d7/3 06 : f715/2 f8a3/3 ae01/3 2eaf/1 662d/2 f3fb/1 0b99/2 5487/0 ca45/1 9c53/1 07 : 0e31/1 575f/2 835d/1 51ab/0 15c9/3 9737/0 f175/2 7403/3 8261/2 740f/2 08 : 748d/1 635b/1 b3f9/0 4de7/2 6ca5/1 7fb3/0 0a91/2 84bf/0 39bd/2 290b/0 09 : e629/3 7897/1 3bd5/2 bf63/0 a6c1/3 896f/3 d2ed/2 a2bb/2 ac59/2 1747/3 10 : 5f05/1 3313/2 56f1/3 821f/1 401d/0 d06b/3 0689/2 29f7/3 d635/2 dac3/1 11 : 1b21/2 6ecf/2 814d/0 b21b/0 f4b9/1 b0a7/1 a165/1 b673/0 f351/3 4f7f/0 12 : 967d/3 47cb/0 76e9/1 ab57/0 c095/2 c623/0 df81/3 242f/0 7fad/1 917b/0 13 : 8d19/3 1a07/2 33c5/1 09d3/1 dfb1/0 ecdf/2 3cdd/1 8f2b/0 3749/3 fcb7/2 14 : faf5/2 8183/2 f3e1/2 a98f/0 ce0d/1 40db/0 7579/0 5367/2 1625/1 2d33/3 15 : 1c11/2 5a3f/1 333d/3 a68b/0 47a9/1 1e17/3 8555/2 0ce3/1 5831/1 feef/2 16 : 6c6d/1 c03b/0 add9/2 5cc7/0 4885/1 2093/0 a871/3 979f/0 799d/1 8deb/0 17 : a809/2 of77/1 5fb5/2 6843/0 oca1/2 244f/1 5acd/1 0f9b/1 3639/0 3627/1 18 : cae5/1 e3f3/0 84d1/3 a4ff/0 offd/3 454b/0 5869/1 d0d7/3 8a15/3 93a3/3 19 : 1101/3 19af/2 992d/1 2efb/2 0e99/3 df87/2 9f45/0 7753/0 b131/2 825f/1 20 : f65d/0 ccab/0 58c9/3 6237/2 0475/1 8f03/1 6561/3 df0f/1 278d/0 1e5b/0 21 : 36f9/2 58e7/3 bfa5/0 dab3/2 2d91/3 2fbf/0 2cbd/3 240b/0 a929/1 c397/0 22 : ced5/3 5a63/2 09c1/1 746f/3 05ed/1 ddbb/3 af59/3 a247/1 3205/0 0e13/1 23 : f9f1/3 ad1f/0 b31d/0 4b6b/3 4989/3 f4f7/3 e935/1 f5c3/0 fe21/1 d9cf/1 23 : 344d/0 6d1b/2 77b9/2 bba7/0 f465/0 1173/0 1651/3 fa71/2 897d/3 42cb/2 25 : 39e9/2 f657/2 5395/3 6123/0 4281/1 0f2f/0 b2ad/2 cc7b/0 9019/1 a507/3 26 : 06c5/0 e4d3/2 82b1/2 17df/1 afdd/2 0a2b/2 7a49/3 c7b7/3 0df5/1 9c83/3 27 : d6e1/3 148f/0 810d/2 fbdb/0 f879/2 5e67/3 6925/0 8833/1 3f11/1 053f/0 28 : 263d/3 a18b/0 0aa9/0 6917/3 1855/3 a7e3/0 bb41/0 e9ef/1 9f6d/2 fb3b/0 29 : b0d9/1 e7c7/0 1b85/0 fb93/2 4b71/3 c29f/2 ec9d/2 08eb/0 eb09/3 da77/0 30 : 72b5/1 8343/0 efa1/1 8f4f/2 0dcd/2 ca9b/0 b939/2 4127/0 1de5/0 3ef3/0 31 : a7d1/3 4fff/2 02fd/3 404b/0 1b69/2 1bd7/3 1d15/3 2ea3/3 7401/1 04af/3 32 : cc2d/2 69fb/1 1199/1 6a87/3 7045/0 5253/0 5431/3 ad5f/0 695d/2 47ab/0 33 : 9bc9/3 2d37/3 1755/2 aa03/0 4861/3 4a0f/0 da8d/2 d95b/2 b9f9/3 63e7/1 34 : 12a5/0 35b3/1 5091/1 dabf/0 1fbd/3 1f0b/0 6c29/2 0e97/0 61d5/1 f563/3 35 : 6cc1/2 5f6f/1 38ed/2 18bb/3 b259/1 2d47/2 0505/0 e913/0 9cf1/1 d81f/2 36 : 261d/2 c66b/1 8c89/1 bff7/1 fc35/0 10c3/2 e121/2 44cf/0 e74d/2 281b/1 37 : fab9/3 c6a7/2 4765/0 6c73/0 3951/3 a57f/1 7c7d/3 3dcb/3 fce9/1 4157/3 38 : e695/3 fc23/0 a581/0 fa2f/0 e5ad/3 077b/2 9319/0 3007/1 d9c5/0 bfd3/3 39 : 25b1/3 42df/0 22dd/1 852b/1 bd49/1 92b7/1 20f5/2 b783/1 b9e1/3 7f8f/2 40 : 340d/1 b6db/0 7b79/3 6967/1 bc25/0 e333/0 6211/0 b03f/0 193d/1 9c8b/0 41 : cda9/2 b417/3 ab55/1 42e3/0 fe41/2 d4ef/2 d26d/1 363b/0 b3d9/0 72c7/0 42 : ee85/0 d693/1 ee71/1 ed9f/3 5f9d/1 83eb/0 2e09/1 a577/2 85b5/0 9e43/2 43 : d2a1/0 fa4f/1 c0cd/1 859b/0 3c39/3 4c27/0 70e5/0 99f3/2 cad1/3 faff/1 44 : f5fd/3 3b4b/0 de69/1 66d7/1 b015/3 c9a3/3 d701/0 efaf/1 ff2d/3 a4fb/0 45 : 1499/0 f587/1 4345/2 2d53/0 f731/3 d85f/0 dc5d/1 c2ab/0 dec9/1 f837/3 46 : 2a75/3 c503/0 2b61/1 b50f/2 8d8d/1 945b/1 3cf9/3 6ee7/0 65a5/0 90b3/0 47 : 7391/2 85bf/0 12bd/1 1a0b/0 2f29/3 5997/0 f4d5/2 9063/3 cfc1/3 4a6f/0 48 : 6bed/1 53bb/1 b559/2 b847/1 d805/2 c413/0 3ff1/2 031f/1 991d/1 416b/0 49 : cf89/2 8af7/0 0f35/2 2bc3/1 c421/1 afcf/0 9a4d/1 e31b/2 7db9/1 d1a7/3 50 : 9a65/0 c773/2 5c51/1 507f/0 6f7d/3 38cb/1 bfe9/0 8c57/3 7995/1 9723/2 51 : 0881/0 e52f/2 18ad/3 427b/3 9619/0 bb07/0 acc5/2 9ad3/3 c8b1/3 6ddf/2 52 : 95dd/2 002b/2 0049/0 5db7/0 33f5/1 d283/2 9ce1/1 ea8f/1 e70d/2 71db/2 53 : fe79/1 7467/0 0f25/0 3e33/0 8511/2 5b3f/0 0c3d/2 978b/0 90a9/3 ff17/1 54 : 3e55/0 dde3/0 8141/3 bfef/3 056d/2 713b/2 b6d9/2 fdc7/2 c185/2 b193/2 55 : 9171/0 189f/1 d29d/2 feeb/2 7109/2 7077/3 98b5/0 b943/3 b5a1/0 654f/2 56 : 73cd/2 409b/0 bf39/1 5727/0 c3e5/0 f4f3/1 edd1/1 a5ff/0 e8fd/1 364b/0 57 : a169/0 b1d7/0 4315/1 64a3/1 3a01/0 daaf/2 322d/1 dffb/0 1799/0 8087/2 58 : 1645/3 0853/2 9a31/3 035f/0 4f5d/2 3dab/0 21c9/2 c337/1 3d75/1 e003/2 59 : 0e61/2 200f/1 408d/2 4f5b/0 bff9/1 79e7/2 b8a5/2 ebb3/2 9691/3 30bf/2 60 : 05bd/0 150b/0 f229/1 a497/2 87d5/1 2b63/1 32c1/3 356f/0 9eed/0 8ebb/0 61 : b859/3 4347/2 ab05/1 9f13/0 e21f/0 2e1f/0 0c1d/2 bc6b/0 1289/3 55f7/0 62 : 2235/1 46c3/0 a721/2 1acf/2 4d4d/2 9e1b/1 00b9/0 dca7/1 ed65/0 2273/1 63 : 7f51/0 fb7f/0 627d/1 33cb/0 82e9/2 d757/3 0c95/0 3223/3 6b81/2 d02f/1 64 : 4bad/1 7d7b/1 9919/0 4607/0 7fc5/3 75d3/1 6bb1/3 98df/1 08dd/3 7b2b/1 65 : 4349/2 28b7/2 46f5/0 ed83/1 7fe1/2 558f/2 9a0d/1 2cdb/1 8179/0 7f67/2 66 : 6225/2 9933/2 a811/3 063f/2 ff3d/1 928b/2 53a9/1 4a17/2 d155/0 78e3/0 67 : e441/3 aaef/3 386d/1 ac3b/3 b9d9/3 88c7/3 9485/1 8c93/1 3471/0 439f/0 68 : 459d/3 79eb/3 b409/3 3b77/3 abb5/0 d443/1 98a1/2 d04f/3 26cd/1 fb9b/2 69 : 4239/0 6227/0 16e5/0 4ff3/0 10d1/0 50ff/0 dbfd/0 314b/0 6469/0 fcd7/0 70 : d615/2 ffa3/0 9d01/0 c5af/1 652d/0 1afb/0 1a99/0 0b87/3 e945/3 e353/1 71 : 3d31/3 2e5f/2 c25d/3 b8ab/0 64c9/3 8e37/2 5075/2 fb03/3 f161/3 8b0f/0 72 : f38d/1 0a5b/0 42f9/2 84e7/3 0ba5/3 46b3/1 b991/3 dbbf/1 f8bd/0 100b/0 73 : b529/2 ef97/3 1ad5/2 c663/2 95c1/1 206f/2 d1ed/0 c9bb/0 bb59/1 ce47/1 74 : 7e05/2 7a13/0 85f1/2 591f/2 7f1d/3 376b/0 5589/1 20f7/0 3535/2 61c3/0 75 : 8a21/3 85cf/1 004d/1 591b/0 83b9/2 e7a7/0 4065/2 7d73/0 a251/2 a67f/2 76 : 557d/2 2ecb/0 45e9/1 2257/3 9f95/2 cd23/3 ce81/1 bb2f/2 7ead/2 b87b/0 77 : 9c19/2 d107/2 52c5/1 50d3/0 0ebf/2 c3df/2 7bdd/1 f62b/0 8649/3 f3b7/3 78 : 59f5/2 0883/0 62e1/3 c08f/1 4d0d/0 e7db/0 0479/2 8a67/1 b525/1 f433/1 79 : cb11/3 b13f/1 f23d/2 8d8b/1 16a9/2 9517/1 6455/2 13e3/2 4741/1 95ef/3 0=Black 1 =purple 2=blue 3=red IBM time! Walkthru for DRAGONS LAIR 2. Don't like all these IBM docs?? Well, either (a) Buy an IBM (b) Don't bother getting SEWER DOC disks or (c) WRITE US SOME F**KING ST DOCS YOU LAMER BASTARD!! (apologies to the few folks who actually DO write ST docs...luv ya guys!) SP Here you go.... The complete docs and walkthru for -=THG=- Dragon's Lair II OK. Here is how we begin... Commands: --------- This is very simple. Right = Right Arrow Key Left = Left Arrow Key Up = Up Arrow Key Down = Down Arrow Key Fire = Insert Key Pause = Space bar and P OK. That is pretty much how to play. Hint: If you get stuck on the first scene just look at the demo in the beginning. That will show you to move left so you don't get hit on the head. If you are totaly stuck I have included my little walkthru that I made. The Walkthru ------------ Ok. Here are the commands in order by screen: 1 screen| Left 17| Down 2| Down, Left 18| Down, Right, Up 3| Fire, Left 19| Down, Up 4| Down, Left, Left, Up 20| Down, Left 5| Up, Down 21| Up, Up 6| Fire, Up 22| Left, Dwon, Up, Right 7| Fire 23| Fire, Fire, Fire 8| Up, Right 24| Right, Up, Up 9| Left, Fire, Left 25| Fire 10| Down, Fire 26| Up, Fire 11| Fire, Right, Fire 27| Up, Left, Down, Left 12| Up, Fire, Fire 28| Up, Right, Fire, Left 13| Up 29| Up, Fire 14| Fire, Up 30| Down, Down, Fire 15| Right 31| Down, Fire, Fire 16| Down 32| Fire 33| Fire SEWER SOFT presents.... Faces(Tetris III) by Spectrum Holobyte ABOUT FACES... The object of FACES is to assemble chin, mouth, nose, eyes and forehead segments of a face into a complete face that will then be removed from the playing screen. When a perfect face is completed(one that uses all five segments if the same personality), all "blocked" segments of the column the face was on will be removed down to the next "open" segment. If a mixed face (a complete face with segments of different personalities) is completed, the "blocked" segment directly below the completed face will be removed. When a face is completed, it will be transferred to the left hand side of the screen. The game is over if a column of "blocked" segments reaches the top of the playing screen. THE TERMINOLOGY IN FACES... A SEGMENT refers to a portion of a face which is a block containing either a "chin," "lips," "nose," "eyes" or "top." A PERSONALITY refers to a specific face. For example, Joan of Arc is a personality. A PERFECT FACE refers to a completed face that contains all five face segments of only one personality. A MIXED FACE refers to a completed face that contains segments of more than one personality. MOVEMENT refers to the horizontal and vertical manipulation of a pair of face segments as they fall from the top of the game screen. SWAPPING occurs when you transpose the position of the two face segments on game screen. FLIPPING occurs when you substitue the cureent face segments with a different pair of face segments. The alternate pair will always be the same portion of the face(chin, nose, etc.) but it might be a segment of a different personality. LEVELS OF DIFFICULTY... There are 10 difficulty levels in FACES, numbered 0-9. The higher the difficulty level, the faster the face segments will drop from the top of the screen. Also, the number of different personalities that can appear increases by one every two levels beginning with 4 on level 0 and increasing to 8 on level 9. The different personality categories are listed below: LEVEL CATEGORY # OF PERSONALITIES 0 Universal Faces 4 1 Modern World Figures 4 2 Faces from Art 5 3 Scientists 5 4 Musicians 6 5 Historical Americans 6 6 Literary Figures 8 7 Monsters 7 8 Historical Figures 8 9 American Holidays 8 ADVANCE MODE... Adcance mode gives the expert FACES player an added challenge. When advanced mode is selected, the segments fall much faster then they do in regular play mode. The benefit of playing in advanced mode is that your score for dropping pieces and completing a face is greater then it would be in regular play mode. The benefit of playing in advanced mode is that your score for dropping pieces and completing a face is greater then it would be in regular play mode. Of course, the game is much harder... SCREENS... CONFIGURATION SCREEN The configuration screen allows you to set the options you would like to have for your FACES game. This screen will appear at the conclusion of every game to allow you to adjust your options before playing again. To move and select choices on this menu, use the arrow keys and enter. Following is a brief description of the options available to your from this screen: LEVEL This option allows you to change the level of play for you game. The range is from 0(slowest speed and least number of personalities) to 9(fastest speed and greatest number of personalities). ADVANCED MODE This toggles the advanced mode ON or OFF. CONTROL This toggles your controls to utilize either the KEYBOARD or the JOYSTICK. PLAYERS You can select the number of players(up to 10) using this option. If more then 1 player is selected, all players will be playing in tournament mode. If HEAD 2 HEAD is selected, two players can compete against each other through direct-connect or over a modem. SHOW HIGH SCORES This allows you to view the top ten scores on your FACES game. Press any key on the high score screen to exit. RESET HIGH SCORES This option will allow you to clear the top ten high scores. You will be prompted for confirmation of this action in case you selected it by mistake. LOAD GRAPHICS Use this selection to substitute faces in the game with faces that you have created on you own. UNLOAD GRAPHICS Use this selection to remove faces that you have inserted using the load graphics option. QUIT This quits the program by exiting to DOS. HOW TO PLAY... To complete a face, you must assemble the face segments in order; chin, lips, nose, eyes adn then top. If you place any segment out of order(for example, placing a chin segment on a nose segment) that piece will become "blocked." To complete a perfect face, you need to assemble all five face pieces of only one personality. You can distinquish the different personalities from each other because each has its own separate background color or pattern. If you have a pair of segments straddling a column of pieces, you can move one piece from side to side without moving the other one. In addition, when one of the two pieces comes to rest on a column, you can move and flip the second one on its own. MANIPULATION THE GAME PIECES... Pieces will fall from the top of the screen in pairs, and you can manipulate the movement, flipping and swapping of these face segments either by the keyboard or a joystick. SCORING... Points are accumulated in FACES through a number of different ways. Each time a pair of pieces finishes its movement on either the bottom of the screen or on the top of one of the stacks of blocked pieces you gain points. Unlike TETRIS or WELLTRIS, you do not get any extra points for how far a piece drops. Bonus points are achieved on completion of a face. You obtain more points for creating a perfect face thean for a mixed face. When a face is completed, it is removed from the game screen. The taller a completed face is, the more bonus points you gain. However, you will always get more points for a perfect face than for a taller mixed face. In addition, the higher the level you are playing, the more points you get for e each piece and for completing a face. Playing in the faster advanced mode also increases your overall score. ADVANCING TO THE NEXT LEVEL... After completing 10 total faces(any combination of perfect or mixed faces), you will advance to the next difficulty level. You can also press the + key to increase your level. HOW THE GAME ENDS... The game ends whenever you press the ESC key or when a column of blocked pieces reaches the top of the game screen. In tournament mode, a game can end after the set time limit has expired. Play will then pass on to the next player in the tournament. In head-to-head mode, the game ends when one player has a column of blocked pieces reach the top of the screen. After the game ends, press any key to go to the high score screen. HIGH SCORE SCREEN... This screen show the top ten scores for your FACES game. If you have just completed a game where you score was greater than the existing tenth place score, you will be prompted to enter your name for the record books. Your name and score will be saved and then placed on the screen among the existing scores. Note: Some of the lines will be blank until ten games have been played. TOURNAMENT MODE... Up to ten players can complete against each other in tournament mode. After selecting the number of players on the configuration screen, press ENTER to begin entering the participants' names and the time limit for each player's game. Use the arrow keys to increase and decrease the amount of time each player has during their turn. The default time limit is "OFF." If a time limit limit has been selected, the tournament timer will appear in the lower left hand corner of the playing screen throughout each player's game. After pressing SPACEBAR to begin the tournament, the game will prompt Player One to get ready to play. Pressing SPACEBAR again will start the game. Each player will play exactly the same sequence of pices as every other player, and the player with the highest score at the end of the tournament wins. After everyone has finished playing their game, a tournament scoreboard appears listing all of the players and their respective scores. If one of the players has achieved a score high enough to be included on the top ten list, their name will be placed there as well. STRATEGIES... There are quite a few hints and tricks you can utilize in order to play better and achieve a high score. The following is a short list of basic ones you can employ in FACES. Not everything is covered; we can't let all of our secrets out of the bad... Position your pieces before flipping them. Rather than frantically trying to flip, switch and move your pieces all at the same time, try to line up the pieces above stacks where you want them to eventually end up, then flip them. This tactic is somewhat useful in tournament mode as well, but in head-to-head mode you usually don't have the luxury of time. Drop pieces as quickly as possible in tournament mode and head-to-head mode. In regular play mode, you have virtually unlimited time to maneuver and position your pieces, but in tournament mode and head-to-head mode you are racing against the clock. To coin the old adage, "He who hesitates is lost." Nothing could be more true when you have FACES opponents breathing down your neck. Try to make perfect faces, especially in head-to-head mode. While it is always a good idea to create a perfect face, in head-to-head mode perfect faces are essential to winning. Creating a perfect face sends blocked pieces to your opponent which could be the difference in the game. Okay, here are the docs... There were a few things I left out, but they were'nt really important... Have fun! REFERENCE to FACES (TETRIS III) (SCREEN) []===========================================================================[] = | BONUS | |_____Piece____________|_____Identifier________|___Bar__|= = |_______| | |= = | |= = ____________ | |= = | | | |= = | | | |= = | | | |= = | PICTURE | | |= = | | | |= = | | | |= = | | | |= = |____________| | |= = ____________ | |= = | | | |= = | | |  |= = | | | |= = | PICTURE | | |= = | | | |= = | | | |= = | | | |= = |____________| | |= = ____________ | ______________________________________________________|= = | TIME | | | SCORE | | LEVEL | | PF | | MF | = []===========================================================================[] BONUS This number indicates how many bonus points you received after completing a face. Only the last two completed faces will appear belore this number. PIECE IDENTIFIER BAR This bar indicates what type of segment is falling at the current time(chin, lips, nose, eyes, ortop). The number of the personality it belongs to. Therefore, to complete a perfect face, one would have to place all five pieces with the same number on top of one another. SCORE This shows your current score LEVEL This shows your current difficulty level. PF This shows the current number of perfect faces(PF) that you have completed. MF This shows the current number of mixed faces(MF) that you have completed. TIME This indicates how many minutes are remaining in the game. KEYBOARD MOVEMNT COMMANDS The following commands are to be used when playing FACES via the keyboard: Move the piece(s) left J, 4 or <-- Move the piece(s) right L, 6 or --> Increase drop speed M, SPACEBAR, 2 or \|/ Swap a pair of pieces K or 5 Flip the piece(s) I, 8 or /|\ JOYSTICK MOVEMENT COMMANDS The following diagram shows how to play FACES using a joystick: Flip Piece(s) _______________ Swap Piece(s)_|__O | | O ___ | Move Piece(s) Left (___) Move Piece(s) Right | | |_______________| Increase Drop Speed STANDARD KEYBOARD COMMANDS The Following keyboard commands can be used throughout FACES, whether you are using a jortick or the keyboard for movement: ESC - Ends a game whether you are playing alone, in tournament mode or against another player head-to-head. P - Pauses the game. When the game is paused, the pair of pieces will disappear from the screen until P is pressed again. These pieces will then reappear in the same place they were before the pause key was pressed. S - Toggles the game sound on and off. + - Either on the top number row or on the numeric keypad will increas the difficulty level of your game by one. Okay, I hope this help... I was half way done with the docs but I decided to type a reference since it would be better... I will type out the rest of the docs if no one else types it... Have fun! Dragon Lord DOCUMENTATION FOR ACCOLADES HARDBALL II WRITTEN BY SOURCES UNKNOWN CHAPTER 1 HOW TO GET THE BALL ROLLING I. SETTING YOUR GRAPHICS AND SOUND CONFIGURATION BEFORE YOU PLAY HARDBALL II FOR THE FIRST TIME, YOU NEED TO RUN A SETUP ROUTINE THAT WILL TELL THE GAME ABOUT THE GRAPHICS AND SOUND DEVICES IN YOUR COMPUTER. 1. INSERT YOUR DOS DISK IN DRIVE A AND TURN ON YOUR COMPUTER. 2. WHEN THE A> PROMPT APPEARS, REPLACE THE DOS DISK WITH DISK 1 OF HARDBALL II, LABEL SIDE UP. 3. TYPE SETUP AND ANSWER THE QUESTIONS ABOUT YOUR GRAPHICS CARD. SELECT OPTION 5 IF YOU ARE UNSURE OF YOUR COMPUTER'S GRAPHICS CAPABILITIES AND THE CONFIGURATION WILL BE DONE FOR YOU AUTOMATICALLY. 4. NEXT, ANSWER THE ON-SCREEN QUESTIONS ABOUT ANY SOUND DEVICES IN YOUR COMPUTER. HARDBALL II CAN USE BASIC IBM SOUND, TANDY SOUND OR AN AD LIB SOUND BOARD. 5. AFTER THE SETUP, HARDBALL II WILL REMEMBER YOUR INFORMATION AND ALWAYS USE THAT GRAPHICS STANDARD. YOU CAN REPEAT THIS PROCEDURE AS OFTEN AS YOU'D LIKE, HOWEVER, IF YOUR GRAPHICS CHANGE. II. INSTALLING HARDBALL II ONTO A HARD DRIVE. 1. INSERT YOUR DOS DISK INTO DRIVE A AND TURN ON THE COMPUTER. 2. AT THE A> PROMPT, REPLACE THE DOS DISK WITH DISK 1 OF HARD BALL II, LABEL SIDE UP. 3. TYPE INSTALL. YOU ARE PROMPTED FOR ANY INFORMATION THE PROGRAM NEEDS TO INSTALL THE GAME IN A SUB-DIRECTORY CALLED HB2. * ONCE INSTALLED, PUT THE ORIGINAL DISKS IN A SAFE PLACE. YOU DON'T NEED THEM TO START THE GAME FROM YOUR HARD DISK. III. STARTING FROM A FLOPPY DISK 1. INSERT YOUR DOS DISK IN DRIVE A AND TURN ON THE COMPUTER. 2. AT THE A> PROMPT, REPLACE THE DOS DISK: * IF YOU HAVE EGA 16-COLOR GRAPHICS, INSERT DISK 1 OF HARDBALL II DISK INTO DRIVE A, LABEL SIDE UP. * IF YOU HAVE TANDY 16-COLOR, CGA 4-COLOR, OR HERCULES MONOCHROME GRAPHICS, INSERT DISK 2 OF HARDBALL II INTO DRIVE A. 3. TYPE HB2 AND THE GAME LOADS AUTOMATICALLY. YOU WILL BE PROMPTED TO INSERT DATA DISK WHEN NEEDED. IV. STARTING FORM A HARD DRIVE. 1. AFTER YOU HAVE INSTALLED THE GAME ONTO YOUR HARD DRIVE, START YOUR COMPUTER AS YOU WOULD NORMALLY, AND AT THE C> PROMPT, TYPE CD\HB2 AND PRESS ENTER. 2. TYPE HB2 AND PRESS ENTER, AND THE GAME WILL BEGIN. V. COPY PROTECTION AND BACKUP COPIES HARDBALL II CONTAINS NO ON-DISK COPY PROTECTION, SO YOU CAN MAKE A BACKUP COPY OF IT USING NORMAL DOS COPYING COMMANDS. AFTER YOU BOOT THE GAME, YOU ARE ASKED TO ANSWER A QUESTION ABOUT A PLAYER'S STATS. USE THE HARDBALL II WHEEL THAT COMES WITH THE GAME TO RESPOND CORRECTLY. HERE'S AN EXAMPLE OF HOW THE WHEEL WORKS. 1. THE QUESTION, FOR EXAMPLE, MIGHT READ: WHAT IS THE "BA"(BATTING AVERAGE) STATISTIC FOR "CHRIS TAYLOR" IN 1974? 2. THE BIGGEST (OR BOTTOM) WHEEL OF THE CODE WHEEL SHOWS THE LAST NAME. THE MIDDLE WHEEL SHOWS THE FIRST NAME. THE SMALLEST (OR TOPMOST) WHEEL SHOWS THE YEAR (AND THE STATISTIC "WINDOWS" ARE CUT INTO IT). 3. TAKING THE CODE WHEEL IN HAND, TURN THE WHEELS UNTIL THE LAST NAME (IN THIS CASE, TAYLOR), THE FIRST NAME (CHRIS), AND THE YEAR (1974) ARE ALIGNED. 4. LOOK IN THE CENTER OF THE TOP WHEEL FOR THE REQUESTED STATISTIC WINDOW (IN THIS CASE, "BA") AND TYPE IN THE ANSWER THAT APPEARS IN THAT WINDOW, AND PRESS ENTER. 5. IF YOUR ANSWER IS RIGHT, YOU GO ON TO THE MAIN MENU. IF YOU'RE WRONG, YOU HAVE TO REBOOT AND TRY AGAIN. VI. SELECTING YOUR CONTROLS ONE OR TWO PLAYERS CAN PLAY HARDBALL II, AND YOU CAN USE ONE OR TWO JOYSTICKS OR JUST THE KEYBOARD TO CONTROL THE TEAMS. BUT UNTIL YOU ACTUALLY START TO PLAY A GAME, USE THE KEYBOARD ARROW KEYS AND THE ESC KEY TO MOVE THROUGH THE SET-UP MENUS. THE FOLLOWING DIRECTIONS ARE THE BAREST OF BONES.IF YOU NEED MORE DETAIL, READ ABOUT THE MANAGER'S SCREEN IN CHAPTER 3. FOR SIMPLICITY OF USE, WE REFER ONLY TO THE KEYBOARD RIGHT (OR KEYPAD) COMMANDS THROUGHOUT THIS MANUAL. CHECK OUT THE FOLLOWING DIAGRAMS FOR THE CORRESPONDING COMMANDS ON THE KEYBOARD LEFT AND JOYSTICK. KEYBOARD LEFT KEYBOARD RIGHT JOYSTICK 2ND BASE 3RD BASE 1ST BASE HOME !------! FIRE BUTTON = !ENTER ! !------! VII. ACCESSING THE CONTROL MENU 1. USING THE ARROW KEYS, HIGHLIGHT PLAY NEW GAME ON THE MAIN MENU AND PRESS ENTER.YOU ARE WHISKED TO THE MANAGER'S SCREEN. 2. PRESS ESC AND THE GAME MENU OPENS. 3. PRESS THE RIGHT ARROW KEY.THE HOME MENU OPENS. 4. USE THE DOWN ARROW KEY TO HIGHLIGHT CONTROL. THE CONTROL MENU WILL OPEN. 5. PRESS THE RIGHT ARROW KEY TO MOVE THE HIGHLIGHTER TO THE CONTROL MENU. 6. USE THE UP AND DOWN ARROW KEYS TO HIGHLIGHT A CONTROL DEVICE FOR THE HOME TEAM, THEN PRESS ENTER. A CHECK WILL APPEAR BY THE SELECTION. 7. PRESS THE LEFT ARROW KEY TO RETURN TO THE HOME MENU (THE CONTROL MENU WILL DISAPPEAR). 8. PRESS THE UP ARROW KEY ONCE TO HIGHLIGHT BATTING ORDER. THEN PRESS THE RIGHT ARROW KEY ONCE TO MAKE THE VISITOR MENU OPEN. *FOLLOW STEPS 4 THROUGH 6 ABOVE TO SELECT A CONTROL DEVICE FOR THE VISITOR TEAM. 9. PRESS THE LEFT ARROW KEY ONCE TO REMOVE THE CONTROL MENU. PRESS THE UP ARROW KEY ONCE TO HIGHLIGHT BATTING ORDER. FINALLY, PRESS THE LEFT ARROW KEY TWICE TO OPEN THE GAME MENU AGAIN. 10.PLAY BALL WILL BE HIGHLIGHTED ON THE GAME MENU. PRESS ENTER TO BEGIN GAME. CONTROL DEVICES HIS TABLE SHOWS YOU WHICH CONTROL DEVICES TO CHOOSE FROM THE CONTROL MENUS FOR A ONE OR TWO-PLAYER GAME. ONE PLAYER GAME ONE TEAM OTHER TEAM JOYSTICK JOYSTICK LEFT COMPUTER KEYBOARD KEYBOARD-LEFT OR COMPUTER KEYBOARD-RIGHT TWO PLAYER GAME ONE JOYSTICK JOYSTICK-LEFT KEYBOARD-RIGHT TWO JOYSTICKS JOYSTICK-LEFT JOYSTICK-RIGHT NO JOYSTICKS KEYBOARD-RIGHT KEYBOARD-LEFT VIII. COMMANDS ONCE YOU'VE SELECTED A CONTROL DEVICE FOR YOUR TEAMS, YOU NEED TO KNOW WHAT TO TOUCH, PRESS, OR FONDLE TO MAKE THEM WORK, IN OTHER WORDS, YOU NEED COMMANDS. THESE COMMANDS ARE BROKEN DOWN INTO BATTING COMMANDS, RUNNING COMMANDS, PITCHING COMMANDS, AND FIELDING COMMANDS, AND ARE LISTED BELOW: 1. BATTING COMMANDS A. SELECT YOUR TYPE OF SWING. PRESS AND HOLD DOWN THE ARROW KEY FOR THE SWING YOU WANT. WHILE HOLDING THE KEY, PRESS ENTER. TO SELECT A NORMAL (LINE DRIVE) SWING, PRESS ENTER WITHOUT PRESSING ANY ARROW KEY. B. SELECT THE AREA OF THE STRIKE ZONE IN WHICH YOU WILL SWING. PRESS AND HOLD DOWN THE ARROW KEY FOR THE AREA YOU WANT - AND BE PREPARED TO SWING. C. PRESS ENTER TO MAKE YOUR SWING. IF YOU PRESS ENTER WITHOUT PRESSING AND HOLDING DOWN AN ARROW KEY, YOU WILL SWING THROUGH THE CENTER AREA OF THE GRID. 2. RUNNING COMMANDS A. TO ADVANCE: PRESS THE DESIRED BASE KEY. B. TO RETREAT: PRESS AND HOLD DOWN ENTER , THEN PRESS THE DESIRED BASE KEY. C. TO LEAD OR STEAL: PRESS THE DESIRED BASE KEY, WHEN THE ON SCREEN MENU OFFERS THAT OPTION. 3. PITCHING COMMANDS A. SELECT TYPE OF PITCH. PRESS AND HOLD DOWN THE ARROW KEY FOR THE PITCH YOU WANT. WHILE HOLDING THE KEY, PRESS ENTER. TO SELECT A FAST BALL, PRESS ENTER WITHOUT PRESSING ANY ARROW KEY. B. AIM AT THE STRIKE ZONE. PRESS AND HOLD DOWN THE ARROW KEY FOR THE AREA YOU WANT - AND BE PREPARED TO SWING. REMEMBER THAT THE PITCHER'S ACCURACY RATING AND HIS LEVEL OF FATIGUE WILL AFFECT HOW CLOSE HE WILL THROW TO THE SELECTED AREA. C. PITCH. PRESS ENTER. D. PICK OFF ATTEMPT. WITHIN 1 SECOND OF PRESSING ENTER TO PITCH, PRESS THE BASE KEY TO ABORT THE PITCH AND THROW TO A MAN ON BASE INSTEAD. 4. FIELDING COMMANDS A. CATCHING. AS A HIT BALL MOVES AWAY FROM THE PLATE, THE CLOSEST PLAYER TO THE BALL IS HIGHLIGHTED.WHILE A PLAYER IS HIGHLIGHTED, PRESSING THE ARROW KEYS MOVES HIM THROUGH THE FIELD IN THE DIRECTION OF THE ARROWS. (TIP: WAIT A SECOND UNTIL YOU KNOW APPROXIMATELY WHERE THE BALL IS GOING BEFORE YOU HIT ANY DIRECTION KEYS.) THE HIGHLIGHTED PLAYER WILL CHANGE AS THE BALL TRAVELS FURTHER INTO THE OUTFIELD - UNLESS YOU ARE PRESSING DOWN A DIRECTION KEY. ONCE THE PLAYER HAS FIELDED THE BALL, THE PLAYER WILL NO LONGER MOVE IN THE DIRECTION OF THE ARROW KEYS. B. THROWING PRESS AND HOLD DOWN THE DESIRED BASE KEY AND PRESS ENTER. TO SELECT PITCHER, PRESS ENTER WITHOUT PRESSING ANY ARROW KEY. C. RUN DOWNS. IF THERE IS A RUNNER OFF BASE AND AN INFIELDER HAS THE BALL, THE FIELDER CAN CHOOSE THE TAG THE RUNNER OUT, INSTEAD OF THROWING THE BALL. TO MOVE THE FIELDER, PRESS THE BASE KEY THAT SHOULD RUN TOWARDS. YOU CAN CHANGE YOUR MIND AND MAKE THE FIELDER THROW THE BALL AT ANY TIME BY USING THE NORMAL FIELDING COMMANDS. ESSENTIALLY, HARDBALL II BREAKS DOWN THE ACTS OF PITCHING, HITTING, CATCHING, THROWING, AND RUNNING BASES INTO STEPS WHICH ARE USUALLY MORE SIMULTANEOUS THAN SUCCESSIVE. THE FOLLOWING GIVES YOU AN OVERVIEW OF THE PROCESS. BEFORE A PITCH CAN BE THROWN, THESE THINGS CAN (AND SOMETIMES MUST) HAPPEN: * THE PITCHER SELECTS A PITCH. * THE BATTER SELECTS A TYPE OF SWING. * IF THERE'S A RUNNER ON BASE, THE BATTER CAN DECIDE TO TAKE LEAD OFF.BUT HE MUST DECIDE BEFORE THE PITCHER AIMS HIS PITCH. A MENU WILL APPEAR IN THE BATTING TEAM'S SCREEN WHEN THE LEAD/STEAL OPPORTUNITY IS AVAILABLE. * THE PITCHER SELECTS WHERE IN THE STRIKE ZONE GRID TO AIM HIS PITCH. (AT WHICH TIME, THE BATTER HAD BETTER BE READY. AS SOON AS THE PITCHER SELECTS HIS AIM, THE BALL WILL BE THROWN.) * THE PITCHER HAS ABOUT ONE FULL SECOND TO PICK THE RUNNER OFF BASE BEFORE PITCH IS THROWN. * TO PICK SOMEBODY OFF: AS SOON AS YOU HAVE PRESSED ENTER, AS THOUGH YOU WERE MAKING A NORMAL PITCH, PRESS AND HOLD THE BASE KEY AND ENTER. THE PITCH IS INTERRUPTED AND THE SCREEN WILL CUT TO A VIEW OF THE BASE INVOLVED IN THE PLAY. AFTER A PITCH IS THROWN, THESE THINGS CAN ( AND SOMETIMES MUST) HAPPEN: * THE BATTER CHOOSES TO SWING OR NOT TO SWING, AND IN WHAT AREA OF THE STRIKE ZONE. * IF THE BATTER CONNECTS, HE RUNS AUTOMATICALLY TO FIRST. * RUNNERS MUST BE DIRECTED TO TAKE OTHER BASES THAN FIRST, UNLESS THEY ARE FORCED TO PROCEED BY OTHER RUNNERS.(THEY AUTOMATICALLY TAG UP WHEN A POP FLY IS CAUGHT.) * FIELDERS MUST BE DIRECTED TO CATCH THE BALL AND RELAY IT TO THE PROPER TEAMMATE. (A PLAY IS NOT DEAD, BY THE WAY, UNTIL THE BALL IS FIRMLY ENTRENCHED IN THE PITCHERS GLOVE WHEN HE'S ON THE MOUND.) CHAPTER 2 HOW TO SET UP A BALL GAME AFTER THE TITLE AND CREDIT SCREENS, THE MAIN MENU APPEARS.IT'S SORT OF THE CENTRAL BRAIN OF HARDBALL II. USE THE UP AND DOWN ARROWS ON THE KEYPAD TO HIGHLIGHT AN OPTION ON THE MENU, THEN PRESS ENTER TO ACTIVATE IT. I. SELECT TEAMS YOU'VE GOT A BALL, NOW YOU NEED SOME BALL PLAYERS. HERE'S HOW TO CHOOSE HOME AND VISITOR TEAMS. 1. HIGHLIGHT SELECT HOME TEAM AND PRESS ENTER. * THE ROSTER SCREEN APPEARS, LISTING SEVERAL TEAMS THAT ARE ALL READY TO GO. EACH OF THEM WAS CREATED WITH THE TEAM EDITOR. * CHOOSE THE SANDLOT SWINGERS IF YOU'RE A RAW - BONED ROOKIE AND WANT A KINDER, GENTLER INTRODUCTION TO HARDBALL II. THE SWINGER'S ABILITIES HAVE BEEN DELIBERATELY TAMPERED WITH SO THAT YOU HAVE THE LEAST POSSIBLE VARIABLES TO DEAL WITH BUT STILL PLAY A REAL GAME. (FOR MORE ROOKIE WISDOM, SEE THE TIPS AND HINT ABOUT PRACTICING>) * CHOOSE TEAMS THAT YOU CREATE AND STORE ON A SEPARATE DISK BY CHANGING THE PATH LINE AT THE TOP OF THE SCREEN. (SEE SAVE TEAM INFO, TO LEARN HOW TO SAVE TEAMS, AND THE APPENDIX, FOR MORE INFORMATION ABOUT PATHS.) 2. HIGHLIGHT A TEAM NAME FROM THE ROSTER AND PRESS ENTER. WHEN YOU RETURN TO THE MAIN MENU, THE NAME YOU SELECTED APPEARS BESIDE H: FOR HOME TEAM. 3. HIGHLIGHT SELECT VISITOR TEAM AND PRESS ENTER.THE ROSTER APPEARS AGAIN.HIGHLIGHT A TEAM NAME, PRESS ENTER, AND YOU SELECTION APPEARS ON THE MAIN MENU ALONGSIDE V: FOR VISITOR TEAM. * IF YOUR TASTES RUN TO THE METAPHYSICAL, YOU CAN EVEN CHOOSE TO HAVE THE SAME TEAM PLAY ITSELF. II. SELECT STADIUM TIME TO CHOSE YOUR FIELD OF DREAMS. 1. HIGHLIGHT SELECT STADIUM, PRESS ENTER, AND A TRUE FAN'S LIST OF STADIUMS APPEARS. 2. HIGHLIGHT THE NAME OF THE STADIUM IN WHICH YOU WOULD LIKE TO WAGE BATTLE, AND PRESS ENTER. (WHEN YOU RETURN TO THE MAIN MENU, THE BACKGROUND WILL REFLECT YOU CHOICE - AND YOU WILL SEE MUCH MORE OF IT DURING THE GAME.) ******************************************************************************* THE STADIUMS HARDBALL II - THE DEEPEST CENTER FIELD OF ALL THE STADIUMS. KEEP YOU CENTER FIELDER BACK TO SHUT DOWN TRIPLES. BOSTON - RIGHT HANDED BATTERS OFTEN HAVE HOME RUNS THWARTED BY THE JOLLY GREEN GIANT WALL IN LEFT FIELD. LEFT HANDERS HAVE IT MUCH EASIER DOWN THE RIGHT FIELD LINE. KANSAS CITY - OK, THE ARTIFICIAL TURF ADDS SPEED TO A GROUNDER - BUT WHAT A GREAT WATERFALL. CHICAGO - WITH IT'S BRICK AND VINES, THESE FRIENDLY CONFINES REPRESENT THE EPITOME OF A CLASSIC BALL PARK. NEW YORK - IT'S BIG, IT'S BAD, IT'S OUTFIELD IS ALIVE WITH THE GHOSTLY GREATS OF ITS PIN-STRIPED PAST. SAN FRANCISCO - WEATHER CONDITIONS ARE FROSTY AND UNPREDICTABLE, TO SAY THE LEAST. SUDDEN GUSTS CAN TURN THAT TRIPLE INTO A HOME RUN - OR A DOUBLE. TORONTO - UNDISPUTED STATE OF THE ART IN STADIUM TECHNOLOGY, BUT THE RUG CAN ADD YARDS TO A MESSED CATCH. III. DESIGNATED HITTER CHOICE: ARE YOU A BASEBALL PURIST, OR DO YOU BELIEVE THAT AGING SLUGGERS SHOULD HAVE A SECOND LIFE? 1. HIGHLIGHT DESIGNATED HITTER AND PRESS ENTER TO TOGGLE THE DH OPTION ON AND OFF. * WHEN THE DH IS ON, THE 10TH PLAYER ON EACH TEAM'S ROSTER WILL COME UP TO BAT IN PLACE OF THE PITCHER. VI. STARTING THE GAME IF YOU DESPERATELY NEED TO BEGIN PLAYING IMMEDIATELY AND WITHOUT FURTHER INSTRUCTIONS: 1. HIGHLIGHT PLAY NEW GAME AND PRESS ENTER. AFTER A PAUSE, YOU GO TO THE MANAGER'S SCREEN. 2. PRESS THE ESC KEY (PLAY BALL IS HIGHLIGHTED ON THE MENU THAT APPEARS), THEN PRESS ENTER. YOU WILL BE WHISKED TO THE GAME SCREEN, READY TO PLAY. 3. TO RETURN TO THE MANAGER'S SCREEN AT ANYTIME, PRESS T. IMPORTANT NOTE: KEEP YOU HARDBALL II COMMAND CHART AT YOUR FINGERTIPS SO THAT YOU KNOW WHAT BUTTONS TO PUSH WHEN. FOR THOSE OF YOU WHO NEED A TAD MORE EXPLANATION, READ ON. THE MANAGER'S SCREEN IS WHERE MANY GOOD THINGS HAPPEN. CHAPTER 3: THE MANAGER'S SCREEN THE MANAGER'S SCREEN APPEARS AFTER YOU CHOOSE PLAY NEW GAME FROM THE MAIN MENU, OR IF A LEAGUE GAME IS SELECTED FROM THE LEAGUE SCHEDULE. YOU CONTROL JUST ABOUT EVERYTHING FROM HERE, INCLUDING CONTROLS, DIFFICULTY LEVELS, LINE-UPS, SUBSTITUTIONS, DEFENSIVE POSITIONS, AND INSTANT REPLAYS. PRESS T WHENEVER THE BALL IS NOT IN PLAY TO GO TO THE MANAGER'S SCREEN. IF YOU PRESS IT DURING PLAY, YOU AUTOMATICALLY GO TO THE MANAGER'S SCREEN WHEN THE PLAY IS OVER. I. HOW TO USE THE MANAGER'S SCREEN THERE ARE THREE MENUS WITHIN THE MANAGER SCREEN: GAME, HOME, AND VISITOR, AND ONLY ONE OF THE THREE MENUS CAN BE OPENED AT A TIME. TRUST US: THEY'RE EASIER TO OPERATE THAN THE FOLLOWING DIRECTIONS MIGHT INDICATE. 1 PRESS ESC TO OPEN THE GAME MENU. PRESS IT AGAIN TO CLOSE IT. 2 ONCE THE GAME MENU IS OPEN, PRESS THE RIGHT ARROW KEY TO OPEN THE HOME MENU (AND PRESS THE LEFT ARROW KEY TO CLOSE IT AND MOVE BACK TO THE GAME MENU). 3 ONCE THE HOME MENU IS OPEN, PRESS THE RIGHT ARROW KEY TO OPEN THE VISITOR MENU (AND PRESS THE LEFT ARROW KEY TO CLOSE IT AND MOVE BACK TO THE HOME MENU). 4 WHEN ANY MENU IS OPEN, USE THE UP AND DOWN ARROW KEYS TO HIGHLIGHT AN OPTION, THEN PRESS ENTER TO SELECT IT. 5 WHEN YOU SELECT SOME OPTIONS, ADDITIONAL SUB-MENUS MAY OPEN, AND THE SAME PROCEDURE APPLIES: RIGHT ARROW KEY TO ENTER MENU, UP AND DOWN ARROWS TO HIGHLIGHT, ENTER TO SELECT, LEFT ARROW KEY TO EXIT. II.HOW TO VIEW YOUR PLAYERS' STATS WITHOUT THE MENUS, THE MANAGER SCREEN SERVES AS THE STATISTICAL BIBLE FOR YOUR PLAYERS.ALL STATS ARE CUMULATIVE AND ARE UPDATED AUTOMATICALLY EACH TIME YOU PLAY. BECAUSE THERE ARE SO MANY STATS, EVERY CATEGORY CAN'T BE DISPLAYED ON ONE SCREEN. THE PLAYER'S NAME AND POSITION, HOWEVER, ARE ALWAYS DISPLAYED - AND HERE'S HOW TO ACCESS THE ADDITIONAL INFO. 1 USE THE UP AND DOWN ARROW KEYS TO SCROLL VERTICALLY THROUGH THE LIST OF PLAYERS.  * THE HOME TEAM STATS ALWAYS APPEARS FIRST. * TO MAKE THE VISITOR TEAM APPEAR, PRESS ESC TO OPEN THE GAME MENU, THEN PRESS THE RIGHT ARROW KEY TWICE TO OPEN THE VISITOR MENU. THEN PRESS ESC AGAIN TO MAKE THE MENU DISAPPEAR. 2 USE THE RIGHT AND LEFT ARROW KEYS TO SCROLL RIGHT AND LEFT, REVEALING ADDITIONAL STATISTICAL COLUMNS FOR EACH PLAYER. 3 PRESS THE HOME KEY ( ON MOST KEYBOARDS) TO MOVE TO THE FIRST STATISTICAL COLUMN; PRESS THE END KEY (AGAIN, ON MOST KEYBOARDS) TO JUMP TO THE LAST. 4 PRESS THE PAGEUP KEY TO SCROLL QUICKLY TOWARDS THE TOP OF THE PLAYER LIST; PRESS PAGEDOWN TO MOVE QUICKLY TOWARDS THE BOTTOM. NOTE: SEE THE GLOSSARY FOR COMPLETE SPELLINGS AND DEFINITIONS OF EACH STATISTICAL CATEGORY. IIITHE GAME MENU PRESS ESC ONCE AND THE GAME MENU OPENS, REVEALING SIX OPTIONS PLAY BALL 1 HIGHLIGHT PLAY BALL AND PRESS ENTER TO BEGIN A GAME OR RETURN TO A GAME IN PROGRESS. VIEW 1 HIGHLIGHT VIEW AND A SUB-MENU APPEARS. 2 PRESS THE RIGHT ARROW KEY TO ENTER THE SUB-MENU, USE THE UP AND DOWN ARROWS TO HIGHLIGHT ONE OF THE VIEWS, AND PRESS ENTER TO SELECT IT. * A CHECK MARK APPEARS BESIDE THE SELECTION. TO CHANGE YOUR MIND, HIGHLIGHT A DIFFERENT VIEW AND PRESS ENTER. 3 PRESS THE LEFT ARROW KEY TO EXIT THE SUB-MENU. ******************************************************************************* FIELD VIEWS FULL FIELD ONLY THE WHOLE FIELD FROM THE SECOND DECK BEHIND HOME PLATE, BUT THERE'S LITTLE DETAIL OF INDIVIDUAL PLAYERS, AND IT'S NOT A GREAT VIEW FOR BATTING.TRY IT WHEN YOU'RE PITCHING, OR TO CHECK YOUR TEAM'S DEFENSIVE POSITIONS, OR WHENEVER YOU JUST WANT TO SIT BACK AND WATCH A GOOD COMPUTER VS. COMPUTER MATCHUP. PITCHER VIEW THE VIEW FROM BEHIND THE PITCHER'S MOUND. GREAT FOR WATCHING FAST BALLS SLAP INTO THE CATCHER'S GLOVE. BATTER VIEW THE VIEW OF THE INFIELD FROM THE CATCHER'S PERSPECTIVE. GIVES YOU THE CLEAREST VIEW OF INCOMING PITCHES SO YOUR BATTERS WILL LOVE IT. PITCHER/BATTER BEST CHOICE FOR A ONE-PLAYER GAME BECAUSE IT AUTOMATICALLY GIVES YOU THE PITCHER VIEW WHEN YOU'RE ON THE MOUND AND THE BATTER VIEW WHEN YOU'RE AT THE PLATE. ******************************************************************************* LEVELS OF PLAY 1 HIGHLIGHT LEVELS OF PLAY AND PRESS ENTER. THE LEVEL OF PLAY SCREEN APPEARS. * THE LEVEL OF PLAY SCREEN CONDENSES INTO ONE HANDY LIST 16 DIFFERENT OPTIONS THAT CONTROL THE COMPLEXITY OF THE GAME YOU WANT TO PLAY. * HIGHLIGHT ANY OPTION, THEN USE THE ENTER KEY TO TOGGLE BETWEEN NO AND YES (NO, I DON'T WANT THAT OPTION ACTIVE OR YES, I'D LOVE THAT OPTION TO BE ACTIVE). SEE TABLE 2 FOR THE DEFINITIONS OF EACH OPTION. 2 PRESS ESC TO LEAVE LEVEL OF PLAY MENU AND RETURN TO THE GAME MENU. ******************************************************************************* TABLE 2: CHOOSING YOUR LEVEL OF PLAY CHOOSE ALL THE ITALICIZED OPTIONS IN THIS TABLE TO SET UP THE EASIEST POSSIBLE LEVEL OF PLAY, OR CHOOSE ALL THOSE IN STANDARD TYPE TO SET UP THE MOST DIFFICULT, OR MIX THEM UP TO CREATE YOUR OWN SMORGASBORD OF CHALLENGE. OPTION EFFECT ON GAMEPLAY NO YES PITCHING BAR TYPE OF PITCH INVISIBLE TYPE OF PITCH VISIBLE TO OPPONENT BATTING BAR TYPE OF SWING INVISIBLE TYPE OF SWING VISIBLE TO OPPONENT PITCHING GRID LOCATION OF PITCH INVISIBLE LOCATION OF PITCH VISIBLE TO OPPONENT BATTING GRID LOCATION OF SWING INVISIBLE LOCATION OF SWING VISIBLE TO OPPONENT LOCK CENTER PITCHER CAN THROW TO ANY OF PITCHER CAN ONLY THROW TO 9 AREAS IN THE STRIKE ZONE THE CENTER OF THE STRIKE ZONE PITCHER STATS PITCHER'S STATISTICS HAVE PITCHER'S STATISTICS AFFECT NO AFFECT ON PERFORMANCE PERFORMANCE BATTER STATS BATTER'S STATISTICS HAVE NO BATTER'S STATISTICS AFFECT AFFECT ON PERFORMANCE PERFORMANCE RUNNING SPEED PRE-SET SPEED HAS NO EFFECT. RUNNER'S SPEED IS BASED ON ALL RUN AT SAME SPEED: MED PRE-SET ATTRIBUTE PITCH SPEED ALL PITCHES AT SAME SPEED: SPEED VARIES ACCORDING TO MEDIUM PRE-SET ATTRIBUTE BALL CONTROL PRE-SET BALL CONTROL HAS NO BALL CONTROL IS BASED ON PRE- EFFECT. BALL CONTROL: MAX SET ATTRIBUTE AND FATIGUE OF PITCHER RUN DOWN NOT ALLOWED ALLOWED LEAD OFF NOT ALLOWED ALLOWED STEALING NOT ALLOWED ALLOWED PICK OFF NOT ALLOWED ALLOWED ERRORS-CATCH NEVER OCCUR OCCUR BASED ON ERROR STATISTICS ERRORS-THROWN NEVER OCCUR OCCUR BASED ON ERROR STATISTICS ******************************************************************************* INSTANT REPLAY AFTER A PERFECTLY-EXECUTED DOUBLE STEAL OR A BASE-CLEARING TRIPLE OFF THE WALL, THERE'S NOTHING LIKE SEEING IT AGAIN. THIS OPTION WORKS LIKE YOUR VCR 1 PRESS T DURINGTHE PLAY, AND AFTERWARDS YOU ARE WHISKED TO THE MANAGERS SCREEN. * IF ANOTHER PLAY BEGINS BEFORE YOU PRESS T, YOU MISS THE BOAT. THE PREVIOUS PLAY WILL ONLY BE A FADING MEMORY. 2 FROM THE MANAGER'S SCREEN, PRESS ESC TO MAKE THE GAME MENU APPEAR. 3 HIGHLIGHT INSTANT REPLAY, PRESS ENTER, AND THE INSTANT REPLAY BEGINS. 4 SEE TABLE 3 FOR THE DIFFERENT WAYS YOU CAN PLAY SPORTS TELEVISION DIRECTOR AND REPLAY YOUR GREATEST MOMENTS. ******************************************************************************* TABLE 3: INSTANT REPLAY OPTIONS SLOW MOTION 1 PRESS THE LEFT ARROW KEY UNTIL THE SLOW MOTION BUTTON LIGHTS UP. 2 PRESS AND HOLD ENTER FOR AS LONG AS YOU WANT TO SEE THE REPLAY IN SLOW MOTION. 3 RELEASE ENTER TO RETURN THE REPLAY TO NORMAL SPEED FAST FORWARD 1 PRESS THE LEFT OR RIGHT ARROW KEY TO LIGHT UP THE FAST FORWARD BUTTON. 2 PRESS AND HOLD ENTER TO VIEW THE PLAY IN HYPER SPEED. 3 RELEASE ENTER TO RETURNS THE REPLAY TO NORMAL SPEED. PAUSE 1 PRESS THE LEFT OR RIGHT ARROW KEY TO ILLUMINATE THE PAUSE BUTTON. 2 PRESS AND RELEASE ENTER TO STOP THE ACTION ON A PARTICULARLY MEMORABLE MOMENT IN TIME. 3 PRESS AND RELEASE ENTER AGAIN TO RETURN TO NORMAL. FRAME ADVANCE 1 WHEN YOU REALLY WANT TO RUB IT IN, PRESS THE LEFT OR RIGHT ARROW KEY TO IRRADIATE THE FRAME ADVANCE BUTTON. 2 PRESS AND HOLD ENTER TO WATCH THE ACTION ADVANCE, FRAME BY FRAME. 3 RELEASE ENTER TO RETURN TO NORMAL REPLAY. REPEAT 1 WHEN YOU SEE THE MESSAGE "INSTANT REPLAY COMPLETED, "PRESS THE LEFT OR RIGHT ARROW KEY TO ENERGIZE THE REPEAT BUTTON. 2 THEN PRESS ENTER TO SEE IT AGAIN. EXIT 1 PRESS THE RIGHT ARROW KEY TO SPOTLIGHT THE EXIT BUTTON. 2 PRESS ENTER TO RETURN TO THE MANAGER'S SCREEN. 3 PRESS ESC, THEN ENTER TO CONTINUE THE GAME. ******************************************************************************* SAVE GAME WHEN YOU CAN'T FINISH A GAME IN ONE SITTING, OR THINGS ARE GOING SO BADLY YOU THINK A POSTPONEMENT IS IN ORDER - SAVE YOUR GAME IN PROGRESS. YOU CAN SAVE UP TO 5 GAMES AT A TIME. SAVE GAME (CONT) 1 HIGHLIGHT SAVE GAME, PRESS ENTER, AND YOU ARE ASKED FOR A PATH TO SAVE THE GAME INFORMATION. (SEE THE APPENDIX, FOR MORE INFORMATION ON PATHS.) 2 PRESS ENTER TO USE THE DEFAULT PATH. 3 HIGHLIGHT AN EMPTY SLOT (IMPORTANT SAFETY TIP: IF YOU SAVE THE GAME IN AN OCCUPIED SPOT, YOU LOSE THE GAME THAT'S ALREADY THERE), AND PRESS ENTER. THE GAME WILL BE SAVED AND YOU ARE RETURNED TO THE MANAGER'S SCREEN. EXIT SARTE WAS WRONG; THERE IS AN EXIT. AND IT TAKES YOU TO THE MAIN MENU. 1 HIGHLIGHT EXIT AND PRESS ENTER. (NOW YOU'RE ON THE MAIN MENU.) IF YOU WANT TO LEAVE HARDBALL II AND RETURN TO DOS: 2 HIGHLIGHT EXIT TO DOS ON THE MAIN MENU AND PRESS ENTER. IV HOW TO USE THE HOME AND VISITOR MENUS THE OPTIONS THAT APPEAR IN THE HOME AND VISITOR MENUS ARE IDENTICAL, AND GIVE YOU THE POWER OF A STEINBRENNER OVER YOUR TEAMS.HERE'S THE POOP: SAVE TEAM INFO AFTER EVERY PLAY, PLAYER STATISTICS ARE AUTOMATICALLY UPDATED. YOU HAVE TO CONSCIOUSLY SAVE THE CHANGES, HOWEVER, IF YOU WANT TO MAKE THEM PERMANENT (IF YOU DON'T SAVE THEM BEFORE RETURNING TO THE MAIN MENU, YOUR TEAM'S STATS WILL REVERT TO WHAT THEY WERE AT THE BEGINNING OF THE GAME). YOU CAN SAVE ONE, OR BOTH TEAMS' UPDATED STATISTICS. 1 HIGHLIGHT SAVE TEAM INFO AND PRESS ENTER. YOU ARE ASKED WHICH PATH YOU WANT TO USE TO SAVE THE TEAM'S INFORMATION. (SEE THE APPENDIX FOR MORE INFORMATION ABOUT CHOOSING A PATH.) 2 PRESS ENTER IF YOU WANT TO SAVE THE TEAM INFO ON THE GAME DISKS (THIS IS CALLED THE DEFAULT PATH.) THE STATS ARE THEN UPDATED AND YOU ARE ESCORTED BACK TO THE MANAGER'S SCREEN. SWAP POSITIONS A CHANGE OF SCENERY CAN DO WONDERS FOR SOME PLAYERS. 1 HIGHLIGHT SWAP POSITIONS AND PRESS ENTER. 2 HIGHLIGHT THE FIRST PLAYER IN THE SWAP, AGAIN PRESS ENTER. THAT NAME NOW APPEARS IN A DIFFERENT COLOR. 3 HIGHLIGHT THE SECOND PLAYER IN THE SWAP AND PRESS ENTER. THE BATTING ORDER WON'T CHANGE, BUT THE TWO PLAYERS HAVE EXCHANGED FIELD POSITIONS. SUBSTITUTION HERE'S HOW TO CHANGE YOUR STARTING LINE-UP BEFORE A GAME STARTS.AFTER A GAME STARTS, A REST CAN DO WONDERS FOR SOME PLAYERS. (BUT REMEMBER, IF YOU YANK SOMEBODY AFTER A GAME HAS BEGUN, HE CAN'T GO IN AGAIN UNTIL THE NEXT GAME.) SUBSTITUTION (CONT) 1 HIGHLIGHT SUBSTITUTE AND PRESS ENTER. 2 HIGHLIGHT THE NAME OF THE PLAYER YOU WANT TO RIDE THE PINES AND PRESS ENTER. (THE SCREEN NOW SHOWS YOU AVAILABLE PLAYERS FROM YOUR ROSTER. 3 USE THE UP AND DOWN ARROW KEYS TO SCROLL THROUGH THE ROSTER PLAYERS. * ONLY PITCHERS CAN SUBSTITUTE FOR PITCHERS. READ UP ON WARM UPS BEFORE YOU SUBSTITUTE A PITCHER. 4 HIGHLIGHT A PLAYER'S NAME AND PRESS ENTER. THE STARTER IS NOW IN THE DUGOUT AND THE NEW GUY TAKES HIS FIELD AND BATTING POSITION. BATTING ORDER EVERY MANAGER HAS TO JUGGLE HIS BATTING ORDER FROM TIME TO TIME TO SHAKE THINGS UP. WHEN YOU'RE RETHINKING YOUR LINE-UP, TAKE A CLOSE LOOK AT CERTAIN PLAYER STATS SUCH AS BATTING AVERAGE, SLUGGING PERCENTAGE, AND RUNNING SPEED.BUT REMEMBER THAT CHANGES CAN ONLY BE MADE BEFORE A GAME BEGINS. TO MAKE CHANGES IN THE ORDER, SWAP PLAYERS' PLACES IN THE LINEUP. 1 HIGHLIGHT BATTING ORDER AND PRESS ENTER. 2 HIGHLIGHT THE FIRST PLAYER IN THE SWAP AND PRESS ENTER. THAT NAME IS NOW WRITTEN IN A DIFFERENT COLOR. 3 HIGHLIGHT THE SECOND PLAYER IN THE SWAP AND PRESS ENTER. THE PLAYERS AUTOMATICALLY EXCHANGED PLACES IN THE LINE-UP. 4 REPEAT THE PROCESS UNTIL YOU CREATE A BIG HARDBALL II MACHINE. CONTROL THE EXPLANATION FOR THIS OPTION WAS EXPLAINED EARLIER IN THE MANUAL. PLEASE TURN TO SELECTING YOUR CONTROLS. PITCHING 1 HIGHLIGHT PITCHING AND PRESS ENTER TO OPEN THE PITCHING SUB-MENU. 2 PRESS THE RIGHT ARROW KEY TO ENTER THE SUB-MENU. 3 HIGHLIGHT ONE OF THE FOLLOWING OPTIONS AND PRESS ENTER TO SELECT IT. 4 PRESS THE LEFT ARROW KEY TO RETURN TO THE HOME OR VISITOR MENU. INTENTIONAL WALK 1 HIGHLIGHT INTENTIONAL WALK AND PRESS ENTER TO WALK THE CURRENT BATTER. (A CHECK APPEARS BESIDE THE OPTION WHEN IT'S ON.) * YOU MUST CHOOSE THIS OPTION BEFORE THROWING THE FIRST PITCH TO THE BATTER, WHO WILL BE WALKED AUTOMATICALLY. START WARMUP PITCHERS IN HARDBALL II GROW TIRED AFTER PITCHING A GIVEN NUMBER OF INNINGS (THE NUMBER IS LISTED IN THEIR STATS). WHEN FATIGUE STARTS TO HAMPER A PITCHER'S PERFORMANCE, YOU'D BETTER BRING IN SOME RELIEF. START WARMUP (CONT) A RELIEVER, HOWEVER, NEEDS AT LEAST ONE INNING TO WARM UP (IF HE'S COLD, HIS ACCURACY SUFFERS), SO PLAN AHEAD. BUT DON'T OVERHEAT HIM EITHER, OR HE COULD BE TIRED AND INACCURATE BEFORE HE HITS THE MOUND. 1 HIGHLIGHT START WARMUP AND PRESS ENTER.(A LIST OF AVAILABLE FIREMEN FROM YOUR ROSTER NOW APPEARS.) 2 USE THE UP AND DOWN KEYS TO SCROLL THROUGH THE LIST. 3 HIGHLIGHT A NAME AND PRESS ENTER. THAT RELIEF PITCHER IS NOW IN THE BULLPEN, WARMING UP TO ENTER THE GAME. SUBSTITUTE PITCHER WHEN YOU NEED A STOPPER AND THERE'S ONE READY AND WARMED UP IN THE BULLPEN: 1 HIGHLIGHT SUBSTITUTE PITCHER AND PRESS ENTER. (THE STIFF IS NOW IN THE SHOWERS, AND THE NEW GUY IS OUT THERE IN THE MOUND, FINGERING THE ROSIN BAG.) INFIELD AH, STRATEGY. HERE'S WHERE YOU CAN PROVE YOU CAN MAKE IT IN THE SHOW, OR THAT YOUR MANAGERIAL ACUMEN IS STRICTLY DOUBLE A.TO ALIGN YOU INFIELDERS ACCORDING TO THE SITUATION AT HAND: 1 HIGHLIGHT INFIELD TO OPEN THE INFIELD SUB-MENU; THEN PRESS THE RIGHT ARROW KEY TO MOVE INTO THE INFIELD SUB--MENU. 2 HIGHLIGHT ONE OF THE FOLLOWING OPTIONS AND PRESS ENTER. (A CHECK APPEARS BESIDE THE SELECTED DEFENSIVE POSITIONING. CUSTOM AND SET CUSTOM IF NONE OF THE PRE-SET DEFENSIVE POSITIONS SUIT YOUR MANAGERIAL TASTE, YOU CAN PLACE YOUR INFIELDERS JUST ABOUT ANYWHERE YOU WANT WITH THIS CUSTOMIZING FEATURE. 1 HIGHLIGHT SET CUSTOM AND PRESS ENTER TO SEE A FULL FIELD VIEW OF YOUR TEAM. 2 PRESS THE UP ARROW KEY TO HIGHLIGHT THE 1ST BASEMAN'S JERSEY. 3 PRESS AND HOLD THE ENTER KEY TO MOVE THE HIGHLIGHTED PLAYER. WITH ENTER DEPRESSED, USE THE ARROW KEYS TO MOVE THE PLAYER AROUND THE INFIELD. 4 WHEN THE PLAYER IS IN POSITION, RELEASE THE ENTER KEY. 5 USE THE LEFT AND RIGHT ARROW KEYS TO CYCLE THROUGH AND HIGHLIGHT THE REMAINING INFIELDERS (2ND, 3RD AND SHORT), THEN USE THE SAME PROCESS TO SET THEIR POSITIONS. 6 WHEN YOUR INFIELD IS SET, PRESS THE DOWN ARROW KEY, THEN THE RIGHT ARROW KEY TO HIGHLIGHT EXIT. PRESS ENTER TO RETURN TO THE MANAGERS'S SCREEN. 7 IF YOU CHANGE YOUR MIND AND WANT TO START OVER FROM SCRATCH, USE THE DOWN ARROW KEY TO HIGHLIGHT RESTORE POSITIONS AND PRESS ENTER. (YOUR INFIELDERS WILL BE RESET TO THEIR DEFAULT LOCATIONS.) CUSTOM AND SET CUSTOM (CONT) 8 TO SELECT YOUR CUSTOM INFIELD AFTER YOU'VE CREATED ONE, OPEN YOUR INFIELD MENU, HIGHLIGHT CUSTOM AND PRESS ENTER. PRESTO IT IS DONE. OUTFIELD THE METHOD OF CHANGING THE DEFENSIVE POSITIONS OF YOUR OUTFIELDERS IS EXACTLY THE SAME AS SHIFTING YOUR INFIELDERS. ONLY THE STRATEGY IS DIFFERENT. BECAUSE OUTFIELD SIZES AND SHAPES VARY FROM PARK TO PARK, YOU SHOULD PROBABLY CREATE A CUSTOM POSITION WHENEVER YOU START A NEW GAME. 1 HIGHLIGHT OUTFIELD TO OPEN THE OUTFIELD SUB-MENU THEN PRESS THE RIGHT ARROW KEY TO MOVE INTO THE SUB-MENU. 2 HIGHLIGHT ONE OF THE FOLLOWING OPTIONS AND PRESS ENTER. (A CHECK APPEARS BESIDE THE SELECTED DEFENSIVE POSITIONING) CUSTOM AND SET CUSTOM NOTHING IS MORE SATISFYING THAN TO THWART A BATTER'S STRENGTH WITH A GOOD OLD-FASHIONED OUTFIELDER SHIFT. ALSO, REMEMBER THAT THE OUTFIELD IS DEEPER THAN IT APPEARS ON THE SCREEN, SO YOU MAY WANT YOU MEN A LITTLE FURTHER BACK THAN YOU FIRST EXPECT. 1 HIGHLIGHT SET CUSTOM AND PRESS ENTER TO SEE A FULL FIELD VIEW OF YOUR TEAM. 2 PRESS THE UP ARROW KEY TO HIGHLIGHT ONE OF YOUR OUTFIELDERS. 3 PRESS AND HOLD THE ENTER KEY TO MOVE THE HIGHLIGHTED PLAYER. WITH ENTER DEPRESSED, USE THE ARROW KEYS TO MOVE THE PLAYER AROUND THE OUTFIELD. 4 WHEN THE PLAYER IS IN POSITION, RELEASE THE ENTER KEY. 5 USE THE LEFT AND RIGHT ARROW KEYS TO CYCLE THROUGH AND HIGHLIGHT THE REMAINING OUTFIELDERS, THEN USE THE SAME PROCESS TO SET THEIR POSITIONS. 6 WHEN YOUR OUTFIELD IS SET, PRESS THE DOWN ARROW KEY, THEN THE RIGHT ARROW KEY TO HIGHLIGHT EXIT.PRESS ENTER TO RETURN TO THE MANAGERS'S SCREEN. 7 IF YOU CHANGE YOUR MIND AND WANT TO START OVER FROM SCRATCH, USE THE DOWN ARROW KEY TO HIGHLIGHT RESTORE POSITIONS AND PRESS ENTER. (YOUR OUTFIELDERS WILL BE RESET TO THEIR DEFAULT LOCATIONS.) 8 TO SELECT YOUR CUSTOM OUTFIELD AFTER YOU'VE CREATED ONE, OPEN YOUR OUTFIELD MENU, HIGHLIGHT CUSTOM AND PRESS ENTER. ABRACADABRA, IT IS DONE. CHAPTER 4: HOW TO USE THE TEAM EDITOR IF YOU HIGHLIGHT TEAM EDITOR ON THE MAIN MENU AND PRESS ENTER, YOU JOURNEY TO THE OFFICIAL HARDBALL II TEAM EDITOR SCREEN. FROM HERE YOU CAN CREATE YOUR OWN TEAMS FROM SCRATCH OR MODIFY EXISTING ONES. I HOW TO CREATE OR CHANGE NAMES USE THE UP AND DOWN ARROW KEYS TO MOVE FROM LINE TO LINE, THEN: 1 TYPE IN THE NAME OF YOUR TEAM (UP TO 25 CHARACTERS, INCLUDING SPACES) AND PRESS ENTER. 2 TYPE IN THE NAME OF YOUR MANAGER (UP TO 25 CHARACTERS, INCLUDING SPACES) AND PRESS ENTER. 3 TYPE IN THE NAMES OF YOUR PLAYERS (UP TO 16 CHARACTERS, INCLUDING SPACES) AND PRESS ENTER.YOU CAN HAVE UP TO 30 PLAYERS PER TEAM IN THIS LEAGUE. * THE FIRST NINE PLAYERS LISTED COMPRISE YOUR STARTING LINEUP: EVERYBODY ELSE IS SUBSTITUTE FODDER. * USE THE UP AND DOWN KEYS TO MOVE THE HIGHLIGHTER FROM PLAYER TO PLAYER, AND TO SCROLL OTHER NAMES ONTO THE SCREEN. * PRESS THE PAGEUP KEY TO MOVE MORE QUICKLY TOWARDS THE TOP OF THE LIST; PRESS PAGEDOWN TO LEAP TOWARDS THE BOTTOM. II HOW TO CREATE OR CHANGE PLAYER STATS IN-DEPTH STATS, AS WELL AS SPECIAL ATTRIBUTES, ARE RECORDED BY CATEGORY FOR EACH PLAYER IN THE TEAM EDITOR. THERE ARE 41 CATEGORIES, THE FIRST 22 OF WHICH PERTAIN TO ALL POSITION PLAYERS (INCLUDING PITCHERS), AND 19 OF WHICH PERTAIN TO PITCHERS ONLY. 1 PRESS ESC TO CLOSE THE EDITOR MENU IF IT'S OPEN. 2 HIGHLIGHT A PLAYER'S NAME, THEN PRESS THE RIGHT ARROW KEY TO HIGHLIGHT THE FIRST STATISTICAL CATEGORY FOR THAT PLAYER. * THE FULL NAME OF THE ABBREVIATED STAT OR ATTRIBUTE THAT IS HIGHLIGHTED APPEARS AT THE BOTTOM OF THE SCREEN. * ONLY FOUR CATEGORIES APPEAR ON THE SCREEN AT A TIME: USE YOUR RIGHT OR LEFT ARROW KEYS TO MAKE MORE APPEAR. * PLAYERS NAMES AND POSITIONS ARE ALWAYS DISPLAYED. * PRESS THE HOME KEY (MOST KEYBOARDS) TO JUMP TO THE FIRST STATISTICAL CATEGORY AND PRESS THE END KEY TO GO TO THE LAST. 3 TO CHANGE A CURRENT STAT OR ATTRIBUTE, TYPE IN THE NEW INFORMATION; TO KEEP THE EXISTING DATA, USE THE RIGHT OR LEFT ARROW KEYS TO MOVE ON TO THE NEXT CHOICE. * IT IS A GOOD IDEA TO MOVE RIGHT ACROSS THE SCREEN AND ENTER ALL THE INFORMATION FOR ONE PLAYER AND THEN MOVE DOWN TO ENTER THE NEXT PLAYER'S INFORMATION. * IF YOU ENTER ILLOGICAL INFORMATION - I.E. DATA SAYS A GUY HAS HIT 12 HOMERS BUT HE'S ONLY BEEN UP ONCE - YOU ARE PROMPTED TO MAKE CORRECTIONS BEFORE YOU CAN CONTINUE. 4 BE SURE TO USE THE TEAM EDITOR'S MENU TO SAVE YOUR ENTRIES BEFORE YOU RETURN TO THE MAIN MENU (FOR DETAILS, SEE THE APPENDIX). IIIWHY WORRY ABOUT STATS AND ATTRIBUTES? EVERY PLAYER HAS CERTAIN STRENGTHS AND WEAKNESSES. ONE MIGHT BE A STRONG HITTER, BUT A LOUSY FIELDER.ONE MAY HAVE THE BEST CURVE IN THE GAME, BUT HE TIRES EARLY. STATISTICS MEASURE THESE QUALITATIVE DIFFERENCES SO THAT MANAGERS AND FANS CAN PREDICT PLAYER PERFORMANCE WITH RELATIVE ACCURACY. A GOOD MANAGER (I.E. ONE WHO WINS A LOT) HAS TO SKILLFULLY MANIPULATE PLAYERS IN HUNDREDS, MAYBE THOUSANDS OF DIFFERENT SITUATIONS. THE GOAL IS TO HAVE PLAYERS ON THE FIELD IN ANY GIVEN SITUATION WHO WILL HAVE THE BEST ODDS OF SUCCESS. AND THOSE ODDS ARE BASED ON THE INFORMATION YOU ENTER INTO THE TEAM EDITOR. THAT INFORMATION IS DIVIDED INTO TWO TYPES: ATTRIBUTES AND STATISTICS. IV ATTRIBUTES SOME THINGS YOU CAN'T FIND IN A BOX SCORE, BUT ARE STILL VITAL TO A PLAYER'S SUCCESS OR FAILURE.AROUND THE BIGS, THEY'RE CALLED ATTRIBUTES. THESE ATTRIBUTES REFER TO EVERYBODY: TEAM NAME TYPE IN UP TO 25 CHARACTERS. MANAGERS NAME TYPE IN UP TO 25 CHARACTERS. PLAYER NAMES TYPE IN UP TO 16 CHARACTERS. PLAYING POSITION (POS) SEE GLOSSARY FOR A BRIEF EXPLANATION OF EACH OF THE NINE POSITIONS. THROWING ARM (THR) THE CHOICES ARE EITHER THROWS LEFT (L) OR THROWS RIGHT (R). BATTING SIDE (BAT) THE CHOICES ARE EITHER THROWS LEFT (L) OR THROWS RIGHT (R) OR A SWITCH HITTER (S) RUNNING SPEED (RS) ZERO MEANS THAT A PLAYER IS RUNNING WITH A FEW BRICKS IN HIS PANTS; SIX MEANS HE'S A CHEETAH. A GOOD WAY TO DETERMINE A REALISTIC RUNNING SPEED FOR A PLAYER IS TO CHECK HIS STOLEN BASE STATS, ESPECIALLY HOW MANY TIMES HE'S BEEN CAUGHT STEALING. OR DECIDE FOR YOURSELF IF SOMEBODY'S A TWO OR A SIX! THREE ATTRIBUTES REFER ONLY TO PITCHERS: NON FATIGUE INNINGS (NFI) AFTER A PITCHER HAS PLAYED THE NUMBER OF INNINGS LISTED IN THIS CATEGORY, HE STARTS TO BECOME TIRED. THE CHANGE IS GRADUAL, BUT WITH EACH ADDITIONAL INNING HE BECOMES LESS ACCURATE (OR DOWNRIGHT) WILD). IF HE PITCHES FOUR OR FIVE INNINGS BEYOND HIS NFI RATING, HE WILL ALMOST NEVER THROW WHERE HE'S AIMING. A REALISTIC SETTING FOR A VERY STRONG STARTER WOULD BE 3 OR 4 NFI. THEN PLAN TO BRING IN A RELIEF PITCHER ABOUT THE 6TH OR 7TH INNING. OR, FORGET ABOUT PACING, AND CREATE AN IRONMAN WITH AN NFI OF 10 AND TAKE HIM RIGHT ON IN TO EXTRA INNINGS. PITCHING SPEED (PS) ONE MEANS A PITCHER'S FIREBALLING DAYS ARE OVER; TEN MEANS HE THROWS BULLETS BALL CONTROL (BC) ONE MEANS BATTERS SHOULD WEAR CAST IRON HELMETS; TEN MEANS THE GUY IS A MASTER OF NEAR-PERFECT CONTROL. V STATISTICS YOU CAN'T JUST TOSS NUMBERS INTO THE STATISTICAL CATEGORIES IF YOU WANT YOUR GAMES TO BE REALISTIC. THERE'S A BIT OF SCIENCE TO IT, SO WE RECOMMEND THAT YOU USE YOUR NEWSPAPER SPORTS PAGE, A BASEBALL ALMANAC, OR EVEN BASEBALL CARDS AR A REFERENCE TOOL. (THE TEAM EDITOR WILL STOP YOU AND ASK QUESTIONS IF YOU ENTER STATISTICS THAT CONTRADICT EACH OTHER.) YOU DO NOT NEED TO ENTER EVERY STAT YOURSELF. HARDBALL II HELPS YOU WHERE IT CAN BY CALCULATION SOME ENTRIES FROM OTHER INFORMATION YOU SUPPLY.THESE ARE FILLED IN AUTOMATICALLY AS SOON AS YOU ENTER THE NUMBERS NEEDED TO RUN THE CALCULATION. (FOR COMPLETE DEFINITIONS OF ALL STATS USED IN THE TEAM EDITOR, SEE THE GLOSSARY.) YOU CANNOT ENTER SOME INFORMATION.HARDBALL II AUTOMATICALLY PERFORMS THESE CALCULATIONS FOR YOU: BATTING AVERAGE (BA), SLUGGING PERCENTAGE (SLG). ON BASE PERCENTAGE (OB), SINGLES (1B), AND TOTAL BASES (TB). VI THE TEAM EDITOR OPTIONS PRESS ESC FROM THE TEAM EDITOR SCREEN AND SIX OPTIONS APPEAR. PRESS IT AGAIN TO CLOSE THE MENU.WITH THESE SIX OPTIONS, YOU CAN DO JUST ABOUT ANYTHING WITH YOUR TEAMS EXCEPT SELL THEM. LOAD WHEN YOU WANT TO BRING AN EXISTING TEAM INTO THE EDITOR FOR CHANGES: 1 HIGHLIGHT LOAD AND PRESS ENTER. * A PARTIAL LIST APPEARS OF THE TEAMS AVAILABLE IN THE CURRENT DRIVE AND DIRECTORY. * SCROLL THROUGH THE LIST OF TEAMS WITH THE UP AND DOWN ARROW KEYS. LOAD (CONT) * LOAD TEAMS FROM OTHER DISKS BY CHANGING THE PATH STATEMENT. (SEE APPENDIX FOR MORE INFORMATION ABOUT CHANGING PATHS.) 2 HIGHLIGHT THE NAME OF THE TEAM YOU WANT TO CHANGE AND PRESS ENTER. (YOU ARE REUNITED WITH THE TEAM EDITOR, YOUR SELECTED TEAM IN PLACE AND READY FOR MODIFICATIONS.) 3 A TEAM INVOLVED IN LEAGUE PLAY CANNOT BE LOADED INTO THE TEAM EDITOR. THIS IS TO INSURE THAT MID-SEASON IMPROVEMENTS IN YOUR PLAYERS' STATISTICS AND ATTRIBUTES OCCUR ONLY ON THE FIELD AND NOT IN THE FRONT-OFFICE COMPUTER. (HOWEVER, IF YOU DESPERATELY NEED TO "MODIFY" A LEAGUE TEAM, SEE HOW TO CANCEL A LEAGUE.) SAVE AFTER YOU CREATE OR CHANGE A TEAM, YOU NEED TO SAVE THE INFORMATION. TEAMS CAN BE STORED IN A HARD DISK DIRECTORY OR ON SEPARATE FLOPPY DISKS. TEAM DISKS, BY THE WAY, WORK WITH OTHER COPIES OF HARDBALL II, SO YOU CAN TAKE YOUR BEST SQUAD WITH YOU TO AWAY GAMES. 1 HIGHLIGHT SAVE AND PRESS ENTER. (YOU ARE ASKED FOR THE PATH THE COMPUTER SHOULD USE TO STORE THE NEW INFORMATION.) 2 PRESS ENTER IF YOU WANT TO USE THE DEFAULT PATH (THE LOCATION AND ROUTE THAT THE COMPUTER USES TO SAVE PRE-EXISTING TEAMS). IF YOU WANT TO CHANGE THE PATH, SEE THE APPENDIX. DELETE IF A TEAM'S PLAY REALLY STARTS TO STINK UP THE PLACE, AND YOU BEGIN TO QUESTION ITS RIGHT TO EXIST: 1 HIGHLIGHT DELETE AND PRESS ENTER. (A LIST OF PURGEABLE TEAMS APPEARS.) 2 HIGHLIGHT THE NAME OF THE TEAM YOU WOULD LIKE TO ERASE AND PRESS ENTER. * CAUTION: IF YOU PRESS ENTER, ALL RECORDS OF THAT TEAM ARE PERMANENTLY ERASED.PROCEED ONLY WITH FULL CONSCIOUSNESS AND A DETERMINED WILL. CLEAR THIS OPTION CLEARS ALL ENTRIES ON THE TEAM EDITOR SCREEN. WHY? SO THAT IF YOU'RE CREATING ONE TEAM AFTER ANOTHER, YOU CAN SAVE ONE, CLEAR THE DECKS, AND CREATE ANOTHER. 1 HIGHLIGHT CLEAR AND PRESS ENTER. IF YOU HAVEN'T SAVED THAT SCREEN'S CREATIONS OR CHANGES, YOU ARE ASKED IF YOU WANT TO SAVE THEM BEFORE THE INFORMATION IS CLEARED. (SEE THE SAVE IN THIS SECTION FOR MARE INFORMATION.) COMPRESS FOR THOSE WHO LIKE TO TIDY ROSTER: 1 HIGHLIGHT COMPRESS AND PRESS ENTER. THIS MOVES ALL EMPTY PLAYER SLOTS TO THE BOTTOM OF THE LIST. EXIT WHEN YOU'RE READY TO RETURN TO THE MAIN MENU AFTER CREATING VARIOUS AND SUNDRY DREAM TEAMS: 1 HIGHLIGHT EXIT AND PRESS ENTER. CHAPTER 5: LEAGUE PLAY WHEN YOU HIGHLIGHT LEAGUE PLAY ON THE MAIN MENU AND PRESS ENTER, YOU COME TO THE LEAGUE PLAY SCREEN. THIS OPERATES LIKE A LEAGUE OFFICE AND YOU'RE THE PRESIDENT I HOW TO DRAFT TEAMS INTO YOUR LEAGUE THE IDEA OF A DRAFT IS TO POOL ALL THE PLAYERS TOGETHER, THEN DIVIDE THEM INTO TEAMS OF ROUGHLY-EQUIVALENT TALENT. TEAMS OF EQUAL STRENGTH BREED COMPETITION WHICH BREEDS A GOOD, CHALLENGING LEAGUE, WHICH IS MORE FUN. STEP 1: CREATE DRAFT POOL 1 HIGHLIGHT DRAFT TEAMS, PRESS ENTER, AND THE DRAFT POOL MENU APPEARS. * THE LARGE WINDOW LISTS THE NAMES OF TEAMS AS YOU EMPTY PLAYERS OUT OF THEIR ROSTERS AND ONTO THE POOL SO THEY CAN BE DRAFTED. * TEAMS WHOSE NAMES BEGIN WITH ROSTER WERE CREATED WITH THE TEAM EDITOR TO BE USED IN DRAFTING. 2 IF YOU WANT TO CREATE NEW TEAMS BY DRAFTING PLAYERS, GO FIRST TO THE TEAM EDITOR THEN CREATE AND SAVE AS MANY TEAMS AS YOU WANT TO FILL FROM THE DRAFT. * YOU NEED ONLY ASSIGN EACH OF THE TEAMS A NAME AND, IF YOU WANT, A MANAGER. NO OTHER INFORMATION IS NEEDED. * RETURN TO THE DRAFT POOL MENU WHEN YOU'RE FINISHED. 3 TO ADD MORE PLAYERS TO THE DRAFT POOL: * HIGHLIGHT ADD AND PRESS ENTER. (THE LARGE WINDOW CHANGES TO SHOW ALL TEAMS AND ROSTERS IN THE CURRENT PATH. FOR MORE INFORMATION ON PATHS, SEE THE APPENDIX). * HIGHLIGHT A ROSTER OR TEAM THAT YOU WANT TO PLACE IN THE DRAFTING POOL AND PRESS ENTER. 4 IF YOU CHANGE YOUR MIND AND DON'T WANT A TEAM OR RESTER TO BE ELIGIBLE FOR THE DRAFT: * HIGHLIGHT DELETE AND PRESS ENTER. * HIGHLIGHT THE NAME OF THE TEAM YOU WANT TO REMOVE FROM THE DRAFTING POOL AND PRESS ENTER. EUREKA, IT IS DONE. 5 AFTER YOU'VE POOLED SOME PLAYERS, YOU MIGHT WANT TO ANALYZE THEIR PAST PERFORMANCES. FOR A COMPLETE STATISTICAL BREAKDOWN OF EACH PLAYER WHO IS ELIGIBLE FOR THE DRAFT: * HIGHLIGHT VIEW, PRESS ENTER, AND THE PLAYER STAT SCREEN APPEARS. * USE THE LEFT AND RIGHT ARROW KEYS TO SCROLL THROUGH EACH PLAYER. * PRESS ESC TO CONTINUE WITH THE DRAFT. 6 WHEN YOU'VE COMPLETED YOUR DRAFTING POOL: * HIGHLIGHT DONE AND PRESS ENTER. 7 TO CANCEL THE DRAFT POOL YOU'RE WORKING ON AND RETURN TO THE LEAGUE MENU: * HIGHLIGHT ABORT AND PRESS ENTER. STEP 2: SELECT DRAFTING TEAMS YOU CREATED A POOL OF TALENT, NOW YOU NEED TO CHOOSE WHICH TEAMS WILL ABSORB THEM. 1 HIGHLIGHT ADD AND PRESS ENTER. 2 WHEN THE LIST OF ELIGIBLE TEAMS APPEARS, HIGHLIGHT THE NAME OF A TEAM THAT NEEDS TO DRAFT PLAYERS FROM THE POOL AND PRESS ENTER. * IF A TEAM HAS ALREADY EMPTIED IT'S PLAYERS INTO THE DRAFT POOL, IT CANNOT BE SELECTED AS A DRAFT TEAM. 3 WHEN YOU WANT TO REMOVE A TEAM FROM DRAFT CONSIDERATION: * HIGHLIGHT DELETE AND PRESS ENTER. * HIGHLIGHT THE NAME OF THE TEAM TO BE EXCLUDED FROM THE DRAFT AND PRESS ENTER. 4 IF YOU WANT TO REVIEW THE PLAYER STATS OF A PARTICULAR TEAM BEFORE YOU MAKE YOUR FINAL DECISION: * HIGHLIGHT VIEW AND PRESS ENTER. * HIGHLIGHT THE NAME OF THE TEAM WHOSE PLAYERS YOU WANT TO REVIEW AND PRESS ENTER. * USE ARROW KEYS TO SCROLL THROUGH THE PLAYER INFORMATION 5 WHEN YOU'VE LISTED ALL THE TEAMS THAT YOU WANT TO PARTICIPATE IN THE DRAFT: * HIGHLIGHT DONE AND PRESS ENTER. 6 IF YOU WANT TO START OVER FROM SCRATCH, CANCEL THE DRAFT AND RETURN TO THE LEAGUE MENU: * HIGHLIGHT ABORT AND PRESS ENTER. STEP 3: THE DRAFT THE TEAMS ARE READY, THE PLAYERS ARE ANXIOUS TO BE PICKED. LET THE DRAFT BEGIN. THE FIRST TEAM THAT WAS SELECTED IN STEP 2 IS THE FIRST TO PICK, THE SECOND IS SECOND, AND SO ON. EACH TEAM GETS ONE PICK IN EACH ROUND OF THE DRAFT. 1 TO DRAFT A PLAYER, SCROLL THROUGH THE LIST OF POOLED PLAYERS. WHEN YOU FIND THE NAME OF THE HOMBRE YOU WANT, PRESS ENTER. (THE FIRST PLAYERS STATS APPEAR ON THE SCREEN.) 2 HIGHLIGHT YES OR NO WHEN ASKED IF YOU WOULD LIKE TO DRAFT THIS PLAYER AND PRESS ENTER. * IF NO, YOU CAN GO BACK AND SELECT ANOTHER PLAYER. * IF YES, THE HIGHLIGHTER APPEARS IN YOUR TEAM'S PLAYER LIST * IF YOUR TEAM ALREADY HAS 30 PLAYERS, ANOTHER PLAYER MUST GO BACK INTO THE POOL TO MAKE ROOM FOR THE NEWCOMER. * IF YOUR TEAM HAS LESS THAN 30 PLAYERS, NO EXCHANGE IS REQUIRED. 3 TO RETURN A PLAYER TO THE POOL, HIGHLIGHT HIS NAME AND PRESS ENTER. 4 PRESS P IF YOU WANT TO PASS YOUR TURN IN THE DRAFT. * IF YOU PASS, THE SELECTION PROCESS ROTATES THROUGH THE LIST OF DRAFTING TEAMS AND RETURNS TO YOU FOR THE NEXT ROUND. 5 PRESS D TO INDICATE THAT YOU ARE FINISHED DRAFTING. 6 CONTINUE THE DRAFTING PROCESS IN THIS WAY FOR EVERY TEAM PARTICIPATING IN THE DRAFT UNTIL EVERY TEAM SELECTS DONE. STEP 4: SAVE THE DRAFT YOU'VE WORKED HARD TO PUT THIS ALL TOGETHER, NOW MAKE SURE THAT YOU SAVE THE INFORMATION. WHEN ALL TEAMS HAVE FINISHED DRAFTING THEIR PLAYERS (SELECTED DONE IN STEP 3), A SERIES OF ON-SCREEN PROMPTS APPEAR WHICH ASK YOU TO DESIGNATE A PATH (OR LOCATION) IN WHICH TO SAVE THE DRAFT INFORMATION. 1 PRESS ENTER TO USE THE DEFAULT PATH. (SEE THE APPENDIX FOR MORE INFORMATION ON PATHS.) 2 IF YOU WANT TO CHANGE THE DEFAULT PATH THAT APPEARS ON THE SCREEN, TYPE IN THE NEW PATH INFORMATION. (AGAIN, SEE THE APPENDIX). II HOW TO CREATE A LEAGUE HIGHLIGHT CREATE LEAGUE ON THE LEAGUE MENU, PRESS ENTER, AND YOU CAN COMPLETE FOUR STEPS TO THE CREATION OF YOUR OWN LEAGUE. STEP 1: NAME YOUR LEAGUE 1 WHEN PROMPTED, TYPE IN THE NAME OF YOUR LEAGUE AND PRESS ENTER. STEP 2: ADD TEAMS TO YOUR LEAGUE THE FIRST SCREEN YOU WILL SEE HAS A MENU ON THE LEFT AND AN EMPTY WINDOW ON THE RIGHT. THIS WINDOW WILL FILL WITH TEAMS AS YOU SELECT THEM TO BE IN THE LEAGUE. THE WINDOW IS LABELED TEAMS SELECTED. TO ADD TEAMS TO YOU LEAGUE: 1 HIGHLIGHT ADD AND PRESS ENTER. (TEAMS THAT EXIST IN THE CURRENT PATH ARE LISTED. SEE THE APPENDIX FOR MORE INFORMATION ABOUT PATHS.) 2 HIGHLIGHT THE NAME OF A TEAM YOU WANT IN THE LEAGUE AND PRESS ENTER. (YOUR TEAM IS NOW LISTED UNDER TEAMS SELECTED.) 3 IF YOU WANT TO REMOVE A TEAM FROM THE LEAGUE FOR ANY REASON: * HIGHLIGHT DELETE AND PRESS ENTER. * HIGHLIGHT THE NAME OF THE TEAM YOU WANT TO ERADICATE AND PRESS ENTER. 4. IF YOU WANT TO VIEW ANY PLAYER'S STATS FROM A TEAM: * HIGHLIGHT VIEW AND PRESS ENTER. * HIGHLIGHT ONE OF THE TEAM NAMES AND PRESS ENTER. * DETAILED INFO ABOUT ONE PLAYER ON THE TEAM WILL APPEAR; USE THE LEFT AND RIGHT ARROW KEYS TO SEE OTHER PLAYERS' DATA. 5. WHEN YOU'RE SATISFIED WITH THE TEAMS IN YOUR LEAGUE (THERE MUST BE AT LEAST TWO), HIGHLIGHT DONE AND PRESS ENTER. 6. IF YOU WANT TO CANCEL THE LEAGUE CONSTRUCTION AND RETURN TO THE LEAGUE MENU, HIGHLIGHT ABORT AND PRESS ENTER. STEP 3 CHOOSE THE NUMBER OF GAMES 1. WHEN PROMPTED, TYPE IN A NUMBER FROM 1 TO 99 FOR THE NUMBER OF GAMES EACH TEAM IN THE LEAGUE WILL PLAY, THEN PRESS ENTER. STEP 4 PICK A HOME STADIUM 1. WHEN PROMPTED, HIGHLIGHT THE HOME STADIUM FOR THE TEAM LISTED ON SCREEN AND PRESS ENTER. TEAMS MAY SHARE A HOME STADIUM. 2. WHEN THE NEXT TEAM NAME APPEARS, SELECT ITS HOME STADIUM IN THE SAME MANNER, AND SO ON UNTIL EVERY TEAM HAS A HOME ROOST. 3. AFTER ALL THE PICKS ARE MADE, YOU ARE PROMPTED TO GIVE THE PATH INFORMATION WHERE THIS LEAGUE INFORMATION IS TO BE STORED. * PRESS ENTER TO USE THE DEFAULT PATH OR SEE THE APPENDIX, FOR MORE DETAILS ABOUT PATHS. YOU ARE THEN RETURNED TO THE LEAGUE MENU, READY TO DO LEAGUE BATTLE. III HOW TO PLAY A LEAGUE GAME 1. HIGHLIGHT PLAY LEAGUE GAME ON THE LEAGUE MENU AND PRESS ENTER. (THE LEAGUE SCHEDULE APPEARS.) 2. WHEN ASKED FOR THE PATH WHERE YOU LEAGUE INFORMATION IS STORED, TYPE IN THE NAME OF THE PATH OR PRESS ENTER TO USE THE DEFAULT PATH. 3. WHEN THE LEAGUE SCHEDULE APPEARS, HIGHLIGHT ANY GAME THAT HAS NOT YET BEEN PLAYED AND PRESS ENTER. * IF THIS IS THE FIRST GAME IN THE LEAGUE, ALL SCORES ARE LISTED 0:0. AFTER GAMES ARE COMPLETED, THE FINAL SCORES WILL APPEAR. * YOU AUTOMATICALLY RETURN TO THE MANAGER'S SCREEN, READY TO PLAY A LEAGUE GAME. IV HOW TO CHECK LEAGUE STANDINGS 1. HIGHLIGHT LEAGUE STANDINGS ON THE LEAGUE MENU AND PRESS ENTER. TEAMS ARE LISTED FROM BEST TO CELLAR - DWELLERS. USE THE UP AND DOWN ARROW KEYS TO SCROLL THROUGH THE LIST IF MORE TEAMS EXIST IN THE LEAGUE THAN SHOW ON THE SCREEN.SEE THE GLOSSARY IF YOU'D LIKE TO KNOW MORE ABOUT TEAM STATS. V HOW TO CANCEL A LEAGUE USE THIS OPTION WHEN YOU WISH TO DISSOLVE A LEAGUE OF TEAMS. ALL SCHEDULED GAMES WILL BE CANCELLED AND ALL LEAGUE STANDINGS WILL BE LOST. TEAMS THAT WERE IN THE LEAGUE CAN NOW BE ALTERED WITH THE TEAM EDITOR AND ARE FREE TO PLAY SINGLE GAMES. 1. HIGHLIGHT CANCEL LEAGUE ON THE LEAGUE MENU AND PRESS ENTER. 2. WHEN ASKED FOR THE PATH WHERE YOUR LEAGUE INFORMATION IS STORED, TYPE IN THE NAME OF THE PATH OR PRESS ENTER TO USE THE DEFAULT PATH. * BEFORE THE LEAGUE IS CAST INTO OBLIVION, YOU ARE SHOWN THE LEAGUE NAME AND ASKED IF IT IS THE CORRECT LEAGUE TO CANCEL. * HIGHLIGHT YES AND PRESS ENTER IF THE CORRECT LEAGUE IS SHOWN. HIGHLIGHT NO AND PRESS ENTER IF YOU DO NOT WANT TO CANCEL THE LEAGUE. VI HOW TO RETURN TO THE MAIN MENU 1. HIGHLIGHT EXIT WHEN YOU'RE FINISHED MANIPULATION THE LEAGUE AND PRESS ENTER. CHAPTER 6 HINTS AND TIPS MOST OF US WERE NOT BORN WITH AN INNATE ABILITY TO HIT A FAST BALL OR CATCH FUNGOES.BUT SOMEHOW THE AMERICAN PASTIME INSINUATES ITSELF INTO OUR MUSCULATURE SO THAT AT THE VERY LEAST WE CAN STILL HIT AND CATCH A SOFTBALL WHEN OUR WAISTLINE IS BIGGER THAN OUR INSEAM. WELL, HARDBALL II WORKS THE SAME WAY. JUST DO IT, BABY. THE MORE YOU PLAY, THE MORE COMFORTABLE YOU BECOME WITH THE CONTROLS. THE MORE COMFORTABLE YOU ARE, THE MORE YOU CAN DELVE INTO STRATEGY. HERE'S SOME TIPS ON HOW TO MAKE THE MECHANICS OF HARDBALL II SECOND NATURE. I BATTING 1. THE HIGHER THE PLAYER'S BATTING AVERAGE, THE EASIER IT IS TO HIT THE BALL. IF YOU'RE BATTING .000, HITTING THE BALL CAN BE A HERCULEAN TASK, BUT IF YOU'RE APPROACHING 1.000 IT'S MUCH EASIER. 2. THE FASTER THE PITCH, OBVIOUSLY, THE HARDER IT IS TO HIT THE BALL. IF YOU'RE SWINGING LATE AGAINST A REAL FIRE BURNER, THAT'S ONLY NATURAL. WORK ON YOUR REACTION TIME AND YOU'LL IMPROVE WITH PRACTICE. 3. THE KEY TO HITTING IS RESPONDING TO THE PITCHER'S STRATEGY. * IF EVERY PITCH COMES RIGHT DOWN THE PIPE, MAKING CONTACT IS A CINCH. PITCHERS, HOWEVER, THROW A VARIETY OF PITCHES AIMED ALL OVER THE STRIKE ZONE. SO, ESPECIALLY WHEN YOU'RE A ROOKIE, YOU NEED TO KOW WHAT THE PITCHER IS THROWING. * ON THE LIVELS OF PLAY SCREEN, MAKE SURE THAT YOU CHOOSE TO LEAVE THE PITCHER MENUS ON SCREEN. THAT WAY YOU CAN WATCH THE PITCHER'S SELECTIONS UNTILL YOU BECOME MORE ATTUNED TO THE STRIKE ZONE. LATER ON, THE MENUS CAN BE TURNED OTT TO MADE BATTING MORE CHALLENGING. II FIELDING 1. THE NUMBER OF ERRORS IN A PLAYER'S STATISTICS AFFECTS HOW WELL HE THROWS AND CATCHES THE BALL. 2. DON'T ASSUME A BALL THROWN WILL BE CAUGHT WHEN ERRORS ARE A POSSIBILITY. BE PREPARED TO CHASE OVERTHROWS. 3. TO HELP YOU REMEMBER THE THROWING COMMANDS, THINK OF THE KEYPAD AS A BASEBALL DIAMOND AND PRESS THE KEY THAT CORRESPONDS TO THE BASE YOU'RE THROWING TO. 4. SINCE A PLAY DOESN'T END UNTIL THE BALL IS RETURNED TO THE PITCHER, PRACTICE THROWING THE BALL AROUND THE HORN TO GET A FEEL FOR TH CONTROLS. 5. WHEN A BALL IS HIT, THE COMPUTER AUTOMATICALLY SELECTS THE FIELDER THAT YOU CAN CONTROL (BASED ON WHICH FIELDER IS CLOSEST TO THE BALL). * TO CHANGE THE FIELDER THAT YOU CONTROL, RELEASE ALL CONTROLS, AND THE COMPUTER WILL RESELECT A NEW PLAYER. * LET THE COMPUTER DO ITS JOB. IF YOU PRESS THE CONTROLS TOO SOON, YOU'LL FIND THAT THE PITCHER WILL BE CHASING BALLS INTO THE OUTFIELD. NOT A GOOD DEFENSIVE STRATEGY. III PLAY A PRACTICE GAME 1. ON THE MAIN MENU, SELECT THE SANDLOT SWINGERS TO BE BOTH HOME AND VISITOR TEAMS.THIS TEAM HAS BEEN PRE-SET TO GIVE A BEGINNER A GOOD, FRUSTRATION FREE GAME. 2. TO PLAY THE SWINGERS V. SWINGERS: * SELECT PLAY NEW GAME ON THE MAIN MENU. * SET THE HOME TEAM'S CONTROLS TO COMPUTER. SET THE VISITOR TEAMS TO WHATEVER CONTROL DEVICE YOU WOULD LIKE TO USE. * SELECT BATTER'S VIEW FROM THE VIEW MENU. * SELECT PLAY BALL FROM THE GAME MENU. 3. TO GET THE MOST BATTING PRACTICE IN THIS GAME, BAT ALL THE TIME. * AS VISITOR, YOU BAT FIRST. WHEN THE COMPUTER IS UP, CALL A TIMEOUT AND GO TO THE MANAGER'S SCREEN. * SWITCH CONTROLS FOR THE HOME AND VISITOR TEAMS SO THAT WHEN YOU GO BACK TO THE FIELD, YOU'RE AT BAT AGAIN. * SWITCH CONTROLS EVERY TIME THE TEAMS CHANGE SIDES. THE APPENDIX ALL ABOUT PATHS A PATH (NOT TO BE CONFUSED WITH A BASE PATH) IS THE LOGISTICAL INFORMATION THAT COMPUTER USES TO SAVE DATA OR TO RETRIEVE STORED DATA. IN HARDBALLII, PATH LINES (OR STATEMENTS) NORMALLY COME INTO USE WHEN YOU ARE MANIPULATING TEAMS WITHIN THE TEAM EDITOR AND LEAGUE PLAY MENUS. A PATH ENABLES YOU, FOR EXAMPLE, TO SAVE AND LOAD TEMAMS THAT HAVE NOT BEEN STORED ON YOUR HADBALL II GAME DISKS. I. HOW TO USE THE DEFAULT PATH TO STORE ALL LEAGUE AND TEAM INFORMATION ON THE HARDBALL II DISKS, JUST PRESS ENTER WHENEVER YOU ARE ASKED WHICH PATH YOU WANT TO USE. TH DEFAULT PATH IS THE STATEMENT THAT APPEARS WHEN YOU FIRST BOOT YOUR COMPUTER. II. HOW TO CHANGE THE PATH TO STORE OR LOAD TEAMS THAT OAR NOT ON THE HARDBALL II GAME DISKS, YOU MUST CHANGE THE PATH STATEMENT TO INDICATE THE DIFFERENT LOCATION. ONCE YOU CHANGE A PATH STATEMENT, THE NEW STATEMENT BECOMES THE DEFAULT PATH UNTIL YOU EXIT TO DOS OR CHANGE THE PATH AGAIN. 1. HIGHLIGHT THE PATH STATEMENT LINE ON THE SCREEN. 2. USE THE BACKSPACE KEY TO ERASE THE OLD PATH INFORMATION. 3. TYPE IN THE NAME OF THE DRIVE YOU ARE USING TO STORE OR RETRIEVE INFORMATION; AND IF NECESSARY (SAY THE DATA IS LOCATED IN A HARD DRIVE SUB-DIRECTORY), TYPE IN THE NAME OF THE LOCATION YOU ARE USING TO STORE OR RETRIEVE INFORMATION WITHIN THE DRIVE. * USE NORMAL DOS SYNTAX TO SPECIFY THE DRIVE AND DIRECTORY. * IF YOU HAVEN'T ALREADY , INSERT THE INFORMATION DISK IN THE DESIGNATED DRIVE. (IF YOU ARE USING A HARD DRIVE, THERE OF COURSE WILL NOT BE A DISK ). 4. PRESS ENTER THE GOLOSSARY AB - SEE AT BATS AT BATS - THE NUMBER OF TIMES A BATTER HAS APPEARED AT THE PLATE. BA - SEE BATTING AVERAGE. BALL- A PITCH THAT THE BATTER DOES NOT SWING AT AND THE UMP JUDGES TO BE THROWN OUTSIDE THE STRIKE ZONE. BALL CONTROL - HARDBALL II PITCHING ATTRIBUTE THAT INDICATES THE GENERAL ACCURRACY OF PITCHES. BAT - SEE BATTING SIDE. BASE ON BALLS - THE NUMBER OF TIME A BATTER HAS BEEN WALDED BY OPPOSING PITCHERS. SEE WALK. BATTERS WALKED - PITCHING STAT: HOW MANY BATTERS A GUY HAS WALKED. SEE WALK. BATTING AVERAGE - HITS/AT BATS. THE PERCENTAGE OF TIME A BATTER HAS THWACKED A BASE HIT. BATTING SIDE - THE WAY A BATTER PREFERS TO SWING: L FOR LEFT, R FOR RIGHT, S FOR A SWITCH HITTER. BB - SEE BASE ON BALLS AND BATTERS WALKED. BC - SEE BALL CONTROL. BUNT - A SWING THAT A BATTER MAKES FROM A SQUARED OFF STANCE THAT IS INTENDED TO STOP THE BALL'S SPEED AND DROP IT INTO THE INFIELD BETWEEN THE CATCHER AND THE PITCHER. C - CATCHER CF - CENTER FIELDER. CG - SEE COMPLETED GAMES. COMPLETED GAMES - PITCHING STAT: THE NUMBER OF GAMES STARTED AND FINISHED WITHOUT RELIEF. CS - SEE CAUGHT STEALING. CAUGHT STEALING - THE NUMBER OF TIMES THAT A RUNNER HAS BEEN TAGGED OUT WHILE TRYING TO STEAL A BASE. CHANGE UP - A SLOW, STRAIGHT PITCH. CURVEBALL - A PITCH THAT TRAVELS TO THE PLATE IN AN ARC, INSTEAD OF A STRAIGHT LINE. DESIGNATED HITTER - THE TENTH PLAYER IN A GAME WHO BATS (USUALLY FOR THE PITCHER) BUT DOES NOT PLAY THE FIELD. THE AMERICAN, BUT NOT THE NATIONAL, LEAGUE USES THE DH. DH - SEE SESIGNATED HITTER. DOUBLE - A BASE HIT THAT RESULTS IN THE BATTER GAINING TWO BASES. ABBREVIATED AS 2B IN THE TEAM EDITOR. E - SEE ERRORS. EARNED RUN AVERAGE - PITCHING STAT: THE AVERAGE NUMBER OF EARNED RUNS THAT A PITCHER ALLOWS DURING A NINE INNING GAME. EARNED RUNS - PITCHING STAT: THE NUMBER OF RUNS SCORED AGAINST A PITCHER THAT WEREN'T A RESULT OF OTHER PLAYERS MISTAKES. ER - SEE EARNED RUNS ERA - SEE EARNED RUNS AVERAGE. ERRORS - FIELDING STAT: THE NUMBVER OF TIMES A FIELDER HAS BOTCHED A CATCH OR THROW THAT THE OFFICIAL SCORER JUDGES HE SHOULD HAVE MADE SUCCESSFULLY. FAST BALL - A VERY FAST, STRAIGHT PITCH. THE HUMMER. FIRST BASEMAN - (1B) THE FIELDER WHO COVERS 1ST BASE. FOUL BALL - A HIT BALL THAT LANDS OUTSIDE OF THE LEFT OR RIGHT BOUNDRIES. FULL SWING - A BATTER'S POWER SWING THAT SHOULD RESULT IN BOTH DISTANCE AND HEIGHT IF THE BALL IS WELL HIT. G - SEE GAMES, BATTER AND GAMES,PITCHER. GAMES, BATTER - THE NUMBER OF GAMES IN WHICH A GIVEN PLAYER HAS APPERED. GAMES BEHIND - TEAM STAT: THE NUMBER OF GAMES A TEAM IS BEHIND THE FIRST PLACE TEAM IN TH LEAGUE. GAMES FINISHED - PITCHING STAT: THE NUMBER OF GAMES A RELIEF PITCHER ENTERS AND COMPLETES. GAMES, PITCHER - THE NUMBER OF GAMES IN WHICH A PITCHER APPEARED. GAMES STARTED - PITCHER'S STAT: THE NUMBER OF GAMES A PITCHER STARTS. GB - SEE GAMES BEHIND GF - GAMES FINISHED GRAND SLAM - A HOME RUN WITH THE BASES LOADED. GROUNDER - A BALL HIT SO THAT IT TRAVELS PRIMARILY ALONG THE GROUND. GS - GAMES STARTED. HOME RUN - A BASE HIT, USUALLY OVER AN OUTFIELD FENCE OR WALL, WHICH RESULTS IN AN AUTOMATIC FOUR BASES AND RUN SCORED. ABBREVIATED AS HR IN THE TEAM EDITOR. HR - SEE HOME RUN. INNINGS PITCHED - PITCHING STAT: THE TOTAL NUMBER OF INNINGS A PITCHER HAS PITCHED. IN PARK HOME RUN - A NON-AUTOMATIC HOME RUN THAT OCCURS WHILE TH BALL IS STILL IN PLAY INSIDE THE BALL PARK. IP - SEE INNINGS PITCHED. L - SEE LOSSES, PITCHER'S/LOSSES,TEAM'S LF - LEFTFIELDER LINE DRIVE - A WELL-HIT BALL THAT TRAVELS IN A STRAIGHT LINE WITHOUT A GREAT DEAL OF ALTITUDE. LOSSES, PITCHER'S - EACH TIME A TEAM LOSES, A PITCHER IS CREDITED WITH THE LOSS. THE LOSS IS ASSIGNED TO WHICHEVER PITCHER WAS ON THE MOUND AT THE TIME HIS TEAM FELL BEHIND. NFI - SEE NON-FATIGUE INNINGS. NON-FATIGUE INNINGS - HARDBALL II PITCHING ATTRIBUTE: THE NUMBER IF INNINGS A PITCHER CAN PLAY BEFORE HE BECOMES INACCURATE DUE TO FATIGUE. OB - SEE ON BASE PERCENTAGE. ON BASE PERCENTAGE - THE NUMBER OF TIMES A BATTER GETS ON BASE, REGARDLESS OF HOW HE GOT THERE. P - PITCHER PCT - SEE PERCENTAGE PERCENTAGE - TEAM STAT: THE PERCENTAGE OF GAMES A TEAM HAS PLAYED AND WON. PITCHING SPEED - HARDBALL II PITCHING ATTRIBUTE: THE RELATIVE SPEED AT WHICH A PITCHER THROWS THE BALL. POS - SEE POSITION. POSITION - A PLAYERS DEFENSIVE POSITION IN THE FIELD. PS - SEE PITCHING SPEED. R - SEE RUNS SCORED AND RUNS AGAINST. RF - RIGHT FIELDER RBI - SEE RUNS BATTED IN. RS - SEE RUNNING SPEED. RUNNING SPEED - HARDBALL II PLAYER ATTRIBUTE: THE RELATIVE SPEED OF A RUNNER. RUNS AGAINST - PITCHING STAT: THE TOTAL NUMBER OF RUNS (EARNED AND UNEARNED) SCORED AGAINST A PITCHER WHILE HE WAS ON THE MOUND. RUNS BATTED IN - THE NUMBER OF RUNS SCORED AS A DIRECT RESULT OF A BATTER'S BASE HITS. RUNS SCORED - HOW MANY TIMES A BATTER HAS SCORED AFTER HE HAS REACHED BASE. SACRIFICE - A HIT BALL WHICH RESULTS IN THE BATTER BEING OUT BUT WHICH MOVED A RUNNER OR RUNNERS TO AN ADDITIONAL BASE. SAVES - THE NUMBER OF GAMES IN WHICH A RELIEF PITCHER HAS MAINTAINED THE STARTING PITCHER'S LEAD THROUGH THE END OF THE GAME. SB - SEE STOLEN BASE. SCREWBALL - A "REVERSE" CURVE: A PITCH THAT BREAKS IN THE OPPOSITE DIRECTION OF A NORMAL CURVE BALL. SECOND BASEMAN - THE FIELDER WHO COVERS 2ND BASE. SHO - SEE SHUT OUTS. SHUTOUTS - THE NUMBER OF GAMES IN WHICH THE OPPOSING TEAM DID NOT SCORE A RUN. SINGLES - A BASE HIT THAT RESULTS IN THE BATTER GAINING ONE BASE. SINKER - A BREAKING PITCH THAT BEGINS HIGH AND SLOW AND CHANGES TO FAST AND LOW AS IT GOES OVER THE PLATE. SLG - SEE SLUGGING PERCENTAGE. SLUGGING PERCENTAGE - TOTAL BASSES/AT BATS. SO - STRIKE OUT SS - SHORTSTOP STOLEN BASE - A BASE GAINED BY A RUNNER WITHOUT BENEFIT OF A HIT BALL OR PITCHER MISTAKE. STRIKE - A SWING BY A BATTER THAT MISSES THE BALL OR A PITCH THAT THE BATTER DOES NOT SWING AT BUT THE UMP JUDGES TO BE WITHIN THE STRIKE ZONE. STRIKE OUT - THREE STRIKES AND YOU'RE OUT. THE NUMBER OF TIMES THAT A BATTER HAS STRUCK OUT. THE NUMBER OF BATTERS A PITCHER HAS RETIRED BY STRIKE OUT. STRIKE ZONE - THE AREA OVER HOME PLATE AND BETWEEN THE BATTER'S KNEES AND MID-CHEST. SV - SEE SAVES. SWITCH HITTER - A BATTER THAT HITS FROM EITHER SIDE OF THE PLATE. TB - TOTAL BASES. THIRD BASEMAN - THE FIELDER WHO COVERS 3RD BASE. THR - SEE THROWING HAND. THROWING HAND - THE HAND A FIELDER USES TO THROW: L FOR LEFT, R FOR RIGHT. TRIPLE - A BASE HIT THAT RESULTS IN THE BATTER GAINING THREE BASSES. TOTAL BASES - THE TOTAL NUMBER OF BASES GAINED BY A BATTER BY BASE HITS. W - WINS, PITCHER'S/WINS,TEAM'S. WINS, PITCHER'S - WHEN A TEAM WINS A GAME, THE WIN IS ASSIGNED TO A PITCHER. A STARTING PITCHER IS CREDITED WITH A WIN IF HE HAS PITCHED AT LEAST FIVE INNINGS AND LEAVES WITH HIS TEAM LEADING.A RELIEF PITCHER IS CREDITED WITH A WIN IF HE ENTERS THE GAME WHILE HIS TEAM IS TIED OR BEHIND IN RUNS, THEN IT WINS THE GAME. WINS, TEAM'S - THE NUMBER OF GAMES A TEAM HAS WON THROUGH OUT THE CURRENT SEASON WALK - IF THE PITCHER THROWS FOUR BALLS WHEN A BATTER IS AT THE PLATE, THAT BATTER IS AUTOMATICALLY WALKED TO 1ST BASE. CHANGE UP - A SLOW, STRAIGHT PITCH. CURVEBALL - A PITCH THAT TRAVELS TO THE PLATE IN AN ARC, INSTEAD OF A STRAIGHT LINE. DESIGNATED HITTER - THE TENTH PLAYER IN A GAME WHO BATS (USUALLY FOR THE PITCHER) BUT DOES NOT PLAY THE FIELD. THE AMERICAN, BUT NOT THE NATIONAL, LEAGUE USES THE DH. DH - S QUEST for GLORY II: TRIAL by FIRE Documentation by Barimor Quest for Glory II: Trial by Fire [ Technical Manual ] CREATE A CHARACTER ================== First of all, you can import your character from Quest for Glory I. If you are like me and didn't finish it, you can create a new character. The choices you have are Fighter, Magic-User and Thief. The Fighter: His weapon is the sword and defense is the shield. The Magic-User: Cast spells and aviod combat. The Thief: His main weapon is the dagger and will use it from afar. He defends himself by dodging with agility. COMBAT ====== Attacking: These are the numberic keyboard keys: 7- Swing High 8- Thrust 9- Swing Low 4- High Parry 5- Middle Parry 6- Low Parry 1- Dodge Left 2- Dodge Back 3- Dodge Right Try to strike the opponent when he is 'open'. Timing and defense are the most important thing. Spells: Use the following in close combat: Flame Dart, Force Bolt, Zap and Dazzle. When in doubt, run away! Quest for Glory II: Trial by Fire [ Famous Adventurers Correspodence School ] ADVANCED FIGHTING: ================= Strategy and Tactics: " You got to know when to fight'em Know when to be polite to'em, Know when to dodge away and know when to run You've got to practice fighting Any time you're able, 'Cause there ain't (sic) no time for practice, When the monsters come." " If it is prophylatic and empathically didactic, then it's not tactic.' COMBAT CAREERS: Career Paths: Warlord This is an aggressive, gung type fighter. You storm the country side. Remember - it's "Loot before pillage, sack before burn". Hero Prefered occupation for fighter. Comes in handy because you are more educated. Paladin He is the goody-two shoes. Out to help everyone for free. Combat Instructor You can be a Drill Sergeants and Samurai Sensei. Security Guard Life of fairly free of strife, but very boring. Babysitter Take a guess at this one guys! ADVANCED MAGIC USING: ==================== Best place to improve your spellcasting is at the Wizard's Institute of Technology (WIT). It is located in the city of Shapeir. It is said to exist on another plane. The entrance is well hidden from all but those meant to find it. If you are among them, careful application of your knowledge should soon point the way. Before you can become a full-fledged student, you will be given a series of entrance examinations. Failure is not held againist you- as long as you are willing to try again. These trails are a learning experience in themselves. OCCULT OCCUPATIONS Career Paths: Royal Magician Most prestigious of possible occupations. Wizard The wizard seeks to know the True Meaning of Life, the University and how to do the voodoo that the Zulu do to you. Archmage He is the epitome of power. He is the best! Court Jester Entertainer... Computer Programmer Geez wonder if any of you are one! Corporate Manager Damn, just if someone would ask me! They let others do the job for them. Just use the Clam Spell and you can influence others to work for you.. Basic Spell Usage: Calm This was developed for avoiding awkward situations, such as physical combat. It relaxes the natural aggressive tendencies of things in the area of the spell for a short duration. Once in combat, however, it is ineffective. A calmed opponent will just calmly eat you. With advanced skills in this spell, it is possible to calm even non-living things. Dazzle Erasmus's Razzle Dazzle produces a bright flash of magic which temporarily blinds an opponent. This, of course, presupposes that the opponent HAS eyes! Detect Magic This spell is used to percieve an aura of magical power which surrounds objects which have had spells cast at them. It can also be used to find invisible things. Flame Dart This offensive spell projects a ball of magical fire towards an object. Open This intially is useful fo unlocking simple locks, but can be used to open dooes when the spellcaster is sufficiently skilled. Unfortunately, it will not affect most magical locks or doors, or those doors barred on the other side. Trigger R.Roger's Reactivating Ritual, or "Trigger", is used to 'set off' operating magical spells already cast upon some object. Thus a Magic User can avoid damage from magical traps. Trigger can sometimes be used to both 'turn on' and 'turn off' certain spells. Zap The Leyden's Latent'Lectrical Discharge spell, or 'Zap', allows a caster to place magical energy upon a weapon. This is released when the weapon strikes an opponent, increasing the amount of damage. Advanced Spell Usage: Force Bolt Aronson's Arcane Arbalest of Action and Reaction, or 'Force Bolt', is a magical globe of energy which is used to push againist something in the distance. Becasue it can 'bounce' off an object, it can be used againist things not in direct line of sight. When properly aimed, a Force Bolt can be made to bounce several times before releasing all its energy. It may be used as an offensive spell. Levitate Ellen's Enchanted Elevator, or 'Levitate', spell allows the spell caster to move up and down at will. This is ideal for getting the book you need off the top shelf of your library or for dusting the top of your refrigerator. This spell continually drains the caster's Spell Points while in use. Reversal Kirkov's Cosmic Karma Cookies or 'Reversal', reflects offensive spells back upon the caster. Cast this spell before entering magical combat. It should be noted thay when two opposing Magic-Users both use this spell, the results can be very dangerous to spectators. ADVANCED THIEVING: ================= Tools of the trade: Rope - In the words of the immortal Sam 'the Man' Ganges, "you gota scope the rope if you wanta cope" Oil - This is often overlooked. Squeaky hinges on cabinets and doors create the creak that causes the cops to capture a crook. Oiling hinges reduces noise. Oil is also useful for moving heavy objects. Thief Sign - It is the recognition signal. To make the sign (gee wonder if this is important guys?): First, place your thumb upon your nose with the hand held perpendicular to your face, and the fingers outspread. Then wiggle your fingers while focusing your eyes upon your thumb and patting your belly with your free hand. You should make the sign whenever you believe yourself to be in the presence of a fellow practitioner. However, you should be aware that not all politicians will recognize this symbol- some of them are scabs. Improvisation- If you are caught with tools. Use your Thieve's Guild card to flip a latch on a door. You can use any thin, metal probe such as the pin that was in the black prince's feathered hat which you just happen to find in your backpack can be used to click the lock. If the door is FiRMly bolted on the other side and does it resist all your attempts at breaking it down? Then put the hat of the black prince on your head covering most of your face, stroll towards the guards, give them a lecture about their appearance, telling them not to slouch, letting them know that you will not tolerate sloppiness, and then push on past, leaving them to think that the black prince has poor taste in clothes combinations. All you need is a little imaginations, and you can get through any situation. PURLOINER'S POSTIONS: Career Paths: Playboy You are a suave and slick stud.. Chief Thief Head of the Thieve's Guild. Impress anyone Chief's you encounter and remember, it is not who YOU know, it is WHO knows you. Godfather Go see the movie Tax Accountant Balance the books... Politican It is a dirty job, but someone has to do it! CEO My dream! PROFESSIONAL ORGANIZATIONS: ========================== Adventurer's Guild It is good place to chat, hear gossip, and learn about employment info. Be sure and sign in when you first reach a town to give yourself official adventurer status. otherwise, some unpleasant things might happen to you! Eternal Order of Fighters (EOF) This is for fighters. EOF- The Guts, The Glory, The Greatest!. Membership by invitation only. Thieve's Guild A thieves home. The way to locate the local Theive's Guild is to contact a local thief by use of the Thieves' Sign. Once you have found the guild and identified yourself, it is not uncommon to be asked to prove your identity. A simple test is often given to prove your worth to the organization. Accomplishing this trial will improve your position in the guild. SPECIAL INFO: ============ Background A Madrid called Iblis attempted to rul the world and turn all men to slaves. He created a city in the desert to summon a Djinn. The Djinn defeated him instead and what is left over of the city is called 'Forbidden City' and is located near Raseir. The Sultan is the absolute rulers thesedays. The Emir of Raseir is rumored to have disappeared, and there have been diquieting tales about the current political situation. Desert Survival Water- Need it or you will perish. Saurus- It is an excellant mount and found near dunes. It will  always find its way back to the stable. It will never get lost. It can recognize simple commands. Sentients of Shapeir Humans - a new race Gnomes - Small and known for jokes. Katta - Found around Raseir and are good artisans and talented merchants. Centuars- Half horse and half human, the Centuars roam the deserts of Shapeir in nomadic herds. They make excellent guides for the tips of their tails. Centuars are extremely honorable, but have no sense of humor. They don't get along well with Gnomes. Liontaurs - The Liontaur looks like a cross between a human and a lion. They reside primarily to the south of Shapeir in their great kingdoms of Tarna. Occasionally a young male will wander into the Shapeir lands. Liontaurs are fierce fighters and very proud, so it is best not to annoy them. The Lanf of Enchantment Djinn Djinn and their relatives, the Djinn, Shaitan, Ifreet and Madrid, are magical creatures of high intelligence found primarily around the lands of the Shapeir. They are occasionally found trapped in items such as bottles and rings. Releasing a Djinni from such an item can be very dangerous. Djann - take the shape of animals, live in the mountains area, and are seldom seen, Djinn - are commonly associated with air. Tales are told of wishes being granted to whomever releases a Djinn from an item. Tales are also told of the Djinn destroying the one who released him. Shaitan - prefer to live around streams and running water. As this is an extremely arid region, Shaitan are extremely rare. Ifreet - are fiery creatures that prefer the remote dunes of the desert. Marid - are the most powerful of all the Djinn. Enchanted Creatures Elementals Are created by magical spells placed upon the primal elements of Earth, Air, Water, Pizza and Fire. They have characteristics of the element. Masikh Distant relatives of the Djinn is frightening and dangerous to encounter. It is invisible, distinguished only by the movement in the sands and the fearful reactions of animals in their vicinity. Ghouls Supernatural creatures of the undead which prey upon the living. The very touch of one has a chilling effect upon the victim similar to frostbite. The more wounds the ghuol makes, the more the victim's movements are slowed, until he finally collapes. It is best to avoid damage from Ghuols entirely. INDY JONES ADVENTURE CODES "Let's be careful out there...." - Renzai OK, folks, here are the codes to Indiana Jones - The Adventure Game The game uses Greek letters and red/blue printing of the codes. The alternate character set doesn't have all the letters and, besides, they would cause problems for some printers. So I've tried to "translate" some of the Greek letters to other forms. The second half of codes is very hard to read, especially for an old man squinting through a small piece of red plastic Don't remember my Greek alphabet all that well, but not going to bother to look it up. Forgive me if I misname some of the letters, OK? Anyway, some of the symbol translations for sections 1 and 3: D - looks like a pyramid on the screen (capital Delta) V - looks like an inverted captial V (/\) on the screen T - looks like an upside-down,reversed capital L (capital Tau, I think) O - looks like a box / - looks like a capital I with a small o in middle (Iota) The rest of the letters look like themselves (A,B,X,K,E,H) SECTION 1 1 2 3 4 5 6 7 A AEXX K/KN KOXN HTKB KHNI NXDI BKEK B AXDN EIEB AKDB IHEI OA/K ONTA EAHO C ANTI OAHK NOTK DBHA BOIO ADXX KEKN D DBXA BOKO TEXO X/KX DTNN AIDN /AEB E AEXB BHKI VOXI KDKK THVA DXDA VKEO F BHDI VKEK VHDK AVEA OAIO BBTX VEKI G AVTA OAHO HOTO DIHX EEIV ADXB VEKI H OIXV TEKB TBXB XOKI DDVK VKDK BXEA I AIDB VXEI AVDI KAEK TVIA IATO VBHX J KATK TVHA VBTA /OHO IDIX OEKV TDKB K EBXO DOKX AEXX K/KV OEVB EVDB VAEI L BKDX AVEV AIDV EAEB HB/I BOTK IBHA M HVTB OAHI VOTI XDHK BOIA HDXO KEKX N EOXK /TKA IDXA DEKO O/VX VHDX /IEV O TXDA EKEO EHDO DIEX BX/V TBTB OHHI P DATX BBHV /KTV OOHB XHII VEXK DDKA Q BBXB AOKI AHXI DIKK VEVA BVDA DAEO R HHDI EVEK EIDK BAEA HB/O IITX EDHV S EVTA TAHO DOTO AIHX AEIV EDXB HEKI T BOXX VDKV E/XV AEKB V/VI IHDI OIEK U IVDV AKEB BHDB AIEI KXIK DBTA BOHO V AATI KBHK OKTK VOHA /DIO IEXX O/KV W TBXA EOKO BEXO AIKX KTVV DIDV AAEB X AKDO BVEX BIDX VXEV EBIB HOTI BDHK Y VBTV DAHB AOTB VDHI XEIK BDXA HEKO Z KOXI EDKK BIXK /EKA DIVO IHDO VIEX SECTION 3 A BAHO ABIX OIHX DEIV HDXB KEKI E/VK B DEKA HDVB EIKB IHVI AIDI KXEK DB/A C OAEB BB/I XKEI DV/K VKTA /VHO AAIX D DVHK ADIA AAHA TBIO XOXX DDKV EHVB E EOHV ABIB /DHB IEII O/XK TEKA E/VO F IEKI O/VK OOKK DTVA A/DA TXEO AK/X G EXEK BB/A /KEA BVIO KATX EBHV AAIB H IBHX OOIV VVHV DDIB XHXI AIKK EEVA I DDKB OEVI VTKI XHVK OXDK TIEA EXIO J IIEI OX/K BVEK DKIA VVTO IAHX OBIV K DOHA BDIO BAHO ABIX KOXV HTKB KHVI L I/KX OTVV ODKV DHVB VXDB VKEI VV/K M DXEV ABIB EKEB VV/I XATK /VHA HAIO N HDHI BEIK BBHK /AIA DBXO OOKX ADVV O BEKA H/VO HOKO KDVX AKDX VVEA OK/B P IIEO VX/X VVEX KA/V TVTB BAHI VBIK Q BVHV TDIB TAHB XBII DOXK ETKA OHVO R HHKI VTVK VDKK AHVA /XDA DKEO OV/X S AXEK /B/A BKEA HV/O DATX ABHV EAIB T HDHO OIIX KBHX EOIV ABXB VOKI XDVK U ATKV E/VB EOKB HDVI OHDI DVEK VK/A V /IEB IX/I XHEI DA/K DVTA /AHO IBIX W AVHK DDIA DAHA BBIO AOXX KDKV HHVB X //KO ITVX IDKX OEVV EVDV VKEB DD/I Y XXEX DK/V EAEV EV/B VATI XBHK BAIA Z EDHB HEII HBHI BOIK /BXA DOKO ODVX Sections 2 and 4 use a slightly different lettering system, with more underlines and squiggles. The game layout on screen will correspond to: ABWDEA TSIXKL A - looks like a small "a" tilted (sort-of) W - looks like a rounded W with a squiggle (lower-case omega) D - as above - like a triangle or tee-pee (upper case delta) H - looks like the number 4 or upside-down/reversed "h" T - as above - inverted/reversed capital L - capital Tau (?) S - looks like a backward S X - looks like a capital X but a line at bottom L - looks something like "-\" (bad drawing) - lowercase lambda Hopefully these descriptions will make more sense once you see them on the screen - you shouldn't have any trouble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odes for King of the Beach. Typed and Edited by Monolith T = Tournament, M = Match, C = Court T0 T1 T2 T3 T4 T5 T6 T7 T8 T9 T10 T11 M0 M1 M2 M3 M4 M5 M6 M7 M8 M9 M10 M11 C0 C1 C2 C3 C4 C5 C6 C7 C8 0430 8623 4252 5913 9418 2795 8844 4639 4814 T0 T1 T2 T3 T4 T5 T6 T7 T8 T9 T10 T11 M1 M2 M3 M4 M5 M6 M7 M8 M9 M10 M11 M0 C0 C1 C2 C3 C4 C5 C6 C7 C8 0714 1806 3116 1990 6711 0149 8961 8320 2339 T0 T1 T2 T3 T4 T5 T6 T7 T8 T9 T10 T11 M2 M3 M4 M5 M6 M7 M8 M9 M10 M11 M0 M1 C0 C1 C2 C3 C4 C5 C6 C7 C8 3376 4693 9398 4519 5705 0107 8159 3198 0492 T0 T1 T2 T3 T4 T5 T6 T7 T8 T9 T10 T11 M3 M4 M5 M6 M7 M8 M9 M10 M11 M0 M1 M2 C0 C1 C2 C3 C4 C5 C6 C7 C8 8078 6939 8746 4201 8210 3233 5216 9380 0758 T0 T1 T2 T3 T4 T5 T6 T7 T8 T9 T10 T11 M4 M5 M6 M7 M8 M9 M10 M11 M0 M1 M2 M3 C0 C1 C2 C3 C4 C5 C6 C7 C8 1693 2073 0552 7019 3548 5293 0302 2507 6696 T0 T1 T2 T3 T4 T5 T6 T7 T8 T9 T10 T11 M5 M6 M7 M8 M9 M10 M11 M0 M1 M2 M3 M4 C0 C1 C2 C3 C4 C5 C6 C7 C8 3811 4050 1622 8884 8750 4143 0540 9625 2872 T0 T1 T2 T3 T4 T5 T6 T7 T8 T9 T10 T11 M6 M7 M8 M9 M10 M11 M0 M1 M2 M3 M4 M5 C0 C1 C2 C3 C4 C5 C6 C7 C8 3929 4632 6652 2798 4991 8289 2723 5287 7974 T0 T1 T2 T3 T4 T5 T6 T7 T8 T9 T10 T11 M7 M8 M9 M10 M11 M0 M1 M2 M3 M4 M5 M6 C0 C1 C2 C3 C4 C5 C6 C7 C8 0357 3094 1939 4480 3937 0491 6185 0952 8972 T0 T1 T2 T3 T4 T5 T6 T7 T8 T9 T10 T11 M8 M9 M10 M11 M0 M1 M2 M3 M4 M5 M6 M7 C0 C1 C2 C3 C4 C5 C6 C7 C8 6807 4373 7569 3840 9683 8228 0839 7334 0754 Codes for King of the Beach (Page 2) T = Tournament, M = Match, C = Court T0 T1 T2 T3 T4 T5 T6 T7 T8 T9 T10 T11 M9 M10 M11 M0 M1 M2 M3 M4 M5 M6 M7 M8 C0 C1 C2 C3 C4 C5 C6 C7 C8 9673 7163 3679 0270 4204 1414 0391 6292 4913 T0 T1 T2 T3 T4 T5 T6 T7 T8 T9 T10 T11 M10 M11 M0 M1 M2 M3 M4 M5 M6 M7 M8 M9 C0 C1 C2 C3 C4 C5 C6 C7 C8 3458 9249 1968 3092 8070 1240 3593 7723 0543 T0 T1 T2 T3 T4 T5 T6 T7 T8 T9 T10 T11 M11 M0 M1 M2 M3 M4 M5 M6 M7 M8 M9 M10 C0 C1 C2 C3 C4 C5 C6 C7 C8 9836 3375 6590 5195 2968 8137 6291 4225 2277 The Kristal (Solution) *********** Right, first of all, find the Beggar and give him the skringles twice, and then accept the pommel. Now wander off and find Gloop, and ask him "What do you do?". Accept the invitation that he offers. Go to the palace and tell the guard "I have an invitation", Enter the Palace and walk past Nedrod to the Kring. Accept skringles. Meet princess and say "It's a secret", and then accept the ring of Belz. Go to the market square and pick up the scroll and frandanas from Sereena who is found there, and use them for strength. Give charity to Butler. Go through the green door,through the centre arch in the spaceport and then enter the ship. Select the top icon for Zapminola and take off. When you're travelling in space, the best thing to do is decelerate and keep the enemy far away as possible(but not out of range) while shooting them and thier bullets. As soon as you have disposed of the first attack wave, accelerate towards the small planet but slow down as a fresh wave appears.Continue this process until you reach your destination. When you land, seek out Aunt Polly ans ask her "Who are you?". Accept Multipep. Pick up the heatpro tabs outside the Kring's Head and return to your ship the way you came. Select icon for Glysta, and using the same tactics as before, head for there. When you reach your destination, pick up the Psychisorber and engage in a few sword fights to gain experience. Go back to your ship and select the icon for Feltina (again use the same tactics as before). When you get there, use the Heatpro immediately and find the Sword of spheres. It's useful to note that the sword can't be picked up unless the pommel is in the inventory. Practise some more sword fighting and return to Zapminola. Find the Whit Pirate and give the Minolan Children fund. Give charity to Malagar and go into the Kring's Head. Buy Griege and Fissionchips from Venkor and use them for strnght, then go upstairs and listen to your radio. Now return to the ship and travel anywhere. Follow the Blue Scorpian through the magic ring. After Redhead and the princess have passed, use the Ring of Belz, The ring will not work if the scroll is not in the inventory. Now ask Malvalla "Where am I?". Accept the Belt of the Celestial Sisters, and you'll return to your ship automatically. Select the icon for Magno and go there - you shold know the tactics by now. When you are released from the Brain Cell(you must have enough psychic points), you have to find and kill Redhead in a final sword fight(you must have enough strength points). Confront Finn Shadok in a psychic battle - he'll be defeated if you have the Psychisorber in your inventory and you out shoot him. After you have dispatched Shadok in a psychic battle, enter the door which will not be open and watch the finale. You have gone with the flow - so there ! This solution was originally extracted from C+VG This solution was originally written By Jeffery Hayes Converted to the IBM by : The WIZZ ! Unconverted by Dr J...and Sewer Possum MAH JONGG is an ancient Chinese game whose origins are supposed to date back some 3000 years. This version has similarities to solitaire played with cards and also with dominoes since it is played with tiles. When I first discovered the game my initial impression was that the game would quickly become dull but having played it for a while and having given it to friends we've all found that it is quite addictive despite its apparent simplicity. ***************************************************************************** * PLAYING THE GAME * ***************************************************************************** This is only supposed to be a guide to how to play Mahjongg Strip poker. If you find out something extra brilliant then whack out version 2 of these. The first lot of comments were done afer 15 minutes play this lot after another (boring) half hour). I got 2000 odd points and she was'nt even down to here underwear! The tease 8-) OBJECT: The object of the game is to remove as many of the tiles from the playing board as possible within the rules of the game. Tiles are always removed in pairs and can only be removed from the left or the right edges. Any tile that is not on a left or right edge is considered blocked and cannot be removed. Note though that the tiles are arranged in 5 levels and each level has a left and right edge so there are many more unblocked tiles than it would first appear. Note that the tile on the top of the pile blocks all four tiles below it, and tiles on row 5 block both rows 4 and 6. Also in Strip mahjong you can take tiles from all over the place, spaced along the top pair's, side by side pairs etc. And all sorts of stuff ill leave you to discover. SUITS OF TILES: There are many different suits of tiles and the suit of a tile determines the rule used for determining matching pairs that can be removed together. MATCHING RULES: Most of the tile suits require an exact match. This means that you must match a tile to another that is exactly the same. For example a Bamboo 1 matches another Bamboo 1 but does not match a Bamboo 3 or a Dot 1. The other matching rule allows any tile in the same suit to match any other tile in that suit. Thus, any of the four seasons (SUM, AUT, WIN, SPR) match each other and any of the four flowers (MUM, PLUM, BAM, ORC) match each other. NUMBER OF TILES: There is only one each of SUM, AUT, WIN, SPR, MUM, PLUM, BAM, and ORC. There are four of each of the other tiles for a total of 144 tiles on the board. A counter keeps track of how many tiles are left in play. If you want to see what tiles you have removed so far, hit F2 (though some might consider this cheating!). BOARD LAYOUT: If you're using a mouse to play you don't need to worry about the board coordinates; you just point and click. The game commands are also there as "keys" that can be clicked on. If you don't have a mouse, read on... But unfortunatly these silly chaps have put in support for a mouse but its done so well I dont think you need it. However you may need to be able to speak chinese. The game board is a grid marked by letters and numbers. You select tiles by entering a letter for the column and a number for the row. Order doesn't matter, entering A5 is the same as 5A. The single tile on the topmost level is H5. The numbering of the rows is a bit confusing. Row 5 only exists at the very top level and at the extreme left and right edges. Rows 4 and 6 are actually adjacent to each other. If after you've selected your first tile you change your mind, just hit 'Enter' instead of your second tile selection. After you've selected both tiles you are asked to confirm your selection with a Y or N before the tiles are removed. COMMANDS: To pair up move cursor around until your over the top of the desired tile then press space bar once. Choose next tile to pair same way the will then both be flashing if they are compatible. To confirm press space bar again. To take back choice press enter. To turn music on and off use * on numeric keypad (or it could be / on NK hehe). There are probably a stack of other commands that i have'nt stumbled across yet but I dont agree with the author of the shareware game I find it shit boring and can only see the women in her dressing gown, Then again ive only played it for 15 minutes. And that was before I got these rather vague doc's out of the pit. SHift Q quits game... U undoes the last move. ANd every time you get a pair you get an extra jube to make you last out time wise. TOURNAMENTS: Dunno it might be possible to play tournments, but i just got the game so dont ask me! But i suspect that its just for solo perverts. You can play them in the shareware version where i ripped a lot of this doc out off (thanx Nels Anderson of Framingson Massechussets you straight dork!). Yes thats why the game doesnt seem exactly the same you zonk head! You didnt think i was going to type up the history and rules of mahjong myself when i dont even know how to play the proper version did you! PRACTICE: If you want to practice it a bit i suggest you get the share ware version from any respected board. Of course if you can read cantonese dont worry. But the shareware version will probably make a bit more sense (?) WINNING As the guy said at the start it isnt always possible to win. But keep at it and remember to go to confession this week. On second thought i think every board is winnable seeing as how this isnt really the original version of mahjong. ie if you started playing this version at a Lt Collin's St Den i think that the Spring Rolls that morning would be decidly chewy... Ha Ha!, MORE yummy IBM docs!! the Manhole Supports:EGA VGA Tandy Joystick Mouse Keyboard Adlib Roland Dox by Twilight Phone Note:A Hard Drive IS required! Installation ------------ To install "the Manhole" unzip all files onto 5 seperate disks,as follows:Zip 1 on Disk 1 etc.Go to disk 1 and type "Install".A simple installation process follows. To Play ------- Type MH at the Manhole directory on your Hard Drive. Control Methods --------------- You can use one of the three control methods (mouse,joystick,or keyboard)to play with "the Manhole".If all three are connected to your system at once Manhole automatically makes its choice in the following order:mouse,joystick and keyboard.(of course,if you only have one control method connected,you will use that one.) If you prefer to use your joystick or keyboard instead of the mouse,this is how you can bypass this order: Type:mh -k to access the keyboard,mh -j to access the joystick (and if neccessary mh -m to access the mouse.)In all these commands be sure to type a space between the h and the hyphen. Music ----- To use your adlib type "mh -a",to use your roland type "mh -m" To specify control method and music do this: EG Joystick and Adlib:"mh -j -a" Exiting ------- You can press the Esc key at any point in the game to go to a menu with options that allow you to: * Turn the sound on or off * Turn the music on or off * Return to Manhole at the same time you left it * Exit to DOS. ********************************* * The Punisher * * * * typed by Trump Jr * ********************************* Objectives of the Game The Punisher Explains his objective in his war journal: War Journal-Number 667 They call me the Punisher, because I dispense the dark side of justice - on my own terms. To hell with Miranda rights, search warrants, and the supposed uncertanties of circumstantial evidence. A clandestine group known as The Trust finances my war on crime because i accomplish what the justice system cant. I eliminate drug dealers, expose city corruption - I even terrorize terrorists. I'm a hero to many, a villian to some. Crime grows like a cancer, eating away at what little morality remains. I will eradicate this cancer, cell by cell. No one will stop me. I must stamp out the very core of the crime wave that threatens this city... the Kingpin, the undisputed leader of organized crime. A reliable informant will reveal the location of the Kingpin's base of operations if i can give him enough cash to set up a new identity and to make a fresh start on life. He says he needs $500,000. The problem is that the Kingpin moves his headquarters often. The informant said that the Kingpin will be in his present location for another 14 days. After that, he could be anywhere. I've been after the fat man for years, but he has always eluded me. This is a once in a time chance to cut out the heart of crime itself. I'll pay the informant, track down the Kingpin and make an example of him that the underworld will never forget. A half a million bucks in less than two weeks is a tall order. I'll get Microchip to uncover some crimebusting missions with serious reward money attached. Also, I can wipe-out criminals and take their illegal money and apply it to my informant payoff. It looks like I'm in for a lot of over-time. Fortunately, I love my job. End War Journal - Number 667 SUMMARY OF OBJECTIVE: Within 14 days, obtain $500,00 in rewards and criminals' cash; pay an informant to reveal the location of the Kingpin of crime; eliminate the Kingpin. Tips & Hints Raising Money for the To raise the half million dollar purse, The Informant Punisher must complete perilous crime fighting missions, dispose of criminals, and confiscate ill-gotten wealth. Sometimes The Trust, a secret group of civic leaders, will offer cash rewards for the successful completeion of a mission. Also, the police department or other law enforcement agencies may offer rewards for the capture or killing of specific dangerous criminals. Be Alert for Most of the time, Microchip will present missions Unexpected to the Punisher in the warehouse. However, while Opportunity the Punisher is travelling through Manhatten in his battle van, he may hear about criminal activity over his high-tech police scanner. By being aware of police activity, the Punisher may be able to uncover a mission where large sums of cash can be acquired. Enemies The Punisher has many enemies, including some of the most heinous criminals in New York. Although the Punisher is heavily armed, some criminals are equally armed, if not more heavily. Enemies use a variety of weapons against the Punisher, ranging from simple handguns to anti-tank weapons. Police Though the Punisher is considered a hero by many, the New York police officially regard him as a dangerous and reckless vigilante who must be stopped. There are several warrants outstanding for the arrest of the Punisher. Lately, though, as crime has gotten more and more out of hand, the police have grown lenient towards the Punisher's anti-crime efforts. After all, he has been ending the careers of some of the most dangerous criminals in the city. However, the police are on alert,and will act quickly against the Punisher if any member of the police force or any civilian is threatened by his actions. Also the police will not tolerate excessive damage to public property. Finding The Kingpin The Punisher must collect enough money over the course of the next 13 days to pay his informant $500,000. When the sum is transferred, the informant will give the Punisher the location of the Kingpin's secret hideout. Then the Punisher can embark on his most important mission... to dispose of the Kingpin. Since the Kingpin moves his operations regularly, the  address the informant can give is only good until the 14th day. After that, the Kingpin will move to a new location, and the Punisher will be back to square one. MANHATTEN Though the Punisher's base of operations is a warehouse in Patterson, New Jersey, the center of the game is Manhatten, in the heart of New York City. Manhatten is in the throes of an unprecedented orgy of crime. The Street Numbering In Manhatten, roads are named Avenues or Streets. & Address System Avenues 1. All Avenues run North/South 2. Second Avenue is one block west of First Avenue, and so on. 3. Address numbers on Avenues increase as you travel north. 4. A building on an Avenue between 46th and 47th Streets would be numbered in the 4600s, and so on. 5. Even-numbered Avenue addresses are always on the east side; odd numbers are on the west side. Streets 1. All Streets run East/West. 2. 34th Street is one block north of 33rd Street, and so on. 3. Address numbers on Streets increase as you travel west. 4. A building on a Street betrween 7th and 8th Avenues would be numbered in the 700's and so on. 5. Even-numbered Street addresses are always on the north side; odd numbers are on the south side. Game Play Game Play is arranged in 4 major sections: Warehouse Mode, Van Mode, Foot Mode, and Scuba Mode. Warehouse Mode The Punisher is based in a warehouse in Paterson, New Jersey, directly across the Hudson River from Manhatten. The Warehouse is the center of the Punisher's operations. In Warehouse Mode, you have 4 main options. Select the option you want by moving the Death Skull cursor to one off four screen positions, each of which corresponds to one of the options. The name of the currently designated option and its sub-options appear in the lower right corner of the screen. Garage Option When you select the Garage Option, you can send the Punisher on a mission in his battle van. Also if the battle van has been damaged during a mission, the Garage option allows you to spend some of your money for repairs. However, you will be able to repair only a certain amount of damage each night. You may be forced, then, to use the van at less than optimal condition. Practice Option When you choose the Practice Option (near the Warehouse firing range), you can begin an easy, moderate, or difficult practice mission, or you can re-play a mission just finished. None of these practice missions will have any bearing on your overall effort to track down the Kingpin. Microchip Option When you choose this option (near the warehouse office), Microchip, the master computer hacker and the Punisher's most reliable ally, assigns a mission for the evening. He uses various computer networks, communications tie-ins, and sophisticated scanning devices to provide the Punisher with up-to-the-minute information on the situation in Manhattan. Game Options Game Options (near the warehouse freight elevator), allow you to save the current game, restore a saved game, quit the game and return to DOS, and restart the game from the very beginning. Paragon recommends that you save the game after each successful mission. Van Mode When the Punisher begins a mission, you will drive the battle van through the streets of Manhattan to the location where the mission will unfold. The van is equipped with a sophisticated police scanner that can intercept police reports and provide the Punisher with police reports and provide the  Punisher with informative leads. There is also a tracking camera that allows you to view vehicles driving behind the van and to help in attacking them with grenades. Change Weapons Icon The Punisher's battle van is equipped with a 4-barrel mini-gun, grenade launcher and white smoke. Each of these weapons can be utilized while traveling in the van. Change Clothes Icon The Punisher keeps his underwater scuba gear in the battle van, along with disguises that permit him easier access into certain locations. The trade-off though, is that he cannot use his M-16 when disguised. The icon is only active when the van is stopped. Leave the Van Icon The Punisher can leave the van and proceed on foot to his mission. This icon is only active when the van is stopped. Audio Surveillance Icon The Punisher can eavesdrop on conversations and obtain important information through the van's audio surveillance equipment. This icon is active only when the van is stopped. Accelerate Time Icon Use this icon to accelerate time until action occurs. This icon is not active if someone is near or when the van is moving. (The icon is actually the rectangle adjacent to the digital clock.) Driving the Van Action occurs from 31st to 57th Streets. When you leave the warehouse in the battle van, you are automatically deposited on 12th Avenue, just north of 57th Street, heading south. From here you you must drive the van to the mission destination. When the Punisher completes a mission, you must guide him on foot to the battle van, and drive north of 57th Street, or south of 31st Street. You will automatically return to the warehouse for your de- briefing and next assignment. Lanes and Traffic All roads are four lanes wide, including the sidewalks on which you can drive. Since missions take place late at night in light traffic, you can use all four lanes in the same direction. Shifting Lanes Turning left and right will shift lanes left and right. A right turn in the right most lane at an intersection, however, will result in a 90 degree right turn. Likewise, a left turn in the most left- most lane at an intersection will result in a 90 degree left turn. Alleys You cannot drive in alleys. Attempting to drive in an alley will damage the van. Reverse The van will go a maximum of 10 mph in reverse. Arriving in the Van When the van stops, you will recieve general or specific information concerning your location. Awnings represent doorways to buildings. Buildings with awnings are often mission locations. If you stop the van in front of an awning that is on your side of the street, you will be given the address of that doorway. If you stop the van elsewhere, you will be told only the name of the street or avenue on which you have stopped. Van Combat 4-Barrel Mini-Gun A rapid-fire weapon that can blast any object in front of the battle van. Target the mini-gun by aiming the cross-hairs at an opponent. Grenade Launcher The grenade launcher can be fired only toward targets picked up by the tracking camera. The grenade launcher is computer controlled to hit the point where the on- board computer predicts the target will be when the grenade explodes. The grenade will strike the target unless the targeted vehicle has suddenly shifted lanes or changed speed. Vehicles appearing in the tracking camera always appear to be the same size because the computer-controlled camera maintains a constant image for targeting. Smoke Screen On command, the battle van can dispense a thick, white smoke to hide the movement of the van from persuing  vehicles. The smoke screen is best used before accelerating or rounding street corners. Ammunition The Punisher has a virtually unlimited supply of ammunition in the battle van. Foot/Scuba Mode Icons Interact Icon Use this icon to communicate with other nearby characters you are facing. A message window will appear. Strike any key to continue play. Accelerate Time Icon Use this icon to acellerate time until action occurs. This icon is not active if someone is near. (The icon is actually adjacent to the digital clock.) Take Item Icon Use this item to pick up an object from the ground. You must be next to the object to pick it up. Drop Item Icon Choose this icon to drop an item you are carrying. Use Object Icon Choose this icon to use a weapon or other item in your inventory. The current item is marked with asterisks in the inventory list. Inventory Icon Select this icon to get more details aboput items the Punisher is carrying. For firearms, details will include the rounds remaining. You may want to jot down key data for quick access. Search/Examine Icon Use this icon to search defeated foes. Use it also to examine objects on the ground, or other items such as signposts and doorways. A description of the object will appear on the screen. Removing Icon Block You can remove the icon block if you prefer to play the game using keystrokes instead of icons or if you want to see a larger portion of the overhead view. The technical supplement will provide specific instructions for your machine. Foot Mode Controlling the Punisher on foot from an overhead perspective is the main part of the game. From this view you can lead the Punisher into buildings, control his actions in combat, find objects of value, communicate with bystanders who may have valuable information, and most importantly, obtain money from fallen criminals. Scrolling the Screen You can scroll the overhead map without actually moving the Punisher so you can see the surrounding locations. The Technical supplement will provide specific instructions for your machine. Changing Disguise The Punisher cannot use his M-16 when in disguise. For the keyboard command to change out of disguise, see the Technical Supplement. Combat Using Weapons Aiming Firearms When a firearm is selected, it will fire in the direction the Punisher is facing. Loading and Unloading To reload the current weapon, choose the proper clip. Unload a weapon by removing its clip. Grenades When you choose a grenade, you are asked where and how far to throw it. HIGH sends it farthest, MIDDLE is less far, and LOW practically drops the grenade at the Punisher's feet. Knife If the Punisher is very close to an opponent, he can use his knife in hand-to-hand combat. Hand-to-Hand Combat If you chose no weapon at close range, the Punisher can knock out an opponent with fists. To use no weapon at all, select the current weapon. Scuba Mode None of the actual missions take place underwater, but for some of the missions the Punisher must use his underwater scuba equipment and brave the waters of New York's rivers and harbors to arrive at a mission location. There are villians and thugs beneathe the surface who will try to thwart the Punisher's plans. You must control the Punisher in underwater combat. To enter Scuba Mode, direct the Punisher to change into his scuba equipment in the battle van. Exit the van and guide the Punisher to the water on foot. Moving Toward Target When the Punisher enters the water, you will be asked to position a cursor where you want the Punisher to swim. The computer will control the Punisher's general direction underwater and guide him toward his destination. You control how far the Punisher swims and his depth underwater. Moving Towards Shore Directing the Punisher to the right side of the screen will guide him back to shore. Returning to Foot Mode When the Punisher successfully completes a mission, he must swim back to his point of origin, near where his battle van is parked. When the Punisher swims the appropriate distance, he will automatically be back on land and in foot mode once again. Underwater Combat Some of the Punisher's foes will be waiting underwater with knives and spear guns. If and when you approach an enemy underwater you will automatically be equipped with your knife for combat. Technical Supplement Special Keys A: Accelerate time P: Pause Game Q: Sound off S: Toggle Sound on/off F-1: Toggle interface icon block on/off F-10: Quit the Game Selecting Icons Keyboard: Press the space bar. The first icon is high-lighted. Use the arrow keys to highlight an icon and press to select it. Press the space bar to return the game play without making a selection. Joystick: Press the Space Bar. The first icon is highlighted. Use the joystick to highlight an icon and press the Fire Button to select it. Press the space bar to return to game play without making a selection. Updates Turns may be made from any lane in eaither direction. Reverse has been replaced by a U-turn. Disregard section on arriving in a van Aiming the grenade launcher is in your control. It can be targeted toward the front of the van in the same manner as the mini-gun. Warehouse Mode Moving among the four main options joystick Keyboard Keypad left & right <- & -> 4 & 6 Moving among the sub-options up up arrow 8 down down arrow 2 Selecting a sub-option button #1 Enter Enter Van Mode Special Keys (only I, T, U, & W are active when the van is moving) C: Don Disguise or Scuba Gear I: Toggles Engine Sound On/Off L: Leave Van T: Toggles between driving the Van and using a Weapon U: U-Turn W: Change Weapon F-2: Audio Surveillance Driving Keys Action Joystick Keyboard Keypad Shift Lanes -> right -- 6 Shift Lanes <- left -- 4 Turn Right right + button #1 > 7 Turn Left left + button #1 < 9 Speed Up up -- 8 Slow Down down -- 2 Aiming and Firing Mini-Gun and Grenade Launcher Action Joystick Keyboard Keypad Aim Right right -- 6 Aim Left left -- 4 Aim Up up -- 8 Aim Down down -- 2 Fire button #1 F or Enter 5 Launching Smoke Screen button #1 F or Enter 5 Foot Mode Special Keys A: Accelerate Time C: Remove Disguise D: Drop Item E: Examine or Search I: Inventory Information T: Take Item U: Use Item F-2: Interact SCRLCK + Arrows or Joystick: Scroll screen without moving the Punisher Moving Direction Joystick Keyboard Keypad North up -- 8 Northeast upper left  -- 9 East right -- 6 Southeast lower right -- 3 South down -- 2 Southwest lower left -- 1 West left -- 4 Northwest upper left -- 7 Weapons Action Joystick Keyboard Keypad Fire Gun button #1 Enter Enter or 5 Throw Grenade -- G -- Throwing Grenades Direction Joystick Keyboard Keypad North up -- 8 Northeast upper right -- 9 East right -- 6 Southeast lower right -- 3 South down -- 2 Southwest lower left -- 1 West left -- 4 Northwest upper left -- 7 Distance Joystick Keyboard Keypad high up H 7, 8, or 9 medium left or right M 4, 5, or 6 low down L 1, 2, or 3 Scuba Mode Swimming Action Joystick Keyboard Keypad up up -- 8 up/right upper right -- 9 right right -- 6 down/right lower right -- 3 down down -- 2 down/left lower left -- 1 left left -- 4 up/left upper left -- 7 Knife Combat Action Joystick Keyboard Keypad attack up fire + up -- 5 + 8 attack down fire + down -- 5 + 2 Facing Left Action Joystick Keyboard Keypad attack high fire + up/left -- 5 + 7 attack middle fire + left -- 5 + 4 attack low fire + down/left -- 5 + 1 Facing Right Action Joystick Keyboard Keypad attack high fire + up/right -- 5 + 9 attack middle fire + right -- 5 + 6 attack low fire + down/right -- 5 + 3 Rocket Ranger ************* First of all, go straight to the war room - ignore the zeppelin for now. Collect all five agents so that you have all of them in reserve. Place your agents in the countries surrounding Europe - Algeria, Libya, Egypt, Mid East and Russia. This should now contain the Nazis in Europe. When you've done that, go to the zepplin and try and rescue the Barnstoffs. When you've done that, go back to Fort Dix, and the agents should now be ready to report back to you, as they have now infiltrated their countries. Read the reports and get them to organise resistance in their countries. If you are lucky, this will contain the Nazis. Now try and find the Nazi base, because you are going to need it when you collect the five rocket parts. Nine times out of ten the base is in Peru. The desert base is usually found in the Congo or Kenya. Go straight to the zeppelin factories, camps and bomb and airplane factories because you have got to keep Nazi efficiency at a minimum to give yourself chance to find the bases and rocket parts. In the course of the game, the zeppelin will appear again - you don't have much choice but to go and rescue the Barnstoffs because if you don't, lunarium production will be increased. The first time the zeppelin appears, you can't blow it up because you are too far away. The second time is tricky but gets a bit easier with practise - you have to try and shoot the gondola whilst avoiding the missiles. The best thing to do is wait for a gap and shoot either one or two shots - a loose shot will blow up the airship. When you get it right, a green flash comes from the back of the zeppelin, followed by machine gun fire. "Great shooting", you're told, and you now confront the Barnstoffs. If it's the first time you're in the zeppelin your replies should be : loosen up doll face, I like your style, I oughtta teach you, I took the scenic route , can you use some help? If it's your second time, say : I'm glad to see you too, I just want to help you, can you use some help? When you give the correct replies you'll take the Barnstoffs back to America. Fighting the guards takes a bit of practise, but try and persevere - the first three are relatively easy. The fourth and fifth are very tough, and the best way to deal with them is by continual jabbing at the face, with uppercuts to the face whenever possible. Body shots are no good. If he hits you, push the joystick up as this prevents him from hitting you with multiple blows. After about three punches try and jab or uppercut him because he'll hit you with a body shot if you don't. This solution was extracted from the C+VG Game Tips section. Converted to the computer by :- The WIZZ ! TOTAL RECALL ~~~~~~~~~~~~ Docs Dritten by mikey ~~~~~~~~~~~~~~~~~~~~~ RIPPED FROM A AUTOMATION MENU FOR SEWER SOFTWARE BY TEDDYSTACKER ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ SCENARIO -------- QUAID , AFTER A TERRIFYING VISIT TO 'REKALL' AND AN UNSUCCESSFUL MEMORY IMPLANT DISCOVERS THAT HIS LIFE IS A LIE . HIS PAST IS FICTION AND HIS TRUE IDENTITY IS SHROUDED IN MYSTERY . A MYSTERY WHOSE SOLUTION LIES ON THE RED PLANET OF MARS . AT NIGHT HE DREAMS OF THAT DISTANT WORLD , HE DREAMS OF A BEAUTIFUL WOMAN , HE DREAMS OF HIS OWN DEATH . NOW A HUNTED MAN , SEARCHING FOR CLUES THAT WILL ENABLE HIM TO REACH MARS AND UNRAVEL THE WEB OF LIES THAT REMAIN OF HIS PAST . A NORMALLY PEACEFUL MAN IN A WORLD GONE MAD , HE MUST RESORT TO VIOLENT MEANS TO STAY ALIVE AND REGAIN HIS LIFE , HIS PAST , HIS FUTURE AND MORE IMPORTANTLY , HIS VERY SOUL . IN DOING SO HE CAN FREE THE WORLD FROM TYRANNY . CONTROLS -------- THIS IS A ONE PLAYER GAME CONTROLLED BY JOYSYICK ONLY FIRE AND DOWN WILL ACTIVATE THE ARMED COMBAT . FIRE AND UP WILL RETURN TO UNARMED COMBAT . P : PAUSE GAME ( PRESS FIRE TO RESUME GAME ) . ESCAPE : QUIT GAME . F8 : MUSIC OFF . F7 : MUSIC ON . CAR CHASE SECTION PUSH THE JOYSTICK IN THE APPROPRIATE DIRECTION TO STEER THE CAR . PRESS FIRE BUTTON TO FIRE GUN . IN THE CAR CHASE SELECTION THERE WILL BE VARIOUS ICONS WHICH MAY BE COLLECTED AS FOLLOWS . S : SCORE BONUS . A : AUTO FIRE . SKULL AND CROSSBONES : MYSTERY ICON . RED PYRAMID : INVINCIBILITY . HEART : EXTRA ENERGY . GAME PLAY --------- LEVEL ONE : QUAID MUST GET FROM HIS HOTEL TO A PHONE BOX ON THE FAR SIDE OF THE CITY WHERE HE WILL RECEIVE FURTHER INSTRUCTIONS . ALONG HIS WAY HE MUST COLLECT FIVE VITAL OBJECTS TO HELP HIM IN HIS QUEST , A BRIEFCASE , PASSPORT , TICKETS TO MARS , DISGUISE AND A SURGICAL INSTRUMENT FOR REMOVAL OF IMPLANTED HOMING DEVICE . RICHTER , THE CHIEF OF POLICE , AND HIS CRONIES ARE WAITING TO STOP HIM . QUAID MUST FIND A GUN AND CACHE OF BULLETS TO BATTLE HIS WAY THROUGH OR USE HIS UNARMED COMBAT SKILLS . LEVEL TWO : HAVING RECEIVED HIS INSTRUCTIONS QUAID COMMANDEERS A 'JOHNNY CAB' AND MUST MAKE HIS WAY TO THE DERELICT WAREHOUSE WHERE HE CAN UTILISE THE BRIEFCASE , VIDEO AND LEARN FURTHER INFOMATION REGARDING HIS PAST . RICHTER AND HIS MOBILE POLICE ARE IN DEADLY PURSUIT . LEVEL THREE : A STARTLING REVELATION LIES WITHIN THE VIDEO BRIEFCASE . IT APPEARS THAT THE FULL ANSWERS TO HIS QUESTIONS LIES ON MARS . NOW HE MUST ESCAPE FROM THE WAREHOUSE TO THE SPACEPORT TO BEGIN HIS JOURNEY . LEVEL FOUR : UPON ARRIVAL ON MARS , QUAID IS BESET BY RICHTER ONCE AGAIN . HE MUST NOW FIGHT HIS WAY THROUGH 'VENUSVILLE' WHERE HE WILL CONTACT MELINA , POSSIBLY THE MYSTERIOUS WOMAN FROM HIS DREAMS . LEVEL FIVE : MELINA AND QUAID MEET BENNY , A TAXI DRIVER WHO HELPS THEM ESCAPE FROM THE PURSUING FORCES . THEY MUST NEGOTIATE A DANGEROUS ROUTE THROUGH THE CAVERNS OF MARS UNTIL THEY DISCOVER THE WAY TO THE REBEL HIDEOUT . LEVEL SIX : THEIR TAXI DISCARDED , MELINA AND QUAID MUST PROCEED ON FOOT BACK THROUGH 'VENUSVILLE' DOWN INTO THE CAVERNS TO MEET THE REBEL LEADER . ALONG THE ROUTE ARE SWITCHES THAT MUST BE ACTIVATED TO OPEN THE DOORS INTO THE ALIEN REACTOR THAT IS THE HEART OF QUAIDS DILEMMA . LIFTS ALLOWS ACCESS TO THE HIGHER LEVELS BUT THEY ARE ICON CONTROLLED . THE CORRECTLY SHAPED ICON FOR EACH LIFT , OR SERIES OF LIFTS MUST BE FOUND AND DROPPED INTO THE CORRESPONDING SLOT BY THE LIFT WITHOUT THIS THE LIFTS ARE INERT . OTHER ICONS WILL BE FOUND ALONG THE WAY .EACH ICON WILL BE SHOWN AS AN ALIEN SYMBOL . THERE ARE FOUR OF THESE TO BE COLLECTED . FINDING KUATO , QUAID WILL BE GIVEN THE KEY TO THE ENTRANCE TO THE REACTOR. ONCE YOU HAVE USED THE KEY YOU WILL HAVE ACCESS TO THE ALIEN COMPUTER . THIS WILL DISPLAY A PANEL CONTAINING THE FOUR ALIEN SYMBOLS COLLECTED ON YOUR ROUTE THROUGH THE COMPLEX . A CURSOR WILL ALLOW YOU TO MANIPULATE THE SYMBOLS ONE AT A TIME . POSITIONING THESE IN THE CORRECT ORDER WILL OPEN THE FINAL DOORS TO THE ALIEN REACTOR . BETWEEN QUAID AND HIS FINAL CONFRONTATION ARE THE LAST VESTIGES OF RICHTERS ARMED FORCES . FIGHT YOUR WAY THROUGH THEN BATTLE RICHTER HIMSELF ON THE LIFT UP TO THE CORE ROOM . EMERGE VICTORIOUS AND WITHIN , YOU WILL FIND THE VILLAIN BEHIND YOUR STRIFE . COHAAGGEN . HERE IN THE CORE ROOM , HE HAS PLANTED A BOMB WHICH WILL DESTROY THE REACTOR AND MARS ONLY CHANCE OF SALVATION . STATUS AND SCORING ------------------ POINTS ARE AWARDED AS FOLLOWS : AMMUNITION : 10 BULLETS 200pts . GUN : 10 BULLETS 400pts . ? ICON : 500pts . HEART ( RESTORES 50% HEALTH ) 400pts . UNARMED BADDIES : 1000pts . PATROLS : 3000pts . GUARDS : 5000pts . WALLGUNS : 2000pts . EXTRA ENERGY WILL BE AWARDED AT 50.000 POINTS AND EVERY 100.00POINTS THEREAFTER . IF ENERGY IS FULL AMMUNITION WILL BE AWARDED . YOU ONLY HAVE ONE LIFE , ONCE ENERGY IS DEPLETED THE GAME WILL BE OVER . HINTS AND TIPS -------------- 1 PRESERVE YOUR BULLETS FOR ARMED ENEMIES , USE PUNCHES FOR UNARMED ENEMIES . 2 COLLECT THE SCANNER WHICH WILL SHOW YOU THE NEXT NEAREST OBJECT . 3 LEARN THE POSITION OF ENEMY CARS AND AVOID THEM . ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ CHASE HQ II ~~~~~~~~~~~ SPECIAL CRIMINAL INVESTIGATION ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Docs written by Mikey ~~~~~~~~~~~~~~~~~~~~~ RIPPED FROM A AUTOMATION MENU FOR SEWER SOFTWARE BY TEDDYSTACKER ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ SCENARIO -------- TRUTH AND JUSTICE ARE THE BY WORDS OF THE BUREAU OF SPECIAL CRIMINAL INVESTIGATIONS . NOW YOU ARE TO EMBARK ON THE MOST IMPORTANT CASE OF YOUR LIFE . THE MAYOR'S DAUGHTER HAS BEEN KIDNAPPED BY A BAND OF VICIOUS LAWBREAKERS . SHE IS BEING HELD WITHIN A WAREHOUSE SOMEWHERE ON THE SOUTH SIDE . YOU WILL HAVE TO COMPLETE SIX MISSIONS BEFORE YOU CAN SAVE HER . EACH SUCCESSFUL MISSION WILL PROVIDE A NEW CLUE THAT WILL , EVENTUALLY , LEAD YOU TO THE GIRLS LOCATION . HOWEVER , IT'S A RACE AGAINST TIME BECAUSE HER ONLY COMPANY IS A TIME BOMB ! CONTROLS -------- THIS IS A ONE PLAYER GAME WHICH MAY BE C0ONTROLLED BY USING EITHER A MOUSE OR JOYSTICK . JOYSTICK -------- LEFT AND RIGHT : STEERING . FORWARD : ACCELERATE . BACK : BRAKE . FIRE BUTTON : FIRE CURRENT WEAPON . SPACE BAR : TURBO BOOST . MOUSE ----- PRESS M ON THE KEYBOARD TO SELECT MOUSE CONTROL . LEFT AND RIGHT MOTION : STEERING . LEFT BUTTON : ACCELERATE . RIGHT BUTTON : FIRE CURRENT WEAPON . SPACE BAR : TURBO BOOST . YOU MAY ALSO SKIP PAST THE VARIOUS IN GAME GRAPHIC SEQUENCES BY PRESSING EITHER ANY KEY FROM THE KEYBOARD , THE JOYSTICK FIRE BUTTON OR EITHER MOUSE BUTTONS . GAMEPLAY -------- KAREN , FROM CHASE HEADQUARTERS , WILL SEND A DESCRIPTION OF THE CRIMINAL'S VEHICLE TO YOUR ON BOARD COMPUTER . YOU HAVE A LIMITED TIME PERIOD TO CATCH UP WITH THE OFFENDER . A FURTHER TIME BONUS WILL THEN BE GIVEN TO EITHER SHOOT OR RAM THE CAR OFF THE ROAD . RAMMING INTO OTHER VEHICLES SLOWS YOU DOWN , MAKING CAPTURE MORE DIFFICULT . A LIMITED SUPPLY OF NITRO BOOSTS GIVES YOU A SHORT PERIOD OF EXTRA ACCELERATION . BUT USE THESE WISELY ! WHEN YOU HAVE INFLICTED THE NECESSARY AMOUNT OF DAMAGE THE CRIMINAL'S CAR WILL PULL OVER TO THE SIDE OF THE ROAD WHERE HE CAN BE ARRESTED . SIX , PROGRESSIVELY DIFFICULT , MISSIONS WILL TAKE YOU THROUGH A VARIETY OF TOWNS AND LANDSCAPES . DURING THE GAME YOU WILL BE OFFERED IMPROVED WEAPONRY WITH LIMITED AMMUNITION FROM A HELICOPTER FLYING OVERHEAD . WATCH OUT FOR INNOCENT DRIVERS WHO MAY DELAY YOUR PROGRESS VIA THEIR APPALLING DRIVING SKILLS . ABOVE ALL REMEMBER THAT TIME IS TICKING AWAY , CRIMES ARE BEING COMMITTED AND THE BAD GUYS ARE GETTING AWAY ! STATUS AND SCORING ------------------ YOU HAVE 60 SECONDS TO CATCH UP WITH THE TARGET VEHICLE AND THEN A FURTHER 60 SECONDS IN WHICH TO INFLICT AS MUCH TO THE CRIMINAL AS POSSIBLE BY EITHER SHOOTING OR RAMMING IT OFF THE ROAD . POINTS ARE SCORED AS FOLLOWS : PASSING SHOOTING RAMMING PORCHE 500pts 50pts 50pts BLUE VAN 400pts 50pts 50pts BLUE CAR 300pts 50pts 50pts LIMOUSINE 200pts 50pts 50pts MOTORBIKE 100pts 50pts 50pts CONVOY CARS 10pts 1000pts CRIMINAL CARS 100pts 10000pts ANY TIME LEFT ON THE CLOCK ON EACH LEVEL WILL BE AWARDED TIMES 10000 . AFTER YOU HAVE CAUGHT UP WITH A CAR A DAMAGE INDICATOR WILL APPEAR ON SCREEN . THIS WILL SHOW HOW MUCH DAMAGE YOU HAVE CAUSED TO THE TARGET VEHICLE . WHEN THIS INDICATOR IS FULL YOUR CAR WILL AUTOMATICALLY OVERTAKE THE CRIMINALS AND STOP THEM . HINTS AND TIPS -------------- 1 ONLY USE YOUR TURBO WHEN RAMMING THE TARGET VEHICLE . 2 SLOW DOWN ON TIGHT BENDS OR WHEN DRIVING NEAR WATER . 3 TAKE YOUR TIME WHEN RAMMING TO INCREASE YOUR SCORE . 4 YOU WILL SCORE LESS WHEN USING THE CONTINUE PLAY OPTION . ~~~~~~~~~~~~~~~~~~~~~ DOCS TO HEAVY METAL ~~~~~~~~~~~~~~~~~~~ "Small Key Commands" ~~~~~~~~~~~~~~~~~~ RIPPED FROM A AUTOMATION MENU FOR SEWER SOFTWARE BY TEDDYSTACKER ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Ok This Game Consists Of 3 Different Vehicles Which You Have To Master!. The MBT --------- F1 - Switch To The M827 Shell F2 - Switch To The M829 Shell F3 - Switch To The M830 Shell F4 - Switch To SMOKE 1 - Lowest Speed 2 - Higher Speed 3 - Full Speed 4 - Maximum Speed Space Bar - Stops MBT To A COMPLETE STOP Theres A Command Which Causes You To Go Reverse But I Couldnt Find It Again! Shit! Ok The Target Is In The Box At Top Of the Screen, Line The Sights And Lower/Raise The Cannon To Destroy It, Also ANYWHERE In The Game ESCAPE Brings Ya Back To Main Menu... The FAV -------- This Vehicle Is Controlled Entirely By Joystick And Is More Like An Action Game, I Couldnt Find Any Keys That Did ANYTHING here! The ADAT -------- This Vehicle Cannot Move And Is Once Again Mostly Controlled By Joystick There Is One Key Command Here: Space Bar - Fire Missle Their Is An Indicator On The Target Which The Missle Has A Lock On! It ONLY Targets One And You Have To Wait Til The Missile Detonates Before Firing Another. This Section Is QUITE Hard Though... Typed By ZODIAC/VF HARD DRIVIN II ~~~~~~~~~~~~ DRIVE HARDER ~~~~~~~~~~~~ docs written by mikey *************************************************************************** HARD DRIVIN II IS THE SEQUEL TO THE SMASH HIT COIN OP CONVERSIONOF HARD DRIVIN , LAST YEARS NUMBER ONE ARCADE HIT . NOW YOU CAN DESIGN YOUR OWN TRACKS , RECORD YOUR BEST RACE AND LET YOUR FRIENDS CHALLENGE YOU FOR THE TOP SPOT . FEATURES -------- HARD DRIVIN II HAS THE FOLLOWING SPECIAL FEATURES . 1 IMPROVED VISIBILITY CHECK ( THE CARS DO NOT APPEAR THROUGH THE HILLS ANYMORE .) 2 SERIAL LINK MODE . THIS ALOOWS YOU TO LINK TWO MACHINES TOGETHER TO RACE AGAINST EACH OTHER . THE POSSIBLE COMBINATIONS ARE , PC-PC , PC-ST , PC-AMIGA , ST-ST , AMIGA-AMIGA , ST-AMIGA . 3 HARD DRIVIN II SUPPORTS TWO DIFFERENT LINK RACES . STANDARD RACE YOU ARE RACING AGAINST THE USUAL DRONE CARS PLUS ONE CAR THAT IS CONTROLLED BY YOUR OPPONENT AT THE 2nd COMPUTER . COLLISION DETECTION IS ON . CHAMPIONSHIP RACE IT'S ONE ON ONE . YOU ARE RACING AGAINST THE PHANTON PHOTON , WHICH IS CONTROLLED BY YOUR OPPONENT VIA THE LINK CONNECTION . THE WINNER IS THE PERSON WHO GOES THROUGH THE FINISH FIRST . NO COLLISION DETECTION . 4 IMPROVED STEERING , NOW EVEN MORE ACCURATE WITH SPECIAL AUTO CENTERING FEATURE . 5 THE SIMULATION MODEL HAS BEEN GREATLY IMPROVED TO MAKE YOUR CAR HANDLE EVEN MORE REALISTICALLY . CONTROLS -------- USE JOYSTICK OR MOUSE FOR STEERING , JOYSTICK OR KEYBOARD FOR GEAR CHANGE STEERING -------- MOUSE : STEER LEFT/RIGHT . LEFT FIRE BUTTON ACCELERATE . RIGHT FIRE BUTTON DECELERATE . BOTH BUTTONS BRAKE . JOYSTICK : PUSH LEFT/RIGHT TO STEER . FORWARD ACCELERATE . BACK DECELERATE . FIRE BRAKE . GEARS ----- THE PANEL HAS A CURRENT GEAR INDICATOR ON THE FAR RIGHT . YOU CAN ALSO SELECT AUTOMATIC TRANSMISSION JOYSTICK ------- FIRE-CLUTCH KEYBOARD -------- KEY 1 1st GEAR , KEY 2 2nd GEAR , KEY 3 3rd GEAR , KEY 4 4th gear . space bar clutch ( hold down ) . LINKING YOUR COMPUTERS TOGETHER ------------------------------- BEFORE STARTING THE RACE , SWITCH TO THE OPTION SCREEN BY PRESSING THE 'O' KEY ( THIS WILL NOT WORK DURING THR ROLLING DEMO ) . YOU WILL FIND A NEW OPTION LINE AT THE BOTTOM OF THE SCREEN WHERE YOU CAN TURN ON THE LINK MODE . AFTER LEAVING THE OPTION SCREEN , YOUR COMPUTER WILLWAIT FOR THE OTHER COMPUTER TO RESPOND . AS SOON AS THE LINK IS ESTABLISHED , THE RACE IS ON . IMPORTANT NOTES 1 THE CABLE SHOULD BE PLUGGED ONTO THE COMPUTERS BEFORE SWITCHING ON THE POWER TO ENSURE THAT THE RS232 POETS ARE PROPERLY INITIALISED . 2 PC THE JOYSTICK AND THE LINK MODE WILL NOT WORK TOGETHER . YOU MUST CHOOSE BETWEEN JOYSTICK INPUT OR LINK CONNECTION . CABLE FOR THE LINK CONNECTION , THE USER CAN EITHER BUY A NULL MODEM OR YOU CAN MAKE YOUR OWN CABLE . THIS IS COMPARATIVELY SIMPLE AS THE CABLE NEEDS ONLY THREE WIRES . COMPUTER 1 COMPUTER 2 RS232-PIN PIN-RS232 (GND) 7 -------------------------------------- 7 (GRD) (TxD) 2 -------------------------------------- 2 (TxD) (RxD) 3 -------------------------------------- 3 (RxD) ie : PIN 7 TO PIN 7 , PIN 2 TO PIN 2 , PIN 3 TO PIN 3 . ALTERNATIVELY BUY A NULL MODEM ADAPTER IF YOU ALREDY HAVE A STANDARD RS232 FOR YOUR COMPUTER . THE CABLE SHOULD BE PLUGGED INTO THE MACHINE BEFORE SWITCHING ON THE POWER . OTHERWISE THE RS232 PORTS MAY NOT INITIALISE PROPERLY . THE HAD DRIVIN II EDITOR ------------------------ THE HARD DRIVIN II TRACK EDITOR IS A CAD STYLE PROGRAM WHICH ENABLES YOU TO DESIGN AND BUILD NEW TRACKS FOR HARD DRIVIN II . IT ALLOWS YOU TO ZOOM IN AND OUT AND MOVE AROUND THE TRACK . AT ANY TIME , YOU CAN DRIVE AROUND THE NEWLY CREATED TRACK . YOU CAN ALSO CHOOSE A SCENIC VIEW FROM A POINT HIGH ABOVE . YOU CAN PICK SINGLE OBJECTS OR STREET SEGMENTS OR INVISIBLE BARRIERS , MOVE THEM AROUND , ROTATE THEM , OR DELETE THEM . BY USING A FLEXIBLE BOX YOU CAN ALSO SELECT A WHOLE GROUP OF OBJECTS/BARRIERS . YOU CAN ALSO SELECT NEW OBJECTS AND ADD THEM TO THE TRACK . BY CLICKING ON STREET SEGMENTS YOU CAN SET/RESET THE START POINT , THE FINISH , ALL THE CHECKPOINTS , ALL RETURNPOINTS AND ALL DRONE CARS ON THE TRACK . HAVING DONE ALL THAT , YOU CAN SAVE UP TO FIVE DIFFERENT TRACKS AS TRACK FILES DISPLAY ------- THE EDITOR HAS A SPLIT SCREEN WITH THE ACTION WINDOW IN THE UPPER HALF OF THE SCREEN . HERE YOU WILL SEE 2D AND 3D VIEWS OF THE TRACK , AND YOU CAN SELECT NEW OBJECTS OR STREETS SEGMENTS TO ADD TO THE TRACK . THE LOWER PART OF THE SCREEN HOLDS COMMAND ICONS TO UTILISE ALL THE EDITOR FUNCTIONS . ALL FUNCTIONS CAN BY EXECUTED BY CLICKING ON THESE ICONS . DESCRIPTION OF THE COMMAND ICONS -------------------------------- COLUMN 1 -------- THE CURSOR ARROWS PAN EITHER THE WHOLE TRACK OR THE SELECTED GROUP OF OBJECTS/SEGMENTS/BARRIERS . THE ICON IN THE MIDDLE OF THE ARROWS EITHER CENTRES THE TRACK OR SETS THE SELECTED GROUP OF OBJECTS/SEGMENTS/BARRIERS BACK TO THE ORIGIN .  COLUMN 2 -------- THE UPPER LEFT ICONS ALLOW YOU TO ZOOM IN AND OUT OF THE TRACK . THE UPPER RIGHT ICONS ROTATE A SINGLE OBJECT OR BARRIER . STREET SEGMENTS OR GROUPS OF OBJECTS/BARRIERS CANNOT BE ROTATED . DELETE : DELETES ALL SELECTED OBJECTS/SEGMENTS/BARRIERS . NB IT IS NOT POSSIBLE TO RECOVER THESE ONCE THEY HAVE BEEN DELETED . VIEW : GENERATES A SCENIC VIEW OF THE WHOLE TRACK . ANY KEYPRESS TAKES YOU BACK TO THE COMMAND MENU . COLUMN 3 -------- BARRIER : TOGGLES THE DETAIL LEVEL , GREY SURROUNDING BOX : NO BARRIERS VISIBLE DARK RED BOX : BARRIERS VISIBLE RED SURROUNDING BOX : BARRIERS PLUS RESIZE BOXES VISIBLE TRACK : TOGGLES THE DETAIL LEVEL , GREY SURROUNDING BOX : NO STREET SEGMENTS VISIBLE RED SURROUNDING BOX : STREET SEGMENTS VISIBLE OBJECTS : TOGGLES THE DETAIL LEVEL , GREY SURROUNDING BOX : NO OBJECTS RED SURROUNDING BOX : OBJECTS VISIBLE COLUMN 4 -------- NEW OBJECT : SELECTS AND INSERTS A NEW OBJECT . YOU CAN USE THE CURSOR TO POSITION THE NEW OBJECT ON THE TRACK . PRESS THE BUTTON TO DROP IT AT THE CHOSEN POSITION . NEW SEGMENT : SELECTS AND ADDS A NEW STREET SEGMENTS TO THE CURRENT TRACK . NEW BARRIER : INSERTS A NEW BARRIER . YOU CAN USE THE CURSOR TO POSITION THE NEW BARRIER SOMEWHERE ON THE TRACK . PRESS THE BUTTON TO DROP THE BARRIER AT THE CHOSEN POSITION . DEMO DRIVER : STARTS THE ROLLING DEMO . ANY KEY OR MOUSE PRESS BRINGS YOU BACK . COLUMN 5 -------- LOAD : LOAD A PREVIOUSLY MADE TRACK . SAVE : SAVE THE CURRENT TRACK TO DISK . NEW : START WITH A NEW TRACK . QUIT : GO BACK TO DOS/AMIGADOS/TOS . COLUMN 6 -------- TRACK 1 : SET TRACK 1 AS THE ACTIVE TRACK . DELETE SEGMENT AND NEW SEGMENT NOW OPERATE ON SEGMENTS OF TRACK 1 . TRACK 2 : SET TRACK AS THE ACTIVE TRACK . DELETE SEGMENT AND NEW SEGMENT NOW OPERATE ON SEGMENTS OF TRACK 2 . DELETE SEGMENT : DELETE THE LAST STREET SEGMENT OF THE ACTIVE TRACK . SET TIMER VALUES : SET THE TIME TO DEFAULT BEST LAP TIME , THE DEFAULT TIME TO QUALIFY , THE DEFAULT COUNTDOWN TIME AND THE BONUS TIME FOR PASSING A CHECKPOINT OR THE FINISH . HOW TO MAKE NEW TRACKS ---------------------- THE EASIEST WAY TO MAKE A NEW TRACK IS TO START WITH ONE OF THE FOUR SUPPLIED TRACKS . LOAD IT IN THE EDITOR AND START TO SELECT OBJECTS . MOVE THEM AROUND , DELETE THEM OR ADD NEW OBJECTS , FIELDS , BARRIERS OR CARS . YOU CAN ALWAYS TEST YOUR NEW TRACK BY MAKING A DEMO DRIVE OR INSPECTING IT WITH VIEW . WHEN YOU FEEL A BIT MORE COMFORTABLE , TRY TO PLAY AROUND WITH THE STREET SEGMENTS AND THE DRONE CARS . FINALLY A HINT FOR MAKING NEW TRACKS SUCCESSFULLY , IT IS EASIER TO START WITH THE STREET SEGMENTS FIRST . IT USUALLY TAKES SOME EXPERIMENTING AND A COUPLE OF TRIES TO MAKE A CLOSED RACE TRACK . WHEN THR STREET SEGMENTS ARE FINE , YOU CAN START ADDING BUILDINGS , FIELDS AND CARS . COMPONENTS OF A HARD DRIVIN II RACE TRACK ----------------------------------------- THE HARD DRIVIN II EDITOR GENERATES AND WORKS WITH HARD DRIVIN II TRACKS . THESE TRACKS CONSIST OF THE FOLLOWING COMPONENTS , OBJECTS : OBJECTS ARE MOSTLY BUILDING OR STREET SIGNS . YOU CAN INSERT/DELETE THEM , ROTATE OR MOVE THEM AROUND . THEY DON'T AFFECT THE TRACK OR YOUR CAR ( AS LONG AS YOU DON'T BUMP INTO ONE OF THEM ) THEY SIMPLY ADD SOME REALISM AND FLAVOUR TO THE TRACK . STREET SEGMENTS : THE STREET ARE THE MOST IMPORTANT COMPONENT BECAUSE THEY ACTUALLY FORM THE TRACK . IT IS POSSIBLE TO MAKE A TRACK WITHOUT OBJECTS/CARS AND BARRIERS , BUT YOU CAN'T HAVE A VALID TRACKS WITHOUT AT LEAST ONE CLOSED LOOP OF STREET SEGMENTS . STREET ELEMENT : EACH SEGMENT CONSIST OF ONE OR MORE ELEMENTS . THE STRAIGHT A SEGMENTS FOR INSTANCE HAS ONE ELEMENT , THE STRAIGHT C SEGMENT HAS 6 AND THE HILL SEGMENT HAS 9 ELEMENTS . IT IS NOT POSSIBLE TO ADD OR DELETE A SINGLEELEMENT BUT YOU CAN CLICK ON AN ELEMENT TO SET A CHECKPOINT OR RETURNPOINT OR TO USE IT AS THE START OR FINISH . BARRIERS : YOU CAN HAVE UP TO 30 INVISIBLE BARRIERS ON THE TRACK . THEIR MAIN TASK IS TO BLOCK ANY POSSIBLE SHORTCUTS BETWEEN STREET SEGMENTS . THE EDITOR DISPLAYS THEM AS THIN WHITE LINES WHICH YOU CAN ROTATE OR MOVE AROUND BY CLICKING UP THEIR ENDPOINTS . CARS : YOU CAN HAVE UP TO 12 DRONE CARS TRAVELLING ON BOTH TRACKS . THESE DRONE CARS ARE COMPUTER CONTROLLED AND NAVER LEAVE THE STREET SEGMENTS . BUT YOU CAN SET THEIR START POSITION , DIRECTION AND LANE . TRACK 1/2 : A HARD DRIVIN RACETRACK CONSISTS OF ONE OR TWO TRACKS . YOU ALWAYS NEED TRACK 1 , WHICH HAS TO BE A CLOSED LOOP OF STREET SEGMENTS WITH ONE START ELEMENT , ONE FINISH ELEMENT AND A CHECKPOINT . A SECOND TRACK , TRACK 2 , CAN BE ADDED USING A JUNCTION SEGMENT . THE SECOND MUST HAVE ONE CHECHPOINT AND ITS LAST STREET ELEMENT MUST TOUCH ANY ELEMENT OF TRACK 1 . AN EXAMPLE , WHEN YOU LOOK AT THE ORIGINAL TRACK , YOU WILL NOTICE THAT THE SPEEDTRACK IS TRACK 1 , BECAUSE IT CONTAINS THE START AND THE FINISH . THE STUNT TRACK IS TRACK 2 . THE HILL SEGMENTS LINKS IT TO TRACK 1 , AND ITS LAST ELEMENT JOINS UP WITH TRACK 1 IMMEDIATELY BEFORE THE FINISH . JUNCTIONS : IF YOU WISH TO USE TRACK 2 YOU WILL NEED TO INSERT A JUNCTION SEGMENT INTO THE TRACK 1 . THEN YOU CAN SELECT EITHER TRACK 1 OR TRACK 2 TO ADD NEW STREET SEGMENTS . ONLY ONE JUNCTION SEGMENT IS ALLOWED . CHECKPOINT : EACH TRACK NEEDS ONE CHECKPOINT . IT SHOULD BE LOCATED TOWARDS THE MIDDLE OF THE TRACK . PASSING THE CHECKPOINT DURING THE RACE WILL GIVE A TIME BONUS . YOU CAN SET OR RESET THE CHECKPOINTS BY CLICKING ON A STREET ELEMENT AND CLICKING A SECOND TIME ON THE CHECKPOIT BOX . RETURNPOINTS : EACH TRACK HAS TWO RETURNPOINTS . IF YOU SPEND MORE THAN 10 SECONDS OFF ROAD DURING A RACE , YOU WILL BE SENT BACK TO THE LAST RETURNPOINT . THE HARD DRIVIN II EDITOR WILL ALLOW YOU TO SET OR RESET THESE RETURNPOINTS BY CLICKING ON A STREET ELEMENT AND CLICKING ON THE RETURNPOINT BOX . START : THIS IS THE POINT WHERE THE RACE BEGINS . YOU CAN SET THE START BY SELECTING ONE OF THE STREET ELEMENTS OF TRACK 1 AS THE START ELEMENT . FINISH : PASSING THE FINISH POINT ENDS THE CURRENT LAP AND STARTS A NEW LAP ( DURING A RACE ) . PASSING THE FINISH ALSO GIVES YOU A TIME BONUS AND RESET THE COUNTER FOR THE BEST LAP TIME . YOU CAN SET THE FINISH BY SELECTING ONE OF THE STREET ELEMENTS OF TRACK 1 AS THE FINISH ELEMENT . HOW TO SELECT AN ITEM OR A GROUP OF ITEMS : CLICKING ON AN OBJECT/BARRIER SELECTS OR DESELECTS THIS OBJECT/BARRIER . IF YOU PRESS THE MOUSE BUTTON AND HLOD IT DOWN , YOU CAN PULL A BOX OVER THE SCREEN . ALL ITEMS WITHIN THIS BOX ARE AUTOMATICALLY SELECTED . HOW TO SET /CLEAR RETURNPOINTS , CHECHPOINTS , START AND FINISHPOINTS ---------------------------------------------------------------------- FIRST , YOU SHOULD SELECT THE STREET ELEMENT WHERE YOU WANT TO INSTALL THE NEW RETURNPOINT OR CHECKPOINT OR START OR FINISH . THIS CAN BE DONE SIMPLY BY CLICKING ON THE ELEMENT . ( IF NO STREET ELEMENTS ARE VISIBLE , CENTRE THE TRACK AND CLICK ON THE TRACK ICON UNTIL YOU GET THE HIGHEST DETAIL LEVEL . THEN CLICK ON THE SELECTED ELEMENT AGAIN . ) THIS WILL BRING UP A DIALOG BOX WITH A VERTICAL ROW OF CHECK BOXES TO SET OR RESET THE ATTRIBUTES OF THIS ELEMENT . CLICK ON ONE OR MORE BOXES TO DETERMINE THE FUNCTION OF THE ELEMENT . SOME COMBINATIONS ARE NOT VALID , eg YOU CAN'T SET THE ELEMENT TO BE START AND FINISH AT THE SAME TIME . CLICK ON THE OK FIELD TO CONFIRM AND RETURN TO THE EDIT SCREEN . HOW TO SET OR CLEAR DRONE CARS ------------------------------ FIRST , YOU SHOULD SELECT THE STREET ELEMENT WHERE YOU WANT TO INSTALL A NEW DRONE CAR . CLICK ON THE ELEMENT . ( IF NO ELEMENTS ARE VISIBLE , CENTRE THE TRACK AND CLICK ON THE TRACK ICON UNTIL YOU GET THE HIGHEST DETAIL LEVEL . THEN CLICK ON THE SELECTED ELEMENT . _ NOW YOU WILL SEE A DIALOG BOX WITH A SHORT MENU OF DIFFERENT OPTIONS . CLICKING ON THE BOX BESIDE THE LASTR OPTION ''INSTALL A DRONE CAR'' WILL BRING UP A NEW DIALOG BOX TO SET DRONE CARS AND THEIR ATTRIBUTES . UP TO FOUR DRONE CARS CAN BE ATTACHED TO A STREET ELEMENT . YOU CAN SELECT THE CAR TYPE AND COLOUR , THE LANE ON WHICH THE DRONE CAR WILL TRAVEL AND THE CARS HOME TRACK . THE FOUR CARS HAVE DIFFERENT POSITIONS WITHIN THE STREET ELEMENT . CAR A STARTS IN THE FIRST ROW LEFT , CAR B STARTS IN THE FIRST ROW RIGHT LANE AND SO ON . CLICK ON ONE OF THE FOUR BOXES DIRECTLY UNDER THE CARS NAMES TO SELECT THE MOMENTARY ACTIVE CAR . NOW YOU CAN USE THE OP/DOWN ARROWS TO THE RIGHT OF THE DIALOG BOX TO CHANGE THE ACTIVE CARS ATTRIBUTES ( TYPE , COLOUR , LANE , OR H OME TRACK ) . CLICK ON THE OK FIELD TO CONFIRM , THEN EXIT . AFTER THE START OF A RACE , ALL DRONE CARS WILL BEGIN TO MOVE AT THEIR HOME START ELEMENT . THEY WILL ACCELERATE WITH A GIVEN ACCELERATION UNTIL THEY CRUISING SPEED . EACH CAR HAS ITS OWN START TRACK AND A HOME TRACK , WHICH ARE NOT NECESSARILY THE SAME . A CAR COULD FOR INSTANCE START ON TRACK 1 AND CONTINUE TO TRAVEL ON TRACK 2 . THUS ITS START TRACK WOULD BE TRACK 1 AND ITS HOME TRACK WOULD BE TRACK 2 . HOW TO INSERT A NEW BARRIER --------------------------- CLICK ON THE NEW BARRIER ICON TO REQUEST A NEW BARRIER . MOVE THE CURSOR BACK TO THE EDIT SCREEN . YOU WILL NOTICE THE BARRIER , RENDERED AS A BUILDING LINE IN THE MIDDLE OF THE CROSS HAIR CURSOR . THE BARRIER FOLLOWS THE MOVEMENTOF THE CURSOR . MOVE THE BARRIER TO THE DESIRED LOCATION AND PRESS THE BUTTON TO DROP IT THERE . CLICKING NEAR ONE OF ITS ENDPOINTS AND HOLDING THE BUTTON DOWN RESIZES THE BARRIER . HOW TO INSERT A NEW OBJECT -------------------------- CLICK ON THE NEW OBJECT ICON TO REQUEST A NEW OBJECT . THIS WILL BRING UP A NEW SCREEN TO SELECT DIFFERENT OBJECT TYPES . ON THE LEFT IS A VERTICAL SCROLL BAR WITH AN ARROW BOX AT THE TOP OFTHE BAR , AN ARROW BOX AT THE BOTTOM OF THE BAR , AND A THUMB BOX TO DISPLAY THE CUURENT POSITION . CLICK ON THE UPPER ARROW TO GO TO THE PREVIOUS OBJECT IN THE LIST OF AVAILABLE OBJECTS AND CLICK ON THE LOWER ARROW TO PROCEED TO THE NEXT OBJECT . CLICKING ON THE OK FIELD IN THE MIDDLE OF THE SCREEN WILL CONFIRM YOUR SELECTION AND EXITS THE SELECTION SCREEN BRINGING YOU BACK TO THE EDIT SCREEN . MOVE THE CURSOR BACK TO TJE UPPER PART OF THE SCREEN . YOU VAN SEE THE CHOSEN OBJECT IN THE MIDDLE OF THE CROSS HAIR CURSOR NOW . THE OBJECT FOLLOWS THE MOVEMENT OF THE CURSOR . MOVE THE OBJECT TO THE DESIRED LOCATION AND CLICK AGAIN TO DROP IT THERE . HOW TO INSERT A NEW STREET SEGMENT ---------------------------------- FIRST MAKE SURE THAT THE ACTIVE TRACK IS THE ONE YOU WANT TO APPEND NEW STREET SEGMENTS TO . IF IT IS NOT , CLICK ON THE TRACK 1 OR TRACK 2 ICON TO MAKE THE DESIRED TRACK ACTIVE . THEN CLICK ON THE NEW SEGMENT ICON TO GO TO THE SEGMENT SELECTION SCREEN . YOU WILL SEE A VERTICAL SCROLL BAR SIMILAR TO THE SCROLL BAR OBJECT SELECTION SCREEN . CLICKING ON THE UPPER OR LOWER ARROW WILL SCROLL BACKWARDS OR FORWARDS THROUGH THE LIST OF AVAILABLE STREET SEGMENTS . CLICKING ON THE OK FIELD IN THE MIDDLE OF THE SELECTION SCREEN WILL CONFIRM YOUR SELECTION AND BRING YOU BACK TO THE EDIT SCREEN . THE CHOSEN STREET SEGMENT WILL BE ADDED AT THE END OF THE ACTIVE TRACK . HOW TO SAVE AND LOAD RACE TRACKS -------------------------------- CLICKING ON THE SAVE OR LOAD ICON WILL TAKE YOU TO THE FILE SELECTION SCREEN . YOU CAN CHOOSE BETWEEN FIVE DIFFERENT FILE POSITIONS BY CLICKING ON ONE OF THE FIVE RED BOXES IN THE MIDDLE OF THE SCREEN . THE SELECTED FILE POSITION IS RENDERED ON A BRIGHT RED BACKGROUND , THE OTHER FILE POSITIONS ARE DISPLAYED WITH A DARK RED BACKGROUND . CLICKING ON THE TOP HORIZONTAL BAR OF THE DIALOG BOX WILL CONFIRM THE FILE POSITION AND START THE SAVE/LOAD OPERATION . HOW TO CHANGE THE VARIOS TIME VALUES ------------------------------------ YOU CAN CHANGE THE DEFAULT TIMER VALUES OF THE CURRENT TRACK BY CLICKING ON THE SET TIMER VALUES ICON . THIS WILL BRING UP QA DIALOG BOX SHOWING ALL REVELANT VALUES PLUS A ROW OF UP/DOWN ARROWS TO CHANGE THEM . CLICKING ON AN UP ARROW INCREMENTS THE TIMER VALUE TO THE LEFT OF THE ARROW. THE DOWN ARROW DECREMENTS THE TIMER . CLICK ON THE OK FIELD TO ACCEPT THE NEW VALUES . YOU CAN CHANGE THE DEFAULT BEST LAP TIME , THE DEFAULT TIME TO QUALIFY AND THE DEFAULT COUNTDOWN TIME FROM THE START OF A RACE UNTIL IT STOPS . YOU CAN ALSO CHANGE THE TIME BONUS AWARDED WHEN PASSING EITHER THE FINISH OR THE CHECKPOINT ON ONE OF THE TRACKS . VALIDATION OF TRACKS -------------------- NOT ALL POSSIBLE TRACKS ARE ALSO VALID HARD DRIVIN II TRACKS . THE EDITOR WILL VALIDATE A GIVEN TRACK BEFORE IT SAVES IT TO DISK TO MAKE SURE THAT NO PROBLEMS WILL ARISE WHEN YOU LATER LOAD THE TRACK INTO THE HARD DRIVIN II GAME . IF THE EDITOR FINDS ANY MISTAKE IN THE TRACK IT WILL BRING UP A DIALOG BOX TO GIVE YOU AHINT AS TO WHAT IS WRONG . HERE IS A LIST OF COMMON PROBLEMS : THE TRACK IS NOT CLOSED , YOU CAN SEE IMMEDIATELY IF THERE IS A GAP BETWEEN THE LAST AND THE FIRST STREET ELEMENT OF TRACK 1 , OR IF THE LAST ELEMENT OF TRACK 2 DOES'NT TOUCH ANY ELEMENT OF TRACK 1 . MAKE SURE THAT THE LAST ELEMENT OF TRACK 1 TOUCHES THE FIRST ELEMENT . THE LAST ELEMENT OF TRACK 2 MUST TOUCH ANY ELEMENT OF TRACK 1 . THE STREET SEGMENTS OVERLAP , IF ANY STREET SEGMENTS OF THE TRACKS CROSS EACH OTHER , YOU WILL NEED EITHER AN UNDERPASS , OVERPASS , CROSSOVER , EASYJUMP OR SUSPENSION BRIDGE SEGMENT AS AN INTERSECTION . THE CHECKPOINT IS MISSING , YOU NEED ONE CHECKPOINT ON TRACK 1 , AND ONE CHECKPOINT ON TRACK 2 ( IF YOU USE A SECOND TRACK ) . YOU CAN SET THE CHECKPOINT BY CLICKING ON A STREET ELEMENT AND CLICKING A 2nd TIME ON THE CHECKPOINT BOX . THE START OR FINISH IS MISSING , HARD DRIVIN II NEEDS TO KNOW ON WHICH STREET ELEMENT THE RACE STARTS AND ON WHICH IT STOPS . YOU CAN SET THE START OR FINISH BY CLICKING ON A STREET ELEMENT AND CLICKING A 2nd TIME ON THE STARTPOINT OR FINISHPOINT BOX . THE FINISH SHOULD'NT COME IN FRONT OF THE START , OF COURSE . KEYBOARD COMMANDS ----------------- THE HARD DRIVIN EDITOR SUPPORTS THE FOLLOWING KEYBOARD COMMANDS , PRESS M TO ENABLE THE MOUSE AS INPUT DEVISE . PRESS J TO ENABLE THE JOYSTICK AS INPUT DEVICE . PRESS K TO ENABLE THE KEYBOARD AS INPUT DEVICE . ( PC VERSION ONLY ) CURSOR RIGHT : MOVES THE CURSOR TO THE RIGHT . CURSOR LEFT : MOVES THE CURSOR TO THE LEFT . CURSOR UP : MOVES THE CURSOR UP . CURSOR DOWN : MOVES THE CURSOE DOWN . SPACE BAR : CLICKS THE BUTTON . ESCAPE : QUITS GAME . ATTENTION --------- QUITTING WITH ESCAPE DOES NOT SAVE THE CURRENT TRACK YOU ARE WORKING ON . SAVE THE TRACK BY CLICKING ON SAVE BEFORE YOU PRESS ESCAPE !!! ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~  XIPHOS DOCS ~~~~~~~~~~~ Docs typed and drawn by The Jester of QUARTEX!! ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ RIPPED FROM AN AUTOMATION MENU BY TEDDYSTACKER ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Introduction Xiphos is an action/strategy/war game realized in 3D for the Amiga, Atari ST, IBM PC and compatible computers. To play Xiphos you will need fast reactions, skill and wisdom. You will take part in complex space battles, dock with space bases, talk to aliens and trade for the supplies you need to traverse the six universes of the Xiphon system. On your travels through the war torn Xiphon territory, you will encounter battles bitterly fought out between the Pio and Qon factions. Sometimes you will get involved on one side or the other. Sometimes it will be best to stay clear. If you are successful in your quest you will have the chance to destroy the omnipotent superbrain, Xiphos himself. To sharpen your wits and prepare for the full Xiphos mission, you can take the role of a space raider in an action-only version of the game. When you are ready, the full multi-universe waits you. We strongly recommend that you play Xiphos in the dark. The Territory Xiphon history is nearly as old as that of the civilised universe itself. To understand the Xiphons we must go back to the early days of galactic civilisation. The known universe was expanding and every year new systems were brought into the fold under the benign guidance of the Galactic Council. For the Xiphons and the other founding civilisations, life was rich and rewarding. There seemed no end in sight to the growth of their culture and no end to the affluence of their peoples. Like civilisations before it, in time the vigorous growth slowed down. Mot that the civilisation became decadent exactly, but somehow breakneck expansion ceased to hold the old excitement. After all, hadn't they done enough colonising? Wasn't it now time for a respite; a little peace and quiet? Tyhe different races all found their own ways of adapting to the new mood. Some concentrated on the arts, some on science and others drifted out of the mainstream of galactic culture. Still others lapsed into political infighting and power struggle. The Xiphons reacted more radically. Disenchanted with the galactic civilisation they had helped to bring about they resolved to opt out once and for all. The Xiphon retreat caused a good deal of upset in the Galactic Council. Ambassadors rushed to and fro in what came to be known as 'warp diplomacy'. But it was their privilege; their right as citizens. Nobody could stop them. After this communication ceased. Little was heard of the Xiphons officially although rumours were rife. Travellers found the whole Xiphon cluster closed off by a huge force field and nobody couls gain access. Little by little the Galactic Council was able to piece together what information there was until a picture emerged. Shortly after closing off their borders the Xiphons had embarked on a huge project to create for themselves a secure and impenetrable enclave. They had used certain known space expansion techniques to construct five artificial spaces, nested within one another. To the ordinary observer the Xiphon space seemed no larger than before. In fact, gatre constructed in space gave access to an infinitely large artificial space which formed the outer nest of te new system. Somewhere in this new space was located another gate giving access to a further universe, and so on. Because the Xiphon system defies ordinary notions of space, an accurate diagram is difficult to construct. For an approximate representation, reading are directed to picture 1. UO represents the Xiphon system as observed from outside. The gate at GO allows access to U1, the first artificial universe. G1 gives access to U2, G2 to U3, and so on. The Universes UO,U1,U2,U3,U4,U5 and U6 are infinite on the inside but occupy no space when seen from their enclosing Universe. Why the Xiphons chose to construct such a system we may never know. Whatever their reasons, the novelty of the Xiphon system did ot end there for at the very centre of the system in U6 they constructed a vast artificial intelligence to whose care they entrusted the government and management of the entire system. This intelligence they named Xiphos. Government by artifact was not at the time new. It had been tried with varying degreses of success on several worlds. But nowhere before had anything on the scale of Xiphos been attempted. Once again, little is known of how the project fared over the centuries that followed. Information that did emerge seemed to suggest that all was well within the Xiphon system. Certainly the Xiphons were no trouble to anyone else. They avoided all contact and no one bothered them. The Xiphon retreat, at ythe time much discussed in the rest of the galaxy, was soon forgotten and it was not iuntil centuries later that interest in Xiphon affairs once again rose to prominence. For some time the Galactic Council had been aware of occasional strange disturbances, insignificant to begin with, had become increasingly frequent. Space liners disappeared unaccountably and on more thsan one occasion entire populated plants were swallowed up. At that time no one had an explanation for the phenomena and certainly no reason to link it with the Xiphons. Nontheless, as time went on more and more evidence pointed to the giant intelligence Xiphos as the cause. For the first time in centuries a delegation was sent to the Xiphon cluster in an attempt to make contact. The diplomats who made up the delegation had little idea of what to expect of a culture isolated for so long. What they did find was a shock. In accordance with established diplomatic custom they travelled to the Xiphon border and waited politely to be recognised. After some days without contact and after several attempts at communication, they ventured cautiously acros the border. Still there ewas no sign of life and nothing to suggest the existence of civilisation within. In the ordinary way the mission would at that point have retreated. This was a job for a properly supported exploratory expedition, not a single diplomatic ship. However, the eyes of the Universe were on them. They decided to travel on. The diplomatic mission did not get far. But it got far enough. In the end they had made contact,but not at a diplomatic level. As they penetrated into Xiphon territory they stumbled upon a craft, made contact and gleaned a little scanty information concerning the system and its inhabitants. After this, other missions followed and a picture was gradually built up of Xiphon history following the retreat so many centuries before. The period following the retreat had been one of great prosperity for the Xiphons. The superbrain Xiphos regulated their artificial system efficiently and to the great benefit of Xiphon society. The architects of the new Xiphon order felt vindicated. They saw their society as the most liberated and enlightened in the known Universe and they looked forward to a secure and stable future. All went well for many centuries-but when disaster struck, it struck suddenly. The Xiphons woke up one morning to find their world in unaccountable disarray. everthing had stopped working. Power was cut, communications were out and the transport system was gone. Anyone tuning into one of the poly-dimensional TV channels got nothing but a rpeating broadcast from Xiphos to the Xiphon people, which translated loosely as 'I Quit'. There was panic. The Xiphons, depending as they did utterly on Xiphos to run their automated culture were lost. They had no manual backup systems, and no infrastucture. Within days all semblance of civilised culture had disolved into chaos. It was every alien for himself. The period after the collapse was tough for the Xiphons. Civilisations did slowly re-emerge but it was primitive compared with what it replaced. The Xiphons, desperate for energy and the other basics of life, cared little about the environment. Their plants, once green and lush, gradually became polluted and ultimately uninhabitable. Exactly how the Xiphons became the space-habiting race that they are today is unclear. At some point the planets must have lost the ability to support life, leaving only those who had access to space with a chance to survive. The process must have been accelerated by the civil war which even then had broken out in many places. In any case, after a century or two the situation had settled down into the more or less stable war that rages to this day. It must have been during this period that, out of the chaos, rival Xiphon factions emerged. By the time time the first expedition arrived these had been consolidated into two opposing groups, the Pios and the Qons. The Xiphon war is now many centuries old. It is said that when hostilities began, fighting was confined to the inner Universes, where even now it rages most fiercely. In those days huge space fleets fought epic battles for control of the few planets still inhabitable. As time went on, however the fighting spread to the whole system, where now the evenly balanced Pio and Qon forces continue the war on a more dispersed basis. The bases, which date from an earlier period, house the population and are zealously guarded by their garrisons. The bases are not exclusively military and have become specialized, performing the various functions of a space going civilisation. There are factories, libraries, museums, temples, as well as the huge bases devoted to the manufacture of ships and fighting hardware. Much technology has over the years been lost and new bases are rarely constructed. The object of the war from the point of view of each faction is to control territory and bases. For this reason a base of a particular model may be under the control of either faction. Ships, however, are often destroyed and are manufactured by each faction to its own distinctive designs. Travellers come to know the ship types and associate them with one side or the other. Xiphon Politics Although the Xiphon factions have fought a bitter war for many centuries, over time certain customs and practices have become established. The most important of these concerns the conservation of the remaning habitable areas in the Xiphon system: the bases. The Xiphons know that if these were lost there would be nowhere for their populations to live. Strategic success, however, depends on territory and it is for the control of the bases that the Pios and Qons fight on. Xiphons never attack bases directly. Instead, they employ tactics of siege warfare to force their surrender. Occasionally, though, a situation develops where one faction or another perceives such a strategic advantage in destroying an enemy base that considerations of conservation are outweighed. On these occasions, in order to avoid retaliation, the faction wishing to destroy a rival base would much rather have its dirty work done by an outsider. For this and other reasons, the Xiphons tolerate the small number of mercenaries who make their living fighting in the pay of one faction or the other. The Xiphons (not the most environmentally friendly of races) may latterly have come to care, in a casual way, for their remaining living space. However, their scruples do not extend to ships. Any ship, civilian or military, is fair game, and both factions encourage bounty hunting on the part of anyone who cares to try their luck. So much so that a scale of bounty prices has become established. These prices are known to hunters and are honoured at Xiphon bases. This is good news for the unscrupulous traveller who can live as a bounty hunter, fighting on whichever side gives him the prettiest pickings. Physical Information The Universes of the Xiphon system, because they are artefacts, differ from normal space in two important ways. It is essential for any traveller in the system to understand these differences. The Potential Field Each Xiphon Universe encloses a strong potential field stretching from North to South (laterally across the map). Potential energy increases in this direction and in order to overcome the field any moving ship must supply energy. The Xiphon field is very like a planet's gravitational filed. Moving south in a Xiphon Universe is like climbing to a higher altitude above a planet; it takes energy. Moving north is like falling, and yields energy. The energy banks of your ship, The Arrow do not contain enough energy to cover the distance from entry pole to the exit pole base. To cover this distance and for other reasons (see Ship Controls) energy must be acquired en route from Xiphon bases. It is essential that a supply of energy is maintained at all times. If you run out of energy you will feel the pull of the Potential field and will be accelerated north until you have regained enough energy to maintain your position. Energy can always be gained by moving north, away from the pole base. Travel in the east-west direction does not affect energy levels. It is possible to continue south even if the arrow runs out of energy, by expending fuel. However, without energy to feed the shields and to launch missiles you will be at the mercy of any attack and in any case will be unable to gain the credits necessary for passage to the next Universe. Atmosphere The Xiphone universes are so polluted that a thin 'atmosphere' of CFC's and food additives now fills the entire system. This has been used to advantage by Xiphon ship designers, who have constructed ships with bird-like flapping wings. The presence of an atmoshpere also allows sound to travel. But because the atmosphere is thin this happens slowly. The sounds of distant battle take longer to reach the observer than they would in a thicker planetary atmosphere. Ships and Bases Because of the impenetrability of the Xiphon system, information concerning the deeper Universes is at best sketchy. The most reliable body of data concerns the outer Universe, but even this is incomplete and travellers still report encounters with hitherto unknown varieties of craft. The notes that follow will acquaint the reader with some of the known ship and base types. The list, however, is far from complete. It is known that the Xiphon Wars originally began in the inner Universe. The few travellers to have reached these regions, and returned, report a harsher and more dangerous environment than that which prevails at the outer levels. The log of Captain Bastable, an early traveller, reports the following adverse circumstances affecting the deeper Universe levels: The military supply chain becomes weaker with the increasing age and ferocity of the war. Bases in the inner Universes tend to specialize more in their own products. They are less likely to carry a range of commodities. The potential field enveloping the Universes becomes stronger. More energy is needed to overcome the field in the north - south direction. In certain regions the ferocity of the fighting can be extremely intense; more so than in the outer Universe. In general, the Xiphon crews are better trained and equipped. Known Base Models The following list catalogues some of the Xiphon base models recorded by travellers. This data is maintained by the Galactic Council's Central Xiphon Research Agency. The database is constantly updated and revised by new reports but is still far from complete. It has been estimated that data is available for about one tenth of the Xiphon Base types. Because of the changing territorial situation, bases frequently change hands. The Galactic Council database does not contain information concerning the position or allegiance of any individual base. Relatively up-to-date information can be obtained on occasion from the bases themselves. BASE CODE: M112 CLASS: CIVILIAN SETTLEMENT POPULATION: 2000-5000 BEINGS SEX RATIO: 40:40:20 This common model houses non-combatant Xiphon populations. An M112 usually supports a strong garrison, but overall command is non-military. BASE CODE: M109 CLASS: SHIP MANUFACTURING POPULATION: 1000-2000 This base type is a military installation devoted to the design, construction and commissioning of ships. These bases are well protected as they house a technology now apparently lost to the Xiphons. They do occasionally change hands and appear capable of producing ships to the design of either faction. BASE CODE: B2 CLASS: WORSHIP AREA/TEMPLE POPULATION: TRANSITORY 200-300 This base model provides a retreat for battle weary military and civillians. Each temple is dedicated to a different deity in the Xiphon religion and supports a resident order of clergy and prebendaries. At one time the worship areas were by mutual consent completely non-combatant. Widespread exploitation of this status led to the abandonment of the treaty and the temples now carry a small military garrison of one side or the other. BASE CODE: M100 CLASS: HOSPITAL POPULATION: TRANSITORY 400-500 This base was originally a space liner model used by rich Xiphons on the Grand Galactic Tour. Now there are no rich Xiphons, and the remaining bases are used as infirmaries for those suffering from common Xiphon ailments such as knotted antennae or haematoma of the proboscis. BASE CODE: TON3 CLASS: GERIATRIC ALIENS' HOME POPULATION: TRANSITORY 800-1000 The life cycle of the Xiphon, after the larval and adult phases, ends in a horrible green puddle of steaming liquid. The TON3 base is equipped with intensive care vats to provide a homely environment for senior Xiphons. BASE CODE: M118 CLASS: PLEASURE SPHEE AND RESTAURANT POPULATION: PERMANENT 130 Xiphon combatants on leave enjoy hanging out on the ring which surrounds the pleasure globe itself. Decency forbids a full description of the range of activities on offer. Suffice it to say that the pleasure chambers are hosed down frequently... THE ARROW The success of any adventurer who dares enter the Xiphon system must depend first on his ship and his skill as it pilot. Much effort has been devoted to the evolution of the specialized class of ship capable of standing up to the Xiphon environment. The Arrow is the latest model and incorporates several novel features, not least the navigation and control system itself. Navigation and Control 1.The Navigation Database Navigation is achieved using a three-level, computerized information package. At the top level is the database, maintained by the shipboard computer which accumulates information concerning the populated region of a whole Xiphon Universe. The database is updated automatically whenever the ID system is invoked to identify a base and also from information traded from bases. A graphic readout of the database is invoked with the F7 key, which overlays a Head-Up-Display of a map of the entire current Universe. A key to the map which depicts the position of known bases and their allegiance is provided in the upper part of the map. The map will continue to be displayed until cleared with the F8 key. However, the cockpit view is still visible as a shadow behind the map and all controls remain active. 2.Radar Information concerning a more local region of space around the ship is depicted in the radar display in the centre of the control panel. Objects within a certain range are represented as dots, joined by lines to the radar 'surface'. The length and direction of the line indicates the object's altitude relative to the Arrow's position. Thw two shift keys control the range of the radar. The left shift key increases range to give a large scale view of local space and the right shift key reduces it, providing a display more suitable for combat and close up manoeuvring. In all there are five range settings. 3.The third navigation level is the cockpit view itself. This is not a dirct external view, which would be dangerous to human eyes due to the wildly changing light intensities during combat, but a computerised display. The Arrow's computer uses external scanners together with its own flight monitor system to yield an integrated display of immediate space with computer-generated status information. Flight Controls The Arrow's flight controls allow control over the altitude of the craft and the power delivered to its forward and retro thrusters. In order to give the ship increased stability at high thrust, giros limit the angle of elevation ( << >> ). An attempt to increase this angle beyond a certain limit causes vertical thrusters to propel the craft upward or downward ( <<< >>> ). Beacause of the increased stability of design, the ship is able to tolerate much greater acceleration than conventional ships, including most in the Xiphon system. Control Mode 1 5 Mouse Configuration /\ || || _____________ | ___ ___ | 1. Retro Thrusters | | | | | | 2. Forward Thrusters | | 1 | | 2 | | 3. Left rotation /___3 | |___| |___| | 4___\ 4. Right Rotation \ | | / 5. Elevation | | 6. Elevation | | |_____________| F1 Lock missiles F2 LOS missiles || || \/ Control Configurations A choice of control configurations is available to the 6 Arrow's pilot via the C key. Control Mode 2 5 Mouse Configuration /\ || || _____________ Arrow Keys | ___ ___ | 1. LOS missiles * | | | | | | 2. Lock missiles /\ | | 1 | | 2 | | 3. Left rotation || /___3 | |___| |___| | 4___\ 4. Right Rotation /__ __\ \ | | / 5. Elevation \ / | | 6. Elevation || | | \/ |_____________| * Forward Thrusters * * Retro Thrusters || || \/ Control Configurations A choice of control configurations is available to the 6 Arrow's pilot via the C key. Control Mode 3 5 Joystick Configuration /\ || || _____________ | ___ ___ | 1. Fire last selected missile | | | | | | 2. Fire last selected missile | | 1 | | 2 | | 3. Left rotation /___3 | |___| |___| | 4___\ 4. Right Rotation \ | | / 5. Elevation | | 6. Elevation | | |_____________| Forward and Retro thrusters as on Control Mode 2 || || \/ Control Configurations A choice of control configurations is available to the 6 Arrow's pilot via the C key. ___ ___ ___ | || || | 2. Elevation | 7 || 8 || 9 | 4. Rotate Left |___||___||___| 5. Fire last selected missile ___ ___ ___ 6. Rotate right | || || | 8. Elevation | 4 || 5 || 6 | |___||___||___| ___ ___ ___ | || || | | 1 || 2 || 3 | |___||___||___| WEAPON SYSTEMS The Arrow supports five weapons delivery systems. Systems 1 and 2 take standard ammunition, a supply of which is provided at launch. The remaining 3 delivery systems are designed to accomodate other locally available missiles. Delivery Systems And Weapon Specification The basic specification of a weapon includes 4 parameters. These are measured in Standard Length Units (SLU) and Standard Energy Units (SEU). Each of the Arrow's on board energy cells holds 1.0 SEU. One SLU is approximately the length of an average ship. 1. Launch Energy. This is the energy supplied to the launch system from the Arrow's energy cells. 2. Range. The effective range of the missile. 3. Impact Energy. The energy released when a missile detonates. 4. Fuse proximity. The distance from target at which the missile will auto detonate. Missile Types Lock Missiles - Key F1 Range 1000 SLU Impact Energy 50 SEU Launch Energy 0.3-1.0 SEU Fuse Proximity 0.0 SLU ____ ____ ____ ____ ____ | || || || || | | F1 || F2 || F3 || F4 || F5 | |____||____||____||____||____| Lock LOS FAF RING NUKE When this system is invoked an invisible force-beam is set up pointing outward in the line of the ship. The beam does not itself carry appreciable energy, it is merely there to guide the Lock missile which travels along it. The effect is similar to a beam weapon in that the missile holds a path locked to the Arrow even though the latter may be rotating. A Lock missile aimed because it is guaranteed to travel in the line under the sights. The Line of Sight (LOS) missile - Key:F2 Range 1000 SLU Impact Energy 80 SEU Launch Energy 0.3 - 1.2 SEU Fuse Proximity 0.0 SLU The LOS missile travels in the line of sight of the ship at launch time. This weapom should be aimed at the predidcted position of the target at estimated impact time. LOS missiles are launched in pairs from tubes situated in front of the port and starboard thrusters. Homing missiles - Key:F3 Range 800-5000 SLU Impact Energy 1000 SEU Launch Energy 1 - 5 SEU Fuse Proximity 200 SLU These missiles are colloquially known as Fire and Forget (FAF) missiles. The launch system and the missile's local computer work together to deliver the missile to a specific target. Before a FAF can be launched the target must be identified using the standard ID mechanism as described below. FAF missiles lock onto their target by means of a heat sensing receptor. For this reason they can only be used against targets with active engines. The Xiphon bases, which are not normally under propulsion, do not provide a sufficiently strong heat image. Ring missiles - Key:F4 Range 1000 SLU Impact Energy 200 SEU Launch Energy 0.5 - 2.0 SEU Fuse Proximity 100 SLU These missiles travel in a similar way to LOS missiles. However, they trigger at a greater range and release more energy. Because of its Fuse proximity, the effect of a ring missile is no more than that of a LOS, in spite of its greater energy dissipation. It is useful in situations where precise aiming is difficult. These missiles tend to be more expensive than LOS because of their larger charge. Strategic Nukes - Key:F5 Range 800 - 5000 SLU Impact Energy 100 MSEU Launch Energy 1 - 5 SEU Fuse Proximity 200 SLU These weapons, which carry a nuclear device, are outlawed by galaxywide treaty except in the Xiphon system. They are environmentally extremely damaging and even the Xiphons use them rarely. With Strategic Nuke, destruction of any target is virtually guaranteed, provided that the missile can be delivered. Despite their high cost these weapons are considered to afford the highest chance of destroying Xiphos himself. Energy The Arrow can carry a maximum of 55 energy banks. The energy contained in each bank is quite large and each bank is broken down into 48 cells. The energy status readout located on the bottom right hand corner of the control panel consists of 2 displays. The upper one shows the number of banks that currently contain energy. The lower shows the number of cells remaining in the bank currently being consumed. All functions which consume energy draw on this common pool. Energy can be drained by the following factors: 1.Launching missiles 2.Feeding the protective shields which protect against enemy fire 3.Overcoming the potential field in each of the Xiphon Universes when the Arrow travels South. (see Xiphon Physics) Energy can be supplied to the Arrow in two ways: 1.By travelling North and thereby feeding energy from the potential field into the Arrow's banks. 2.By purchase from friendly bases. Fuel Fuel is carried by the Arrow in banks similar to the banks that contain energy. The readout for these is at the bottom of the left hand side of the control panel. Fuel is consumed only while the forward or retro engines are exerting thrust. If you run out of fuel or energy you will begin to feel a pull towards the entry pole (North) and wil lose the ability to accelerate or decelerate. You can, however, still rotate your craft all the way round and point up or down to a limited extent. The chances are that if you run out of fuel, you will eventually die by falling out of the Universe and becoming lost in Space, but there is a last chance; if your path takes you close enough to a base, and you have credits of the right sort, you can turn on your docking beacon and hope that the base will pull you in with its tractor beam. Then you can buy fuel or energy to continue your journey. OTHER SYSTEMS The ID system The Arrow's general purpose ID (identification) system is used whenever any object specific fuction is invoked. The ID system identifies ships or bases 1.For docking beacon transmission 2.For ship/base data readout 3.For use with FAF missiles and strategic nukes To identify an object hit the F9 key. The ID system will 'tag' a flashing ID box to one of the objects in the display. As you repeatedly hit F9, the box will move from object to object. Stop when the box tags the object you wish to identify. Identified objects are highlighted in the radar display by a flasing blip. Identification can be vey useful for keeping track of a ship in a complex battle. The ID tag will remain around around an object until a new object is identified. Ship/Base database readout The F10 key causes the Arrow's computer to search its database for any information on the currently identified object. Any information (in particular on the factions Pio or Qon) will be displayed in the panel's text display area. Stasis The Arrow is equipped with a time stasis field which causes time to 'stand still' for all on board systems (including human systems). The field is energised (and de-energised) by the P key Sights The S key causes sights to be overlayed on the main diplay. The S key also removes the sights. Whenever the Arrow's computer detects a target under the sights it signals the fact by contracting the sight image. Docking Beacon The docking beacon is raised by first identifying a base using the ID system and then hitting the F6 key. If your message is received and the base wishes to permit docking it will place you under the control of a powerful tractor beam and guide your ship towards its docking port. Status The Arrow's current status can be displayed with the ESC key. The meaning of the information in a status report is as follows: F:00 E:00 M:00 :00 :00 :00 :00 (fuel, energy, LOC, LOS, FOF, RING, NUKE) TRADING Once you have found a friendly base and docked successfully (F9 to ID the base and then F6), you will be able to negotiate for supplies in return for the bounty credits as recorded on your control panel indicators. It is essential to know the allegiance, Pio or Qon, of the base you are trading with. Pio bases will only be interested in Qon kills (right hand numeric display) and will not take kindly to being offered the wrong sort. As soon as you are docked, ask to see the bases's price list by typing 'deal' (you can abbreviate and word). The base will project information onto your screen and expect you to open negotiations. Bases are usually willing to haggle and will discount their prices, especially for bulk purchases. Making an offer To make an offer you must type the quantity you wish to buy followed by the name of the commodity and then the total offer price. For example, if the screen shows energy at 15 credits per cell, you might type: 10 energy 120 or just 10 e 120 You are offering the base less than the asking price of 15 credits per cell and it will either reject or accept your offer. As you trade, the screen will show a record of your transactions including the total amount spent. To end the session type 'quit' or 'OK'. The base will ask you to transfer the credits you have spent. eg: 1000 credits please you must respond with: transfer 1000 or just t 1000 If you fail to pay or if you don't have enough credits of the right sort, the base is likely to become annoyed, eject you and start firing using a particularly powerful beam weapon and probably missiles. The best strategy at this point is to retreat rapidly. Asking for help If you say 'help' to a base it may give you useful information. Be alert the information will probably not be repeated. Buying Passage from a pole base The pole base is the only type able to transport you into the next deepest universe. The pole base can be identified by its hollow interior. Among the items at pole bases is 'Passage'. This is expensive (usually around 1000 credits) and can be purchased by typing, for example, passage 900 Or however much you are offering. Advice A base will usually think that it knows which side you are on and it won't let you dock if you are considered an enemy, so don't go firing at its ships! When you have managed to find a base that likes you, you can turn on your docking beacon and get pulled in by the bases's tractor beam. Any attempt to get too close to a base without permission will cause you to be repelled by its protective force shield. Once docked, spend your credits wisely. The first priority is to have the fuel and energy you need to take you as far south as possible. You must also be sure that you have at least the cheapest type of missile so that you can gain more credits. If you want navigational data you will need to buy information in the form of an info podule. I f you can afford it you can also buy the more expensive weapons. Traversing a universe therefore consists of runnign around, picking up credits in your local area and trading these for supplies you need to get further south. It will probably take you between 5 and 15 dickings to make it to the pole-base. There you should stock up with supplies as you cannot take credits into the next universe (this is ecause Pios and Qons rarely travel across universe boundaries and are suspicious of each others 'foreign' currency). Once you have stocked up, purchased passage and paid, you will be projected into the next universe. During passage, be prepared to lose part of your energy in crossing the potential energy gap in between the universes. FINDING THE POLE BASE The strength of the rival Xiphon factions can be measured byt he territory they hold. Each base is an important strategic link and it is vital to each side that they hold bases well spread out through the territory. Strategically the most important base is the one guarding access to the next Iniverse; the Pole base. The faction holding the Pole base controls all inter-universe traffic and has the power to allow or forbid passage. The physical laws governing inter Universe travel require that the Pole base be situated in a region of high Potential Energy, that is at the southern end of the territory. Its exact position is not fixed and may be anywhere south of latitude (sector) 14. For security reasons, the Pole base is never identified on any map. Often it is not marked at all. bases in the area know where it is and may guide you if you ask by typing 'help'. One more reliable way of finding the Pole is to look out for the space creatures known as Wanderers. These semi-intelligent animals inhabit the region around the Pole and feed off the energies released during inter-universe jumps. For this reason Wanderers are eager to help you find the Pole base as your passage into the next Universe will provide a tasty meal or raw energy for them. If you are within a few sectors of the Pole base you will almost certainly run into one of these creatures who will guide you in. If you make friends with a Wanderer you must protect it against enemy fire. Hostile ships wishing to impede your progress will think nothing of blasting a Wanderer and you must head these ships off and destroy them. STRATEGY Your aim as the Galactic Council's agent is to make your way into the heart of the Xiphon universe structure to the central universe, where it is beleived that the giant and evil intelligence Xiphos still lurks. Once there you must destroy Xiphos utterly. To reach the central universe you must travel through the war torn outer universes in the guise of a mercenary, living off the spoils of war. The strategic aim in each universe is to reach the exit pole without misadventure and with enough credits at least to buy passage into the next. To do this you must overcome the gravitational field which drains your energy as you move south. Energy, along with supplies, is available from the bases that populate each universe in exchange for credits. Credits are of two types: Pio an Qon. Pio credits are gained by destroying Qon ships and Qon credits for destroying Pio ships. A base run by the Pio faction will be interested in the Pio credits (right hand panel indicator). You can however carry both sorts, as your onboard computer will automatically transfer credits of the correct sort when you use the 'transfer' command (see docking). Pio an Qon ships can be seen as blips in the radar display. You can tell whether the object represented by a radar blip is above or below you by determining whether the stalk joining the blip to the horizontal radar display points up or down. To see an object in the main 3D display, adjust your orientation so that the stalk disappears. Once you are correctly oriented, distant ships will appear as dots or lines on the 3D screen. Ships can be found alone or in groups either travelling together or in combat. Your ship, the Arrow, is well cloaked and Xiphon ships will usually not show any interest in you unless you display hostile behaviour. Once you open fire you will be regarded as fair game by allies of the ship that you fired at. If you decide to get involved in an existing battle, try to figure out which faction is the stronger and join in on that side. You don't have to know whether it is Pio or Qon, although it is essential to know which side you are on when approaching a base for trading. Success in the Xiphon system depends on you r ability to use limited resources effectively. In other words, you won't get far simply by blasting everthing in sight. To get ahead in the Xiphon system you must choose your targets carefully and use the right weapon. You must plan your route and take advantage of the fighting already going on around you. Divide and conquer. There are many strategies that travellers have found to work to their advantage. Here are a few of them, but rememeber that you will need to find more for yourself. 1.Beware Xiphon freeloaders. These are fighters affiliated to one side or the other but not staioned at any particular base. Freeloaders wander around the universe looking for action. They have very long range radar and can travel at tremendous speed. They appear when you least expect like a bat out of hell. Freeloaders like to find solitary ships and once they have you in their sights they are hard to get rid of. A favourite haunt of freeloaders are the entry poles where ships having made the inter-universe jump emerge. Once you arrive in a new universe, get moving south. 2.If you have a ship on your back which will not die, get some help. Find a friendly ship or a battle in progress and lure your attacker into a more complex battle. This will give you more scope and let you play one off against the other. 3.Take your time. Wander around and investigate any action. After you move into a new area it sometimes takes your radar a little time to pick up data. Ships that are travelling alone or in groups are often engaged on (relatively) peaceful missions and won't fight unless attacked. Ships on supply trips are often ambushed and if you follow them at a discreet distance you may get the chance to join in on the action when they (for their attackers) are weak from combat. 4.Think before getting involved in a battle too close to a base. The Xiphons have long since lost the technology for manufacturing bases or space stations and there is a tacit agreement on both sides not to attack them directly. The Pios and Qons often fight near to a base and sometimes use it for cover. In these situations your best strategy is to decide on a target, catch it when it is momentarily isolated and draw it away from the fray. It is as well to understand the psychology of the base garrisons. They do not expect to be attacked and in most cases only a lunatic would do so. If a missile gets too close, a base will probably shoot it down. This is usually only a precaution on the part of the base and does not necessarily indicate hostility. If you fire repeatedly directly on a base you may cause some damage before it lets rip with its powerful armoury. If you do not get into a situation where a base starts firing in a determined way, make a rapid exit before your energy resources are sucked dry by your shields. There are times when you can destroy a base with ordinary weapons. This situation arises when a base is weak for some reason. The only way to find out is through intelligence supplied by another base. The only weapon which is virtually guaranteed to take out a base (or anything else) is a nuke. Nukes are outlawed everywhere in the universes and are morally very dubious (as well as being expensive). You will probably wish to avoid these weapons on ethical grounds. 5.When you are docked with a friendly base, take advantage of the temporary alliance to improve your intelligence. Bases will often respond to a request for 'help'. If a base offers you a mission, weigh up the advantages and risks carefully. 6.Don't get involved in long chases after enemy ships. Often a ship may appear to be fleeing. Usually what it is really doing is trying t lure you into empty space where you are sure to get lost and die. Resist the temptation to chase at full throttle. Hang around. He will probably come back to you and you can zapp him at closer range. 7. Make sure that you have plenty of fuel, energy and fire power before you make an inter-universe jump. You will lose energy in the jump and anything could be waiting for you on the other side. 8.Be nice to wanderers, the creatures that live in the vicinity of the pole bases. They can save you a lot of trouble by guiding you to the pole base. These creatures are not involved in the war and don't mean anyone harm. Nonetheless, they must sometimes be protected from Xiphons who simply regard them as a nuisance. It is immoral to fire at wanderers. RAID MODE Although the Xiphon universe is for the most part closed to the rest of civilisation, since Xiphos quit running things, the force shields protecting the outer Universe have become weak and broken in many places. The inhabitants of this Universe have been a war with one another for many years and now have little that makes them attractive to outside raiders. Outside the Xiphon system, however life is highly civilised and provides little scope for those who enjoy a good punch up. For this and other reasons it has become the custom for young warriors, wishing to flex their muscles and sharpen up their combat skills, to stock their ships with ammunition and launch themselves into Xiphon territory with the single aim of defeating as many Xiphons of either faction, as possible. As one of these reckless young warriors you enter the Xiphon system. You need to know little of Xiphon politics as you not need to dock with bases or make the jump between Universes. Resources Because your ship is not loaded down with the heavy equipment needed for docking and inter-universe travle you are able to carry a convertor capable of slavaging energy from the radiation emitted by disintegrating ships. Sifficient reserve energy is available to overcome the potential field that pervades the Xiphon system and you will not have to contend with the problems of energy management which dog the pilots of the Arrow and other heavier ships. Your propulsion system also is simplified and gathers reaction mass automatically from the debris that litters the Xiphon territory. Your arsenal includes only the lighter weapons, Lock and LOS missiles and because you carry no FAF missiles you have room for a virtually unlimited supply. Your Astro-cred The seedy space rangers' bars, found in the regions around the Xiphon perimeter, are full of warriors making wild claims of the number of ships they blew up before breakfast. Most of the boasts are wildly inflated and no-one will believe your stories unless you have proof. To maintain your astro-cred, you carry an on board a verification system to record kills. The numeric displays on the left and right hand of the ship control panel count up kills. Pio ships are on the left and Qon on the right. Ship controls Your raider ship is a lighter version of the Arrow. The basic control system is the same, but the ship is generally less well equipped and lacks docking tackle and heavier weapon types. XIPHOS - THE GAME Your mission as the Galactic Council's chosen agent is to make your way by whatever means to the very centre of the Xiphon universe system and there to locate and destroy the giant mad intelligence Xiphos who, it is said, lurks in this desolate region. Because Xiphos is a pure inteligence there is no way of knowing how he will appear to human eyes. His appearance is unlikely to be prepossessing. From the moment you select 'Play Xiphos' from the title screen you are on your own in Xiphon territory. From then until your death (or just possibly the successful destruction of Xiphos) you rely on wits and skill to survive. As your prelaunched ship heads into the outer Universe under auto control, you are teleported via a matter transmission beam into the cockpit. This will be your home for the duration of the adventure and probably also your morgue. To reach the innermost Universe and the location of Xiphos, you must traverse all five of the enclosing Universes, each with its own hazards and dangers. If against all the odds, you make it to the inner Universe you will probably not survive the encounter with Xiphos. Each universe extends infinitely in all directions but contains a populated region, which is now the theatre of a Xiphon war. There is only one way to enter a Universe and only one way to leave it: via the entry and exit poles situated somewhere on the extremes of the populated region. The exit poles are guarded by pole bases which control passage into the next Universe. Once inside a Universe you must not stray outside the populated area. Since Xiphos stopped maintaining the Universe structure, these outer reaches have become destablised by fierce magnetic storms whcih draw ships into oblivion. Your instruments will warn you when you stray from the safer regions. If you ignore the warning you will certainly become lost in infinite space. In each Universe your aim must be to reach the exit pole and negotiate passage with the base that controls it. You should discover which faction controls the pole base as early as possible by asking for 'help' at friendly bases. Assuming that you get far, and assuming that you can convince the pole base that you are friendly, you will be able to buy passage into the next Universe. You will enter at the entry pole somewhere at the Northern end of the new universe's populated region. Although successive universes contain a progressively harsher environment, the essential geography is the same. While Xiphos was looking after the Universe system, ships could travel easily through the Universes. Now, however, a strong field exerts a pull towards the entry pole. Moving North to South across a Universe is like leaving a planet's gravitational field. You must supply to overcome the field as you pass through. If you travel back towards the entry pole you will regain the energy you lost. So long as you have supplies of energy you will not feel the pull towards the entry pole. If you run out, the field will pull you North until you have regained some of the energy you lost travelling South. Overcoming the field is not the only drain on your energy banks. Your shields burn energy as they absorb enemy fire and you will also have to supply energy to your weapon systems. If your energy is low, play safe and travel North. Once your energy is gone you will not survive enemy fire. Saving Games The current game position can be saved whenever you are docked at a pole base in universes 2,3,4, or 5. The command 'save' will cause the base to let you buy disk space. To save a game you will need a formatted disk. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ SEWER SOFT presents.... Typed by Flux/Crystal 3D CONSTRUCTION KIT MANUAL ========================== INTRODUCTION TO THE EDITOR The 3D Construction Kit is designed to be user friendly with icons and pull down menus enabling the user to quickly understand the working environment. Upon loading the program you will see the Main Screen which is divided up into the following areas: MENU SELECTOR: This is the top text line which contains the headings for the various menus. To access one of the menus simply move the mouse pointer over the desired heading and the relevant menu will open below the heading. Moving the mouse pointer over the options within the menu will highlight them and then pressing the mouse button will select the option currently highlighted. Moving the pointer out of the boundary of the menu will cause it to retract. Below the menu selector you will see the main VIEW window. This area is always used to display the current FREESCAPE view as seen from whichever camera is currently selected. Below the VIEW window is the INFORMATION BAR. This initially reads AREA 001 POS: 4000,0300,4000 ROT: 000,000,000. This shows the current area, your present view point coordinates (shown as X,Y,Z), and the angle of view (yaw, pitch and roll). When in edit mode this line will change to read the objects name you are editing, its position in the environment and its size. The information will be especially useful when animation or other more advanced uses of the system are required. Below the Information Bar you will see a series of Icons. These are the MODE and FREESCAPE icons. The MODE icons are on the left of the screen. EXCL (Exclude) is useful when editing objects. Clicking on this icon will EXCLude all background information and leave the currently selected object to be edited. Just to the right of this you will see HIGHL (Highlight) which when activated will HIGHLight the selected object for ease of identification during work. Just to the right of these you will see a set of small icons in the form of arrows. These icons are very useful. When an object is selected, eg. for editing, if these arrows are activated they will lock onto the current object from the front, rear, either side, or top and bottom. Alongside these you will see two further icons which are MODE and STEP. Mode toggles between WALK, FLY1, FLY2, CAM1 through CAM5 and LOCK, and STEP which is initially set by the PREFERENCES menu which is found under GENERAL on the Menu Bar. FINE is used for fine work when only a small movement is required in editing or movement. The different modes selected by the MODE icon affect your movement as follows: WALK allows you to move along the ground, with the restriction of gravity - you can climb onto objects and fall off them. Your height above the floor is restricted to between 64 and 280 units, corresponding to a crouched and standing position. FLY1 removes restrictions on gravity. You can now fly with complete freedom in three dimensions. Forward motion is restricted to a horizontal plane, so that you can fly forward and look down at the same time. FLY2 is very similar to FLY1, except that you now fly in exactly the direction you are looking. CAM1 through CAM5 control five "cameras" which can be placed anywhere. Control is similar to FLY1, except that the cameras are allowed inside objects and outside the area. When you change to another view the cameras position is saved, so that on returning to that camera the view position is retained. WALK, FLY1 and FLY2 have collision detection built in; they will not travel through solid objects. These modes are the only three possible within a runnable program or the test screen. To the right of the MODE icons you will find the FREESCAPE icons. The first of these are a set of directional arrows which are used for YOUR movement within the environment. Using these arrows you can move left, right, forwards, backwards, rotate left, rotate right, make a complete U-turn, move yourself up or down and toggle the cross-hair cursor on and off. To the right of these you will see the rest of the Freescape Icons which control your view movement. These allow you to look up, look down, roll and clicking on the centre "eye" icon will return your view to the centre view once more. Note that the EDIT and FREESCAPE icons remain on the screen and can be used at most times during editing. Below the MODE and FREESCAPE icons you will see the SHORTCUT icons. These icons are marked SELECT, COPY, CREATE, EDIT, TEST, RESET, CONDITION, DELETE, ATTRIBUTES and COLOUR. These are short cut icons which duplicate the most commonly used functions which are also available from the Menus as follows (from left to right): SHORTCUT ICON IN MENU SELECT OBJECT COPY OBJECT CREATE OBJECT EDIT OBJECT TEST GENERAL RESET GENERAL CONDITION OBJECT DELETE OBJECT ATTR OBJECT COLOUR OBJECT GETTING TO KNOW THE MOVEMENT AND VIEWPOINT CONTROLS First load in a data file from the disk. Move the mouse pointer to the MENU SELECTOR and move it to the left until the FILE menu appears. Move the pointer down until LOAD DATA FILE is highlighted and click the left mouse button. A dialogue box will appear showing all the available files and directories on the disk. Move the mouse pointer to the file named KIT GAME and click the left mouse button. The name will appear next to the heading FILE. Next, click on the OK button and the data file will load, and after a few moments will appear in the VIEW window. Now using the FREESCAPE icons experiment with moving around the new environment. Move in all the direction you can until you become completely familiar with how to "move yourself" around within the FREESCAPE landscape. Press the left mouse button within the VIEW window to see how some objects may be SHOT. Pressing the right mouse button within the VIEW window to ACTIVATE an object. Activating an object in the VIEW window will appear to have no effect unless conditions have been entered which are triggered by the ACTIVATED? condition. Try this on the door to the building. (note that activating objects can only be done within a finite range). THE 3D KIT GAME This has been included as an example to illustrate some of the environments that are possible. This is supplied as a data file and can be played as a stand alone game. First load KGBORDER, from the BORDER function in the FILE menu, then click on the TEST SHORTCUT icon to play the game from within the kit. To make a "stand alone" game or environment use the MAKE function in the FILE menu. The object of the game is to escape from the mysterious world in which you find yourself, and return to Earth. Some sort of space vehicle will come in handy (large clue). F1 will return you to the editor. Advanced use has been made of animations and conditions, and these can be examined and edited using the relevant functions. See if you can complete the game without cheating! CREATING AND EDITING YOUR FIRST OBJECT First the existing data file must be cleared from the VIEW window. To do this, move the mouse pointer up to the MENU SELECTOR and move along to the FILE menu. Move the pointer down until the CLEAR ALL is highlighted and press the mouse button. An ALERT BOX will appear warning that all current data will be lost if the operation continues. Click on OK and after a few moments the VIEW window will clear revealing an empty area. Now move the mouse pointer to the SHORTCUT icons and click on CREATE. These icons will now be replaced with a further set of icons each showing a particular type of object for you to select. Move the mouse pointer to the CUBE icon and click the mouse button. A grey cube will now appear in the VIEW window. Note that the SHORTCUT icons reappear once the cube has been created. Next select the COLOUR icon and you will see that a list of objects appears on the lower half of the screen. At present it should show: 001 CUBOID 001 002 CUBOID 002 Click on the cuboid 002 to select this object. Move the mouse pointer to the small "tick" at the top left of the selector and click on this. An alternate method would be to click directly on the cube in the VIEW window. The screen should now change to show the colour panel. To the left of the colour bar you will see six small squares which represent the six sides of the cube and show their current colours, opposite sides of the cube are linked by square brackets. At the moment there should be two white, two medium grey, and two dark grey. These may vary depending on the computer. Colouring the cube can be done in two ways: using these squares to colour all sides of the cube in one easy movement, or using the image of the cube on the screen. To colour the cube the easy way, move the mouse pointer over any colour you wish to use and select that colour by clicking the left mouse button. Note that the colour you have selected will appear in the small window above the UNDO and OKAY icons to the right of the colour bar. Now move the mouse pointer over one of the squares on the left of the colour bar and click the right mouse button to transfer the chosen colour. The left mouse button acts as a "get colour" and the right mouse button as a "put colour". Repeat this process until all six of the squares are coloured to your choice. You will also note that at the same time the cube in the VIEW window is also being coloured. Selecting UNDO will undo the last colour changes. Also note that pointing at an area of the VIEW window and clicking the left mouse button will select this colour. The Amiga version allows colouring of the cube directly on the VIEW window. Just move the mouse pointer to the colour you require on the colour bar and press the left mouse button, check that the box on the right has changed to the chosen colour (also note that the chosen colour will be highlighted on the colour bar). Now move the mouse pointer to the face of the cube and click the right mouse button to transfer the chosen colour to the face of the cube. For obvious reasons the first method of colouring the object is preferable as all sides maybe coloured at once. The second method would involve either turning the cube, walking to the other side of the cube to view the hidden side, or using the View Lock arrows. The horizon colours can only be altered in the colour areas above and below the S and G letters. Now we will edit the cube. Move the pointer to the OKAY icon to the right of the colour bar and press the mouse button. The SHORTCUT icons will now reappear. Move the mouse pointer to the EDIT icon and press the mouse button to select it. Now either select CUBOID 2 from the objects selector list or click on the cube in the VIEW window. The EDIT window shows five different groups of icons, POINT, TURN, SHRINK, STRETCH and MOVE. Depending on which type of object you are editing, only the editing groups available for your selected object are shown. As we are editing a CUBE the POINT icons are dimmed to show they are not available. Note that when an object is first created it is positioned above the "ground" so we will remedy this now. Move the mouse pointer to the MOVE icons and position the pointer over the icon shown as an arrow pointing down with a small line above it and press the mouse button. The cube in the VIEW window will now begin to move downwards. Keep pressing this icon and watch the INFORMATION BAR to see how the position coordinates change. The bottom of the cube may disappear from view as the cube is moved downwards. When you have moved the cube down as far as it will go move the mouse pointer to the FREESCAPE icons and select the arrow pointing downwards. Press the left mouse button to "move" yourself backwards from the cube until all areas of the cube are visible. Now move the mouse pointer to the STRETCH icons and click the left mouse button over the icon represented by an arrow pointing to the right. The cube will now stretch towards the right. SHRINK has the opposite effect to STRETCH. Experiment a little with these icons until you are completely familiar with stretching, shrinking, and turning/flipping the cube. Then try to bring the cube back to its original size (200,200,200). When you have done this, move the mouse pointer to the OKAY icon and the SHORTCUT icons will reappear. Now move the mouse pointer to the COPY icon. The item selector will appear in the usual way. Select the cube by clicking on this in the VIEW window. A DIALOGUE BOX will appear requesting that you select where you wish to copy the object to. Click on LEFT and click on OK. You will now see that the cube has been copied to the left of the existing cube. This will now be called CUBOID 003. The new cube can be edited in the same way by selecting the cube from the item selector in the usual way. THE USER INTERFACE FILE SELECTOR The file selector will appear when SAVE DATA, LOAD DATA, LOAD OBJECT or LOAD BORDER is selected from the FILE menu at the top of the VIEW window. The first files in the current directory will be displayed. The arrows on the right of the file selector will scroll up or down through the files in the current directory if there are more files then can be shown in the space available. Select the required file by clicking on the file name with the mouse button and the selected file name will appear to the right of the FILE heading. Alternatively, you can click on the FILE heading and type in the file name using the keyboard, pressing RETURN when satisfied. To load or save the selected file click on OK. Just above the FILE name is the PATH which shows which drive is currently being used, along with the current position within directories. This can be changed to another drive or hard disk by clicking on it and typing the new path name in similar fashion to the file name. ALERT BOXES During environment creation there will be instances where something you have attempted to do will be either not possible or irrevocable. In these instances an ALERT BOX will appear with information about the function requested. If the function is not possible the alert box will simply inform you of this and then wait for conformation before cancelling the function. If the function is irrevocable ie. CLEAR ALL the alert box will give you the chance to reconsider the action and continue with or stop the function. ALERT BOXES are also used to inform you that an otherwise invisible function has executed correctly. In this case the alert box will simply require input from you to confirm the message has been received. DIALOGUE BOXES There are various parts of the environment creation which will require input from you to set parameters relating to the current function. These parameters will usually be set within a DIALOGUE BOX. DIALOGUE BOXES are simply windows which will open at a set place (usually the centre of the screen) these are similar to the ALERT BOXES but with the added ability of user interaction. Interaction takes place in one of two ways, buttons or text/numerical input. Buttons can be one of three types. TOGGLE buttons which toggle between selected and unselected when activated. RADIO buttons which are part of a group of at least two buttons, when one radio button in a group is selected all other members of a group are unselected. FUNCTION buttons which do a specific task directly ie. OK or CANCEL. Text boxes maybe edited by first clicking with the mouse over the text to be edited and if the text may be edited it will become inverted and a cursor will be displayed at the first character. you may then type your text in using the normal functions. DEL deletes a character under the cursor, BACKSPACE deletes the character before the cursor and other keys enter the desired character over the current content of the cursor position. Some text lines will restrict you to either NUMERICAL or ALPHA characters only. To end editing of a particular text item, simply press the RETURN key where upon the text will return to normal print and any restrictions on numerical values will be applied ie. if you were to type in the number 9000 for an object position, as the maximum area coordinate is 8192, it will automatically be restricted to 8192 on pressing RETURN. Note that when editing a text or numerical item it is impossible to exit the DIALOGUE BOX or edit any other fields until you have finished editing the current text item by pressing RETURN. TEXT EDITING Text editing takes place in the lower half of the screen directly below the VIEW window after selecting any of the icons which bring up the text editing window. An inverse square will indicate you current cursor position. This position may be changed by either the keyboard or the control icons. TEXT EDITING CONTROLS CURSOR LEFT move cursor left one character CURSOR RIGHT move cursor right one character CURSOR UP move cursor up one line CURSOR DOWN move cursor down one line SHIFT + CURSOR UP move cursor up one page SHIFT + CURSOR DOWN move cursor down one page RETURN insert a line BACK SPACE delete the character before the cursor DELETE delete the character under the cursor HELP toggle between half/full screen modes ESC cancel edit Then select the TICK icon to enter your text into memory or the CROSS icon to cancel. FILE MENU OPTIONS Name: SAVE DATA Function: To save all the data in memory to disk as a datafile. Action: When File Selector appears, enter a name for the datafile, press RETURN, then click on OK or press RETURN again. Response: The current datafile will be saved to disk. Note 1: This function actually saves all FREESCAPE data to the disk including - Datafile, colours, sound data (not samples), and name data. Note 2: Possible errors include Disk write protected, Disk full, No disk in drive. Name: LOAD DATA Function: To load datafile from disk. Action: When File Selector appears, select datafile from the file selector and click on OK or press RETURN. Response: The datafile will be loaded from disk. Note 1: Any data previously in memory will be overwritten. Note 2: See also notes for SAVE DATA. Name: SAVE OBJECT Function: To save a single Object or Group to disk for reloading later (or into another area of datafile). Action: Enter name to save object, press RETURN, then click on OK or press RETURN again. Response: The object will be saved to disk. Note 1: Neither conditions nor names will be saved along with the object. Note 2: See also LOAD OBJECT. Name: LOAD OBJECT Function: Load a specified Object or Group into the current data. Action: Click on object name you wish to load. Click on OK or press RETURN. Response: The object will be loaded from disk. Note 1: First an attempt will be made to position the object at the position at which it was saved. If this fails the object will be moved up and further attempts to position it will be made. If the top of the area is encountered the operation will be aborted and an alert box will be displayed showing the required coordinates and size of the object, it is then up to you to ensure that enough free space exists for the object to be placed before retrying. Name: LOAD BORDER Function: Load a picture file from disk to use as a border in the TEST screen. Action: When a DIALOGUE BOX appears requesting Format, select DEGAS, IFF or NEOchrome. Then click on OK. Response: A file selector will appear. Action: Click on the file to be loaded from disk. Then click on OK or press RETURN. Response: The border will be loaded from disk into the TEST screen. Note 1: Borders can be created and loaded into memory from other programs providing that they are in one of the acceptable formats ie. 320 * 200 pixels, 16 colours, lo-res and NTSC format. Name: MAKE Function: To make a "stand alone" environment from the data in memory. Action: When a file selector appears asking for the "RUNNER" (which is a program supplied on the Construction Kit Disk). Click on OK once it is located. Response: The File Selector will reappear asking for the MAKE PATH. Action: Choose the directory you wish your environment to be created on and type a name for the environment into the FILE name area (any extender will be ignored). If the drive with the "RUNNER" disk in and the drive with the selected environment disk are the same ie. both DF0: you will be asked to ensure that the correct disk is inserted at various intervals during the "MAKE" process. Note 1: When completed there will be four new files in the chosen directory: - The main program. .DAT - The encrypted data file. .SAM - The sample bank. .BDR - The border screen. Name: CLEAR ALL Function: To replace the current Data from memory and replace the default area. Response: Alert Box will appear requesting conformation of the action. Action: Select OK or CANCEL from the Alert Box. Response: If OK selected the current data will be cleared. If CANCEL selected the Data will be left as it was. Name: DELETE FILE Function: Deletes an unwanted Datafile from the disk. Response: A file selector will appear. Action: Select the Datafile to be deleted and select OK. Response: The Datafile will be deleted from the disk. Note 1: This function will allow deletion of old files from the disk. This can be used to free space on a disk prior to saving. Name: ABOUT Function: To display credits and release number. Name: QUIT Function: To exit the 3D Construction Kit. GENERAL MENU OPTIONS Name: PREFERENCES Function: Setup specific Parameters used in the Construction Kit to your own preference. Response: A Dialogue Box will appear. Action: Enter the required numerical input. Response: The Preferences will be set to those selected whenever possible. Note 1: This function allows you to set up the step sizes for the vehicles/cameras used during editing. There are three step sizes: move step size, angle step size and object step size. Each step size has two entries, one for the left mouse button and one for the right mouse button when clicking on the icons. The keys will use the left mouse button step size. Note 2: You may set the current edit buffer size. When the buffer size is changed ALL CURRENT DATA IS LOST. If an attempt is made to allocate more memory then is available the system will allocate as much as it can. After allocating a buffer of a different size then that requested, an ALERT BOX will be displayed showing the amount requested and the actual amount allocated. Name: RESET Function: Resets the game/environment to the initial position as set in the defaults. Response: The game/environment will reset. Note 1: This also resets all objects/animators to there initial status and clears all variables except Variable 255. Name: CREATE CONDITION Function: Create a new GENERAL condition. Response: A new GENERAL condition will be allocated ready for editing. Note 1: GENERAL conditions are conditions which are executed each FREESCAPE frame regardless of the players position with the exception of the "initial" condition specified in the Defaults section. Name: EDIT CONDITION Function: To edit a GENERAL condition. Response: A list of existing General Conditions will be displayed in the Item Selector. Action: Select a condition from the Item Selector. The selected condition will then be displayed below the VIEW window. This can be edited using normal text editing. Note: See also CONDITIONS. Name: DELETE CONDITION Function: Delete a General Condition. Response: A list will be displayed, as above, and once a selection is made from the list the specified condition will be erased from memory. Name: DEFAULTS Function: Set up the default game variables. Action: Within this DIALOGUE BOX you can alter: 1. The climb ability 2. The "safe" fall distance 3. The activity range 4. The Timer frequency 5. The start area 6. The start entrance 7. The initial mode 8. The initial General Condition number. Note 1: RESET should be selected to set these Defaults. Name: CONTROLS Function: To set up the controls that are used in the Test Screen. Response: A list of all the available controls will be displayed. Action: Select a control by clicking the left mouse button over the name. Once a control is selected any key pressed will become the key associated with that control. Response: The key name will be displayed next to the control. Next to the key name you will notice a small tick or cross. This indicates whether an icon in the Test Screen has been defined for the control or not. Action: To define an icon for the control, click the right mouse button over the name. Response: The currently loaded BORDER (if any) will replace the Construction Kit Screen. Action: To set the position of the icon, move the mouse pointer to the top left corner of the desired area and click the left mouse button. You will notice a box appear, this box will follow your mouse pointer movements growing and shrinking accordingly. Move the mouse to the bottom right corner of the desired area so that the box encompasses the area of the icon (note although the icon area must be rectangular this does not mean that the image of the icon on the border must be, as the rectangle of the icon definition is invisible anyway), then click on the mouse button to set the definition. Response: A DIALOGUE BOX will appear. Action: Select whether the icon should be activated by the left, right, either or both mouse buttons in the DIALOGUE BOX. Once the icon is set the list of controls will be redisplayed and you may continue to edit the controls. When editing is completed select the TICK icon to set the controls and the Construction Kit Screen will be redisplayed. Note 1: Selecting "either" will register both left and right mouse buttons. For movement the right button will default to a step size five times that of the left button, and turning will step by 30 degrees. Note 2: Using any of the function keys as an associated key will set that control to undefined - it cannot be used, neither from the keys nor using an icon. Note 3: Icon controls can only be activated if an associated key is defined. Note 4: See Appendix for default controls. Name: CREATE INSTRUMENT Function: Allocate a new instrument. Response: A new instrument will be added. Note 1: When created, an instrument will default to UNDEFINED and will therefore not be displayed at all. The new instrument can be edited using the EDIT INSTRUMENT function detailed below. Name: EDIT INSTRUMENT Function: To edit the various parameters associated with Instruments. Response: A list of the current Instruments will be displayed. Action: Select the Instrument from the Item Selector. Response: A dialogue box will be displayed. Note 1: Each parameter required to define an instrument will now be dealt with in turn. TYPE: Each instrument must have a type, these include HORIZONTAL (bar), VERTICAL (bar), NUMERICAL and TEXT WINDOW or UNDEFINED. The two bars are thermometer style sliding indicators, they can be various sizes and combinations of colours, also the direction of the bar can be set using min. max. values explained later, a sliding bar must have associated with it a variable number as this is where the instrument will get its current setting from. The NUMERICAL type is simply a text area where the value of its associated instrument is displayed in decimal. This can include negative numbers. If the minimum value is negative, the instrument will use a sign if necessary to display the value. The TEXT WINDOW type is an area on the screen definable as both height and width in which messages may be printed using the FCL command PRINT. (see conditions section). POSITION and SIZE define the screen position and size of the instrument, all instrument types are positioned to pixel boundaries, horizontal and vertical bar sizes are defined in increments of 1 pixel while text window and numerical types are defined in steps of 8 pixels (1 character). VARIABLE NUMBER contains the number of the variable (if required) that the instrument will fetch its value from. LEFT/BOTTOM contains the leftmost/bottommost value for a sliding bar, or numeric instrument. By making this value lower then the RIGHT/TOP value the bar will either go down or to the left or vice versa. RIGHT/TOP contains the uppermost/rightmost value for a sliding or numeric bar, see also LEFT/BOTTOM, the step change for a sliding bar will be automatically scaled according to the difference between LEFT/BOTTOM and RIGHT/TOP values and the size of the bar. FG/BG COLOUR contains the two colour numbers (for the foreground and background) in which the bar/text will be printed. The following are legal colours for instruments: All instruments 0..15 Instruments associated with a variable may be updated in two ways, either by altering the contents of the associated variable, in which case the instrument is automatically updated or by calling the FCL command UPDATEI with the relevant number. The text window type instrument can be updated only by using the FCL command PRINT. Name: SET VIEW WINDOW Function: To set the size and position of the FREESCAPE view window in the Test screen. Response: The 3D Construction Kit will be replaced by the  alternate Test window. This will be black if no border has been loaded. Action: Position the mouse pointer at the top left of your required window and drag the box to surround the area you wish to be included. Click the left mouse button once more at the bottom right and the window will be set. Name: TEST Function: Go to the Test screen allowing the environment to be tested. Note 1: This preforms the same function as the F1 key which toggles between the two screens. Pressing the F1 key is necessary to return to the editor. Note 2: Cameras are not allowed in the test area. The mode will default to WALK, FLY1 or FLY2 if using a camera when the test screen is accessed. AREA MENU OPTIONS Name: CREATE AREA Function: Create a new area. Response: A new Area will be created and the viewpoint will be moved to this new area. Note 1: All new Areas contain an Entrance near the centre (Entrance 001) and a base (Cuboid 001). If these are not required they may be deleted. Name: EDIT AREA Function: Displays a list of existing areas and allows the user to edit the area specific information. Response: A list of all existing areas is displayed in the Item Selector. Action: Select an area to edit from the Item Selector. Response: A dialogue box will appear. This shows the area name, the number of definitions in the area (including OBJECTS, ENTRANCES and ANIMATORS), the are scale and whether or not the horizon is active. All of these elements may be edited in the usual dialogue box fashion, except for the number of definitions. Note 1: Only set horizon to OFF if the viewpoint is restricted to move only within a completely enclosed environment. (All four walls, floor AND ceiling.) Name: DELETE AREA Function: Delete a specified area. Response: A list of existing areas will be displayed in the Item Selector. Action: Select an area from the Item Selector. Response: The entire contents of the selected area including objects and local conditions will be removed from memory. Note 1: This function is irreversible so use carefully! Also note that you cannot delete the Area you are currently in. Name: GOTO AREA Function: To move viewpoint to another area. Response: A list of existing areas will be displayed. Action: Select an area to go to. Response: Will move the viewpoint to the new area selected. Note: Area 000 id the Global Area and is only accessible from here. See also LIST GLOBALS in OBJECT MENU. Name: AREA COLOURS Function: To re-colour the 16 solid base colours in the current area. Response: The COLOUR AREA panel will appear. The panel contains three slider bars, one for each element of the colour red, green and blue. In each of these bars is a marker showing the current level of each element, also beside the bars the level is indicated by a number from 0 to 15. The levels of each element may be changed by either clicking on the arrow icons to either side of the sliders which will increase/decrease the level in steps of 1, or click on the slider bar itself will move the pointer to the mouse position directly. To the right of the sliders are a number of icons, these include: RESET : To reset the colours to their original values before any changes were made. CANCEL: Exit and ignore any changes. OKAY : Exit and save the new changes. SPREAD: Will wait for you to select another colour form the colour bar and will approximate a smooth graduation between the two selected colours. COPY : Will wait for you to select another colour and will then copy the original selected colour to the new position. Above the panel is a display of the current 16 colours. To select a colour to edit simply click the mouse button over it. The flashing box will move to the new colour and its values will be displayed in the slider bars. Name: CREATE CONDITION Function: To create a new area condition. Response: A new area condition will be created for editing. Note 1: Area conditions are executed each frame when in the current area. Name: EDIT CONDITION Function: Edit an Area Condition. Response: A list of current area conditions will be displayed. Action: Select the condition for editing. Response: The condition will be displayed for editing. Action: Edit the condition in the normal manner (see TEXT EDITING). Name: DELETE CONDITION Function: Delete a selected Area Condition. Response: A list of conditions will be displayed in the Item Selector. Action: Select a condition. Response: The condition will be deleted from memory. Name: CREATE ENTRANCE Function: Create a new entrance in the current area. Response: A new entrance will be created at your present position. Note 1: The new entrance will contain the position and viewdirection of the viewpoint at the time of its creation, therefore to set up an entrance to a specific view simply move to that position and look in the desired direction. Then select CREATE ENTRANCE and the view will be stored as the last Entrance. Name: EDIT ENTRANCE Function: Allows you to edit an existing entrance. Response: A list of current entrances will be displayed. Action: Select the entrance to be edited in the usual manner. Response: A dialogue box will appear on the screen. Within the dialogue box will be details of the entrance; NAME, POSITION and ROTATION. These can be edited. Action: Edit the entrance in the dialogue box in the usual manner. Name: DELETE ENTRANCE Function: Deletes a specified entrance from memory. Response: A list of current entrances will be displayed in the Item Selector. Action: Select an entrance in the usual manner. Response: The selected entrance will be deleted from memory. Note 1: This operation is irreversible, use with care! Name: GOTO ENTRANCE Function: Move to a specified entrance within the current area. Response: A list of available Entrances will be displayed. Action: Select an entrance in the usual manner. Response: The viewpoint will be moved to the selected entrance. Name: CREATE ANIMATION Function: Create a new animator. Response: A new animator will be created ready for editing. Name: EDIT ANIMATION Function: Allows editing of animation commands. Response: A list of existing animators will be displayed in the Item Selector. Action: Select the desired animator. Response: The commands for that animator will be decompiled and displayed for editing. Action: Edit or add to these commands in the same way as all conditions. (see TEXT EDITING). Note 1: Also see CREATING AN ANIMATION. Name: DELETE ANIMATION Function: Delete a specified animation from memory. Response: A list of all existing animators will be displayed. Action: Select an animator in the usual manner. Response: The selected animator will be delete from memory. Note 1: This operation is irreversible, use with care! OBJECT MENU OPTIONS Name: CREATE OBJECT Function: Create a new object in the current area. Response: A panel will be displayed over the SHORTCUT Icons showing the type of object available. Action: Select an object type. Response: The new object will be created in front of the current view. Note 1: The new Object name will default to its type followed by its number. These can be changed using the ATTRIBUTES function. A GROUP of Objects can be created by selecting GROUP. The Item Selector will appear showing all the Objects currently created. Any Objects for inclusion within the group will be highlighted when selected (or deselected) with the mouse button. When all the Objects have been selected, click on the TICK in the Item Selector and all the highlighted Objects will be included within the new GROUP. Name: EDIT OBJECT Function: Edit a specified object. Response: A list of the existing objects will be displayed. Action: Select an object in the usual manner. Response: A new bank of icons will be displayed over the SHORTCUT icons. The icons are split into five groups: POINT : Alters to position of the point number displayed in the INFO BAR. This function only applies to non rectangular facets and pyramids, in the case of facets all points may be moved whilst in the case of pyramids the two diagonally opposite apex points can be altered to change the point of the pyramid. The NEXT button is used to move to the next point to be edited. TURN : Rotates the object in the direction of the arrows on the icons through 90 degrees. SHRINK : Decreases the size of the object in the direction of the arrows. STRETCH : Increases the size of the object in the direction of the arrows. As with MOVE the object cannot be stretched beyond the boundary of the area. MOVE : Move the object in the direction of the arrows, left and right mouse button on these icons will have different effects depending on the values set in the PREFERENCES menu. If an object being moved hits another object on the edge of the area it will be butted against the obstruction. To the right of the EDIT icons are three further icons as follows: UNDO : This function will undo any editing made on an object prior to selecting another object or using the OKAY icon. SELECT : This provides the option to select another object for editing as an alternative to clicking on another object within the VIEW window. OKAY : Selecting this will commit all editing to memory and return to the main screen once more. Note 1: Only triangular facets may be non-orthogonal; ie. they may lie on a plane which is not aligned along one of the major axis (north/south, east/west, up/down). Name: DELETE OBJECT Function: Delete a specified object from memory. Response: A list of objects will be displayed in the Item Selector. Action: Select an object from the Item Selector in the usual manner. Response: The object will be deleted from memory. Note 1: This operation is irreversible, use with care! Name: SELECT OBJECT Function: Choose a new selected Object for use in Highlight, Exclude or Lock. Response: A list of objects will be displayed. Action: Select one of the objects from the list. Name: COPY Function: Create a duplicate of a specified object or group of objects. Response: A list of objects will be displayed. Action: Select the object from the Item Selector. Response: A DIALOGUE BOX will be displayed. Action: Select where the object is to be positioned in relation to the original object or "View" to place the object in front of your viewpoint. Response: The new object will be created. Note 1: The name of the new object will default to its type followed by its number. Note 2: Any conditions entered for the original object will be copied to the new object also. Name: CONDITION Function: To edit the conditions on a specific object. Response: A list of all objects in the current Area will appear. Action: Select an object in the usual manner. Response: Any conditions on the object will be decompiled and displayed for editing in the usual manner (see TEXT EDITING). Name: ATTRIBUTES Function: Alter the position and status of a specified object. Response: A list of objects in the current area will be displayed. Action: Select an object from the list. Response: A dialogue box will appear showing various information about the selected object:- NAME, SIZE, POSITION, CURRENT STATUS, INITIAL STATUS and ANIMATED. NAME, POSITION and size can be altered in the usual manner.  CURRENT STATUS alters the status of the object between VISIBLE, INVISIBLE and DESTROYED. An invisible object may be made visible at some other point in the environment whereas a destroyed object is gone until the environment is restarted using RESET. INITIAL STATUS sets the state of the object when the environment is RESET, either VISIBLE or INVISIBLE. MOVEABLE marks the object as being able to be animated, if you have any intention of animating this object it must be marked as MOVEABLE as this will allow the START POSITION for the object to be set. Sensors have additional attributes as follows: RANGE shows the maximum distance at which you can be detected by the sensor. SPEED alters the frequency at which checks are made for sensing or shooting. DIRECTION shows from which directions the sensor can detect you. EFFECT can be either SENSE, where the sensor will simply detect your presence, or SHOOT, when the sensor will shoot at you at the rate set by SPEED. Action: Select OK to confirm changes or CANCEL to leave unchanged. Name: COLOUR Function: Colour objects in the current area. Response: Initially a list of existing objects will be displayed. Action: Select an object from the Item Selector. Response: A colour editing panel will be displayed at the bottom of the screen displaying available colours. Base colours are combined to give various shades. The small "I" in the box for colour 0 indicates that colour 0 is invisible. Invisible facets are not drawn. Sides of objects that can never be seen should be coloured invisible to increase efficiency. To the right of the palette is a larger box showing the selected colour. Selecting the UNDO icon will undo the last colour change made. To the left of the screen is a display of all the selected object's colours. Action: Editing the colours of an object can be done in two ways. Firstly select a colour in the palette by clicking on it with the left mouse button. A flashing box will surround the colour to indicate that it has been selected. Now move the cursor into the FREESCAPE VIEW window and click with the right mouse button on the facet to be coloured. If this is on the currently selected object then it will simply change colour. If it is not, then the object will automatically become the selected object and the display to the left of the palette will change accordingly. The second method is to a colour in the palette as before and then click the right mouse button over the desired colour in the box to the left of the palette. The facet will change colour accordingly. This method allows the change of colour of objects which cannot be seen in the VIEW window either because they are out of view or because they have been made invisible. When colour editing is complete, click on the OKAY icon to return to the main screen. Summary: The left mouse button = "Get colour" The right mouse button = "Put colour" Name: EDIT GROUP Function: To alter the contents of a specified group. Response: A list of current group specifiers will be displayed. Action: Select a group to be edited. Response: A list of all the objects in the current area will be displayed. Members of the selected group will be highlighted. Action: These objects can be removed or others included by clicking on the relevant object, either within the list or in the VIEW window. Name: LIST GLOBALS Function: Displays a list of defined objects available from the GLOBAL area. To view and possibly alter the presence of certain Global objects in the current area. Response: A list of the defined objects available from the GLOBAL area will be displayed with all displayed objects highlighted. Action: These may be de-selected or you may select members of the list by clicking on them. When OK is selected all  members highlighted (selected) will become visible in the current area. Note 1: Global objects may only be edited when in Area 0. Note 2: Global objects are a group of objects defined in Area 0 that can be used in any number of areas using very little memory. THE FREESCAPE COMMAND LANGUAGE (FCL) The FREESCAPE system contains a simple language definition allowing functions to be performed when certain conditions occur within the FREESCAPE environment. These commands can be used in any of 3 places: OBJECT CONDITIONS: These commands are executed when some sort of interaction with the specified object take place. The interaction options are: SHOT? The object is pointed to by the mouse cursor and the left mouse button pressed, a series of lines will be seen from the corners of the screen to the object being shot, these lines depict a weapon (laser). ACTIVATED? The object is activated in a similar way to shooting an object except that the right mouse button is used and there is no visible effect. (the object has to be within the Activate distance as defined in the Defaults). COLLIDED? The object is collided with by either the player or an animated object. AREA CONDITIONS: These commands are executed each frame while the viewpoint is within the confines of the specified area. GENERAL CONDITIONS: These commands are executed every frame regardless of the viewpoint position. In the following list, P1, P2 and P3 refer to parameters 1,2 and 3 respectively. These can be either a literal number or a variable. Variables are specified as V followed by a variable number 0..255 eg. V23 for variable 23. In this case, the contents of a variable will be used as the parameter value. eg. LOOP (P1) can be, for example: LOOP (6) (or any other number) or LOOP (V23) which uses the variable stored in variable 23. Parameters which must be variables are referred to as V1, V2, V3; eg. SETVAR (P1,V2) shows that the 2nd parameter must be a variable. Optional parameters or commands are surrounded by square brackets []. A list of the available commands follows along with a description of the required parameters and their functions. CONDITIONS ACTIVATED? (ACT?) Class - Trigger Interrogator Format: IF ACTIVATED? THEN commands.. ELSE commands.. ENDIF Function: This command checks whether the selected object has been activated. This happens when the cursor is over the selected object and the right mouse button is pressed. Note: The selected object must be within the default activate range to be affected. This is set in the GENERAL menu, DEFAULT function. Example: IF ACTIVATED? THEN INVIS (4) ENDIF This condition simply informs the system that if the object is ACTIVATED then make object 4 invisible. See also: IF, THEN, ELSE, SHOT?, COLLIDED? ADDVAR (ADD) Class - Variable Command Format: ADDVAR (P1,P2) Function: This command preforms an addition on the two supplied values, the value P1 is added to the value P2, if P2 is a variable specifier then the result of the addition is stored in the variable otherwise the result is lost but the CCR flags are still altered according to the result of the addition. Meaning that if an ADDVAR command is preceded by an IF and followed by a THEN/ELSE ENDIF combination, conditions may be executed depending on whether the result was zero or not without altering the value of any variables. See also: SUBVAR AGAIN Class - Loop Command Format: LOOP (P1) commands... AGAIN Function: This command serves to terminate a LOOP section. Upon reaching an AGAIN command the command processor will decrement the relevant LOOP counter and if the result is greater then zero, jump to the relevant LOOP address (the command immediately following the associated LOOP command). Example: INCLUDE (1) START LOOP (20) MOVE (40,0,0) AGAIN RESTART This is a simple example of using the LOOP command in animation. The rest of the commands will be explained fully later but for now the commands simply say: Include object 1 in the animation, start the sequence when triggered, LOOP 20, move the object to the coordinates, AGAIN and restart. See also: LOOP AND Class - Condition Command Format: IF condition AND condition THEN commands... [ELSE commands...] ENDIF Function: This command combines the result of two or more condition checking commands and returns TRUE only if all of the specified checks are TRUE otherwise a FALSE result is returned. See also: IF, THEN, ELSE, ENDIF, OR ANDV Class - Variable Command Format: ANDV (P1,P2) Function: This command preforms a logical AND on the two values specified, the value P1 is ANDed with the value P2 and if P2 is a variable specifier the result is stored in the specified variable. CCR flags are set accordingly. See also: ORV, NOTV COLLIDED? (COL?) Class - Trigger Interrogator Format: IF COLLIDED? THEN commands... [ELSE commands...] ENDIF Function: This command checks the COLLIDED flag in the status byte of the current object, a TRUE result is returned if a collision has occurred with this object since the last check, otherwise a FALSE result is returned. The COLLIDED flag on the current object is cleared upon executing this command. Example: IF COLLIDED? THEN INVIS (4) VIS (5) ENDIF In this condition the system checks if the object has been collided with. If it has then object 4 becomes invisible and object 5 becomes visible. This could be used to remove a door (object 4) and replace it with an open doorway (object 5). See also: IF, THEN, ELSE, ENDIF, ACTIVATED?, SHOT DELAY Class - Time Command Format: DELAY (P1) Function: This command halts all FREESCAPE functions for the specified time. The specified time (P1) is in 50ths of a second. Example: DELAY (50) This would halt for 1 second. See also: WAIT DESTROY Class - Object Commands Format: DESTROY (P1[,P2]) {object[,area]} Function: This command sets the DESTROYED flag on the specified object (P1) in the specified area (P2). If no area is specified the command processor presumes that the specified object is in the current area. Note - Once an object has been destroyed it is then impossible to get the object back short of resetting. Example: IF SHOT? THEN DESTROY (4,2) ENDIF This simply asks if the current object has been shot and if so destroys object 4 in area 2. See also: DESTROYED? DESTROYED? Class - Object Interrogator Format: IF DESTROYED? (P1[,P2]) {object[,area]} THEN commands... [ELSE commands...] ENDIF Function: This command checks the status of the specified object and returns a TRUE result if the object has been DESTROYED. See also: IF, THEN, ELSE, ENDIF, DESTROY ELSE Class - Conditional Statement Format: IF condition THEN commands... ELSE commands... ENDIF Function: This command exists only as part of an IF/THEN/ELSE/ENDIF combination. It marks the start of commands to execute only if the result of a previous condition was FALSE. The effectiveness of the command relies on the correct usage of the IF and THEN commands. For any condition checking to work it is essential that the condition be preceded by an IF command and followed by a THEN and (if required) an ELSE statement. See also: IF, THEN, ENDIF END Class - Condition Command Format: IF condition THEN commands... END [ELSE commands...] ENDIF commands... Function: This command exits command processing before the end of the command list is reached, at allows the user to short cut the command execution on a particular condition being TRUE or FALSE. Used in the above format, if the result of the condition is true only the commands following the THEN statement will be executed and upon reaching the END command the processor would continue execution from this list. Were there no END command the processor would continue executing from the command following the ENDIF statement. Note: If END is used within an animator the execution of the current animation frame is ENDed and execution continues on the next frame beginning with the command following the END command. See also: IF, THEN, ELSE, ENDIF ENDGAME Class - Player Command Format: ENDGAME Function: This command serves to reset the environment. This can be executed on a particular condition being TRUE or FALSE, ie. if a counter being used to store game time reaches zero then the game finishes. Example: IF COLLIDED? THEN ENDGAME ENDIF This condition simply states that if the player or another animated object collides with the selected object then end the game and reset all the flags etc. ENDIF Class - Condition Statement Format: IF condition THEN commands... [ELSE commands...] ENDIF Function: This command terminates a conditional section. Upon reaching an ENDIF command, execution continues as normal before the IF/THEN/ELSE combination. If the result of a condition is TRUE the commands after the THEN statement are executed and those between the ELSE statement and the ENDIF are ignored. If the result is false the commands between the THEN and the ELSE are ignored and those between the THEN and the ENDIF are executed. In either case unless an END command has been issued, command processing will continue after the ENDIF statement. See also: IF, THEN, ELSE EXECUTE (EX) Class - Branch Command Format: EXECUTE (P1) {object} Function: This command terminates command execution on the current object and continues with the command list on object (P1). The status flags and the position of the original object are still used for Object Interrogator commands. GOTO Class - Player Command Format: GOTO (P1[,P2]) {entrance[,area]} Function: This command is used to allow player movement between the various defined areas. Upon reaching this command the player will be moved to the entrance P1 in the area P2. If no area is specified the entrance is presumed to be in the current area. If a new area is specified, command processing will cease at this point otherwise normal command processing will continue. Example: IF COLLIDED? THEN GOTO (1,2) ENDIF The above example would be quite useful if it was desired that the player, upon colliding with a doorway (the object selected) would then be transported to entrance 1 in area 2. IF Class - Condition Statement Format: IF condition THEN commands... [ELSE commands...] ENDIF Function: This command marks the start of a condition section. Immediately following the IF command should be one or more condition commands separated by either AND or OR statements. The IF command simply serves to clear the CCR flags and prepare for the following condition. To have any effect at all the condition should be followed be a THEN/ELSE combination otherwise execution will continue after the condition regardless of the result. See also: THEN, ELSE, ENDIF, AND, OR INCLUDE Class - Animation Command Format: INCLUDE (P1) {object} Function: This command is animation specific. Any attempt to execute it on an OBJECT or in LOCAL/GLOBAL conditions will have no effect. The command includes the specified object (if it is not already animated) into the animation list for the current animator. This command should be used at the very beginning of an animation before the START command so that it is only called once at the start of the animation and never again until the environment is restarted. See also: MOVE, START, RESTART INVIS (IV) Class - Object Command Format: INVIS (P1[,P2]) {object[,area]} Function: This command sets the INVISIBLE flag on object P1 and the specified area P2. If no area is specified the object is presumed to be in the current area. Example: IF SHOT? THEN INVIS (9) ENDIF A simple condition which states that if the specified object is shot then object 9 will become invisible. See also: INVIS?, VIS?, VIS INVIS? Class - Object Interrogator Format: IF INVIS? (P1[,P2]) {object[,area]} THEN commands... [ELSE commands...] ENDIF Function: This command checks the INVISIBLE flag in the status byte of the object P1 in area P2. If no area is specified then the object is presumed to be in the current area. The command returns a TRUE result if the specified object is invisible, otherwise a FALSE result is returned. See also: INVIS, VIS, VIS? LOOP Class - Loop Command Format: LOOP (P1) {loop count} Function: This command marks the start of a LOOP section. The commands between the LOOP and the corresponding AGAIN command will be executed P1 times. See also: AGAIN MODE Class - Player Command Format: MODE (P1) {movement mode} Function: This command alters the current movement mode of the player. In the game the player is restricted to WALK, FLY1 and FLY2. The CAMERA modes and LOCK modes are only available in the EDITOR, therefore the value of the new mode P1 must be in the range 1-3. Any value above this will be interpreted as 3 and any less then 1 will be interpreted as 1. See also: GOTO MOVE Class - Animation Command Format: MOVE (P1,P2,P3) {x,y,z coordinates} Function: This command is animation specific, any attempt to execute this command on an OBJECT or LOCAL/GLOBAL conditions will have no effect. The command MOVEs the members of the current animation (specified at the beginning using the INCLUDE command) by the specified amount in the X, Y and Z axis. See also: INCLUDE, MOVETO MOVETO Class - Animation Command Format: MOVETO (P1,P2,P3) {x,y,z coordinates} Function: This command is animation specific, any attempt to execute this command on an OBJECT or LOCAL/GLOBAL conditions will have no effect. The command MOVEs the members of the current animation (specified at the beginning using the INCLUDE function) to the specified position in the X, Y and Z area. Example: INCLUDE (3) START MOVETO (2900,0260,4760) RESTART This condition, when triggered will move object 3 to the coordinates specified in the brackets following the command MOVETO. See also: INCLUDE, MOVE NOTV Class - Variable Command Format: NOTV (P1) Function: This command preforms a logical NOT on the value specified, the value P1 and the result is stored in the specified variable. CCR flags are set accordingly. See also: ANDV, ORV OR Class - Condition Command Format: IF condition OR condition THEN commands... [ELSE commands...] ENDIF Function: This command combines the result of two or more condition checking commands and returns TRUE if any of the specified checks are TRUE otherwise a FALSE result is returned. See also: IF, THEN, ELSE, ENDIF, AND ORV Class - Variable Command Format: ORV (P1,P2) Function: This command preforms a logical OR on the two values specified, the value P1 is ORed with the value P2 and if P2 is a variable specifier the result is stored in the specified variable. CCR flags are set accordingly. Example: IF SHOT? THEN ORV (2,V21) ENDIF This uses Bit 2 of Variable V21 as a flag to say that an object has been shot. Using this method it is possible to use a Variable to store a number of on/off flags. The flags can be checked using the ANDV command. IF ANDV (V21,2) THEN commands... [ELSE commands...] ENDIF By ANDing V21 with 2 and not the other way round the AND is executed without storing the result, therefore it is possible to check the state of the flags without affecting them. See also: ANDV, NOTV GETXPOS, GETYPOS, GETZPOS Class - Object Interrogator Format: GETXPOS (V1,P2[,P3]) {variable,object[,area]} GETYPOS (V1,P2[,P3]) GETZPOS (V1,P2[,P3]) Function: These commands store the position of the specified object P2, in area P3 along the X, Y or Z axis in the specified variable V1. If no area is specified the current area is assumed. Example: GETXPOS (V21,2) IF VAR=?(V21,1000) THEN SOUND (2) ENDIF This will get object 2's X position and will preform a sound only if object 2 is at position 1000 in the X axis. PRINT Class - Instrument Command Format: PRINT ("message...",P1) {message,instrument} Function: This command allows the user to print a message to a defined TEXT WINDOW type instrument (see INSTRUMENTS). The message between the quotation marks is printed to the instrument number P1 if the instrument exists and if it is a TEXT WINDOW type. The message can be split into several lines (if the TEXT WINDOW is big enough) by using \N to begin a new line. RESTART Class - Animation Command Format: RESTART Function: This command is animation specific, any attempt to execute it on an OBJECT or in LOCAL/GLOBAL conditions will have no effect. After executing this command execution of the animation will continue at the position set by the START command. If no START command has been executed the RESTART command will set execution to continue from the start of the animation. See also: START REDRAW Class - Instrument Command Format: REDRAW Function: This command will force an immediate redraw of the FREESCAPE view window. Any objects whose status have changed since the last frame update will be displayed in their new state. Example: LOOP (10) TOGVIS (2) REDRAW AGAIN This will toggle the visibility of object 2 ten times and REDRAW the FREESCAPE view each frame. REMOVE Class - Animation Command Format: REMOVE (P1) {object} Function: This command works in the opposite way to INCLUDE. The object specified P1 will be removed from the animation. This command can be incorporated into the animation controller eg. to remove objects from the animation one at a time during animation. This command may only be used in animation. SOUND Class - Sound Command Format: SOUND (P1) {sound number} Function: This command will immediately preform the sound P1. Also see: SYNCSND SETVAR (SET) Class - Variable Command Format: SETVAR (P1,V2) Function: This command sets the variable V2 to the value P1. If V2 is not a variable specifier then the command has no effect. SHOT? Class - Trigger Interrogator Format: IF SHOT? THEN commands... [ELSE commands...] ENDIF Function: This command checks the SHOT flag in the status byte of the current object. If the object has been shot since the last time checked then the command returns a TRUE result otherwise a FALSE result is returned. Execution of this command also clears the SHOT flag on the current object. See also: ACTIVATED?, COLLIDED? START Class - Animation Command Format: START Function: This command is animation specific, any attempt to execute it on an OBJECT or LOCAL/GLOBAL conditions will have no effect. The command marks the start of the animation command list. The instruction after the START command will be the point at which the RESTART command will continue execution from. The START command should be placed after any INCLUDE command as INCLUDEs after the START will be executed each time through the animation loop, this wastes time and has no useful effect. See also: INCLUDE, RESTART STARTANIM Class - Animation Command Format: STARTANIM (P1[,P2]) {animator[,area]} Function: This command will start an animation controller going. At the beginning of a game all animation controllers are marked as STOPPED. To begin the animation a STARTANIM command must be executed. The STARTANIM command will also re-enable an animation controller which has been stopped using the STOPANIM command. Example: IF COLLIDED? THEN STARTANIM (2) This condition was placed on a selected object. If the object is collided by the player then start the second animation controller (2). See also: STOPANIM, TRIGANIM, WAITTRIG STOPANIM Class - Animation Command Format: STOPANIM (P1[,P2]) {animator[,area]} Function: This command will stop an animation controller, no commands will be executed on the controller until it is started using the STARTANIM command. Upon receiving a STARTANIM command the animation controller will continue execution from the point at which the STOPANIM command was received. See also: STARTANIM, TRIGANIM, WAITTRIG SUBVAR (SUB) Class - Variable Command Format: SUBVAR (P1,P2) Function: This command preforms a subtraction on the two supplied values, the value P1 is subtracted from the value P2. If P2 is a Variable specifier then the result of the subtraction is stored in the variable otherwise the result is lost but the CCR flags are still altered according to the result of the subtraction. Therefore if a SUBVAR command is preceded by an IF and followed by a THEN/ELSE ENDIF combination, conditions may be executed depending on whether the result was zero or not without altering the value of any variables. See also: ADDVAR, SETVAR SYNCSND Class - Sound Command Format: SYNCSND (P1) {sound number} Function: This command will execute the specified sound P1 in sync with the next complete frame update. Note the REDRAW command will also preform a synchronised sound. See also: SOUND THEN Class - Trigger Interrogator Format: IF condition  THEN commands... [ELSE commands...] ENDIF Function: This command checks the status of the ZERO flag in the CCR. If the contents are TRUE then the commands following the THEN statement are executed until either an ELSE or ENDIF statement is found. If an ELSE is found the commands following it are ignored up until an ENDIF or the end of the command list. If an ENDIF is found then normal command execution will continue with the following command. The THEN command is the only command which examines the result of a condition, so an IF ELSE ENDIF combination without a THEN command will produce incorrect results. See also: IF, ELSE, ENDIF, AND, OR TIMER? Class - Trigger Interrogator Format: IF TIMER? THEN commands... [ELSE commands...] ENDIF Function: This command checks the TIMER flag, the command returns a TRUE result if a timelapse of the amount specified in the defaults setup section has passed, otherwise a FALSE result is returned. This command is onlyreally useful in LOCAL and GLOBAL conditions as these are the only conditions which are executed each frame, any TIME commands on objects will only be checked when some form of interaction takes place with the object. TOGVIS (TOG) Class - Object Command Format: TOGVIS (P1[,P2]) {object[,area]} Function: This command toggles the status of the VISIBLE flag in the status byte of object P1 in area P2. If no area is specified the object is presumed to be in the current area. See also: VIS, INVIS, VIS?, INVIS? TRIGANIM Class - Animation Command Format: TRIGANIM (P1) {animator} Function: This command sets the TRIGGER flag in the status byte of animation controller P1. A WAITTRIG command within the animation controller will register this trigger. If no WAITTRIG commands exist in the animation controller a TRIGANIM command will have no effect on this animator. See also: STARTANIM, STOPANIM, WAITTRIG UPDATEI Class - Instrument Command Format: UPDATEI (P1) {instrument} Function: To update instrument P1 in the Test Screen. VAR=? (V=?) Class - Variable Command Format: IF VAR=? (P1,P2) THEN commands... [ELSE commands...] ENDIF Function: This command will compare the values of the P1 and P2 and return a TRUE result if the values are equal otherwise a FALSE result is returned. See also: SETVAR, ADDVAR, SUBVAR, VAR>?, VAR? (V>?) Class - Variable Command Format: IF VAR>? (P1,P2) THEN commands... [ELSE commands...] ENDIF Function: This command will compare the values of P1 and P2 and return a TRUE result if the value of P1 is greater then that of P2, otherwise a FALSE value is returned. See also: SETVAR, ADDVAR, SUBVAR, VAR=?, VAR? VIS? Class - Object Interrogator Format: VIS? (P1[,P2]) {object[,area]} Function: This command checks the INVISIBLE flag in the status byte of object P1 in area P2. If no area is specified then the object is presumed to be in the current area. The command returns a TRUE result if the specified object is VISIBLE, otherwise a FALSE result is returned. See also: VIS, INVIS, TOGVIS, INVIS? WAIT Class - Time Command Format: WAIT Function: This command halts processing of the current command list and stores information about the current command list on an internal stack. The FREESCAPE processing is then allowed to continue, processing any more required conditions, animations and player movements, when the next frame comes around execution of the command list will continue from the command following the WAIT command. See also: DELAY WAITTRIG Class - Animation Command Format: WAITTRIG Function: This command is animation specific, any attempt to execute it on an object or in LOCAL/GLOBAL conditions will have no effect. The command will check the TRIGGER flag in the status byte of the animation controller. If the flag has been set by use of the TRIGANIM command, the flag will be cleared and execution will continue as normal, otherwise execution will be stopped at the WAITTRIG command and the execution of the animation command list will be stopped. Upon reaching the current animation controller on the next frame the WAITTRIG command is the first to be executed, therefore the execution of the animation command list is halted at the point of the WAITTRIG command until a TRIGANIM command sets the TRIGGER flag. See also: TRIGANIM, STARTANIM, STOPANIM THE ANIMATION CONTROLLER In addition to the COMMAND language, the FREESCAPE system includes a further system for object control, namely the ANIMATION OBJECT CONTROLLER. The ANIMATION OBJECT CONTROLLER (AOC) provides a mean of joining a number of objects together and preforming movement and animations functions on these objects. This means that to move a car (for example) it is not necessary to move each element of the car individually for each stage of the movement path but simply to join all relevant objects that make up the car in an AOC and then every MOVE command in the AOC command list after the INCLUDE list will affect all of the objects. To animate an object the object must first be marked as a MOVEABLE, this can be done by entering the OBJECT ATTRIBUTES dialogue box, towards the bottom of the dialogue box is a button titled ANIMATION. The initial state of this button will be STATIC. Below the ANIMATION field in the ATTRIBUTES dialogue box is a START POSITION text field, while the object is marked as static this field will simply contain the message REFER POSITION, this means that as the object is not MOVEABLE it can never be moved, therefore its start position is equal to its current position. To mark the object as MOVEABLE simply click once on the STATIC button, the button will change to show the message MOVEABLE and the START POSITION field will change to show the objects current position. The START POSITION of a MOVABLE object can be changed in the same way you would its position and size. Any attempt to animate a STATIC object will be ignored (if there are problems animating an object for any reason it is always advisable to check the animation state of the object first). AOC commands are executed every frame, all commands in the AOC list will be executed in order until either the end of the command list is encountered or a redraw is requested. Upon encountering a redraw request program execution will stop and the current program position will be stored. Program execution on the AOC will then recommence from that position on the next frame. If the end of the command list is encountered the AOC is marked as STOPPED and can only be used again if a STARTANIM command resets its internal program counter and marks it as STARTED. Certain commands will, if called from an AOC, force a redraw ie. MOVE, MOVETO and END. REDRAW should not be used within an AOC, since it will do a redraw, then exit, forcing another redraw. Therefore any other commands you wish to have executed before the next frame update must be placed before that command. A description of the commands available from within an AOC may be found in the FREESCAPE COMMAND LANGUAGE section of this manual. It is worth noting that although the animated objects will collide with other objects in the dataset, a group of objects will behave like a single large object, even if they occupy a relatively small area. For example, an animator controlling two small objects, one at each edge of an area, will not be able to move them passed a tall object in between them. The objects are effectively grouped together in a large object that stretches between them, and this will collide with the object in the centre. In this case, it is necessary to use two animation controllers to move the objects individually. EXAMPLES TO GO TO ANOTHER AREA As an example we will use object 3 which is our DOOR and object 4 which is our DOORWAY. For simplicity the doorway is a black RECTANGLE which is placed close against a wall and the door is a red CUBE which has been "flattened" by the use of the EDIT OBJECT tools and placed close up in front of the doorway. The DOORWAY (rectangle) should be set to INVISIBLE via the OBJECTS ATTRIBUTES function both on START STATUS and PRESENT STATUS. We will use the ACTIVATED? command to "open" the door and reveal the doorway as follows: Enter the following condition commands for object 3 by selecting the CONDITION icon and selecting OBJECT 3 from the list by clicking with the mouse button until object 3 is highlighted and then selecting the TICK icon. Now enter the following: IF ACTIVATED? THEN INVIS (3) VIS (4)  ENDIF Now experiment by clicking the right mouse button on the door in the VIEW window. The door (object 3) should vanish and be replaced by the doorway (object 4). Now enter the following condition commands for object 4 in the same way as above and enter the following: IF COLLIDED? THEN GOTO (1,2) ENDIF Now try walking towards the "doorway" until you collide with it. You will be transported instantly to ENTRANCE 1 in AREA 2. TO MAKE AN OBJECT INVISIBLE OR VISIBLE As can be seen by the previous example, making objects vanish and reappear is really very simple. If, for example, we wish an object to become invisible when it is shot we would select the object by clicking in the CONDITION icon, selecting the object from the list (or by clicking on the object in the VIEW window if it is visible). Then the following conditions should be entered: IF SHOT? THEN INVIS (0) ENDIF The number in the brackets following the INVIS is the object number. TO MAKE A SOUND There are several different sound effects within the FREESCAPE system. One example would be to have a sound effect when a piece of treasure is picked up by the player. The treasure we will refer to as OBJECT 4. The following commands will play a sound as the player activates the objects and the object vanishes from the VIEW window. Select the CONDITION icon and select OBJECT 4 form the list (having, of course, previously created the object). Now enter the following conditions: IF ACTIVATED? THEN INVIS (4) SOUND (5) ENDIF Experiment with different sounds by changing the number in the brackets following the SOUND command and clicking the right mouse button on OBJECT 4 in the VIEW window to hear the effect. TO USE A LOOP At various times during the game creation the LOOP command is needed. One example of its use would be within an ANIMATION. The following example will show how to animate an object and the use of the LOOP command. Clear all data from the VIEW window and create a cube. This will be object 2 (cuboid 2) as cuboid 1 is the base of the area. Select CREATE ANIMATION from the AREA MENU at the top of the screen. There will be no visible response but if EDIT ANIMATION is then selected it will be seen that ANIMATION 1 has been created ready for use. For the moment select ATTRIBUTES from either the OBJECT menu or from the SHORTCUT icons then select object 2. A dialogue box will appear showing the ATTRIBUTES for object 2. Click on the window where you see STATIC until the word MOVEABLE appears. Now select EDIT ANIMATION, select animator number 1 from the list shown and enter the following conditions: INCLUDE (2) LOOP (20) MOVE (40,0,0) AGAIN We now need something to trigger the animation so we will select the floor which is cuboid 1. Select the CONDITIONS icon and select cuboid 1 in the usual manner. Now enter the following: IF SHOT? THEN STARTANIM (1) ENDIF Now shoot the floor to see the results! TO CREATE AN ANIMATION As in the previous example HOW TO USE A LOOP it will be seen that animation is a very simple procedure. For this example we will attempt to move the cube directly to another position on the VIEW window. Create the cube and define it as MOVEABLE as in the previous example and create an animator for our commands. Now select EDIT ANIMATION and enter the following: INCLUDE (2) START MOVETO (4560,0200,4760) RESTART This will be activated in the same way as the previous example by shooting the floor. Try shooting the floor to see the cube transported to another position to the right of the VIEW window and slightly lower. Now we will attempt something a little more sophisticated. We will attempt to animate the cube to glide from one side of the VIEW window to the other and back again. To save time we will edit the existing conditions. Select EDIT ANIMATION and reselect the same animator to edit. Edit the conditions to read as follows: INCLUDE (2) START MOVE (40,0,0) AGAIN LOOP (20) MOVE (-40,0,0) AGAIN RESTART Now shoot the floor and see the result! Note that the LOOP is repeated after the first AGAIN command and that the MOVE has been modified by a minus before the 40. This is to move the cube in the reverse direction to the first LOOP. Experiment a while with the coordinates after the MOVE command and see what happens.  HOW TO USE VARIABLES The format for using a VARIABLE can be handled in the same way through various types of conditions, on an object condition we could, for example, arrange for a variable to be increased to hold a higher value when it is shot, as follows: IF SHOT? THEN ADDVAR (25,V21) Thus adding 25 to the variable V21. In a similar way a value can be deducted from a variable using the following example: IF SHOT? THEN SUBVAR (15,V21) To set a variable to hold a specified number we could use the following GENERAL condition commands: SETVAR (600,V21) This same process can be incorporated into slightly more complicated conditions where we want to check the value of the variable and then if TRUE to set the variable to hold another value as follows: IF VAR>? (0,V21) THEN SETVAR (3000,V21) Thus if variable V21 holds a value greater then 0, variable V21 will be set to hold the value 3000. MOVE ABOUT VARIABLES The use of variables enabled you to create a wide range of conditions, from the very simple to the complicated. The system has 256 variables available for use by the COMMAND LANGUAGE. These variables are 32-bit storage areas (that is they can hold numbers in the range -2147483646 to +2147483647) which can be used to store and manipulate various numerical values within the environment, eg. player score, object position, fuel supply or a timer. The first 30 (0-29) of these variables are used by the FREESCAPE II system. The contents of these variables are updated each frame by the system, and any changes to the variables are so noted by the system. ie. If a variable command were to change the value stored in variable V0 (the view point X position) the next displayed frame would move the player to the new specified X position. A list of the contents of the system variables follows: 00 Viewpoint X position 01 Viewpoint Y position 02 Viewpoint Z position 03 Viewpoint X rotation 04 Viewpoint Y rotation 05 Viewpoint Z rotation 06 Current vehicle type 07 Current height (WALK only) 08 Current area number 09 Number of last area visited 10 Distance fallen above maximum ability 11 Number of times shot 12 Number of times crushed 13 Number of last SENSOR (detect only) to find you 14 Number of times SENSED (detect only) 15 ASCII code of last key pressed 16 Button status at last press (1-LEFT, 2-RIGHT, 3-BOTH) 17 Mouse X position at last press 18 Mouse Y position at last press 19 50hz counter for accurate timing 20 Player firing control (see below) 21 Number of shots fired 22..29 Reserved The player firing control variable allows optional control of the players ability to shoot. Putting 0 into this variable disables the players shooting completely. A value of 1 enables shooting. Adding 2 draws lines from the edges of the screen to the point of firing, and adding 4 enables the firing sound. Finally, adding 8 enables rapid fire - holding down the firing button releases a continuously stream os shots. So, to enable firing of rapid fire, but with no lines or sound, a value of 1+8 (enable + rapid fire) =9 should be placed in this variable. At the start of the game, it is set to 15 (enabled, lines, sound and rapid fire), so it would be necessary to include a SETVAR (V20,9) in the startup condition to override this. Parameters are passed to the commands in brackets following the command itself, the number of parameters required by the command varies and some have optional parameters, in the case of commands with optional parameters (mostly object commands, where the area number is usually optional) the optional parameter is usually the last one in the list. All numeric parameters may be given as either an absolute value in the range -16383 to +16384 or as a variable specifier in which place the value must have a V preceding it and is restricted to the range 0 to 255. If a parameter is given as a variable specifier then the contents of the given variable are used as the parameter. Note: in the default setup dialogue box there is an option to set an initial condition number, this number refers to GENERAL conditions and allows the user to have any of the defined GLOBAL CONDITIONS executed only once immediately after reset. This condition will then be ignored from then on. Variable 255 is not cleared when the environment is reset and as such could be very useful as a Hi-Score counter is required. SOUND EFFECTS The standard sound bank allows for 32 sounds. Sounds 0-6 are already defined: 00 Laser out (PLAY SAMPLE 1) 01 Shooter  (PLAY SAMPLE 2) 02 Bump (PLAY SAMPLE 3) 03 Explosion (PLAY SAMPLE 4) 04 Ping (FIXED SOUND) 05 Smash (PLAY SAMPLE 5) 06 Clang (PLAY SAMPLE 6) 07 UNDEFINED (PLAY SAMPLE 7) if exists! " " " " 31 UNDEFINED (PLAY SAMPLE 31) if exists! CREATING A NEW SAMPLE BANK The format for the FREESCAPE II samples are as follows: 0000 Length 0004 Playback rate (ignored) 0006 8-bit sample data Sample saved in RAW 8-bit sample format from most samplers is similar to the above (note the contents of the playback rate is not important as it is ignored anyway). The sample BANK is made up of a number of these samples joined together as a linked unit (one immediately following another). A small utility is supplied called JOIN to concatenate a number of sample files together to create a new sample bank. The command line supplied to the JOIN command must be of the format: + + Note there are no spaces between each sample name but the space between the sample list and the BANK name is essential. To pass a command line to the programme, simply type: JOIN [command line] from the CLI. Once a new sample bank has been created it can be used in the CONSTRUCTION KIT by passing the KIT a command line of the form: 3DKIT -s A sample bank name must follow the -s option immediately with no spaces. If there is not enough to memory to load a new, larger sample bank within the CONSTRUCTION KIT it may still be possible to use the new bank on a runnable game (as there is more available memory on a runnable environment as the EDITOR is not used). This can be achieved by MAKEing the runnable environment with the standard sample bank, there will be a file called GAME.SAM (where GAME is the name of the stand alone environment). Replace this file with the new sample bank (giving it the same name ie. GAME.SAM) and it will then be loaded as the environment's sample bank. DEFAULT KEY CONTROLS O - Move forward Q - Turn left K - Move back H - Move left P - Look up J - Move right R - Move up (rise) N - Tilt left F - Move down (fall) W - Turn right I - Face forward 1 - Save game L - Look down U - U-turn 2 - Load game M - Tilt right A - Activate object B - Select mode V - Change mode (WALK/FLY) C - Centre cursor on/off SPACE - Fire ESC - Quit game HINTS AND TIPS (1) Save regularly. (2) Have blank formatted disks ready for saving data. (3) Colour sides of objects that can never be seen to colour 0 (invisible) to increase performance. (4) Care should be used when entering conditions as an infinite loop can be created effectively causing a crash. If in doubt save your data to disk before testing a procedure you are unsure of. DISK CONTENT The disk content are described in the README file on the actual disk. To view this file, type README at the DOS prompt. This file will also detail any changes to the manual, errata, etc. POSSIBLE DISK ERROR MESSAGES ERROR 202: In use. ERROR 204: Path not found. ERROR 205: File not found. ERROR 210: Invalid filename. ERROR 212: Wrong type. ERROR 213: Disk not valid. ERROR 214: Write protected. ERROR 218: Disk not mounted. ERROR 221: Disk full. ERROR 222: Cannot delete. ERROR 223: Cannot write. ERROR 224: Cannot read. ERROR 225: Not a DOS disk. ERROR 226: No disk. RANGE OF ALLOWED VALUES Object X,Y,Z positions: 0..8192 sizes: 0..8192 Viewpoint X,Y,Z positions: 0..8192 rotations: 0..359 Numbers in conditions: -16384..+16383 Variables: 0..255 which can store: -2147483646..+2147483645 Typed by Flux/Crystal and "Matt" Finished 11 June 1991 at 22:36:43  ABYSS! THE ABYSMAL ABYSM (or, How I Learned to Love Rubber) There is order and chaos, good and evil, and then there's rubber world populated with intelligent rubber bunnies. And with a population comprised of ten children for every adult, kids are running everywhere! Only now Harry Bow (or should I say Karlchen Grossmaul) has destroyed all the rubber baby bunny bumpers from the platform. No one dares to allow children onto the platform, and the adults are too timid to clear the platforms of all the nasties that Harry Bow has unleashed. The platforms are the twisty-turning planetary highways through the Abyss. The Scientific People, living among the rubber bunnies, have created a special material for mixing the rubber from the planet with a special hardening reagent. The rubber bunnies were excellent engineers, and used this hardened rubber to construct the platforms, and much more. Unfortunately, when Harry claimed the platforms, the reagent was left behind. Working quickly, the Scientific People produced twelve Anadomes for your use. You boldly take the controls, and quickly begin to lose your courage. As the Abyss claims each Anadome as a victim, you hear Harry's evil laugh. His glee is elevated by even his own nasties falling prey to the darkness of the Abyss. Meticulously, you open the hanger doors and extract a Quake-O-Mate. Capable of platform- shaking quakes, these toys of Harry's are not to be taken lightly. Fine control and careful navigation are the rule to keep your Anadome intact. All the while, Harry Bow watches on. His short- lived nasty-hoppers come in fast pursuit. Luckily they are as susceptible to the consequences of the Abyss as your Anadome. You aren't so lucky with his nasty-flyers. While just as short lived, and a little more spastic, they cross the Abyss with little concern, as you frantically try to outrun them. Staying alive long enough to find all eight Quake-O-Mates is a formidable challenge. Pushing each of them to a Swirl-Away Garbage Disposal a near impossibility. And then there's still the hardening reagent to locate. But of course, those are exactly the odds you expected when you joined the Tri-Galactic Mercenaries (TGM). However, this is NOT the mission you were prepared for. During your long flight from Earth, a small navigation bio chip blipped. The result was a transposition of three digits in Loge, causing you to "crash" land on a rubber plant. Now, you are fighting a struggle for safe passage between three groups of people whose future are no concern of yours. Your motivation is a promise: If you manage to clear the four planetary highways of Quake-O-Mates, the rubber bunnies, with the help of the Scientific People, promise to build you a launch pad so you can continue your mission. While too timid to actually attempt the clearing of the platform, the rubber bunnies and Scientific People have managed to develop a few tricks. They have built special tools and other devices directly into certain panels of the platform. These tools provide the only brief relief you can expect in the relentless struggle. Abyss - The Game The Concept There are eight Quake-O-Mates (QOMs) on each level. The object is to get each of the QOMs into a Swirl-Away Garbage Disposal. The QOMs are found inside hangers scattered throughout the level. All eight QOMs can be collected from any one of the hangers, however you get greater rewards for collecting one QOM from each hanger. Once you get a QOM out of a hanger, you must push it into a Swirl-Away. The QOM is pushed in front of you. The Magnet object will allow you to pull the QOM up a ramp, or across a dangerous area. As soon as you push the eighth QOM into a Swirl-Away you are flown to the next level. You You control the Anadome. It's method of locomotion is bouncing. The Anadome can not survive a fall into the Abyss or a dip in water. Otherwise, the Anadome can bounce all over the screen, as long as it remains on the platform (or one of the special areas). The screen will scroll as you move off any edge. The platform is made from panels of re-enforced, hardened rubber. The Anadome was built to have a bounce distance exactly equal to the width of these panels. Small gaps in the platform are not a problem because of the size of the Anadome. However, any gaps approaching the width of a panel cannot be crossed. In some areas you will notice that the platform is still under construction. In these areas, the panels have only the reinforcing grid-work laid down. As you bounce on these panels, you will hear and see them weakening. Depending on how complete each panel is, you can bounce it from one to five times before it will give way. The Screen The game screen is displayed into two areas. The upper two-thirds of the screen is the actual play area. The landscape you are bouncing over will scroll in all directions. The bottom third of the screen shows your level status. The left portion of the screen shows how many of your twelve Anadomes are still left. On the right side of the screen is your completion percentage. Game Controls The Joystick ------------ > The joystick fire button starts the game. > Your Anadome moves in eight directions, controlled by your joystick. The diagonals are very important, so use a joystick that handles them well. > The fire button is used to pick up items (Wrenches, Magnets, etc.) and to activate objects (Switches, Memory, etc.) > The fire button pressed while pushing a QOM will allow you to bounce over it. Command Keys ------------ F1 - Load a previously saved game F2 - View High Scores F3 - Select a beginning level F4 - Toggle between a demo of the first level, training mode (no nasties and no high scores), and a "real game." Space - Pause game (fire button restarts) ESC - Abort level and restart game DEL - Turns on and off the Anadome bouncing music HELP - Sometimes it do, sometimes it don't Objects Anadome Home - Represented by a dome with protector spheres inside. This is the `home base' for an Anadome. The nasties won't get you here. Switch - Represented by a two-position switch. Each time you press the fire button the switch flips. Will open or close platform doors associated with it. Anadome Shop - Represented by a large plus sign (+). Will allow you to buy a new Anadome for 0.4%. Light Source - Represented by the electrical symbol for light, along with the words light source. Will turn lights back up so that you can see. Magnet - Represented by a horseshoe magnet ("U"). The Magnet is used to pull a QOM. Can only be used once. You can only keep one at any time. Memory - Represented by a large letter "M". This is the point you will return to the next time your Anadome is destroyed. Mystery - Represented by a question mark (?). Press the fire button to find out what object it really is. Rotor - Represented by an X-shaped fan blade. Will send you the next level with a double press of the fire button if you have a score of 1.1% - 1.9% and a rotor next to your percentage. Transmutator - Represented by the inter-galactic symbol for transmutation, which, to humans, looks surprisingly like a soccer ball. Will create a new panel in a pre-determined location. Wrench - The Wrench is used to move hatches. Remove a hatch by pressing the fire button while you are on top of it. Install a hatch by pressing the fire button on an open-hatch panel. Both the Wrench and hatch are one-time use only. Special Surface Areas Flickers - Represented by small generator-like machines with pulsating tops. Originally designed as playground toys for the rubber bunny children, they are now real hazard with the rubber baby bunny bumpers missing. Be aware that they usually occur in groups. Hangers - The hangers have both a set of barn-doors and a pressure pad. To open the hanger, bounce on the pressure pad and press the fire button. Happy Holes - Represented by smiling faces. While Harry was perfecting his nasties, he created these Happy Holes to taunt the rubber bunnies. They are weight sensitive and simply open to create a deadly hole in the platform. Ice Mounds - Represented by small pyramid-like platform panels. This very slick substance (referred to a "ice") is actually a residue of the rubber hardening process. Will cause your Anadome to continue sliding the direction you were moving. Resistor Bombs - Represented by a resistor-like object. Will blow up your Anadome. May or may not blow a hole through the platform. Runoff Slope - Slanted or inclined area of the platform. Used to allow rubber rain to runoff especially wet areas. Caution should be used because your Anadome can go down them, but can't bounce back up. If you stay in the same spot too long you will roll down the ramp into the Abyss. Swirl-Away Garbage Disposal - Represented by a round, black, swirling vortex. These are the receptacles used to recycle all the rubber waste on the planet. Unfortunately, they will also recycle your Anadome. QOM's may be safely deposited here. There are a few other rare platform types that you can discover on your own. Scoring > First QOM into a Swirl-Away is worth 0.3% > Each additional QOM into the same Swirl-Away 0.1% > Each flask of Hardening Reagent 0.1% > Level advancement bonus of 0.1% for each Anadome remaining Hints > The net on Level 4 is strong enough to hold your Anadome. Just be careful of the rips! > Don't use Memory in an area until you are sure there is something worthwhile near-by. Otherwise, you can wind up returning to some remote part of the platform each time your anadome is destroyed. > You can intentionally destroy a QOM by double-firing on the pressure pad of the hanger where you got it. This can become necessary under certain circumstances. > There are no percentages awarded for destroying a nasty, so the best policy is to just avoid them. is saved to finish later, he (or she) cannot 'randomize' themselves out of your trap! First you are asked which side to randomize: P: Y C: 1- BLUE FORCE; 2- RED FORCE; 0- EXIT Only one side can be randomized. If you really want to randomize both sides, we'll explain that later. Exit allows you to skip this option. Press 1, 2, or 0 ( is not needed). There are two ways to randomize the force: first by displacing the entire force a random distance in a given direction. The ships' relative positions and formation remains the same. It is as if the entire fleet was picked bodily out of the water and moved to a new location. This is called 'RANDOMIZE STARTING LOCATION'. Second, we can scramble the relative positions of the formations; for instance, a line of ships which was leading the group may now be on the flank. This is called 'RANDOMIZE FORMATION'. C: RANDOMIZE STARTING LOCATION (Y/N) If you hit N the program will skip to the RANDOMIZE FORMATION option; otherwise: P: Y C: BIAS: 1- NORTH; 2-S; 3-E; 4-W (0-EXIT)? You now have the choice of moving the entire force bodily a random distance (between 0 and 10 thousand yards) either north, south, east, or west. Let's randomize the formation to the north: P: 1 C: BIAS: 1- NORTH; 2-S; 3-E; 4-W (0-EXIT) The computer will allow you to enter any number of randomizing directions until you enter '0' or . Each of the randomizations is additive, so you can randomize the position of the fleet a lot or just a little. You can centre the randomization process in some particular direction, which is valuable when you are working with a scenario with a lot of islands or a coastline, or if you want to start the forces closer together or further away. If you do not want to bias the randomization in any particular direction, just enter counterbalancing randomization directions. For example, if you enter a 1,2,3, and 4, then the position will now be located randomly in a box within 10,000 yards of the original set-up position. Let's move on to the RANDOMIZE FORMATION part: P: 0 C: 1- RANDOMIZE: RED FORCE: FORMATION? If you input '1' the computer will then randomize the relative positions of the Red side formations within 10,000 yards of their original point. Individual formations will remain the same, but the relative positions of formations will change in the group. For example, consider where there is a line of destroyers on the flank of the battleship formation. The destroyers will stay in a line ahead and on the same course and speed, but may be moved ahead, behind, or on the other flank of the battleships. RANDOMIZE FORMATION can only be done once. For both these options, only units that are already in formations will be moved. Units with a maximum speed of less than 3 knots will not be randomized. Units like shore batteries, land targets, and anchored vessels will not be moved if either RANDOMIZE option is exercised. If, at the end of the randomization process, a ship's position is on land, the computer will automatically move it to the nearest water. This may result in interesting results - for instance, in the Narvik scenario (which is fought in a narrow Fjord), if you enter a large amount of randomization, ships may end up entirely outside of the fjord and out of the battle! Careful selection of the direction of bias can forestall this. Now, we promised earlier to show you how to randomize both sides if you so choose. Do the following: - randomize the Blue force; - get into the Action Menu. Prior to executing any moves, save the scenario at 'turn 0'. - restart. Retrieve the scenario you just saved. Now, randomize the Red Force. You're off! III.7. SELECTING YOUR OPPONENT The computer will give you the choice of opponent. By selecting TWO PLAYER you allow the thrill of battle to be shared by another member of the human race. COMPUTER OPPONENT allows a one-player game, unleashing the ferocity of the AutoWarrior in your (formerly) friendly computer. Default is COMPUTER OPPONENT. When the desired selection is highlighted, , or hit 'T' (for Two player) or 'C' (for Computer). III.7.A. TWO PLAYER MODE This option allows two human players to command. The computer will ask for ACCESS CODE NUMBERS from each commander. Enter a number, followed by . The numbers will NOT be displayed on the screen, for security purposes. This access number will control who can retrieve information and give orders to each force. If you desire to play a game where you command both sides, just select the two player mode and enter an easy access number for both sides, such as '1'. A game that was begun in the Two Player mode will automatically go into Two Player mode again. The same access codes will be required - this way play-by-mail is possible, or you can store a 'face-to-face' game for later play with some assurance that your friend will not try a little midnight espionage. III.7.B. COMPUTER OPPONENT MODE Selection of this option activates the 'AutoWarrior', a canny old salt with a rather ruthless (and sometimes unorthodox) approach to naval warfare. More is available on the characteristics of this commander later in the manual. You will be asked which side the computer is to command, and if you wish to adjust the computer's skill level. The skill level is designed to alter the efficiency and combat effectiveness of the force commanded by the computer. There are seven levels (-3 to +3) available. A skill level of '0' is the average historical level of an average commander and average force. Assigning the computer -3 gives it a poor force, and a +3 is the best force (with the numbers between giving intermediate shades of ability). The skill rating influences gun and torpedo accuracy, tactics, damage control skills, sighting and tracking abilities and other capabilities. This skill level is in addition to other factors - for example, an Italian force at skill level +2 is about equal to a British force at skill level 0 (this is based on historical fact). Games which are played against the Computer Opponent can be saved; when they are recalled, they can be resumed using either the Two Player or Computer Opponent modes, and the computer can command either side regardless of the original command assignments. At the end of the process the computer will print CALCULATING, load additional parts of the program, and calculate the initial results of visual and radar searches. At this point the loading and initializing procedure is complete and we can get on with the engagement! IV. THE ACTION MENU After the program loads and initializes the ACTION MENU will be displayed. This is 'Main Street' - you can get anywhere in the program from here. If you get confused about where you are in the program, just keep hitting and eventually you will return to the Action Menu. Across the top is a menu of menus. An individual menu can be selected by using the arrow keys and pressing or by pressing the highlighted letter in the menu title. The bottom section of the Action Menu indicates: - Side up - Red or Blue force, and the nationality (U.S., Japanese, British, German, French or Russian Fleets). - The name of the battle. - The mission assigned to the force. - Details on the current ENVIRONMENTAL conditions. V. ENVIRONMENTAL FACTORS V.1. TURN NUMBER ACTION STATIONS! is a time-step simulation executed in turns representing 3 minutes of action. The turns are numbered sequentially. The initial setups begin with turn 0. V.2. DAY NUMBER: All scenarios begin on day 1. If the battle continues past midnight the game day will sequence to the next higher number. V.3. TIME The time of day uses the 24 hour military clock. 1:25 PM is indicated as 13:25. V.4. WIND Both wind velocity and direction is indicated, velocity in knots and direction in degrees (true). V.5. LIGHT CONDITIONS There are 6 conditions of daylight: DAWN - from 0530 to 0600 SUNRISE - from 0600 to 0800 DAY - from 0800 to 1600 SUNSET - from 1600 to 1800 TWILIGHT - from 1800 to 1830 NIGHT - from 1830 to 0530 The sun is always considered to rise at 90 degrees true, and set at 270 degrees true. DAWN, TWILIGHT And NIGHT operate under night rules of visibility. Starshells, searchlights, flares and shipboard fires will illuminate vessels. SUNRISE, DAY and SUNSET operate under the daytime rules of visibility. Flares, starshells and searchlights are ineffective (and the program will not allow access to them). During DAWN and TWILIGHT the sun is considered to be just under the horizon, and ships may be spotted by silhouette. During SUNRISE and SUNSET the sun is on or just over the horizon. During those periods if the sun is behind the target glare will interfere with the spotting process and reduce gunnery efficiency. More on this in the GUNNERY section. V.6. SEA STATE AND WAVE DIRECTION Sea State is a measure of the roughness of the seas. There are four sea states, in order of increasing severity: LIGHT - flat and calm. MODERATE - waves high enough to begin to interfere with the manoeuvrability of small vessels; platform steadiness begins to have an effect on gunnery controlled at local stations. HEAVY - waves high enough to interfere with the manoeuvrability of even the largest ship; platform steadiness degrades director-controlled fire. ROUGH - seas dangerous, having a serious effect on the manoeuvrability of all ships. Gunfire very seriously degraded. The limitation of a ship's speed due to weather is a function of the size of the ship, the sea state, and the course of the ship with respect to the wave direction. This is a complex relationship determined by a detailed calculation; however, the following table will give you an idea of the severity of the effect: MAXIMUM SPEED OF SHIPS IN VARIOUS SEA STATES SHIP CLASS SEA STATE: M H R Battle ship 40-46 30-36 20-26 Cruisers 34-38 24-28 14-18 Destroyers 30-32 20-22 10-12 The table does not include the effect of heading into the seas, which could reduce the maximum speed capability by as much as an additional 50%. Do not be concerned about memorizing this table. The program automatically makes the proper calculations and, if the ship's speed is limited by weather to a speed less than the engineering plant maximum capability, a message will be printed similar to: WEATHER LIMITED: MAX SPEED XX V.7. SQUALLS Rain and Snow squalls are short and violent storms. When a squall appears, visibility is reduced markedly, radar performance drops and smoke screens will only last for three minutes. In the Action Menu and Battle Plot you can get one of two messages relating to squalls: either SQUALL APPROACHING or 'SQUALL' Squalls are generally short (15 minutes, although they can last longer or shorter). VI. THE BATTLE PLOT The Battle Plot is a graphic depiction of the position of all the ships involved in the action, along with smoke, stack gasses, starshells, searchlights, torpedoes, and other action. It is based on the 'Battle Plot', first used in the latter part of WWII as a part of the Combat Information Centre concept. The Battle Plot uses a Cartesian coordinate system (X-Y grid). North is to the top of the screen. Reticle marks are provided for perspective - the distance between each reticle tic is listed on the top of the display as the scale. The basic unit is the KiloYard, often abbreviated as 'K' or 'KYDS' (1 KiloYard = 1000 yards). VI.1. DISPLAYING THE BATTLE PLOT From the Action Menu, select REPORTS, then select BATTLE PLOT. You have the following options: C: CENTRE DISPLAY ON SHIP; POINT; PREVIOUS POINT CENTRE ON SHIP allows you to centre the screen on any ship in your force. CENTRE ON POINT allows you to centre the screen on a grid point. The computer will tell you the previous X and Y position of the centre of the screen and ask for new X-Y coordinates. PREVIOUS POINT puts up the same plot as the last time the display was called. For CENTRE ON SHIP or CENTRE ON POINT the program will ask for the RADIUS of the display. This is the distance from the centre of the screen to the edge. The minimum radius is 5K, and the maximum radius is 200K. The Battle Plot will then be displayed. The centre coordinates and scale are printed at the top. You can 'scroll' the Battle Plot to change the location of the centre or change the scale using the following commands: - ARROW KEYS moves the centre 1000 yards in that direction. - TAB and SHIFT TAB moves the centre 5000 yards right/left. - HOME moves the centre up 5000 yards. - END moves the centre down 5000 yards. - PgUp changes to a smaller scale. - PgDn changes to a larger scale. VI.2. BATTLE PLOT SYMBOLOGY The chart screen uses symbology similar to that used by the U.S. Navy's Naval Tactical Data System (NTDS) to give a clear, understandable display conveying the maximum amount of clutter. With a little familiarization it will become second nature. The background colour of the plot is blue (during day actions) or black (during night actions). A ship's position is marked by a circle (friendly ship) or a square (enemy ship). The size of the circle or square is proportional to the size of the vessel. A vector line out of the centre of the symbol indicates current course and speed. The lines point to the direction of travel, and the length is proportional to the speed. A second (red) vector representing ordered course/speed will appear if a change is ordered or in progress - this allows you to keep track of the ships to which you have given course and speed orders. Friendly ships are labelled with ship numbers between 1 and 49. Enemy ships are assigned numbers at random between 50 and 99. The computer will assign each enemy ship a target number when it is sighted. If a ship disappears from view and later reappears it will be assigned a new target number. This helps to preserve the 'fog of war' and prevents ship identification by memorizing ship numbers. Friendly ships are yellow. Enemy ships are coloured red. There is one exception to this: during night visibility mode, if a ship is inside a starshell, flare, or ship's fire loom, it is coloured green (This is taken from the IBM manual, so the Amiga will more than likely be the same) Capsized ships are marked by a filled-in square. During night actions, ships which have their searchlights on, are in a searchlight beam, are on fire are circled. Small arrows mark the position and course of torpedo spreads. 'Friendly' torpedo spreads are always shown on the screen, while only those 'enemy' torpedo spreads which your lookouts have sighted are displayed. Note that it is nearly impossible to sight torpedo spreads at night or in heavy or rough seas. Terrain is indicated by filled-in green circles. Shallow water is within 500 yards (.5K) of the beach (marked by 3 rings of 'breakers'). Smoke and stack gasses are shown in green. Starshells and aerial flares are yellow circles showing the area of the loom. (note: it is an idiosyncrasy of the graphics package that, if a lot of starshells are located in a small area, some might not be filled in solid yellow. These are still fully-effective starshells.) The Battle Plot subprogram screens information so only that information which would be available to that side is displayed. - enemy ships will not be marked on the chart until they have been sighted; - stack gasses will not be visible unless a ship is in position to sight it; - enemy-launched torpedoes will only be displayed if sighted by a lookout. Some things will be automatically visible to both sides regardless of range: - smoke from burning ships, oil slicks, or smoke screens; - star shells and aerial flares. VI.3. GIVING ORDERS AND GETTING INFORMATION FROM THE BATTLE PLOT The top two lines of the Battle Plot is a menu of orders and reports which are accessible by using FUNCTION keys: F1 - MOVEMENT: individual ship or formation movement orders F2 - GUNDIR: gun director orders, gun mount assignments F3 - RNG/PNT: Range/Bearing information, armour penetration data F4 - SEARCHLIGHT: searchlight controls F5 - SMOKE: smoke screen controls F6 - STATUS: individual ship's status F7 - TRACERS: display tracers on the Battle Plot F8 - STARSHELLS: starshell controls F9 - TORPS: torpedo controls When the function key is pressed a window will drop down to allow you to give orders and get information. When completed, the Battle Plot will be returned to the screen. For instructions on the information and orders possible through the function keys from the Battle Plot, consult: MOVEMENT: section VII. GUN DIRECTOR/MOUNT: section IX. RANGE AND PENETRATION, STATUS: section VIII. SMOKE: section XIII. SEARCHLIGHTS, STARSHELLS: section XIV. TORPEDOES: section X. F7 - TRACERS displays dotted lines between firing ships and targets. Enemy tracers are in red, friendly are in yellow. This allows you a quick check on your fire distribution and how the enemy is targeting your ships. exits the Battle Plot and returns you to the Action Menu. VII. MOVEMENT VII.1. INDIVIDUAL SHIPS Individual ship movement orders can be initiated from the Action Menu ('MOVEMENT') or the Battle Plot ('F1'). The DISPLAY provides a summary of the current speed, ordered speed, rudder status, ordered and current course, and turn delay distance of all ships in the force. The top line shows the available options: Change Course, Change Speed, and Salvo Chasing. Either use the arrow keys to highlight the desired choice and hit , or press the highlighted letter in each option ('C', 'S', or 'L'). For course or speed changes you will be asked to select the ship, and then to enter the new course or the new speed. Courses are from 0 to 360 degrees true in increments of 1 degree. Speed is in knots. If you are changing course you will be asked for the direction of the turn. The selections are: STBD (starboard, or to landlubbers, right) PORT (left) Del STBD (delayed starboard) Del PORT (delayed port) Delayed Starboard or Delayed Port gives you the capability to begin the turn after the ship has travelled an additional distance along the current course. This is useful for formation manoeuvring or to unmask launchers for a torpedo attack. The program will tell you how far the ship would travel in the next turn (for example, 'MAX DEL DISTANCE THIS TURN 2.5K') and ask for the distance to delay before executing the turn. You may enter any value you desire, even if its greater than the distance covered in the next move. The program will simply patiently measure off that distance and turn at the desired point, no matter how long it takes. In ACTION STATION! all ships turn to a standard tactical diameter of 2000 yards. That works out to 1 degree for every 17.5 yards of forward movement. Turns may take one or more turns. Standard acceleration/deceleration rates are 10 knots/3 minute turn. Ships can move in reverse a speed up to 1/3 their maximum forward speed. Reverse speeds are ordered by entering a negative number for ordered speed. This is a useful capability if you are stuck in a fjord without enough room to turn around. Remember, though, that your rudder has the reverse effect. VII.1.B. SALVO CHASING Salvo chasing is a technique of steering the ship on an evasive course to throw off enemy gunfire accuracy (a full explanation is contained in Part C). Salvo chasing is either ON or OFF, as selected using the Salvo Chasing option. Salvo chasing is only effective when the ship is going over 5 knots. Salvo chasing will automatically terminate under that speed. Base course will remain the same, but the distance travelled is reduced by 10% due to the extra drag of the rudder. VII.2. FORMATION ORDERS Assigning ships to formations help to maintain better control of your forces, and allow you to give orders to many ships simultaneously. The Formations status board informs you of the composition of your formations. Each side has seven formations, numbers 1-7 for the Blue force and 8-14 for the Red force. A formation can contain a maximum of eight ships. The formation display for the Blue force might look like: FORM 1 FORM 2 FORM 3 FORM 4 FORM 5 FORM 6 FORM 7 1) 1 4 7 0 0 0 0 2) 2 5 0 0 0 0 0 3) 3 6 0 0 0 0 0 This shows which ships are assigned to each formation, and their order. For instance, the lead ship (position #1) in formation #2 is ship #4, followed by ship #5 in the second position and ship #6 in the third position. The program screens your input so a ship cannot be in several formations at once. Each formation must have a leader assigned to position #1 for the formation to be active. A leader cannot be detached from the formation without dissolving the formation. Ships must be assigned to sequential positions - do not skip positions. To give orders, first select the formation number. You will then be given the following menu of options: 1 - INITIALIZE FORMATION This option allows you to assign ships to formation from scratch. The program will ask you to select the lead ship in the formation, the second ship, the third, etc., up to a maximum total of eight. 2 - ADD UNIT and 3 - REMOVE UNIT These options allow you to individually add or detach units from a formation. The program will ask for the formation position. - to add a unit to the formation, pick an empty formation position (denoted by a '0' in the formation list) and enter that number. - to detach a unit, pick the unit's formation (note that if the detached ship was from the middle of the formation that all the following ships will move up one position). - to substitute one ship for another, pick the formation position and select the new ship. The new ship will assume that position and the old ship will be dropped from the formation. Note that formation leaders (the #1 position) can only be changed by using the 'dissolve formation' and 'initialize formation' option. 4 - TURN SEQUENTIALLY This option allows you to issue a turn order to all the ships in the formation. You will be asked for the new course and the direction of the turn. The program will tell the lead ship to turn immediately. For each following position, the program will measure the distance to the lead ship and enter a 'delayed turn' order to come to the same course. Thus, if the ships are in a line ahead formation, each of the ships will wait until the turn point to turn on the new course, preserving the line ahead. If the ships are not in a line ahead (say, in a line abreast or a line of bearing)( then they will end up in a line of bearing. And if you issue this order to a scattered formation, it will remain scattered - more. 5 - TURN TOGETHER This option issues a turn order to all ships in the formation. The ships will turn immediately and simultaneously to the new course in the direction specified. 6 - SPEED CHANGE This option allows you to change the speed of the ships in the formation. The speed change will will be executed immediately. If the desired speed exceeds the maximum capacity of any ship in the formation (due either to the ship's maximum speed or to weather limitations) then a warning message will be printed and the ship will be ordered to its maximum speed. 7 - DISSOLVE FORMATION This option automatically detaches all ships and deactivates the formation. 8 - LINE AHEAD This option is designed to establish and maintain line ahead formations. When a formation is exercising this option an 'L' will be printed next to the leader's number on the Formation status board. The program will automatically give orders to all ships in position 2 to 8 to assume a line-ahead formation and follow the lead ship. Note that if the formation is not in a straight line ahead when the leader executes a turn, following ships will 'cut the corner' in order to maintain formation alignment. Also, that ships with a delayed turn order in effect will execute that order prior to falling into formation. VIII. REPORTS The REPORTS menu provides access to large amounts of information in convenient and functional displays. The following options are available: REPORTS, consisting of: LOOKOUT FLEET DEPLOYMENT FLEET READINESS FLEET BATTERY CURRENT HITS BATTLE PLOT DETAIL REPORTS SHIP STATUS RNG/PENETRATION LOOKOUT and SHIP STATUS are reports from individual ships. RANGE/PENETRATION is a ship-to-ship display. The rest are summary displays with information on the entire force. VIII.1. SHIP'S STATUS This display provides individual ship status, damage, and some fire control summary information. It contains about everything you could want to know about that vessel in a condensed display. VIII.1.A. WEAPON STATUS The centre and left sections provide weapons information. Included are main battery gun mount information and torpedo mount status. The centre window is of particular importance: it provides information on main battery gunnery performance for this previous three-minute turn. The report consists of details on the guns on targets, rounds expended in the last 3 minutes, and the Gunnery Officer's estimate of the number of hits he has scored. The estimate of hits may, of course, not be perfectly accurate - Gunnery Officers were notorious for overestimating the number of hits they achieved, while at times shells penetrated so deeply into the target ship before exploding that there was no indication to an outside observer that the ship had been hit. Pressing F1 will provide the Gunnery Officer's report of the factors which impacted on gunnery accuracy or rate of fire, entitled GUNFIRE DEGRADATIONS. There are 31 different factors which can be reported. A complete explanation of all gunfire degradation factors is provided GUNNERY COMBAT, section XX. VIII.1.B. DAMAGE STATUS A summary of the number of hits by size of shell hits is given on the lower right, along with torpedo hits. Other damage and engineering/damage control information is grouped in the upper right. Particular attention should be paid to the LIST figure - over 25 degrees is usually fatal. Other systems will display 'damaged' or 'destroyed' message as appropriate. VIII.1.C. SETTING BATTLE STATIONS 'Battle Stations', 'General Quarters', 'Action Stations', and 'Condition I' are all terms describing the maximum state of readiness for battle, with all stations manned and all hatches and openings shut. The status of Battle Stations is indicated in the block labelled 'Bridge Status'. In most scenarios all ships begin at Battle Stations. However, in several the action commences with some or all ships in the force less than full readiness - a good example is the Savo Island scenario, where the Japanese surprised and mauled an American force. You cannot order your ship to go to Battle Stations. The program will automatically begin to set Battle Stations after the enemy has been sighted and a ship has broadcast a warning message. How quickly a ship is ready for battle depends on when they know of the enemy's presence and the crew quality. When a ship is not at Battle Stations it cannot fire torpedoes or give director or mount orders. After Battle Stations are set there is still a period of 'surprise' where gunnery accuracy is reduced. It takes 3-30 minutes for a ship to reach full readiness, depending upon the initial degree of readiness and crew quality. VIII.2. LOOKOUT/RADAR This screen reports the enemy ships which have been sighted by the designated ship. It includes the enemy target number, classification information, and visibility information. The classification of a target progresses from UNKNOWN, to a type identification (BATTLESHIP, CRUISER, DESTROYER, AUXILIARY, MERCHANT), to an individual class identification (e.g., FLETCHER class). This process will be fairly rapid during daylight, and slower and more uncertain at night. The display will also show the means of sighting the enemy. The 'best' illumination or sighting means will be given. The hierarchy of sightings are: Best: ON FIRE LIGHT FROM TARGET SEARCHLIGHTS STAR/FIRE LOOM SILHOUETTE STAR/FIRE SILHOUETTE DAWN/TWILIGHT VISUAL  RADAR Worst: GUN FLASHES A complete explanation of these is available in the Visibility section of the manual. VIII.3. FLEET DEPLOYMENT This provides a single-screen summary of the locations of your units by grid position. VIII.4. FLEET READINESS This provides a single-screen summary of the watertight integrity, number of shell and torpedo hits, torpedoes available, and main battery mounts destroyed for all the ships in your force. You can consult this display immediately after a turn to get a summary of which ships were hit, and then go to the individual ship's damage reports for amplification. If a ship's damage control capability is eliminated a report will not be available. VIII.5. FLEET BATTERY This screen provides a summary of the status of the Main Directors of your units - target, bearing and range, tracking or firing, and other information. This display is particularly valuable to ensure proper fire distribution. If a ship's Main Director has been destroyed a report will not be available. VIII.6. CURRENT HITS This option provides a report on all the gunfire that was exchanged in the last 3 minutes. It includes the firing ship, the target, the number of guns and classification, and an estimate of the number of hits. The hit estimate are taken from the lookouts, so this report may vary from the report from the Gunnery Officer and can also be under- or over- estimates. If a ship is hit by Enfilade fire, the number '99' will be printed instead of the number of guns. Note - The data for this display IS NOT RECORDED when you exercise the 'Save Game' option - this is to save disk space, because the possible number of entries is very high. VIII.7. DETAIL REPORT This report contains a summary of the action of the previous turn. It reports firing and target ships, explosions, torpedo hits, engineering breakdowns, capsized ships, successful engineering repairs, and other events. The Daily Report will be offered for review immediately after execution of a turn. The Detail Report might report false torpedo hits. This reflects the fact that many more torpedo hits were reported by lookouts during surface action than ever actually occurred. Often shell splashes were reported as torpedo hits (wishful thinking?). Since this influences the commander's assessment of how much damage he is inflicting on the enemy it is included in ACTION STATIONS! VIII.8. RANGE/PENETRATION This report provides bearing and range between two ships. It also provides information on the armour penetration capabilities of the spotting ship's guns against the target ship for penetrating vertical and horizontal armour at the current target angle. The Armour Penetration display provides the same type of information used by warship commanding officers to determine the most effective range at which to engage the enemy. For vertical armour (e.g. belt), penetration will occur at distances closer than the listed range. For horizontal armour (e.g. deck), penetration will occur when the range is longer, because the angle of fall of the shell is steeper and is closer to a 90 degree angle with the armour, preventing 'glancing blow' hits. IX. GUN MOUNTS AND GUN DIRECTORS Gun directors are designed to track targets and compute the gunfire solution. Gun mounts are electrically connected to the directors. The director controls the gun mount by transmitting bearing, elevation, and firing orders. Some ships have many directors, while other ships (like auxiliaries or merchants) have none and control their gun locally. In ACTION STATIONS!, directors are only capable of controlling one type of gun. This is not exactly accurate, as some German and U.S. ships had dual- purpose, dual battery directors. However, they were few and so that capability is not included. MAIN and ALT (alternate) directors control main battery guns. SEC (secondary) and ALT SEC (alternate secondary) directors control secondary battery guns, and TER directors control tertiary battery guns. Gun mounts are assigned to directors, the director computes the firing solution, orders are transmitted to the gun mount, and the mount fires. This process is duplicated in ACTION STATIONS! If directors were destroyed the gun mounts had their own rudimentary fire control equipment. This capability is duplicated by allowing guns to be assigned to 'local control directors'. For the main battery, these directors are called LOC MAIN A and LOC MAIN B, and for the secondary battery LOC SEC STBD and LOC SEC PORT. Tertiary batteries are not provided with means to fire under local control. Both gun turrets and directors have arc of train limitations. The figure shows the relative bearing train limitations. GUN DIRECTOR is available from either the Action Menu or the Battle Plot. When selected you will have two options, either AUTO or MANUAL. IX.1. AUTO DIRECTOR The Auto Director allows you to delegate the authority of assigning all ship's directors to the Fleet Gunnery Officer, a billet filled by the computer. The program will assign your directors to targets. The order is only good for that turn - it may be selected each turn if you so desire. The directors will remain on their assigned targets until they are either manually or automatically reassigned, they are destroyed, or they lose sight of the target. You have the option to have the directors either just track their targets, or to track and fire. The 'track' option is most valuable during night actions when you have not yet been spotted and do not want to reveal your presence by firing. This allows the directors to track the targets longer, which will increase their accuracy when they do open fire. In the 'open fire' option, the directors are instructed to open fire on targets that are within gun range. Distribution may be unorthodox - a battleship's guns will be directed against a destroyer if the opposing battleship is still out of range. Destroyers will not be fired upon if the range is greater than 20K (precious little chance of hitting a DD at ten miles!). The Auto Director order will only operate on directors that are controlling guns. Alternate directors and local control directors which are not controlling a battery are left in the 'ready' status. Directors in 'illumination' mode will remain in that mode. The Gunnery Officer tries to match the appropriate size guns to the target, avoid over-concentrations, and distribute fire as best as possible. However, he does not take into account all tactical considerations. You may want to go back in the manual mode and review the assignments and change them as appropriate. Be careful issuing this order after you have assigned directors manually, because there is a possibility that the Gunnery Officer might shift your directors to different targets. The Auto Director mode is the same program that the Computer Commander uses to assign directors to targets. IX.2. MANUAL CONTROL OF DIRECTORS AND GUN MOUNTS The Manual option places you in direct command of the Directors and the Gun Mounts. IX.2.A. DIRECTOR ORDERS This display gives a one-screen summary of all the gun directors on the ship by battery. It provides information on the gun size of the battery, number of guns, current assignments of the directors, and target information. This display is used to make tracking and targeting assignments. The program will walk you through the process of selecting the director to be commanded, the command option and the target. One of the options is the 'ILLUMINATION' mode - it is necessary to have a gun director controlling at least one gun in this mode before you can fire starshells. IX.2.B. GUN ASSIGNMENT This display is a summary of the main, secondary, and tertiary gun mounts on the ship. It gives the mount number, number of guns, arc of train, and the director controlling that mount. Secondary and Tertiary guns are not given by mount but by battery associated with the standard mount groups - port, starboard, forward, and aft. From this display you can assign gun mounts to different directors. For instance, say you wanted to assign a main battery mount (#2) to the ALT (Main Battery Alternate) Director: C: WHICH MOUNT? P: 2 C: WHICH DIRECTOR? P: select ALT The program will update the screen display, and you can confirm that the required assignment has been executed. The computer will not allow you to 'mismatch', i.e. assign main battery guns to secondary battery directors, or port side mounts to starboard side directors. X. TORPEDO STATUS/ORDERS From the Action Menu under CONTROLS, and from the Battle Plot by using F9, is TORPEDOES. When you enter this option, you are given three choices: TFC COMPUTER, LAUNCH, and RELOAD. X.1. TFC COMPUTER 'TFC' stands for Torpedo Fire Control. The TFC Computer calculates the direction to fire torpedoes based on your inputs or the inputs of your tracking team. In ACTION STATIONS! the position of each torpedo is calculated individually. The torpedo salvo and all potential targets are calculated down to 3 seconds of time and less than a yard of accuracy to determine hits. Length, beam and target angle are taken into account. If a torpedo hits, the location on the hull is determined and damage calculated accordingly. The first option is to select either a 'ship' target or an 'area' target. 'Ship' is used when the target ship is visible to the firing ship, and your tracking team can provide range, bearing, and course and speed estimates. 'Area' is used when you assume a target is in a particular location but cannot get an exact bearing and range - for instance, a target which has just disappeared behind a smoke screen. Estimate of the bearing, range, course and speed of the target must be provided based on examining the Battle Plot, intuition, or astrological forecasts. Hits are less likely using the area method unless you are firing at a large formation. The inputs required for both options are very similar, so we will just demonstrate the Ship option in detail: P: select SHIP P: select the firing ship P: select the target ship C: BEARING 146/RANGE 19.2/TARGET COURSE 45/TARGET SPEED 19 ACCEPT? (Y/N) Bearing and range information is accurate within one hundred yards and half a degree, the approximate accuracy of shipboard instruments of the era. Target course and speed estimates are from the crew's tracking team, and are of various accuracies depending upon crew quality, lighting conditions, and length of time the target has been tracked. Speed estimates are especially critical: for instance, a 1-knot error in target speed will result in a hundred yard difference in the calculated intercept point for a 3-minute torpedo run. If you enter 'Y', you are telling the TFC computer to accept the crew's estimate. If you do not approve the estimate press 'N', and you will be prompted to enter your own data. This feature is useful if you are anticipating that the enemy will make a course or speed change - for instance, the target is at the tail end of a line formation which is in the process of executing a turn. After course and speed has been entered by either of these methods the speed and range capabilities of the torpedo are displayed. After all information has been entered the TFC will give a solution: course for the torpedo, run time, intercept angle, and range to intercept point. The spread figurer gives an indication of how far apart torpedoes in a salvo would be at the point of intercept if they were launched with a 1 degree spread between torpedoes. The TFC computer can also calculate the 'best course to intercept' for ships. For example, your destroyers want the course to close at the fastest rate on a battleline for a torpedo attack. Instead of using torpedo speed use the speed of the ship. Set the ship's course on the calculated torpedo course, and they will track towards the target on the best intercept course. X.2. LAUNCH The launch option display shows the status of the torpedo launchers on the ship, number of torpedoes ready to launch, and the arc of the train of the mount. The far right column gives the time until the mount is ready to fire. Each mount can fire only one spread per turn, even if it fires only part of the torpedoes available. The mount cannot fire if reloading is in process. To the bottom right is an echo of the last TFC solution, giving torpedo course, torpedo speed, and the distance between torpedoes at intercept if a 1 degree spread is used. The program will ask: - which mount to fire; - the number of torpedoes to fire; - the course of the centre torpedo of the spread; - the spread angle between torpedoes, in degrees and tenths; - the speed setting. At the completion the launch screen will be updated. The appropriate number of torpedoes will be gone and the mount 'ready in' time set at 3 minutes. At this point you can either launch additional torpedoes from other mounts or hit to return to the Torpedo Menu. X.3. RELOAD When you call for the Reload option, the computer first looks at all of your ships to see which have mounts which could begin reloading. A list of these ships is printed, and you will select the ship. A summary display lists the torpedo mounts on that ship, along with ready times and reloads available. Select the mount and the number of torpedoes to be reloaded. You may perform either a full or partial reload. XI.1. AIRCRAFT Since ACTION STATIONS! is primarily concerned with surface-to-surface combat, the role of the aircraft is limited. Each side can have a maximum of two aircraft aloft. Aircraft are limited to reconnaissance and gunfire spotting missions. Aircraft cannot attack or be shot down. From the Action Menu, select Controls, then select Aircraft. The display provides the current status of the aircraft airborne, and list a number of ships with aircraft yet to be launched. The options are LAUNCH, JETTISON, and ORDERS/REPORTS. XI.1. LAUNCH The launch option allows you to order aloft any aircraft which you may have on board ships or shore facilities. Aircraft launch from ships is a tricky event. Most aircraft were stored on the catapult in the full force of wind and weather; plus, aircraft were such a fire hazard that they were normally kept in a 'de-fueled' status. Consequently, aircraft were OFTEN not able to be launched when the commander wanted them. In ACTION STATIONS!, there is a 50% chance that a launch will be unsuccessful. Aircraft which are unsuccessful in the launch procedure are jettisoned. If a launch is successful the aircraft will circle awaiting commands. Blue force aircraft are numbered 1 and 2, and Red Force aircraft are numbered 3 and 4. Select the position number by using the up and down arrow keys. If you assign a newly launched aircraft the number of an airborne aircraft the airborne aircraft is removed from play. Aircraft cannot be launched from a ship which is firing. There is no provision for aircraft recovery or refuelling. Aircraft all have a standard endurance of 180 minutes, and a standard speed of 120 knots. XI.2. JETTISON If you have your full complement of aircraft aloft already (or, alternately, you do not desire to use the smelly, noisy contraptions) you can use the JETTISON option to throw the crates over the side. This will significantly reduce the fire hazard on board the ship. XI.3. ORDERS/REPORTS Once aircraft are flying and assigned an aircraft position number, they can be issued orders. The following options are available when ORDERS/REPORTS is called: MOVEMENT - You move your aircraft by giving them a destination X and Y position. The pilot will automatically fly to that location at 120 knots and then circle until given another destination. MISSIONS - there are two types of missions available: SPOT - the aircraft is assigned as a gunfire spotter for the main director of a ship. The aircraft must be within 10K of the target. Aircraft spot will significantly increase gunfire accuracy at longer ranges, and is most effective when used with battleships or heavy cruisers. Spot missions are not possible under night visibility conditions. RECON - the aircraft is sent to the destination of your choice to search for enemy ships. Aircraft can be reassigned missions in mid-flight. RECON REPORTS - if an aircraft on a Recon mission discovers enemy ships it will send back a sighting report. The Detail Report will indicate when a message is received. The sighting report will give the location, course, speed, and composition of the enemy force. The accuracy of the report is dependant upon how much the pilot had to drink prior to launch. FLARES - when on night recon missions aircraft will carry 4 strings of three illumination flares. These flares can be dropped from the current position of the aircraft on a radial bearing. Aerial flares can be distinguished on the Battle Plot by the pattern of three overlapping circles of light in a line. XII. COUNTERFLOODING/FLOOD MAGAZINES From the Action Menu, select Controls, then Counterflooding. COUNTERFLOODING allows you to correct list by ordering Damage Control teams to flood spaces to balance water in damaged compartments. Selecting FLOOD MAGAZINE allows you to flood magazines and ammunition handling spaces to prevent ammunition explosions. A ship loses these capabilities if all Damage Control teams are eliminated. XII.1. COUNTERFLOODING TO CORRECT LIST When this option is called a summery screen is displayed showing the current list conditions on all your ships and the status of counterflooding. 'Hit any key' will call the ship selection window, and the counterflooding orders menu. Counterflooding to correct list is an important function. List adversely effects the accuracy and rapidity of gunfire; and, if the ship lists too far, it will capsize. 25 degrees of list is normally the maximum range of stability for most warships. Most combatants lost during naval battles capsized before they sank. Counterflooding has its penalty - after all, you are purposely 'sinking' your ship. If counterflooding is in progress and the ship loses all its Damage Control teams, the flooding will continue until some enterprising seaman realizes that something is wrong and shuts the valves. XII.2. FLOOD MAGAZINES In this option the program will print a summary of all ships that are on fire, the magazines which are threatened, and the number of rounds of ammunition contained therein. If a fire is large or burns long enough the magazine temperature may rise sufficiently to cause a spontaneous detonation of the powder and the destruction of the ship. A magazine which is empty (0 rounds) is not in danger of exploding. Commanders can eliminate the possibility of magazine detonation by flooding the magazine. A flooded magazine will reduce the watertight integrity and freeboard of a ship by approximately 10% of the (original) unflooded watertight integrity, depending upon the size of the magazine. XIII. NIGHT ACTIONS Night actions are the 'graduate level' scenarios in ACTION STATIONS! Ranges tend to be short, torpedoes deadly, and gunfire control challenging. Engagements tend to be quick and errors often irrecoverably fatal. Proper control of searchlights and starshell fire is the difference. XIII.1. SEARCHLIGHTS All ships come equipped with searchlights with the same characteristics. The program will allow them to be used only during NIGHT, DAWN, and TWILIGHT turns. The maximum searchlight range is 12K. If the searchlight do not lock on to a target they will remain on, but not searching, until ordered off or to commence another search. Searchlight orders for the next turn cannot be cancelled or countermanded. Searchlights will ignore targets already detected by an illumination quality higher than 'illuminated by searchlight'. If a searchlight detects a target, it will lock on and continue to illuminate unless: - The target goes out of searchlight range; or - The target sinks; or - The line of sight to the target is blocked by smoke or terrain; or - The commander orders the searchlight OFF or to search another area. Searchlight orders are given from the Battle Plot. Let's run through the procedure: P: F4 P: select the illuminating ship P: select searchlight ON Now we are ready to tell the Ensign running the searchlights how wide an area to search and in what direction: C: SEARCHLIGHT ORDERS FOR THE NEXT 3 MIN: WIDTH OF SEARCH (1-79) DEGREE(S)? P: 60 C: CENTRE BEARING? P: 300 You have just ordered a searchlight search 60 degrees wide centred on a bearing of 300 degrees(T), or, from 270 to 330 degrees(T). The computer 'immediately' calculates the results of the 3-minute search. If you want to see if the search was successful, clear the screen (i.e. go back to the Action Menu) and call up the Battle Plot again - the ship with the searchlight on will have a white circle around it, and if it has locked on to a target you will see the 'searchlight beam'. However, other ships will not 'see' the results until the turn is executed, so you will not be able to fire on the target with a ship that had not previously spotted the target. XIII.2. STARSHELLS Now you can go for your Master's in Naval Warfare: starshells. The prerequisite to firing starshells is that the director controlling one or more guns is assigned to the ILLUMINATION mode. The gun mount and the director must be able to bear in the direction of fire. The maximum range is 18K (sector target) or 12K (ship target) or the range of the gun, whichever is less. You can fire at a range as short as 1K, but be advised, you might be 'showing off' in more ways than one. Follow this 'checklist': ASSIGN A GUN TO THE DIRECTOR ASSIGN THE DIRECTOR TO THE ILLUM MODE ENSURE GUN AND DIRECTOR CAN BEAR ON THE TARGET LINE ENSURE THE GUN IS IN RANGE It is not necessary to assign an entire battery to fire starshells, although you can if you wish. Only one gun is needed. Plus, any director can be used (including LOCAL CONTROL), so it is not a good idea to use your best directors - save them for tossing 'bricks through the enemy's bridge windows'. One of the best solutions is to assign one gun mount (or a secondary battery) to LOCAL CONTROL, assign that director to ILLUM mode, then issue the starshell orders. Directors (and Local Control) can be placed in the ILLUM mode from the Chart Menu (F2, call up the ship and director, and select 'ILLUMINATION'). This can also be done from the Action Menu. OK so far? Good - now let's fire our starshells. There are two methods of firing starshells. First, is SECTOR ILLUMINATION. You do not have a target, but think that there is something out there, so you fire a pattern off 'into the brown' and hope you discover something. From the Battle Plot, select F8; from the Action Menu, select Controls, then Starshells. Select the ship, and the program will confirm that you have a director-mount combination in ILLUMINATION mode: C: #4 SEC PORT - STARSHELL COMPUTER * ON * If you do not have a director in the ILLUM mode, the computer will print a polite notice asking you to get your act together (which, of course, will not happen to US) - here goes: P: select SECTOR C: BEARINGS? P: 270 C: RANGE/1 - 18/? P: 15.4 You now have given orders for a starshell pattern to be fired (over the next 3 minute turn) at a bearing of 270 degrees(T) at a range of 15.4KYDS. If you change your mind. It is possible to change the parameters of the pattern by repeating the routine, but it is not possible to cancel the pattern. With the TARGET option the starshell computer is going to lock on to a target and fire starshells to illuminate it over the next three minutes. The firing ship must have the target in sight - in this case, let's brighten up the life of target #67: C: #4 SEC PORT - STARSHELL COMPUTER * ON P: select TARGET ILLUMINATION P: select the desired target C: OFFSET: 1-NORTH; 2-S; 3-E; 4-W; 0-NONE The starshell computer is simplistic - unless told otherwise it would pop the starshell directly over the target. However, it is best sometimes to offset the burst point - in particular, if you want to catch other ships in the pattern, or to have the star burst a bit over the target to have a better chance of silhouetting should it manoeuvre. 'OFFSET' allows you to move the burst point of the starshell 500 yards in the specified direction, north, south, east, west; or no offset at all. XIV. EXECUTING THE TURN When you have completed issuing all orders to your force and are ready to execute the next turn(s), from the Action Menu select the Options Menu; you can select either NEXT TURN or MULTIPLE TURNS. NEXT TURN executes a single 3-minute turn. MULTIPLE TURN allows the program to sequentially execute more than one turn. If you do not expect contact with the enemy for several turns, this option allows you to get up and stretch while the computer sorts electrons. You will be asked how many 3-minute turns to execute. For example, entering '10' would have the computer execute 10 turns in a row, or 30 minutes of movement. You will then be asked to select a 'stopping rule', either 'Stop on Gunfire' or 'Stop on Contact'. If the selected condition occurs the program will not execute any additional 3-minute segments and will shift to the Battle Plot. There are two stopping rules which are always in effect: 1. If any ship is hit by a torpedo (near misses don't count); 2. If any ship runs aground. If there is any gunfire during the turn the display will shift to the Battle Plot. If there is no gunfire, at the end of the last turn the program will return to the Battle Plot, centred on your largest combatant, with Battle Plot radius set at the limit of visibility. For 2-player games, the Battle Plot display will be from the viewpoint of the player who last entered orders. XV. CHANGING PALETTE Change Palette is under the Option Menu. Change Palettes gives you the option to change the colours used on the Battle Plot to suit your own taste and equipment. The default value is Palette 2. XVI. SAVING GAMES From the Action Menu select the Option Menu, and then select LEAVE/SAVE GAME. Following this path you will be given the option to: END GAME, which puts you back in DOS; STATISTICS, which will provide you with a statistical summary of the game results. After the STATISTICS screen is digested you will be placed back in DOS. SAVE GAME The SAVE GAME option allows you to record the current situation, including all current and outstanding orders. After saving the game you have the option to immediately return to play, or quit and return to DOS. Allow approximately 65K of disk space to save the larger scenarios. WARNING - THE PROGRAM DOES NOT TEST FOR SUFFICIENT DISK SPACE. INSUFFICIENT DISK SPACE ON THE TARGET DISK WILL CAUSE PROGRAM TERMINATION AND LOSS OF THE SCENARIO. The program allows you to store scenarios in files numbered 1 through 99. If you desire, use the DOS 'RENAME' command with the suffix '.SCN' if you want to better label your files. (this option is from the IBM Manual, it might be different on the Amiga.) XVII. GAME STATISTICS An optional branch prior to ending the game is the STATISTICS option. It is an option from the LEAVE/SAVE GAME menu. The game statistics display gives a comprehensive breakdown of the number of hits on both sides, damage inflicted, and classifies each ship's final status as: SUNK - a permanent loss. CRIPPLED - a substantial loss, which at a minimum would take a year or more of shipyard work to restore to combat readiness. HEAVILY DAMAGED - combat limited, requiring substantial shipyard-level repairs. LIGHTLY DAMAGED - hit but not seriously - field repairs only needed. UNDAMAGED. TOTAL POINTS is the total value of all ships on a side multiplied by 3. DAMAGE POINTS is a total of the cumulative watertight integrity losses for each ship, weighted for the seriousness of the damage. Points damage to ships that are heavily damaged or crippled are multiplied by 2, and the value of a ship which is sunk is multiplied by 3. A 'Winner' is not announced for the action, for a very good reason: victory in a naval battle often has nothing to do with losses, but rather whether the mission was accomplished. Losses must be balanced against the objective - was it worth a battleship to stop that amphibious invasion, or to get that convoy through? This will make for a marvellous post-game discussions with the media, your bartender and/or your opponent. PART B: CREATING YOUR OWN SCENARIOS XVIII. THE BUILD SCENARIO PROGRAM The Build Scenario program allows you to create your own scenarios from scratch. Prior to starting, you should work out the situation and the setup. Use a piece of graph paper and lay out the initial positions, complete with all the ships and islands, initial courses and speeds, etc., on a X-Y coordinate system. To begin the Build Scenario program, go through your computer start-up routine until you have the DOS prompt, then type CSCENE . Most of the instructions for the Scenario Builder are on-line. You can press F1 and receive context-sensative help. The program will initially place you in the main menu. Press F1, and then use the PgUp and PgDn keys to review the command key functions. In the main menu: FILE allows you to retrieve scenarios for editing or begin creating a new scenario. EDITING allows you to edit the scenario currently in memory. You can also select SHIP and will be able to review ship files. VIEW allows you to see summary screens of information on either the scenario or specific ship files. SAVE and QUIT are for when you want to save or quit. When creating or editing a scenario, various screens will give the data currently in the scenario and ask for your input. You will be asked: GENERAL ENVIRONMENTALS BATTLE NAME NATIONALITY OF THE BLUE AND RED FORCES SEA STATE AND WAVE DIRECTION WIND SPEED AND DIRECTION DAY AND NIGHT VISIBILITY SQUALLS - INTERVAL AND DURATION TERRAIN - up to 10 terrain points can be placed on the BATTLE PLOT. Each point is defined by the centre X,Y position, and the radius. All terrain points are circles, but it is allowed to overlap the circles, so almost any terrain form is possible. NUMBER OF BLUE FORCE AND RED FORCE SHIPS - there is a maximum total of 49 ships. Red force number + Blue force number must = total number of ships. After you are satisfied with the data on the screen, go to the last data field and . The program will then check your inputs to ensure everything is correct, and then progress to the next screen. The program will then go through the process of entering ship data. It will repeat the ship data input routine until all the ships (up to the number of Blue Force and Red Force ships which you specified) have been entered. The data needed for each ship is: SHIP CLASS: here you select the two-letter code for the ship class file. A listing of the ship classes and their file codes are given in appendix D. THE SHIP'S NAME - this cannot be more than 8 characters long. You may have to abbreviate. CURRENT SPEED AND COURSE X AND Y POSITION RADAR INSTALLED AIRCRAFT ON BOARD (if the ship has the capability). Aircraft must begin on board on of the ships or land bases. CREW QUALITY - this is a figure which you can enter to change the efficiency of the ship - it impacts on gun accuracy, damage control capability, torpedo reload times and other capabilities. -3 is a poor crew, +3 is a top crew, 0 is average. Intermediate values are allowed. FORMATION AND THE SHIP'S POSITION IN THE FORMATION. Note that all ships should be placed in a formation if you want the capability later to use the 'randomize' function when you reload the scenario, because only ships in formation will be randomized. Things like shore batteries and anchored ships should not be placed in formations. You will be asked for the Blue Force and the Red Force's mission. The mission selections are: 1 - STRIKE 2 - BATTLE 3 - ESCORT 4 - RAID STRIKE mission is specified when a force is on a mission to attack a convoy or bombard shore facilities. BATTLE mission is specified when a force is on a mission to engage another battle force. ESCORT mission is specified if the force is assigned to escort a convoy or guard an anchorage or port. RAID mission is specified when a small force is at sea with the object of attacking commercial vessels. These missions are specified to give direction to the Computer Warrior. When commanding a STRIKE force, he will either avoid escorting ships or steamroller over them heading for the objective. If the defending force is too strong he will change to BATTLE mode. In BATTLE, his object is to inflict the maximum casualties on the enemy at least loss. In ESCORT missions he will maintain formations on convoys (or picket lines, if he is defending anchored forces or shore installations), attempt to cover all approaches, and intercept intruders and drive them away. If commanding a RAID force, he will attack, feint, return, reattack, and continue the engagement with multiple approaches. He will retire if opposed by a significant escort force or if seriously damaged. The RAID strategy was designed to simulate the tactics used by German surface raiders. The program will ask for the position of the objective (an X-Y position) and home base (another X-Y position) so that it can plan the initial approach and has a preferred direction to retreat if needed. If you are setting up a historical scenario, you might consider adjusting the game start time so that the amount of time between battle sundown/sun-up and the game sundown/sun-up is the same. XIX. THE GENERATE SCENARIO PROGRAM The GENERATE program creates a completely new game scenario based on parameters decided by the player. Using this program, you can create an infinite number of battle situations. You can command either side. The 'Fog of War' is intact, because you will not know the exact compositions, positions, or objectives of your opponent. The 'replayability' of ACTION STATIONS! then becomes IMMENSE. XIX.1. INSTALLING GENERATE ON A HARD DISK Each of the FLEET disks contain a file 'DDF', which informs the computer of the ships available on that disk. On the ATLANTIC Fleet disk is the file 'DDFHARD', Section III instructed you to copy all the files from the four disks into a single directory. Go into that directory, delete the file 'DDF ('DEL DDF'), and rename DDFHARD as DDF ('RENAME DDFHARD DDF'). XIX.2. STARTING GENERATE Go through your normal computer start-up procedure until you have the DOS prompt. Insert FLEET DISK: MEDITERRANEAN in the appropriate drive and type GENERATE . The program will load and you will soon see a menu screen giving you the adjustable parameters of the Scenario Generator. XIX.3. GENERAL INFORMATION The Scenario Generator begins with an open ocean area centred at grid coordinates X=0, Y=0. There are two 'home base' islands, separated by approximately 160 nautical miles. Each home base island sports a rather powerful shore battery of 12-14" disappearing guns. Blue forces are home based on the western island, and generally have initial positions to the west of the centre of the area. The Red Force is based on the eastern island and set up also near their island. Next to each island has an 'anchored objective' unit, representing an anchorage of amphibious and/or merchant shipping. The only exception to the above is when either side is escorting a convoy. In that case neither side is given an anchored objective unit, and the ship initial positions are reversed (Blue forces east, Red forces west). The convoy would then have to traverse 'hostile' waters to reach the protection of the shore battery on its base island. XIX.4. MENU The menu lists the game parameters which the player can control when GENERATE-ing a scenario. You can either give specific values or let the computer choose them randomly. To change a value, select the number and press . The computer will then ask for the required information, giving you allowable values. 1. HOUR (24-HR CLOCK): This option allows you to select the time of day. Round number hours can be selected by inputting a number between 1 and 24. If you wish the computer to select the hour at random, input '0'. 2. WIND VELOCITY can be selected between 1-44 knots. '0' and the computer will select the wind velocity at random. 3. WIND DIRECTION can be selected from 1 degree (true) to 360 degrees (true). '0' and the computer will select the wind direction at random. 4. SEA STATE varies between 1=light to 4=rough. '0' and the computer will select sea state at random. 5. SEA DIRECTION can be selected from 1 degree (true) to 360 degrees (true). '0' and the computer will select the sea direction at random. 6. VISIBILITY varies, 1=poor, 2=moderate, 3=excellent. '0' and the computer will select visibility at random. 7. SQUALLS indicate the possibility of sudden rain squalls that cut visibility to minimal levels. If you select '1', there will be no squalls; '2' and the possibility of squalls exists. '0' and the computer will decide if the possibility of squalls exist. If squalls are possible the program will randomly select time, frequency and duration. 8. TERRAIN indicates the possibility of other islands in addition to the two home base islands. Select '0' and the computer will randomly select between 0 to 8 additional islands of varying sizes and scatter them randomly throughout the area. 9. NATIONALITY allows you to select the fleet from which the Blue or Red side select their forces. Forces will not mix fleets. If '0' is selected, then the nationality will be selected at random from the fleets available (see 'FLEETS AVAILABLE' below). It is allowable to have the same nationality ships on both sides. 10. LARGEST TYPE DESIRED allows you to limit the forces selected to just destroyers ('3'), or just destroyers and cruisers ('2') - this option is particularly useful when a convoy game is desired (see 'MISSION' below). Selection of '0' allows the computer complete freedom in selecting the sides. Note that specifying a type as the 'largest type desired' does not guarantee that you will get that type, only that there is a chance you will. 11. APPROXIMATE NUMBERS allows the player to specify the approximate numbers of warships contained on each side. '1' allows the computer to select the numbers, '2' is for 2-8 warships, '3' is for 9-15 warships, and '4' is for 16-22 warships. The shore battery, anchored objective, and any merchant ships are not counted against this total. Note that these numbers may be overridden by the 'Force' selection (see 'APPROXIMATE FORCE', below). 12. APPROXIMATE FORCE allows the player to select the balance of force between the two sides. It is expressed in terms of RED measured against the BLUE force, in percentage. For example, an input of '200' would mean that you desired the Red force to be twice as strong (200%) as the Blue force, while an input of '50' would mean that you desired the Red force to be half as strong (50%) as the Blue force. Force comparisons are calculated for each specific ship in the FLEET disk; however, as an estimate, 1 battleship generally equals 2.5 to 3.5 cruisers, and 1 cruiser generally equals 3 to 5 destroyers. FORCE requirements will override the APPROXIMATE NUMBERS input. If you need more or less ships to make a force ratio, the program giveth, the program taketh away. Shore batteries, anchored objectives and merchant shipping are not factored in to the force determination process. 13. CREW QUALITY allows the player to select the quality of the forces. Allowable values are '-3' (poor) to '+3' (elite). All of the ships will be given the specific value. '-10' allows the computer to randomly select the crew quality for each ship individually. In either case, merchant shipping crew quality is always average, and shore battery crew quality is good to elite. 14. AIRCRAFT allows the player to determine if ships have the possibility of carrying float planes. '0' and the computer will determine each ship's aircraft load randomly among those ships with aircraft facilities. '1' and there will be no aircraft in the scenario. 15. MISSION allows the player to determine the missions for the forces. '0' and the computer will select the mission at random. '1' is the STRIKE mission, '2' is the BATTLE mission, '3' is the ESCORT mission, and '4' is the RAID mission. If ESCORT is selected, the computer will provide one or more groups of merchant shipping. If the number of warships is large the computer may just use the CONVOY unit, which is a single unit meant to represent large numbers of merchant shipping. 16. BATTLE STATIONS SET allows the player to select if the forces are alerted or not. '0' and the computer will assign this randomly; '1' indicates that the force is already in General Quarters and is fully battle ready; '2' indicates that the force is not battle ready, and will take some time after the initial enemy sighting to have battle stations manned and be ready to engage. 17. RADAR allows the player to select the radar capability of the forces. There are three levels of radar equipment: level 1, 2 and 3. If one of these levels is selected it represents the MAXIMUM capability that the force has. For example, if '2' is selected, then that force's ships may be equipped with either level 1 or level 2 radar or have no radar at all, but it cannot have any units with level 3 radar. The higher the level the better the radar. If '0' for 'RANDOM' is selected then there is a 33% chance that a ship will have some type of radar installed. 18. PROXIMITY OF FORCES allows you to select how near the forces are initially placed. '0' allows the computer maximum freedom to place forces. '1' (near) biases initial placement of forces close to mid- ocean, while '2' (far) biases initial placement closer to the islands. For escort missions, 'near' places the convoys closer to their destinations, while 'far' places them further away. 19. FLEETS AVAILABLE allows you to input which of the fleets you have available and wish the computer to choose from. After all the parameters are selected, you hit from the main menu to have the computer begin the computational process. The program will stop when it has selected the fleet from which to draw the Blue force, and you will be asked to insert the appropriate disk; this process will repeat for the Red force. If the correct fleet disks are not inserted the program will abort. Hard disk users can just hit each time. When the forces are selected and positioned the program will ask if you desire to name the ships of one force. If you have already decided which force you want to command you might like to name the ships at this point. Otherwise, the program will assign names based on the first seven letters of their class name, followed by a lower case letter. For example, if your force was assigned two HOOD class battleships and two BIRMINGHAM (BIRMGHAM) class cruisers, their names would appear as HOODa, HOODb, BIRMGHAc, and BIRMGHAd. The program will then ask that you insert a storage disk and specify the game file. Remember, the program will overwrite any games already stored in that file, so be careful. ---- End of Part 1 ----u have ju Part 2 of the massive "Action Stations" docs... PART C: THE INTERNALS OF ACTION STATIONS! XX. GUNNERY COMBAT This section provides background information and details in naval gunnery in general, and the use of guns in ACTION STATIONS! It is sometimes technical in nature. You do not have to read and understand all of this material to enjoy the game - but it might help you better appreciate what is going on. ACTION STATIONS! performs a complex calculation to determine the number of gunnery hits. It is designed to accurately reflect all the important conditions influencing accuracy, rate of fire and hit rate. A commander can get the most from his force when he takes them into account. An understanding of these factors can also give the player an insight as to why historical naval engagements were fought as they were, because these were the same factors which naval officers of the period considered when making tactical decisions. After reading this section, you will be better able to understand some of the 'why's' of naval warfare. The gunnery calculation has three components: - STANDARD ACCURACY - RAPIDITY OF FIRE - ACCURACY OF FIRE XX.1. STANDARD ACCURACY Standard Accuracy is the percentage of hits that a ship would achieve under 'normal battle' conditions. These conditions are: - course and speed of the target is steady; - course and speed of the firing ship is steady; - the target has been tracked for at least 6 minutes; - the range is steady; - visibility is clear; - only one ship is firing on the target; - only one ship is engaging the firing ship; - calm seas with light wind; - battleship-sized target; - daylight; and several other technical considerations. The Standard Accuracy tables used in ACTION STATIONS! are drawn from tables compiled during the late 1930's by the U.S. Naval War College and from British Naval Staff Estimates, with amplification and modifications by the author to account for war experience and to adjust to a shell-by-shell accounting. A major consideration in the creation of the Standard Accuracy tables was the dispersion of the salvo - how far apart the shells would spread from the aim point. One of the technical problems of naval gunnery was (and is) to limit dispersion. Microscopic differences in jump, gun, droop, mutual atmospheric interference, bore sighting accuracy, shell seating, powder and tube temperatures (and over 55 other identified factors) would cause the shells in a salvo to spread. There was always something which resulted in a small unpredictable deviation in the flight of the shell. The problem for the fire control system was to centre the Mean Point of Impact of the salvo (MPI) on the target. Even with the MPI centred exactly, the dispersion was usually greater than the size of the target: for example, a battleship firing 16" guns in 8-gun salvos against another battleship at 20,000 yards only expect 12% hits even with the MPI perfectly centred. 5" guns firing at 12,000 yards might expect a mean dispersion of 150 yards in range and 25 in deflection. When firing at a destroyer-sized target, broadside on, with MPI centred, a hit rate of 5.7% might be expected. If the target was end-on (i.e. 'crossing the 'T') the percentage drops to about 3.2% because the deflection dispersion is much greater than the beam of the target (crossing the 'T' REDUCES your number of hits). Another reason to limit dispersion relates to spotting. At ranges over 10,000 yards a spotter has no real depth perception. The only way he can differentiate between 'over' and 'short' is if the bottom of the shell splash was blocked by the hull of the ship. The spotting job was very difficult, especially when the target was 'hull down' over the horizon and only the superstructure is visible. Usually several spotters indicated 'over', 'short', or 'straddle'. These votes were totalled and the majority decision fed into the fire control computer. If the decision was 'over', a spotting correction (Rc) was applied to the next salvo. Rc might be a constant amount pre-set by the ship's gunnery doctrine - if say, 200 yards, then the guns stepped down a 'ladder' of 200 yards each time an 'over' decision was reached. That gave another reason for limiting dispersion - if one shell was a 'wild shot' and spread 300 yards further than the MPI was well short of the target. Accuracy curves are contained in the program for three classes of guns: small calibre (less than 5.5"), medium calibre (5.5" to 9.5") and large calibre (greater than 9.5"). These three classifications were established by grouping weapons with similar ballistic characteristics, where the angle of fall as a percentage of the maximum theoretical range of the weapon was similar. With a similar angle of fall the effective target size seen by the shells is similar over the weapon class. Once a ballistic 'standard' was established for each class of gun, performance could be compared and a correction applied to the standard accuracy to reflect the merits of each gun. For example, the standard weapon used to represent all medium class guns was the British 8"/50 m8. The German 8"/60 1934 C/34 weapon had a higher muzzle velocity, heavier shell, less dispersion and fewer shot anomalies, and thus was given an accuracy bonus correction. The Italian 8"/53 m1927 was mounted in pairs with the gun muzzles very close, which caused barrel whip and intershell shock wave interference and resulted in a very high salvo dispersion and a large number of 'wild shot' anomalies. This gun type was penalized in accuracy in comparison to the standard. In this way all of the 69 gun types of guns in ACTION STATIONS! were analysed. Corrections were applied to duplicate the wartime effectiveness of the gun mount. Appendix D is a print-out of the data. XX.2. RAPIDITY OF FIRE CORRECTION Research in the naval archives in the US, Great Britain, and Germany discovered the 'design maximum cycle rate of fire' of ship's gun mounts. This is the maximum rate that the gun mount could sustain fire for a period of three minutes. Determining this was not straightforward because of the different ways data were recorded. For example, the British tended to record maximum cycle rate of fire for the gun assembly and not the mount as a whole, while the Americans recorded the standard sustained rate at battle range, very different values. Consequently, the rate of fire of all weapons had to be converted to a standard. Other factors were considered - for example, the 16" guns on the Nelson class battleships were limited in rate of fire by the speed of the ammunition hoists, and the British 14"/45 m7 suffered from chronic mechanical breakdowns in all of its engagements that the gun mount was never able to deliver more than 70% of its theoretical maximum cycle rate of fire. Extensive research was conducted to account for all the individual faults and merits of the gun mounts. When there were conflicts, battle experience was held to be the final arbiter. A standard percentage of the maximum rate of fire was used to account for ranging systems. First a ranging salvo (or salvo pattern) would be fired, and the fall of shots spotted. A spot correction (range and deflection) would be entered and new ranging salvos fired. During this process rate of fire would remain low to prevent wasting ammunition. When the MPI was on and the target 'straddled', then the 'range was established' and the rate of firing would go to maximum. When the salvos began to fall off target the process began anew. This system, with variations, was used by most of the major navies of the period. There were modifications, of course, for different circumstances: for example, in her famous engagement with the battle cruiser Kirishima the USS Washington stayed at maximum ROF (firing on one turret ready light) for the duration of the engagement, using a 'constant rocking ladder', walking the salvos back and forth over the target, an appropriate method for the relatively short range and large target. However, generally, at longer ranges the rate of fire was lower due to the 'wait time' as the spotters awaited the fall of shot - for larger calibre guns the time of flight could be up to 75 seconds at maximum range. After the ROF is corrected for range to target, there are other factors which are taken into consideration to determine the number of shells fired by the ship: - the number of guns which can bear the target. Each gun mount has an established arc of train limited by its placement on the ship. - the fatigue of the crew - most weapons were loaded either entirely or partially by hand. Captains had to consider crew fatigue when fighting their ships. ACTION STATIONS! measures accumulated crew fatigue and degrades the rate of loading accordingly. It also accounts for 'recovery time', when the ship is not firing for a period, allowing the crews to rest. Fatigue penalties can run as high as a 90% reduction of the standard rate of fire, with larger calibre guns less effected because of higher mechanization. - ship changes of course - as a ship turns it lists - the angle on the deck tends to slow down the loading process. In addition, the gunfire solution would lose accuracy during the turn due to gyro lag and other limitations. Most ships simply ceased fire during the turn and waited to steady on the new course and for the gyros and stable zeniths to settle. In ACTION STATIONS! a correction is applied to the rate of fire based on the size of the turn. Turn penalties range from 10% up to 90% for a 170 degree or larger turn. Penalties are greater for gun mounts under local control. - ship changes of speed - a similar penalty is assessed, approximately 10% for each 2 knot speed change. - if a ship is listing, rate of fire is reduced by approximately 4% for every degree of list. - 'surprise fire' is a condition when a target has not been tracked by the director prior to opening fire. The director does not have a good plot of target course and speed. Additional ranging time is needed to establish the range and get the MPI centred and tracking. This is taken into account by a penalty of 30% until the track is established. - concentration of fire on the firing ship - a ship's firing rate would slow if a large number of ships were firing on it. This is a physical as well as psychological effect - spray over the gun mounts from near misses delayed the loading of open mounts and obscured the gun train telescopes, and the shock of hits impacted on the 'human element'. In ACTION STATIONS! the normal battle condition assumes that 'equivalent fire' is on all ships - battleship on battleship, cruiser on cruiser, etc. A ship's gunfire is penalized or rewarded in proportion to the number of ships firing on it, the number of guns, and calibre. Bonus rate of fire and accuracy is given to a ship not under fire or under light fire only, while ships under concentrated fire are penalized. - funnel smoke can effect the rate of fire by reducing the visibility of the target, causing a ship to 'cease fire' if the target is obscured, or to fire more ranging salvos if it has difficulty seeing the fall of shot. Funnel smoke (called 'stack gasses') is present when a ship is over 5 knots and within 3 knots of its maximum engine speed. Stack gasses are displayed on the Battle Plot. Rate of fire is penalized by 30% (daytime) or 50% (night) when stack gasses are in the line of sight between the target and the firing ship. - weather conditions effect the rate of fire. Penalties are assigned when the character and direction of the seas effect gunlaying and ammunition handling in moderate, heavy and rough seas. - pitch penalty: in moderate seas small ships are penalized 30%, intermediate sized vessels 20% and large vessels 10%. If the sea is heavy, add 10% to the penalty; if it is rough add 20%. - the roll penalty is the same as the pitch penalty, except that guns firing under local control are assessed an additional 20% penalty. - yaw penalties are 20% greater than the pitch penalty. - a spray penalty is assessed when the wind is over 15 knots and the ship is heading within 30 degrees of the direction of the wind (i.e. into the wind). Unturreted guns and guns not using director fire are penalized 20%. - If a friendly ship is within 5,000 yards of the firing ship and within 10 degrees of the line of fire a 'masking' penalty is assessed. This reflects the gunnery officer's concern that he might be required to pay for any damage he inflicts on a friendly ship. It also simulates the safety precautions taken to prevent that damage, including cease fire for a period if the ship crosses in the line of fire. XX.3. ACCURACY OF FIRE The rate of fire calculation determines the number of 'rounds out of the barrel' - next we determine how many hit. The approach is the same: take Standard Accuracy (which is dependent upon gun type and range) and correct to account for the characteristics of the weapon and the conditions. - An 'open fire' correction is in effect for the first three minutes that a ship fires on a target. It varies with range, from 10% for a close range target to 90%. - The open fire penalty is reduced if fire was shifted from an adjacent target. The new target must be within 2K range and 15 degrees arc of train of the old target. - radar used to supplement visual spotting will receive a bonus of between 10% and 30% depending upon the quality of the radar. If a radar is used as the sole means of targeting a penalty of 20% to 50% is effected. - at night, the quality of the target illumination effects the accuracy of fire. The following is the hierarchy of illumination, from the best to the worst. target on fire target's searchlight on target illuminated by searchlight target in starshell, flare or fire loom target silhouetted by starshell, flares or fires target silhouetted by dawn or twilight visual radar gun flashes sighted only - spotter aircraft will increase a ship's accuracy by up to 20% at long ranges. - if a battery is being controlled by two different directors a 'split fire' penalty of 20% is assessed. An example would be if the forward main battery turrets are being controlled by the MAIN Director the after main battery turrets are being controlled by the ALT director. - all fire under the control of any ALT director is assessed a penalty of 20% due to smaller rangefinders and less experienced fire control teams. - an 'over concentration' penalty will be exacted if more than one ship is firing on the same target. This reflects the problems of sorting out each ship's fall of shot. Over concentration penalties are not effected for close range fire (10K for large calibre guns to 4K for small calibre guns). The penalty is approximately 10% for each 'extra' ship firing at the target, and is exacted against all the firing ships. - in night actions the secondary battery is penalized between 30-50% if the main battery is also firing, due to flash interference. - guns firing under local control are penalized in accordance with the range to the target: 10% at 4K, up to 90% for over 25K. - when the target changes course or speed it will disturb the firing solution and may 'evade' incoming rounds. Changes of course and speed cause more fire control problems for the firing ship when the target ship is at higher speeds and at longer ranges. The accuracy penalty ranges from 10% to 40%. - if the range is changing rapidly it is more difficult to track the target and establish the range. Range rate penalties vary, up to 80%. - an 'under-salvo' penalty is exacted if a ship is firing less than four guns on a target. With a smaller number of shells it is more difficult to determine the MPI of the salvo, and a single 'wild shot' could impact on the estimate. Under salvo carries a 20% penalty at ranges over 12K, 10% if under 12K. - the crew quality effects how well a ship shoots. Crew quality is entered as a number between -3 and +3 in the set-up portion of building a new scenario. This is converted into a -30% to +30% adjustment to the accuracy of fire. - the size of the target is a factor. The standard accuracy hit percentage assumes a battleship-sized target. Target size corrections range from -60% for the smallest destroyers and torpedo boats to +20% for the largest superbattleships, and +30% or +40% for high-silhouette merchants and auxiliaries. PT boats and shore batteries are additionally compensated for their small size by including a proportion of 'no effect' hits in the damage determination process. - sun glint or glare of the surface of the sea occurs during sunset and sunrise. If the target bears within 30 degrees of the sun accuracy is penalized by 10%. - during dawn and twilight a ship can be silhouetted on the horizon. If the target is within 60 degrees of the sun the firing ship receives an accuracy bonus of 20%. - salvo chasing was a technique used to confuse gunfire solutions by constantly making course alterations into the fall of shot. However, the course changes also have a dramatic effect on the ship's own accuracy. Ships firing on targets which are salvo chasing will score approximately 20% less hits, while firing ships that are salvo chasing will have their accuracy degraded by 30%. - when a ship is near the limits of day/night visibility, a penalty is exacted. Remember to consult the Gunnery Officer's report (from the Ship's Status screen) so you can be reminded of the effect your tactical decision have on gunfire accuracy. XX.4. ENFILADE FIRE If two targets are close to one another both may be hit by the same salvo. Enfilade hits are indicated by a '999' in the 'number of guns' column in the Current Hits report. XX.5. FINAL FIRE CALCULATION The percentage penalties given above are approximations. The actual calculation works with an exponential equation. For example, a firing ship may accumulate 6.4 penalty points, entered into the formula .87^6.4 yielding about a 40% total penalty. A simplified version of the actual calculation would look like (#guns)x(ROF)x(range correction)x(.87^ROF correction points) to determine the number of shells fired, and (#shells)x(standard accuracy)x(.87^ accuracy points) to determine the number of hits. If the result of the calculation is 2.36, 2 shells are hit and there is a 36% chance of a third hit. If the number was less than -1 say, .57 - then that would be considered as a 57% chance of 1 hit. To make things interesting another factor takes into account random chance. The number of hits can be reduced as much as 50% or increased as much as 75% at random. Is this whole thing worth it? Try it and see. If you use your forces to optimize their gunnery while taking into account the torpedo threat you will learn much about the 'way and why' naval warfare was conducted during World War II. XXI. TORPEDO COMBAT In section X the mechanics of operating the Torpedo Fire Control (TFC) Computer and firing and reloading torpedoes was explained. This section discusses some of the tactics of torpedo combat. 'If you want to fill 'em with air, bomb 'em; if you want to fill them with water, torpedo 'em!' Such was the succinct appraisal of the torpedo made by a veteran pilot. And the superiority of the torpedo over bombs could be extended to cover the wide range of projectiles, for no weapon in the war proved half as destructive to enemy capital ships as the 'fish'......from U.S. NAVY BUREAU OF ORDNANCE IN WWII. The torpedo proved to be the most destructive weapon employed against shipping in WWII. Ships known to be highly resistant to gunfire and bombs might be crippled by one torpedo. An effective torpedo strike delivered during a surface action can be the single most decisive event of the battle. There is an inherent difficulty with the torpedo: hitting the target. A comparison between gun and torpedo fire can illustrate the problem. A 28 knot torpedo will take 12.9 minutes to travel 12,000 yards yards, during which an 18-knot target will move 7,740 yards. Torpedo numbers are limited, and if fired in small numbers the target might be able to manoeuvre to avoid them entirely. If the target makes a radical course change it can be over ten miles away from the original point of intercept. Compare this with the gun. A 14" shell at 23,000 yards has a time flight of only 37 seconds with a mean velocity of 1220 knots. An 18-knot target would travel 370 yards. A gun has hundreds of projectiles, and can adjust fire based on the results of the previous salvos. The extreme destructiveness of the torpedo is balanced by the extreme difficulty in making hits. Torpedo fire was mostly automated. However, the human decisions, the TACTICS of torpedo fire were of vast importance. The effectiveness of a torpedo attack is primarily determined by the selection of the FIRING POINT, characterized by the range to the intercept point and target angle. The best firing point allows: - the torpedoes to have sufficient range to reach the target, even if the target should alter course or if the initial course estimate was incorrect. - the torpedoes to make as many hits as possible by attacking the length of the ship rather than end-on. RANGE: the longest range that you can launch a torpedo and hit depend upon the target course (i.e. the target angle relative to the firing ship) and target speed. This is called the 'effective range' of the torpedo. Hits are more likely when the torpedo track makes a 90 degree angle with the hull of the target, providing the largest target. The TFC computer provides you with the 'intercept angle'. An angle of 90 or 270 degrees means you are attack the target 'broadside' and have the largest effective target size; an angle closer to 0 or 180 degrees means you are attack the ship end-on, the narrowest part of the ship and the smallest target. It can also be proven that when the track makes a 90 degree angle with the target course the torpedo fire control solution is the most tolerant of errors in estimating target course and speed. Torpedoes should be fired in salvos, launching large numbers simultaneously. This will sweep a large area, making evasion difficult and allowing for errors in the TFC solution. Spread angles can either be large or small, giving a dense or wide pattern. Wide salvos threaten many ships, and allow for the largest errors in estimating target course and speed. However, this increases the distance between each torpedo, leaving 'holes' where ships can slip through. Dense salvos sweep a narrower area but give a maximum number of hits on each individual ship, and making evasion by any ship caught in the torpedo area difficult. The decision to launch a wide or dense spread depends upon the tactical situation - if the enemy is engaged, if they are trying to open or close the range, the relative amount of damage, the number of torpedoes available to the force, and many other considerations. It is not a trivial problem. The TFC Computer calculates the distance between torpedoes at the point of intercept for a 1 degree spread. If you want your torpedoes spaced 250 yards and the TFC says that a 1 degree spread would place them 100 yards apart, then use a 2.5 degree spread angle. A moderately wide pattern would be to space the torpedoes at about one hull length apart at intercept - which means you have a good chance to get at least one hit. Battleships are about 200 yards long (broadside), so a spacing of 150-200 yards might be appropriate for long-range applications. A dense pattern might be half or one-third a hull length apart. In ACTION STATIONS! the torpedo course you set for the centre torpedo of the salvo. Torpedoes are then distributed left-right-left-right. Take this into account when planning torpedo patterns. The fire control calculation is most sensitive to the speed estimate. A 1-knot speed estimate error means 100 yards for every 3 minutes of run - 15 minutes, a 500 yard error. Take this into account when you plan how far to spread your torpedoes. The calculated run time is included in the TFC computer output. XXII. RADAR AND VISIBILITY - SEARCHING FOR THE ENEMY At the bottom of the Action Menu are listed several factors important to the search process: TIME LIGHT CONDITION DAY VISIBILITY RANGE NIGHT VISIBILITY RANGE The night range of visibility is a measure of darkness. The day range of visibility is a measure of air clarity. Both of these measures impact on visibility both at night and during the day. XXII.1. DAY RULES OF VISIBILITY DAY VISIBILITY is the range which a battleship-sized target will be sighted. The range of sighting is adjusted based on the size of the ship. Smaller ships such as minesweepers, torpedo boats and trawlers are sighted at ranges up to 6,000 yards less than the day visibility range; superbattleships, auxiliaries and merchantmen at up to 4,000 yards more, while cruisers and other ships will fall in between. The drawing shows an example for visibility of 36,000 yards. DAY VISIBILITY RANGE (36K) Ranges at which ships will be sighted during daylight for a day range visibility of 36K. Actual Sighting Ranges 30,000 36,000 40,000 | |______________| |______________| |______________| |______________| DD's, Cruisers Battleships Merchants, small ships auxiliaries Day sightings are deterministic - if you are within visibility range of an opponent, you will always be sighted. XXII.2. SMOKE Smoke comes from burning oil slicks, burning ships, or when a ship is purposefully ordered to make a smoke screen. Smoke will always be displayed on the Battle Plot regardless of visibility or the range to the nearest sighting ship, even if a smoke screen segment is blocked from view by another smoke screen or island. Smoke is blown in the direction and velocity of the wind. Smoke can last up to 15 minutes in good weather, and 3 minutes in rain or snow squalls. Smoke will block the line of sight for optical tracking, but will not block radar line of sight. XXII.3. STACK GASSES Stack gasses will be seen coming from a ship travelling over 5 knots and within 3 knots of its maximum engine speed. Stack gasses can be seen by an opposing ship if it is within 1.5 times the range of visibility. Stack gasses do not block visibility. Smoke screens do not block sighting stack gasses. Stack gasses are blown by the wind. Stack gasses disperse after 3 minutes. XXII.4. NIGHT RULES OF VISIBILITY The night rules of visibility are complex to account for many more possible conditions. The following are the various ways a ship can be sighted at night: SHIP ON FIRE SHIP'S SEARCHLIGHT ON SHIP ILLUMINATED BY OTHER SHIP'S SEARCHLIGHT SHIP IN STARSHELL OR FLARE LOOM SHIP SILHOUETTED BY STARSHELL, FLARE OR BURNING SHIP SHIP SILHOUETTED BY DAWN/TWILIGHT SHIP SPOTTED VISUALLY SHIP SPOTTED BY RADAR GUN FLASHES SPOTTED The quality of the illumination has an effect on the accuracy of gunfire - for example, with all other factors equal you will score fewer hits when firing at gun flashes than when firing on a target illuminated by starshells. The higher up the above list, the 'better' is the quality of illumination. The Lookout report will list the sighting reason for each contact. A ship can be sighted as a result of illumination by starshell, flares, searchlight, gun flashes, or by turning on its own searchlight, but only if an enemy ship has a clear optical line of sight to the target and the ships are within 1.5 times the air clarity range (day visibility range). XXII.5. SEARCHLIGHTS The instructions for operating searchlights is in Night Action, Section XIII. A ship with its searchlight on will be circled in white on the Battle Plot. If the searchlight is locked onto a target, a 'cone of light' will be shown on the chart from the searching ship to the illuminated ship. The illuminated ship will also be circled in white. XXII.6. STARSHELLS AND FLARES Starshells and flares can illuminate a target: - by directly lighting the target (i.e. 'in the loom') - by silhouetting the target. Starshells are shown as yellow circles on the Battle Plot. Flares are shown as three circles in a line. The area inside the circle(s) is the loom area. In some cases the graphic package will not fill in the circle and the starshell will be shown then just as a circle outline - those are still fully-effective starshells. Depending upon the nationality, starshells can illuminate a radius of 2K or 1.5K. If a ship is in the loom of a flare or starshell, the ship symbol, vector and ship number will be displayed in green. XXII.7. SHIPBOARD FLARES Shipboard flares can illuminate or silhouette a ship as well as illuminate itself. The area of the loom depends upon the size of the fire. A ship on fire is circled in white on the Battle Plot. If the fire is large enough it will leave a smoke tail. The circle does NOT represent the size of the fire loom, which varies between 0 to 3 KYDS according to the size of the fire. Ships illuminated by the loom of a burning ship will have their ship symbol, vector and target number printed in green. XXII.8. VISUAL SIGHTINGS AT NIGHT Night visual sightings are probabilistic. A probability is calculated for the range of each possible sighting and then compared to the locations of all enemy ships to determine if a sighting occurs. The probability of sighting is based on: RANGE: the range listed under NIGHT VIS on the Action Menu is the range (under ideal conditions) that a battleship would be sighted 50% of the time per 3 minute visual search. The probability increases as range decreases. TARGET SIZE: larger targets are easier to see. SPEED: high speed targets are easier to see. RELATIVE BEARING from Ship to Target: ships notoriously keep a poor watch astern. PREVIOUS SIGHTING: it is easier to keep a target in sight once it has been spotted and the lookouts alerted. XXII.9. RADAR Radar was continuously improved during this period, and ships were often retrofitted with new and better installations. Consequently, no attempt has been made to assign a single type of radar to a class of ship. In the scenarios, radar capabilities are assigned according to historical records. Using 'Build Scenario', the player can assign any of 3 levels of performance to ships with radar. Using 'Generate Scenario' the player can specify a number of options for radar installations. Radar sets are always considered to be 'on', unless destroyed. All radar installations are considered to have a 'blind zone' due to superstructure masking. Targets cannot be detected by radar within 30 degrees of the ships stern (150-210 degrees relative). Type 3 radar is approximately the performance of late-war US SG ('Sugar George') radars. Type 2 is the SG radar in inshore waters or the SC in open waters, while the type 1 is the SC in inshore waters. Early war Japanese, British and German radars should be considered as type 1; the best Japanese radar type 2, while the best German and British radar (late war) type 3. Targets spotted by radar alone can be fired upon. When visual and radar are both available the fire is most accurate. XXII.10. TERRAIN Terrain Points (shown as circles on the Battle Plot) are considered perfect cones. Line of sight is blocked if it crosses terrain. Shore batteries and land targets can be sighted if they are on the forward surface of the cone as viewed from the sighting ship. XXIII. CHARACTERISTICS OF SHIPS The data base and models used to represent the ships in ACTION STATIONS! are detailed and comprehensive. Every ship class has been individually researched and the data base tailored to account for unique strengths, weaknesses and idiosyncrasies. A listing of the characteristics (with a few appropriate comments) might be interesting: CLASS NAME - the class name given in CONWAY'S ALL THE WORLD'S FIGHTING SHIPS 1922-1946 is used as the standard, with some exceptions. DIMENSIONS - length and beam, in feet. MAXIMUM SPEED - under combat conditions. This might vary dramatically from the 'top speed' listed in some references, because they were usually quoting either design speeds or trial speeds. Trial speeds were often rigged, with the ship at a low load basis, so that the builder could qualify for bonus payments for exceeding contractual minimums. Many Italian and French ships fit this category. Some of the scenarios have a low top speed for a unit, due to the ship's actual condition at the time of the battle. For example, in the Battle of Kolumbangara the cruiser Leander could barely make 28 knots due to an engineering casualty, while normally her top speed would be 32 knots. TYPE OF TORPEDOES - assigned in accordance with historical records. TORPEDO MOUNT CHARACTERISTICS - number of tubes, number of reloads, arc of train. SEARCHLIGHT INSTALLATION TARGET SIZE SMOKE GENERATION CAPABILITY RUDDER - status and operability CREW QUALITY - this is a variable selected by the player when the scenario is constructed GUN DIRECTORS - numbers and types MAIN BATTERY MOUNTS - gun type, arc of train, number of guns, director connectivity, ammunition supply and source. SECONDARY BATTERY GUNS - arc of train, gun type, number of guns, director connectivity, ammunition supply. TERTIARY BATTERY GUNS - arc of train, gun type, number of guns, director connectivity, ammunition supply. ARMOUR PLATING - belt belt next to engineering spaces belt next to magazine belt next to steering engine deck deck over magazine deck over engineering spaces deck over steering engine turret glacis turret top secondary battery conning tower conning tower top internal splinter armour and bulkheads director armour barbette armour torpedo bulkheads internal subdivision AMMUNITION INVENTORY - forward main magazine, aft main magazine, amidships main magazine, secondary magazine, tertiary magazine, torpedo reloads. WATERTIGHT INTEGRITY AND FLOTATION - based on hull size, freeboard, internal subdivision, and hull member strength. In a few cases age of the ship is considered, under the assumption that as a ship gets older watertight subdivision (stuffing tubes, hatch gaskets, etc.) deteriorates. DAMAGE CONTROL ABILITIES AND EQUIPMENT STEERING ENGINE STATUS STATUS OF FIRES ENGINEERING CAPABILITIES AND REDUNDANCY - a composite which includes the number of main engines, number of boilers, number of emergency diesel generators, number of pump and auxiliary installations, and the internal subdivision between all the engineering spaces. NUMBER OF AIRCRAFT ON BOARD - the data base includes a limitation on the maximum number of aircraft that can be carried. The player specifies the number of actually on board when he creates the initial scenario. SHELL HIT LOCATION - each ship is divided into 42 different zones. The probability of hitting each zone is individually tailored for each ship class. XXIV. DAMAGE AND DAMAGE CALCULATION XXIV.1. SHELL HITS The gunfire portion of the program determines the number of hits scored on a target. Each shell type is related for explosive power, armour penetration, dud rate and ballistic characteristics. First, the angle of fall of the shell is calculated. The shell hit is located at random in accordance with the probability of hitting 42 different zones. A check is conducted to see if the armour protecting that zone (if any) is penetrated. Armour penetration is determined by comparing the gun type, range, angle of fall, and the armour hit against pre-tabulated penetration tables. For vertical armour, the target angle of the ship also is included when the angle of armour penetration is calculated. The amount of armour which the shell can penetrate is reduced for non-normal incidence angle hits. This varies from full penetration for a 90 degree hit down to 50% armour penetration for 45 degree angle hits. The possibility of a dud is included. Dud shells are reduced in effectiveness for engine room and hull hits and other areas where explosive power is important. However, if a major piece of equipment is in the path of the dud it will be destroyed regardless. Sometimes duds are just as effective as exploding shells, and sometimes they do not inflict any damage whatsoever. Hits on the bridge or other control stations can affect steering and director control. If the bridge is hit, control will be automatically shifted to secondary conn. A well trained crew can do this almost immediately. If secondary conn is hit, control will be transferred to local stations. This may take longer. While transfers are taking place speed and rudder orders are not possible, and orders for the directors to change targets may not be allowed. When a control station is hit, incorrect signals may be sent to the rudder or the engines, causing the ship to turn, speed up or slow down - i.e. 'the helmsman was hit, and spun the wheel as he fell...' If the rudder, steering gear room or steering internal communications circuits are damaged a 'steering hit' message is included in the SHIP'S STATUS report (F9), and the ship will not accept helm commands. The rudder will be jammed either dead amidships, to port, or to starboard. XXIV.2. FIRES Fires are classified as (in order of decreasing severity) major fires, large fires, and fires, which consolidate the detailing gradations of fire intensity contained in the program. Fires 'FWD' threaten the forward main battery magazine; fires 'AFT' threaten the after main battery magazine. The longer a fire burns and the larger it is the greater the probability that a magazine will detonate. Flooded or empty magazines will not explode. On some ships, such as the British Nelson class and the Japanese Tone class, all of the guns are mounted forward of the superstructure. Both the forward and after magazines are also located forward of the ship's superstructure. In those cases, consider the aftermost gun mounts and magazines the 'stern' system. The above categories still apply to these ships, even though their physical layout is unusual. 'MIDS' fires can threaten amidships magazines, and also cause damage to engineering equipment, force abandonment of engine and boiler spaces, destroy secondary and tertiary battery gun mounts, explode ready service ammunition and destroy torpedo mounts. If an aircraft is hit by shellfire, an amidships fire is almost inevitable. Players can forestall this by jettisoning unneeded aircraft before an engagement. Commanders can accelerate the process of extinguishing fires by ceasing fire on all guns - this simulates releasing the gun crews to assist in the damage control effort. XXIV.3. PROGRESSIVE DAMAGE As damage levels rise there is an increasing chance that progressive flooding, internal smoke and fires, and other dread occurrences will damage of force abandonment of gun or torpedo mounts, gun directors, searchlights, and other installations. This is a function of how badly a ship is damaged and how many damage control teams are remaining to control progressive damage. So, a ship might not be 'hit' during a period, and still suffer loss of capabilities. Damage control capabilities are also considered when determining if progressive flooding, fires, or general damage destroys equipment. When a ship loses all damage control capability, as signified when the number of damage control teams reach 0, progressive damage is accelerated. However, there is also 'repair' functions going on, so capabilities might also later be restored. XXIV.4. LIST AND COUNTERFLOODING Whenever ships are damaged the possibility of off-centreline flooding exits, and the ship will list. List will effect gunfire rate of fire and accuracy. If list exceeds 25 degrees the ship will capsize. Most ships lost in WWII capsized before they sank, so list is a significant threat to the survival of a ship. ACTION STATIONS! includes stability calculations for each ship class. List is reported to the player in the Ship's Status report. As a ship floods and loses watertight inegrity its stability is reduced. A given off-centre flooding might cause twice the list to a severely damaged ship than to a ship only lightly damaged. Also, note that all the list does not occur instantaneously - it takes time to flood a huge hull, even through huge holes! Ships have the capability to correct list by counterflooding, which is a process of flooding tanks and compartments on the opposite side of the ship to balance the off-centre weight. As the list increases, the counterflooding process is slower. This is because most ships counterflood using gravity rather than pumps, and as the ship lists the counterflooding inlets are not as far below the water and pressure is reduced. Counterflooding has its disadvantages - after all, you are essentially flooding (sinking) your own ship. You may correct the list, only to sink at an even keel. Counterflooding orders are given from the Counterflooding Menu, accessible from the Action Menu. XXIV.5. TORPEDO DAMAGE In ACTION STATIONS! the track of each torpedo is individually calculated and compared with ship positions to a precision of 3 seconds and less than a yard. Torpedo hits are located in one of the following zones: bow under forward main battery gun mounts amidships under aft main battery gun mounts aft screws, rudder and shaft alleys If the torpedo is not a dud the weight of explosives in the warhead is compared with the resistance value of the passive underwater protection system at the location of the hit, and damage is calculated. Torpedo hits can destroy magazines, boiler and engineering compartments, screws, shafts, rudders, reduce watertight integrity, and generally mess up the internals of a ship. in addition, shock can cause damage to gun and torpedo mounts and gun directors. Very significant is the amount of list which can be caused - several torpedoes hitting simultaneously on the same side can capsize a ship that ordinarily might have survived if it had time to counterflood and control the damage. XXIV.6. DIRECTOR DAMAGE Gun directors can be destroyed by shell hits, the shock of torpedo hits, progressive flooding or fires. If a gun director is destroyed, then the gun mounts assigned to it will be automatically transferred to the appropriate alternate director: Destroyed Director: Mounts Transfer to MAIN ALT ALT LOC MAIN A SEC PORT ALT SEC PORT SEC STBD ALT SEC STBD ALT SEC PORT LOC SEC PORT ALT SEC STBD LOC SEC STBD If a ship does not have that director, treat it as if it were 'destroyed' and go to the next director. Also, note that tertiary battery guns do not have local control facilities in the simulation. XXIV.7. DAMAGE REPAIR Damage control teams can effect repairs on rudders and engineering facilities. To alert you of a repair, a 'helm/engine repair' message is recorded in the Detail Report. Check the Ship's Status screen and see what miracles the engineers have wrought. Full steering or some speed capability may be restored. XXIV.8. HIGH SPEED ENGINEERING BREAKDOWN Operating a ship's engineering plant near maximum capacity increases the risk of breakdowns. The mean time between breakdowns varies with speed and the nationality of the ships. The risk of breakdown becomes most significant within 3 knots of the ship's maximum speed. XXIV.9. HITS ON SHORE FACILITIES Shore facilities are considered as 'large area targets'. Firing ships usually cannot spot the pinpoint location of the target, but are firing at map coordinates or gun flashes. the hits reported in the Current Hits Summary or the Main Director Reports are hits in the correct area of the target. However, they may or may not cause damage to the installation. Shore bombardment in this period was much a matter of luck - saturate the area and hope for the best. XXV. NATIONAL DIFFERENCES The parameters used in ACTION STATIONS! reflect average warship performance. However, in some cases the individual characteristics of a nation's warships were so unique that it was more accurate to include these differences. ACTION STATIONS! includes modifying factors for the following nationalities: 1 - EARLY U.S. WWII (1941-42) 2 - UNITED STATES 3 - BRITISH 4 - JAPANESE 5 - GERMAN 6 - ITALIAN The following table shows the modifications made to the standard parameters to account for national characteristics: G = GOOD A = AVERAGE P = POOR NATIONALITY FACTOR ---------- ------ 1 2 3 4 5 6 7 8 9 10 11 12 13 14 1 A P P G A A P A A A A A G A 2 A G A G G G A A A A G A G G 3 P A A A A P P P A A A A A G 4 A A A P A A A A P A G G G P 5 A A A G G G A A A A A A G G 6 P A P P A P P A A P P P P P FACTORS: 1 - SHELL DUD RATE 2 - TORPEDO DUD RATE 3 - FIRE OCCURENCE RATE 4 - STEERING/ENGINEERING REPAIR RATE 5 - FIRE EXTINGUISHING RATE 6 - PROGRESSIVE FLOODING EQUIPMENT VULVERABILITY 7 - FIRE DAMAGE VULNERABILITY 8 - MAGAZINE CATASTROPHIC EXPLOSION 9 - STEERING VULNERABILITY 10 - DAY GUNFIRE ACCURACY 11 - NIGHT GUNFIRE ACCURACY/OPTICS 12 - STARSHELL QUALITY 13 - ENGINEERING PLANT RELIABILITY AT HIGH SPEED 14 - OVERCOMING SURPRISE ACTION STATIONS! also includes the French and Russian Fleets. There is insufficient combat data to properly evaluate the factors for those nationalities, so they are considered to be 'average' in all areas. XXVI. SINKING (ENEMY) SHIPS - A COMMENTARY ON LIMITED INTELLIGENCE (subtitled: 'Why hasn't the thing disappeared yet???') Gun mounts assigned. Directors tracking. On target. Open Fire! - and after a few turns the screen lights up with CONGRATULATIONS - you just sank the YAMATO!!! A funeral dirge is played on the computer's synthesizer while an animated battleship (complete with life rafts and the ship's cook) settles below the waves. That makes for an entertaining cartoon - and a lousy simulation. Why? Read on: First, 'sinking' ships do not always sink promptly. It takes time, often hours, to flood a huge hull. For instance, in the 1st Battle of Guadalcanal the Atlanta did not sink until over 12 hours after the battle. Why is that important? Because in a naval action, especially at night, a commander has little indication as to how the enemy is faring. He can see a ship making high speed or manouevering, he can see the ship fire its guns and he can count shell splashes, and can conclude that the enemy is still dangerous. However, if he sees a ship that is 'dead in the water', on fire, and silent, it does not mean that the ship will sink. It still may repair itself or be salvaged. The commander does not know when the enemy is finished, and so he fires just a few more broadsides at the target - rounds that could be more profitably directed against another ship. An example: at the Battle of Empress Augusta Bay, almost the entire U.S. Task Force initially concentrated on the Japanese flagship Sendal. After a few minutes under a storm of fire the gallant light cruiser was in shambles and sinking, and the American's gunfire should have been shifted elsewhere. Eventually Sendal's reluctance to disappear below the waves induced the Americans to waste torpedoes on her. At 1st Guadalcanal, the fact that the Hiei did not sink immediately caused the Japanese to risk other vessels in an attempt to stand by and save her. 'You've Sunk 'er!' messages and cute drawings may provide instant gratification to those easily entertained, but they introduce a false element to the simulation. ACTION STATIONS! takes a strict approach. Each ship is assigned a value called 'watertight integrity', representing a detailed assessment of the size and strength of the hull, internal subdivision, reserve bouyancy, freeboard, stability and other factors. The watertight integrity of the ship is reduced by shell hits, torpedo hits, ramming, running aground, magazine and torpedo mount explosions, fires and progressive flooding. Watertight integrity can be restored by damage control teams, who also fight fires, stop progressive flooding, protect equipment from being destroyed by fire and flooding and provide reports of the ship's status to the commanding officer. When a ship has lost its watertight integrity, the program calculates how long it will take before it sinks. Depending upon the extent of the damage it could stay afloat for hours or minutes. When additional damage occurs the program reassesses this time. A ship is only known to be sunk when it disappears. Perhaps it might leave behind a burning oil slick. Consequently, the player has the same problems as the real commander at sea, and he has the same tools with which to make a decision: - is the target under power? check the vector coming out of the target symbol on the chart display. - is the target firing? check the Battle Plot for tracers. - how many hits has he taken? check the Ship's Status and the Current Hit report. Realize, though, that they might be inaccurate - the eyes plays funny tricks on people who stare at targets 15,000 yards away. - has the target capsized? check for the capsized ship symbol on the chart (a filled-in red square). - is the target on fire? Ships on fire are circled in white on the Battle Plot. If the fire is large enough it will leave a smoke trail. And, if the target is pounded and then disappears from the Battle Plot, well, you might begin to congratulate yourself - if, of course, he hasn't slipped behind a smoke screen, or your lookouts lost him in the dark, or he passed out of radar range, or a dozen other factors. At the end of the battle you can always go to the 'Statistics' option and get a detailed summary. If that cruiser that you were sure was finished shows up in the 'heavily damaged' column instead of 'sunk' - Well, then you have discovered the frustation of the real commanders who wished they could go back and put just one more salvo into the stubborn hulk! XXVII. THE COMPUTER WARRIOR ACTION STATIONS! includes a computer opponent - crafty, cunning, ruthless, wise and not altogether humble. The Computer Warrior can be assigned to play either side. Roles are assigned during the loading phased of a scenario. The Computer Warrior cannot be assigned to play games which were saved during a two-player game. During the loading process the Computer Warrior can be assigned a skill level, varying between -3 (novice) to +3 (expert). The Computer Warrior was designed with several objectives: - to provide a tough, creditable, challenging opponent. - to provide a variety of reasonable tactical responses to given situations. Balancing these requirements was difficult. If the computer dealt with each situation with the 'textbook' response play would be stereotyped and dry. Games would be repetitive and the challenge of the simulation would be gone. Instead, we have included the possibility of unorthodox manoeuvres and daring (some would say foolhardy) tactics. When you load up, you do not know if you are going to get a pussycat or a tiger. This approach does have its risks - after all, what may be a 'daring' move in one scenario could equally be 'dumb' move in another. However, when we surveyed history, and saw the number of 'dumb' (really dumb) things done by professional naval officers in actual combat, well, we could be tolerant of such excursions by the Computer Warrior. After all, one of the keys to successful naval command is to take advantage of the enemy's mistakes. It may be that the Computer Warrior will give you a chance to practise that skill on occassion. The Computer Warrior is programmed to operate within the reasonable realm of naval tactics. You will see one- and two-pronged attacks, destroyers and cruisers either screening the battle lines or operating independently, delaying actions, and a wide range of responses to the basic mission options. Gun battle tactics are primarly drawn from U.S. tactical manuals of the period, while torpedo tactics were drawn from Japanese doctrine publications recovered from the sunken cruiser Nachi near the end of the Second World War. You have a considerable range of options if you find the Computer Warrior either too tough or too easy. You can change the skill level, or take the stronger or weaker side of the scenario and see if you can out- perform the historical result. In all, with 30 scenarios (that's 60 sides) to work through, you ought to be well employed for a few years of gaming... XXVIII. TACTICS Several years ago a reputable publisher designed a game on World War I naval combat. In the 'Designer's Notes', the author stated that, in his 'analysis', the role of the naval commander was encompassed by two questions: whether to run or to fight, and whether to close the range or open it. In the Navy, such a statement is called a 'Blivet' - that's defined as ten pounds of horse manure stuffed in a five-pound sack. If you have gotten this far in manual, you recognise the fallacy of the statement. The naval warfare of the period was complex and demanding, forcing a commander to make critical decisions constantly - How do I distribute my fire? Should I lay Smoke? Can I stay on a torpedo course to optimize my gunnery performance, or is the torpedo threat too high? Should I illuminate? How can I get to a torpedo launch position without losing all my destroyers? Stack gasses are interfering with my fire - should I slow? Should I change course and present my armour at an angle to his fire for additional protection? What will that do to my closure rate? That cruiser has a jammed rudder - should I abandon or protect it? There are a million more. What we are going to attempt now is to give you a quick tour through the basics of naval tactics. It won't be fancy or comprehensive, but it will give you a way to structure your thinking, a starting point. 1. ONE-ON-ONE: SINGLE SHIP ACTIONS In a single ship action, the object is to maximize your ship's advantages and place the enemy at a disadvantage. Let's look at daylight actions to begin with. First, you have to analyse what you have to work with. Look at the armour protection on each of the ships, and the armour penetration capability of each side's guns. Check the Armour Penetration table in this manual and determine the limiting ranges of armour penetration and consult 'RNG/PTR' from the Battle Plot or Action Menu. See if there is a range band where your guns can penetrate his armour while you are still protected from his guns. If so, that is the range that you want to establish and maintain. Don't forget to take into account the target angle as the battle progresses - you can increase the 'effective thickness' of your vertical armour by presenting it at an angle to the enemy, rather than broadside- on. However, this implies either a closing course or an opening course, which will make it harder to maintain the right range. And, if you end up changing courses too often to maintain the range, your guns will not be able to steady on target and score. The next factor you need to consider is the relative merits of the gun systems on each side. Larger guns have much more armour penetration, but fire much more slowly and have a smaller rate of hitting. Smaller guns have a smaller punch per shell but a higher rate of fire and a higher hit rate. With all else equal, if you have the smaller guns you want to close, to take advantage of the higher rate of fire and higher hit rate. At close range, a cruiser has a good chance against a battleship - it will get off two broadsides to the battleship's one, and even if it cannot get through the big armour plates it can chop up gun directors, steering gear, start fires, and blow holes in the unarmoured portions of the hull. For instance, look at what happened at 1st Guadalcanal, where the Japanese lost a battleship to cruiser fire. If you are the larger ship, you would like to keep the enemy at arms length, but you have also another consideration: ammunition supply. Big guns have small ammunition stockpiles, characteristically only 100 rounds or so per gun. If you keep the enemy too far away, you may run out of ammunition before you score enough hits for decisive effect. A good example of this is the Battle of the River Plate: Graf Spee properly kept the faster-shooting British at arms length (where they could not penetrate her armour), but managed her main battery fire so poorly that she did not score sufficient hits to have a decisive effect on the battle. She was forced to break off the action because of ammunition levels. In the absence of radar, smoke can be an asset to the weaker side. Lay a smoke screen and stay behind it - the other side now has a dilemma: is he getting away? If the big guy closes the smoke, you may be able to get to close quarters where your 'rapid-fires' have the advantage; If he does not close the smoke, you have a chance to escape. Also, if you are in a 'one-on-many' situation, you might be able to use smoke to divide the battlefield so you can isolate and attack the enemy piecemeal. Torpedoes usually have little chance to score in a one-on-one. Both sides have complete freedom of action, and may be doing a lot of bobbin' an' weavin', making it difficult to set up a torpedo shot. (At night, at closer ranges, this is of course different.) in single ship actions torpedoes serve mainly to deter a 'charge' by the enemy or to try to force the enemy away while you retreat. Torpedoes can also come into play when smoke is used and a ship blunders into another at very close range. Torpedoes really come into their own in squadron-size actions where ships are constrained to stay in formation, screen the heavies, cover the convoy or whatever. So, in a one-on-one, keep the torpedoes ready but don't bet your lifeboat seat on them. Defensively, if you get hit by a torpedo it will be a just reward for dumbness. Calculate how long it would take a torpedo run from he to thee, and NEVER maintain course and speed for that duration! 2. NIGHT ACTIONS In the war in the Pacific most the surface-to-surface actions were fought at night. Historians often reason that this was because of the dominance of the aeroplane during daylight hours. Many of them neglect to point out that the Japanese preferred night combat, trained for it, and actively sought night combat, even when they had air superiority. Why? The key is the effect of visibility on the relative capabilities of warships. The various naval treaties of the interwar years, and economic realities, forced Japan to inferiority in the number of battleships. However, Japan was given more freedom in cruiser and destroyer production. They reasoned that if they could use their cruisers and destroyers to whittle down the American battleship force, then they could engage in a decisive fleet action with a chance of success. A cruiser's or destroyer's weapon of choice against a battleship is the torpedo. However, during daylight these smaller ships would have to run the gauntlet of miles and miles of gunfire in order to reach torpedo launch positions. However, at night the battlefield is compressed. Visibility is low, and when you sight each other you might already be in torpedo range. To amplify this advantage the Japanese developed the Long Lance torpedo: long range, fast, and with twice the weight of explosives. So, the Japanese Navy trained hard for night actions, and the US Navy paid the price for their neglect in this area. The key to Japanese night tactics, then, was to effectively employ the torpedo. It helped that they had designed special night optics which usually allowed them to sight the enemy first. Their command-and-control arrangements were flexible, allowing destroyers freedom of action and room for initiative. American night action tactics were based on faulty concepts centred on the assumption of the absolute superiority of the gun. Torpedo tubes had actually been removed from US cruisers in the belief that engagement ranges would be too long to allow effective use of the torpedo. Destroyers were kept on a short leash in tight screening formations and not allowed to probe in advance of the main body where they might find better opportunities for effective torpedo attacks. One of the best way to learn how to properly handle a gun force in the face of a torpedo force is by example - and here it is suggested that you examine the track chart of the Battle of Empress Augusta Bay. The US commander cut loose his destroyers early to allow them the opportunity to employ their torpedo batteries. They operated on the flanks, with the cruisers keeping the enemy busy in the centre. The cruisers kept outside torpedo range, and counter marched several times (once making a full figure '8'!) to confound the enemy's torpedo fire control and avoid torpedo water. Of course, at that range and with all that manoeuvring the cruiser's gun batteries were less effective, but they did end up punishing the enemy in a 1 hour running gun fight. The US commander compromised optimum gun tactics, but his course of action preserved his force and confounded the enemy. The Japanese commander was convinced that he was confronted by a force twice the strength. And, most importantly, the mission was accomplished. 3. FLEET ON FLEET Books have been written on this topic - mostly bad ones. Unfortunately, most historians do not understand the equipment well enough to recognize good tactics from bad, and so there are many Blivets floating out in the world of 'popular naval history'. Those that master ACTION STATIONS! will be further along than most - ACTION STATIONS! requires you to use sound tactics or line the ocean floor. Of course, your mistakes will not be terminal, allowing you to progress up the 'learning curve', a process denied to most naval officers of the period. 3.A. THE BATTLELINE We cannot discuss all the different combinations of many v. many, so instead let's assume battleline v. battleline, with fairly balanced forces on each side. First, look at the capabilities of your heavy ships as opposed to the capabilities of the enemy's, just as you did in the one-on-one battle. Is there a favourable band range? How do the guns balance out? This analysis will help define the basic conditions of the action. The problem of decisive range again emerges: you may run out of ammo before you achieve decisive victory. So, you have to recognize the limits of effective fire and work with them. The table below is taken from USF 21 CURRENT DOCTRINE CRUISERS 1941, a US Navy tactical doctrine publication: ESTIMATED OUTER LIMIT FOR ACCURATE FIRE CONTROL - TOP SPOT TYPE OF GUN BB CA CL CL CL CALIBRE OF GUN 14" 8" 6" 5.5" 5.1" 16" ships having: MOST MODERN CONTROL AND OPTICAL GEAR 22 20 18 16 14 RECENT CONTROL AND OPTICAL GEAR 20 18 15 14 13 OBSOLESCENT CONTROL AND OPTICAL GEAR 20 18 13 12 12 Battleline tactics are centred on the power of the gun. The battleship either win on their own strengths, or they engage and pin the enemy and limit the enemy's freedom of action to allow light forces to intervene with the torpedo. The former was the US and British battleline strategy, while the latter was the philosophy of the Japanese Navy. The tactics of the battleline are not complex. The battleships must travel in close company, so that they will have a maximum arc of fire without interfering with other's line of sight to the target. The line formation is best suited for this. Ideally the line should stem on a regular course and speed with little manoeuvring in order to maximize gunnery accuracy. Splitting the battleline should only be done when you have a significant superior force. You do not want to give the enemy the opportunity to concentrate on one wing of your force and destroy it piecemeal. This could happen suddenly if the enemy is proficient with smoke screens. 3.B. DESTROYERS AND LIGHT FORCES Light forces can assist in the destruction of the enemy battleline in one of two ways: 1) it can physically score hits with gun or torpedo, or; 2) it can create a situation favourable to the friendly battleline, or unfavourable to the enemy battleline. The weapon of choice for light forces against the battleship is the torpedo. However, torpedo hits are difficult to achieve. USF 33 CURRENT DOCTRINE DESTROYERS 1940 discusses the question: 'in high visibility, a torpedo strike on enemy units free to manoeuvre at high speed rarely succeed unless the enemy can be closed to very short range. The probability of reaching short range in the face of gunfire which materially outranges the gunfire of destroyers does not appear to be favourable'. The key words are 'enemy units free to manoeuvre'. When is an enemy unit not free to manoeuvre? If the manoeuvre would place him in an unfavourable tactical situation, such as allowing the opponent to concentrate on an isolated wing of the fleet; if the manoeuvre would place him in torpedo water; if the manoeuvre would result in the force facing a superior gun force/wing of the opponent; or when the battleline is strongly engaged with the other battleline. This last is a key point. When strongly engaged, the battleline cannot afford an interruption of fire or interference with accuracy that would result in manoeuvring - it might be the edge allowing the enemy to score decisive, unanswered hits. Manoeuvring also may cause misalignment of the main body so that some of the line is at a significant greater range from the opposing force, allowing the enemy to concentrate on one wing. Another key situation is when the torpedo threat from light forces becomes so serious that the battleline commander is forced to shift main battery fire from the enemy battleline to counter the threat. Heavy caliper guns are not efficient destroyer-killers because of their low rate of fire; plus, all the time they are away from engaging the enemy battleline allows the enemy 'target practise' conditions. Consequently, the intervention of light forces can be the decisive edge for victory. Usually the destroyers should be organized into an inner and outer force. Destroyers in the inner area serves as reserves to meet enemy breakthroughs. During the engagement their primary task is the defence of the battleline. When an enemy attack develops they should move out and aggressively meet the attackers and contest control of the torpedo launching area. Only when necessary should they retire for support of the battleline, because the fire of the secondary batteries of the battleline is little greater than that developed by the destroyers, and it does not range far enough to be able to totally prevent enemy torpedo launch. Destroyers in the inner screen may be ordered to attack the enemy battle line. However, the long distance to torpedo launching positions make this a difficult task. An alternative would have the destroyers in the inner area constantly moving out to replace the attack force in the outer area which have expended their torpedoes. Destroyers in the outer area are the attack force. These forces should be positioned well in advance of the battle line. When the engagement course of the battle line is determined these destroyers should concentrate on the suitable flank, in advance of the enemy's battleline. The commander must consider from where to launch the attack and the enemy's defensive forces prior to committing the attack. Favourable areas are mostly in the sector from dead ahead to abeam of the enemy. Attacks from abaft the beam are unfavourable and should be initiated only in coordination with other forces attacking from the van, in order to limit the enemy freedom of action and to seize a favourable opportunity to launch if the enemy battleline should reverse course. Destroyer attack forces should be supported by cruisers. The cruisers assist in clearing enemy light forces from the path of the attack and draw fire away from the destroyers. The destroyers should not seek gun action with enemy defending forces. Their objective is to avoid damage so they have full speed available and full torpedo firepower intact. In cases where the enemy has strongly posted a position with defending cruisers, an alternate launch point should be considered. The destroyer attack should be coordinated with the fire engagement of the battlelines, attacks from different target angles, and other situations which would restrict the freedom of manoeuvre of the targets. Adequate forces must be concentrated to perform the assigned task, taking into account the opposition's defences. Losses are inevitable on the approach. The range should be closed until losses begin to be unacceptable in terms of the remaining torpedo firepower. In deciding when to attack, the commander is influenced by many considerations. If his battleline is superior to the enemy's the role of the light forces may be primarily defensive, to guarantee freedom of manoeuvre for his own line. If his battleline is inferior an offensive role may be required. In either case, offensive action should be aggressively sought when the enemy is inferior either in size of forces or quality. Action must be coordinated. Independent action by light forces just because a favourable situation momentarily presents itself will often be fruitless. Factors favouring the tactical offensive are: - superiority of friendly light forces. This can either be an overall superiority or a local superiority which could inflict serious losses to the enemy without serious risk. This should be undertaken cautiously, because combat for combat's sake that does not contribute to the overall battle plan may pull forces out of position. - faulty dispositions of the enemy light forces. - inferiority of the friendly battleline strength. - superior battleline strength but inferior battleline speed. The object of such an attack would be to 'fix' the enemy battle line, or so limit its freedom of action to allow the friendly battleline to close to decisive range. - positions to windward of the torpedo launching area. Smoke could be used to screen the approach of light forces. - low visibility. Any condition which allows light forces to close without being observed or taken under fire by defending forces should be seized in order to launch close range torpedo attacks. Battle situations rarely cooperate in such things, so situations may develop requiring unsupported torpedo attacks or attacks from unfavourable target angles. The most common situation where this might be required is where the friendly battleline must break engagement to escape a superior enemy force. The objective of the attack is to turn or slow the enemy. In such a case, the following are of special importance: - simultaneous attack by widely separated units make the enemy's fire distribution complicated and minimize the effectiveness of the enemy's manoeuvres to avoid torpedoes. - use of high speed and high closure rates. - use of smoke. - developing effective destroyer gunfire by a flexible approach formation. For all attacks, the quickest way to reach a position within effective torpedo range is to steer a collision course with the target (the TFC computer can help you calculate this course - just run a torpedo intercept problem using the torpedo course that is closest to the destroyer's maximum speed). Formations of attacking destroyers should make a right angle with the line of sight to the target to prevent enfilade. Courses and formations may be varied to avoid enemy opposition, or to open firing arcs of the attack force to deal with the opposition. 3.C. CRUISERS ON THE ATTACK: PRELIMINARY AND SIMULTANEOUS ATTACKS Cruisers occupy the intermediate position in strength between battleships and destroyers. While powerful, their guns do not have sufficient armour penetration power to use them against the battleline at long or intermediate ranges. Some cruisers are armed with torpedoes, but they are not suitable for attacking the battleline because of the vulnerability to cruisers to battleship main battery fire - a destroyer is not a good target for large caliper guns, or worth the ammunition expenditure, but a cruiser is a justifiable target and well worth a few main battery broadsides. Cruisers are too valuable to expend in unsupported torpedo attacks. Cruisers serve as the heavy gunpower of the light forces. The 8" batteries of heavy cruisers are primarily for the destruction of enemy cruisers. The 6" rapid fire batteries of light cruisers are designed to saturate and quickly destroy other light cruisers and destroyers. Cruisers are used to support the attacks of light forces and to defend against opposing light forces. Their role is vital, particularly since the low rate of fire of battleship main batteries are unsuitable for use against small, high speed, rapidly closing targets like attacking destroyers. These tasks require quick engagements and decisive results. Engagements at short ranges should be sought, particularly against destroyers. Neither time nor ammunition will allow engagements at over 20,000 yards for 8" gun cruisers or 16,000 yards for 6" gun cruisers. Decisive results can only be ensured by a large number of penetrative hits, so the armour penetration and the target angle of the opponent should be considered. Ammunition should not be wasted - targets should be selected with care. Crew fatigue will mount in extended long range exchanges, so the crew's 'fighting edge' should not be wasted in indecisive encounters before the 'real thing'. The PRELIMINARY ATTACK is usually made by cruisers as a prelude to launching a destroyer torpedo attack. This attack is launched with cruisers alone. Only when the available strength in cruisers is inadequate should destroyers be included in this attack. When a destroyer is committed to a preliminary attack it should not be counted upon for later participation in a destroyer attack on the battleline, because the fight for control of the torpedo launching areas will undoubtedly be close range and deadly. Destroyers participating in the preliminary attack should seize opportunities to use their torpedoes against defending cruisers. The initial disposition of the attacking force should be carefully made so that friendly vessels do not foul the torpedo lanes. The object of the preliminary attack is to destroy and disperse enemy light forces. The attack may be before or after the deployment or engagement of the battleline. The destroyer attack should follow immediately, before the enemy has time to reinforce the area. The attack must be driven home to decisive ranges. The object of the SIMULTANEOUS ATTACK is to clear the attack route of enemy forces in concert with the advance of the destroyer attack. It should be made with superior forces. Inferior forces should be used only when it is necessary to force the enemy battle line to manoeuvre or to counter enemy light forces which are threatening the friendly battleline. Again, quick and decisive results are required. The tendency will be for all the forces to converge on the same area, resulting in a general melee. Covering cruisers should close the range and remain in the van of the attacking destroyers. When control of the launch point is established, they must depart the launch point to clear the torpedo lanes. Heavy cruisers will normally operate in the outer area, and should support both preliminary and simultaneous attacks. Light cruisers should be divided between the inner and the outer area. Light cruisers in the outer area will operate in support of preliminary and simultaneous attacks. Light cruisers in the inner area may also support these attacks, but should not press home or risk serious damage since their primary responsibility is the defence of the battleline from enemy light forces. 3.D. LIGHT FORCES IN DEFENCE OF THE BATTLELINE Battleship gunfire alone is generally not sufficient to repel enemy destroyer attacks, particularly of squadron size or larger. Light cruisers particularly designed for the destroyer-killer role (such as the American Brooklyn class) are the recommended force for the inner screen. The object of the defending force would be the destruction of the attacking force before it can reach effective torpedo range. The proper stationing of this force is paramount. By interposing themselves between the attacking force and the battleline, defending cruisers can defeat attacking destroyers before they can launch their torpedoes. However, this may place them in an area where they can be engaged by the enemy battleline or enemy cruisers. In that case a command decision would be necessary to determine if the tactical situation required them to pay the cost to maintain position. This short discussion of tactics will not make you an expert - rather, it is designed to whet your appetite. All of the critical factors described are included in ACTION STATIONS! Enjoy. APPENDIX A: GLOSSARY OF TERMS AND ABBREVIATIONS ABAFT - Aft of, as in 'abaft the beam'. ACCELERATION - The rate at which ships can speed up or slow down. In the simulation it is a standard (10 knots per turn) for all ship types. ALT - Alternate. It can refer to the alternate director of the ship, which is the backup director serving the main battery, or to alternate directors serving the secondary battery. ALT SEC PORT - The alternate director serving the secondary battery with an arc of train between 210 to 330 degrees relative. ALT SEC STBD - The alternate director serving the secondary battery with an arc of train between 30 and 150 degrees relative. ALTERNATE DIRECTOR - The alternate director is the backup director to the main director, controlling the main battery. It has an arc of train between 30 and 330 degrees relative. AMIDSHIPS - Condition when the rudder is aligned along the centreline of the ship, for straight movement. Also refers to the centre area of the ship between the main battery gun mounts. AMMO - Ammunition. ARC OF TRAIN - The angle through which a gun mount, torpedo mount or gun director can train and perform its function. The angle is measured in degrees relative to the bow of the ship. Abbreviated 'arc'. AREA FIRE - The process of firing star shells at an area (without having a definite target). AUTO DIR - An option whereby the computer assigns all the gun directors of your ships to targets. AUX - Auxiliary ship. BATTERY - All of the guns of a single type on a ship are referred to as a battery. When a ship mounts several sizes of guns they are referred to as the main (or primary) battery (the largest), the secondary (the next largest), and the tertiary (the smallest). Most ships only have a primary and secondary battery. BATTERY INTERFERENCE - When a ship is firing more than one battery, the fire of one battery may interfere with the efficiency of the other. This is particularly true if the guns are open mounts (the blast impacts on crew efficiency) or during night combat (the muzzle flashes interfere with spotting the fall of shot). BB - Battleship. BC - Battlecruiser. BEARING - The direction of one point with respect to another. Bearings can be measured either as TRUE BEARINGS, where the reference is the compass (i.e. due north is 0 degrees, east 90 degrees, south 180 degrees etc.) or RELATIVE BEARINGS, where the reference is the bow of the ship (i.e. straight ahead is 0 degrees, directly aft is 180 degrees, etc.). BEARING(R) - relative bearing - see bearing. BEARING(T) - true bearing - see bearing. BOW - The front (pointy) end of the ship. Also refers to the arc of train from bearing 210 relative to 150 relative. BOW PORT - The arc of train from bearing 210 relative to 0 relative. BOW STBD - Bow starboard, the arc of train from 0 degrees relative to 150 degrees relative. BRG - Bearing. BRIDGE - The primary control station for the ship - the captain's battle station. CA - Cruiser, usually a 'heavy' cruiser mounting an 8" or greater main battery. CANX - Cancel. Pronounced 'Can-X'. CAPSIZE - When a ship loses stability and has sufficient off-centre flooding it can roll entirely over (i.e. go 'belly up'). The unit cannot fight or move, and will eventually sink. CENTRELINE - See CL. CF - Counterflooding. CL - Centreline. Also refers to the arc of train between 30 to 150 degrees relative and 210 to 330 degrees relative. Also is an abbreviation for a light cruiser. COLLISION - The process whereby two or more ships attempt to occupy the same space at the same time. If the centre point of two ships are within 450 feet of each other at the end of a turn they are considered to have collided - not exactly always precise, but is computationally fast; plus, he who cannot control his ships to that margin deserves what comes. CONTROL STATION DAMAGE - A hit on the bridge (or, if the bridge has already been destroyed, on the alternate or local control station) which temporarily paralyses command of the ship. COUNTERFLOODING - The process of flooding compartments on the opposite side of damage to correct list and prevent capsizing. Also, the process of flooding a magazine which is threatened by fire to prevent it from catastrophically blowing up. COURSE - The direction a ship is heading, measured in degrees(T). CRS - Course. DAWN - Between 0530 to 0600. The sun is not yet up, but there is sufficient light to silhouette a target against the eastern horizon. DAY - Between 0830 to 1730. DD - Destroyer. DEL - Delay, used when referring to the delay distance before a turn order is executed. DELAY DISTANCE - The distance travelled along the current course before a turn order is executed. DELAYED TURN - A turn order where a distance along the current course is travelled before the turn order is executed. DEL-PORT - A turn order where a delay distance is travelled before a turn to port is begun. DEL-STBD - A turn order where a delay distance is travelled before a turn to starboard is begun. DIR - Director; could also stand for direction (i.e. 'wind dir'). DIRECTOR - A rotating device which controls the gunfire of gun mounts by sighting and tracking the target, computing the fire control solution and transmitting firing instructions to the gun mounts. Directors can serve only one type of gun, thus they are classified as main battery directors (#1-MAIN, #2-ALT), secondary battery directors (#3 SEC STBD, #4 SEC PORT, #5 ALT SEC STBD, #6 ALT SEC PORT), or tertiary battery directors (#7 TER STBD, #8 TER PORT). DISAPPEARING GUNS - A type of shore battery where the guns are protected behind earthern or concrete embankments and mounted on elevating carriages which rise above the embankment to fire and 'disappear' to load. ENFILADE HITS - Enfilade is the condition when one ship is close to the line of fire between a ship and its target. If the enfiladed ship is close enough to the target, it may be hit by 'over' or 'short' salvos. ENDUR - Endurance. ENDURANCE - The total time an aircraft's fuel supply will allow it to remain airborne. FATIGUE - A gunnery correction factor to account for the reduced efficiency of a gun and director crew due to prolonged firing. FIRE CONTROL - The process of directing the fire of guns or torpedoes against the target. FLARES - Illumination devices dropped from aircraft on parachutes to light an area and illuminate or silhouette ships. FLOATATION - Same as Watertight integrity. FORMATION - Ships that are assigned to a group so that orders can be simultaneously issued to all of them. GLARE - Condition when reflection of the sun off the water makes spotting difficult and reduces gunnery accuracy. GUNFIRE DEGRADATIONS - A list of those factors effecting the accuracy and rate of a ship's fire. HEAVY CAL - Heavy calibre, referring to guns above 9.5". HEAVY SEAS - Weather conditions where the seas are high enough to impact on the manoeuvrability of even the largest vessels, and where platform steadiness begins to degrade director-controlled gunfire accuracy. HELM - The control station for the ship's course and speed, located on the bridge or, in emergencies, in alternate control locations. ILLUM - Illumination. This abbreviation is used when placing gun directors into 'illumination' (starshell fire) mode. ILLUMINATION FIRE - The process of assigning a director (controlling at least one gun)(or a gun mount in local control) to fire star shell to illuminate a target or an area. INTERCEPT POINT - See 'point of intercept'. INTERCEPT RANGE - The distance from the firing point of a torpedo to the point where it hits the target. JETTISON - To throw an aircraft over the side, and thus dispose of a fire hazard. ---- End of Part 2 ----CL CL CALIBRE OF GUN 14" 8" 6" 5.5" 5.1" 16" ships having: MOST MODERN CONTROL AND OPTICAL GEAR 22 20 18 16 14 Part 3... K - Kiloyards. KILOYARD - 1,000 yards. KNOT - Standard measure of speed at sea. 1 knot is one nautical mile per hour. A nautical mile is 2,000 yards or 2 KYDS. KYDS - Kiloyards. L - When this letter appears in the movement summary of a ship when issuing movement orders from the chart screen, or after the number of the lead ship in the formation summary display, it denotes that the ship is the leader of a line-ahead formation and that the following ships in the formation are ordered to automatically follow in the wake of the lead ship. LIGHT CAL - Light calibre, referring to guns under 5.3". LIGHT CONDITION - The visibility conditions due to the position of the sun: see NIGHT, DAWN, SUNRISE, DAY, SUNSET, TWILIGHT. LIGHT SEAS - Flat and calm weather conditions. LINE ABREAST - A line of bearing where the bearing between ships is 90 degrees(R) or 270 degrees(R). LINE AHEAD - An arrangement of ships where one ship is following in the wake of another at the specified interval. These ships are usually assigned to the same formation. LIST - A measure of how far a ship is off from perfectly level. A 0 degree list is flat; anything over 25 degrees of list will usually result in the ship capsizing. LOC - Local control. LOCAL CONTROL - When there are no directors to control a gum mount's fire, then the gun mount attempts to calculate its own fire control solution. This is called Local Control. Local control is inaccurate when compared to director controlled fire. Local control can also refer to any other function controlled from an emergency station i.e. steering can be controlled from a local control station. LOC MAIN A or LOC MAIN B - A virtual director simulating the local control of main battery guns. LOC PORT SEC - A virtual director simulating the local control of secondary battery guns on the port side. LOC STBD SEC - A virtual director simulating the local control of secondary battery guns on the starboard side. LOOM - The area of light surrounding a starshell, aerial flare, or a ship on fire. MAG - Magazine. MAGAZINE - Compartment used for storing ammunition. MAIN - Can either refer to the main battery (the largest guns on the ship) or the main director. MAX - Maximum. MANOEUVRING - Any change in course or speed of a ship. MEDIUM CAL - Medium calibre, referring to guns between 5.3" to 9.5". MER - Merchant ship. MIDS - Amidships. MIDS PORT - The arc of train measured from 330 degrees relative to 210 degrees relative. MIDS STBD - The arc of train measured from 30 degrees relative to 150 degrees relative. MIN - Minute or minutes. MISMATCH - Attempting to assign a gun mount to an incompatible director i.e. assigning a main battery mount to a secondary battery director, or a port side mount to a starboard side director, etc. MODERATE SEAS - Seas where the wave size is large enough to impact on the manoeuvrability of smaller vessels, and reduce the accuracy of gunfire controlled at local control stations. MT - Mount. MULTIPLE TURN - An option whereby the player can have the computer execute more than one 3 minute turn. Useful for scenarios where contact have not yet been made. NIGHT - Between 1830 to 0530. OPEN FIRE - For the first turn after a ship first commences firing on a target the spotters are coaching the fire onto the target, and so gun accuracy is reduced. ORD - Ordered. OFFSET - When firing starshells, it is often desirable to fire them slightly over the target and thus ensure a silhouette for the gunners. The OFFSET menu command allows the player to indicate the direction of the offset. PITCH - Motion of a ship which results when the sea is from a direction 20 degrees or less from ahead. Can effect gunnery or ship's manoeuvrability. PITCH/ROLL/YAW - A gunnery correction factor to take into account of ship's motion due to moderate, heavy or rough seas. POINT OF INTERCEPT - The geographic point where a torpedo spread meets the target ship. PORT - Left. (R) - When placed after the word BEARING, it indicates that it is a relative bearing. RADAR - Electronic ranging and detection device, capable of detecting ship up to the horizon. RANDOMIZE - The subprogram which redistributes the initial positions of ships in a new scenario. RANGE - The distance from one ship to another. In the game, ranges are always measured in thousand yard units, called KiloYards. RANGE CHANGE - A gunnery correction factor which accounts for rapid changes in the range between firing ship and target. RELATIVE - Bearing measured with respect to the bow of the ship. RNG - Range. ROLL - The motion of a ship which results in moderate, heavy or rough seas when the sea is between 20 degrees of the bow to 60 degrees abaft the beam. It may impact on ship's manoeuvrability and gunnery accuracy. ROUGH SEAS - Weather conditions with dangerous waves, which seriously impacts on the manoeuvrability of even the largest ships, and seriously degrades all gunfire. RUD - Rudder. RUN TIME - The time in minutes between firing a torpedo and when it is scheduled to hit the target. SALVO CHASING - Evasive manoeuvring conducted by a target ship to avoid the salvos of the enemy. Basically the captain turns the point where the last salvo fell on the theory that the firing ship will spot the miss and correct the fire away from that point. Salvo chasing interferes with the target ship's gunfire due to the constant turning, and it also slows the rate of advance. SEARCHLIGHTS - Large lights mounted on board a ship, used to illuminate other ships at night. SEC - Secondary. Can refer either to the secondary directors or the secondary battery. SEC CONN - Secondary Control - the alternate ship control station, after the bridge. SECONDARY BATTERY - The second largest size of guns on a ship. SECONDARY DIRECTOR - A gun director used to control the fire of the secondary battery. SECURE - To stop or cease, as in 'secure counterflooding'. SILHOUETTE - The condition where a ship is seen by the contrast of its dark hull against a light background. Ships may be silhouetted against the light of dawn, sunset, starshells, or fires from burning ships. SPD - Speed. SPEED - How fast a ship is going, measured in knots (nautical miles per hour). A ship going one knot will travel 100 yards every game turn (3 minutes). SPLIT FIRE - The condition when the fire of a single battery is divided and firing on different targets. SPOTTING - the process of sighting and tracking the target and correcting fire by watching the fall of previous salvos near the target. SPRAY - A gunnery correction factor which takes into account high winds whipping sea spray over gun crews and interfering with their serving the guns, or over director control instruments and interfering with the spotting process. SPREAD - More than one torpedo being fired from a mount on one turn - also called a TORPEDO SALVO. SPREAD DISTANCE - The distance in yards between torpedoes of a single spread at the point of intercept. SQUALL - A short and fairly violent rain or snow storm, characterized by very low visibility. STACK GAS - When a ship is travelling over 5 knots and is within 3 knots of its maximum speed a visible cloud is usually seen from the stack. This cloud disperses rapidly, but it can interfere with spotting if it gets between spotter and target. It also often can be spotted by the enemy before the ship is seen. STAR - Starshells. STARBOARD - Right. Also refer to the arc of train from bearing 30 degrees relative to 150 degrees relative. STARSHELLS - Shells containing a light-emitting flare and a parachute, fired to illuminate the enemy. STARSHELL COMPUTER - A special computer in the director or at gun mount local controls which control starshell (or illumination) fire. A director can be in illumination mode or gunnery mode, but not both. STBD - Starboard. STERN - The back (blunt) end of the ship. Also refer to the arc of train from bearing 30 degrees relative to bearing 330 degrees relative. STERN PORT - The arc of train from bearing 180 degrees relative to 30 degrees relative. STERN STBD - The arc of train from bearing 180 degrees relative to 30 degrees relative. SUNRISE - Between 0600 to 0800. The sun is on the horizon, causing glare problems when sighting targets to the east. SUNSET - Between 1600 to 1800. The sun is on the horizon, causing glare problems when sighting targets to the west. (T) - When placed after the word BEARING, indicates that it is a True bearing. TACTICAL DIAMETER - The diameter of the circle (or arc) made when the ship turns. In the simulation, it is standard 2,000 yards for all ship types. TAR - Target. TARGET - What you like to have, but don't want to be. TARGET ANGLE - The relative bearing upon which a target ship is presenting to an observer. For instance, observer is broad on the starboard beam of a ship, the target angle is 90; broad on the port beam would be 270 etc. TARGET MANOEUVRE - A gunnery correction factor which accounts for the reduced accuracy of gunfire when a target changes course or speed. TERTIARY BATTERY - The third largest gun battery on a ship. TERTIARY DIRECTOR - A director controlling the tertiary battery. TFC - Torpedo fire control. TFC COMPUTER - A program subroutine allowing the player to compute torpedo fire control launch courses, speed, and intercept ranges. TORP - Torpedo. TRACERS - In game use, this term means the dotted lines which appear on the chart between firing ship and target ship. Red force firing ship tracers are red, Blue force tracers are yellow (depending upon palette chosen). TRACK - The process of continuously measuring the range and bearing to a target, and computing its course and speed. The longer a director tracks a target, the more accurate are its course/speed estimates and the more accurate its fire. TRAIN - See Arc of Train. TRUE - Bearing measured with respect to compass north. Also refers to the accuracy of ACTION STATIONS! TURN - The process of going to a new course. Standard Tactical Diameter for all ship types in the simulation is 2,000 yards. TWILIGHT - Between 1800 to 1830. The sun is under the horizon but there is still enough light to silhouette targets against the western horizon. UNDER CONCENTRATED FIRE - The ship is being fired at by more guns or larger guns than it carries itself. UNDER SALVO - If three guns or less are firing on a target from a ship it is more difficult to properly spot the Mean Point of Impact (MPI) of the salvo; consequently spotting effectiveness is degraded and gunnery accuracy is reduced. VECTOR - On the chart screen, the line coming from the ship's position is called the Vector. The direction the line points is the course of the ship, and the length of the line is directly proportional to the speed. WATERTIGHT INTEGRITY - A measure of the amount of damage to a ship's hull, and how close it is to sinking. 100% means the ship is intact, 10% means it is near to sinking, etc. WEATHER LIMITED - This message indicates that the maximum speed of the ship is limited by the roughness of the sea. X-POSIT - The X position of a unit on the Cartesian coordinate system. YAW - The motion of a ship which occurs when the sea is from a direction within 30 degrees of the stern. In moderate, heavy or rough weather it may degrade ship's manoeuvrability and gunfire accuracy. Y-POSIT - The Y position of a unit on the Cartesian coordinate system. APPENDIX B: NAVAL BASICS This section provides some basic information for those not familiar with naval warfare during the period treated by ACTION STATIONS! If you haven't, glance over APPENDIX A: GLOSSARY. It defines many naval terms, and some specialized terms which have particular meanings in ACTION STATIONS! Warships are divided into types and classes. The traditional of this period are: BATTLESHIP: the largest of the combatants. It has huge naval guns (14", 15" and 16" are typical calibres), thick armour and moderate to high speed. CRUISER: is an intermediate-sized vessel, with guns between 5.5" to 12", and lighter armour. These ships were large enough for independent operations, but not strong enough to match up to a battleship. The DESTROYER is a smaller type of ship. It has small guns, high speed, and little (if any) armour. It packs a big punch by carrying a load of torpedoes, which can cripple or sink the largest warships. Speed at sea is measured in KNOTS, standing for nautical miles per hour. A nautical mile is longer than a stature (land) mile - it is 2,000 yards long. Ships underway maintain speed through the water. They will continue on a given course and speed unless orders are given to have them change. Ships are not like land units, which 'sit in place' until you give them an order - they constantly are on the move, making the battle situation rapidly-changing. A useful rule of thumb is that in a 3 minute period (the duration of a turn in ACTION STATIONS!) a ship will move 100 yards for each knot of speed. Courses are measured in degrees. Due north is 0 degrees, east is 90, south is 180 etc. You make order intermediate courses down to the degree if you choose - for instance, you can order a course of 43 degrees, or northeasterly course. Guns on board a ship are placed in gun mounts, designed to have a wide arc of fire. However, since hitting your own ship is considered bad form, they are physically limited from pointing in some RELATIVE BEARINGS. A relative bearing is the bearing measured clockwise in degrees, with the bow of the ship the 0 degree reference. In ACTION STATIONS! the arc of train is defined by the terms BOW, STERN, STARBOARD, PORT, AMIDSHIPS, AMIDSHIPS PORT, AMIDSHIPS STARBOARD, BOW PORT, BOW STARBOARD, STERN PORT AND STERN STARBOARD. Guns on ships are sometimes of varying sizes. The largest guns are the MAIN BATTERY, the next largest the SECONDARY BATTERY, and the next largest the TERTIARY BATTERY. In ACTION STATIONS! each main battery mount is individually depicted. They are identified by number, starting from the bow to the stern, with port side mounts traditionally given even numbers and starboard side mounts given odd numbers. However, to preserve memory and to make the simulation run faster the secondary and tertiary gun mounts are aggregated into four zones: guns which are mounted with BOW arcs, with STERN arc, with PORT arc or with STARBOARD arcs. The gun director is designed to control the fire of the gun batteries. Gun directors are turret-like devices located in a ship's superstructure, and have an arc of train defined just as main battery mounts. Gun directors can only control a specific battery, and only those gun mounts which are assigned to them. Gun mounts can be divided up among several directors and fire at different targets. In ACTION STATIONS! there is a standard number scheme for gun directors: Main battery gun directors: #1 MAIN #2 ALT #9 LOC MAIN A #10 LOC MAIN B Secondary battery directors: #3 SEC STBD #4 SEC PORT #5 ALT SEC STBD #6 ALT SEC PORT #11 LOC SEC STBD #12 LOC SEC PORT Tertiary battery directors: #7 TER STBD #8 TER PORT Some ships may not be equipped all of these directors. The director labelled 'LOC' are not really directors, but represent the capabilities of a gun mount to fire on targets under LOCal control, i.e. using fire control equipment installed on the gun mount. Local control 'directors' are #9, 10, 11, and 12. Tertiary battery guns do not have local control capabilities. 'LOC' directors are only considered destroyed when all the guns are destroyed. APPENDIX C. CAVEATS Creating this computer simulation for commercial use has been a challenge. Every effort was made to make it the most accurate product available - the assumption was that, for the intelligence level of those who are interested in such products, accuracy was valued more than cartoon graphics or pretty pictures. However, compromises were necessary to suit such factors as the memory size of home computers, speed of execution, and to allow a 'human engineered' format designed for clarity appropriate to a civilian audience. Plus, a bit of 'showmanship' to add flavour and excitement. For those interested in the pure simulation aspects as well as those steeped in naval history, it is only just that the author outline those areas where the simulation is not exactly true-to-life. So, the following caveats apply: Smoke screens are displayed on the Battle Plot whether they can be seen or not. No test is made for smoke screen visibility. This compromise speeds execution and saves memory. With large number of ships most of the program execution time is consumed in the visibility mode - to add smoke screen visibility would have been a bit too much. The result is that players must be aware that when they are playing a human opponent their smoke is visible, even if their ship is not. If you lay a smoke screen and intend to double back under its cover, then have the ship secure making smoke. Stack gasses are tested for the proximity of enemy ships. However, they are not checked for lines of visibility being blocked by smoke or terrain. Torpedoes are not checked for line of sight blockage by smoke, for the same reasons. Since the number of times a game situation would allow an enemy spread to be 'sighted through a smoke screen' are few, this does not have a serious impact on the simulation. Shore bombardment and PT boats 'hits' shown in the simulation are actually shells which land in the immediate area of the target. The program then determines which of these actually hit and damaged the target. So, you may score 100+ 'hits' on a 'shore battery' and still find the battery potting away at you. Really what has been reported as 'hits' has been shells falling in the 800'x800' vicinity of the target - the gun mount, director, and ammo handling facilities of the battery are much smaller (and hardened) and you may not have scored on them at all. The battery is silence either by a lucky 'direct hit' on the gun mount embrasure, or by 'cumulative damage' - disruption of the area, crew losses, etc. A cumulative damage figure is maintained (the equivalent of WTI for ships) and when this goes below 0% the battery will be silenced regardless if the guns have yet been 'physically hit'. It should be noted that shore batteries are more vulnerable to plunging fire than to short range low angle fire. The greatest caveat in the simulation has to do with close range gunnery. The simulation is a 'time-step' simulation in that an entire time period of 3 minutes is calculated at one time. So, three minutes of gunnery is 'fired', the number of 'hits' calculated, and then 'scored' in the damage process. At longer ranges with only a few hits this works well. However, at closer ranges with many hits per turn it accentuates the lethality of ship's gunnery. In reality, some of the gun mounts might have been hit early in the 3-minute period, thus reducing the number of hits. The increased lethality in the game makes close range actions (under 6,000 yards) more decisive than would have actually have been the case. One comment on the Computer Warrior - he does not cheat. The information provided to the Computer Warrior subprogram is the same as what is provided to a human player - it does not get extra information on out-of- visibility locations of ships, damage levels, future orders or anything else. The Computer Warrior does benefit in the sequence of execution: where the player enters director orders before the move is executed, the Computer Warrior enters his after execution of the movement immediately before the gunnery process. The Computer Warrior can thus take advantage of new contacts and adjust for enemy countermoves. This was considered necessary for play balance. Although the Computer Warrior does a fair job of targeting, its criteria is to maximise the number of hits. It does not take into account the tactical situation. For example, an enemy destroyer might be further away than another target but is in better position to launch torpedoes. The Computer Warrior will ignore that risk factor in favour of a closer target. Beyond that, every effort has been made to ensure that ACTION STATIONS! is a high-fidelity recreation of history. ENJOY! APPENDIX D: DATA FILES 1. GUNNERY DATA RANGE: In thousands of yards ROF: maximum rate of fire in rounds per minute AP: armour piercing capability (see AP table) AC: accuracy: E - excellent; G - good; A - average; F - fair; P - poor GUN RANGE ROF AP AC USA 18" (EXPERIMENTAL) 40.0 1.8 1 G 16"/45 1935 M6 36.9 2.0 4 A 16"/50 1919 M1/5 35.0 2.0 5 A 14"/45 M8/9/10 34.3 1.8 6 G 14"/50 M4 36.3 2.0 6 G 12"/50 1910 M7 23.5 2.4 9 F 12"/50 1940 M8 38.6 3.5 8 E 8"/55 M12/15 31.7 4.5 12 G 8"/55 M9/14 31.7 4.0 12 G 6"/53 1919 M18 26.7 6.0 13 P 6"/47 1933 M16 26.0 10.0 13 F 5"/51 M15 22.6 10.0 15 G 5"/38 1938 M12 18.2 18.0 17 G 5"/25 M13 14.5 14.0 19 F 4"/50 M8,9 20.7 16.0 19 F 3"/50 M10 13.0 10.0 21 P JAPAN 18.1"/45 1939 94th Yr 45.3 1.5 2 A 16"/45 1918 40.5 2.1 5 A 14"/45 1908 36.1 1.7 8 A 8"/50 1924 31.1 3.0 12 F 6.1"/60 1933 29.2 4.5 13 A 6"/50 1905 21.3 6.0 13 P 5.9"/40 20.0 6.0 14 F 5"/50 1915 20.7 6.0 14 A 5"/50 1926 20.1 12.0 16 A 5"/40 1930 16.2 12.0 17 A 4.7"/45 1927 17.5 10.0 16 F 3.9"/65 1938 21.3 18.0 19 A GERMANY 16"/47 1934 40.3 2.0 3 G 15"/47 1934 38.9 2.3 5 G 11"54.5 1928 46.6 3.5 10 A 8"/60 1934 39.4 5.0 11 G 5"/45 1934 20.1 12.0 16 A 5.9"/60 1925 28.1 8.0 13 F 4.1"/65 1933 19.3 18.0 19 A 3.5"/76 1932 28.1 10.0 20 F BRITAIN 16"/45 M1 41.6 1.0 3 F 15"/42 M1 29.0 2.0 8 F 14"/45 M7 38.6 1.4 7 F 8"/50 M8 30.7 4.0 12 A 7.5"/45 M6 20.5 3.0 13 P 6"/50 M16,18 25.5 8.0 13 P 5.25"/50 1938 M1 24.1 10.0 15 F 4.7" M9 17.0 12.0 17 A 4.5" M1/3/4 20.8 12.0 17 A 4"/45 M16 1937 19.0 15.0 19 F 4"/40 M19 17.0 15.0 19 F ITALY 15"/50 1934 46.2 1.3 6 P 12.6"/43.8 1934 31.3 2.0 9 P 8"/53 1927 33.4 3.8 12 P 6"/55 1936 28.2 4.6 13 P 5.3"/45 1938 21.4 7.5 14 F 4.7"/50 1926 21.4 6.3 15 F 3.9"/47 1935 16.7 8.0 20 F 3.5"/50 1938 17.5 12.0 20 F RUSSIA 16"/50 41.6 1.0 5 F 12"/52 1912 27.0 1.7 10 F 7.1"/56 1934 38.8 5.0 12 A 5.1"/50 1936 27.0 10.0 16 A 4.7"/50 15.7 8.0 17 F 3.9"/56 1934 25.9 12.0 20 A FRANCE 15"/45 1935 46.2 1.3 6 P 13.4"/45 1912 27.3 2.0 8 F 13"/52 M33 32.8 2.5 8 A 12"/45 1906 27.0 1.7 10 F 8"/50 M24 33.4 3.8 12 P 6.1"/55 M21 23.3 5.0 13 F 6"/50 M30 23.2 6.0 14 A 5.5"/40 M23 20.5 5.5 14 P 5.5" 40 M27 14.0 12.0 14 F 5.5" 45 21.0 12.0 14 F 5.1"/40 21.9 5.0 19 A 3.5"/50 17.5 12.0 20 F 2. TORPEDO DATA (Speed/range) LOW MED HIGH US MK 15 27/15 33/10 45/6 Long Lance 36/43.7 40/35 48/21.9 German G7a T1 30/13.7 40/8.2 44/5.5 British mk IX 30/12.4 35/10.5 35/10.5 Japanese 8th Year 28/21.9 32/16.4 38/10.9 Italian 21" 26/13.1 30/10 42/3.3 French 1929 D 37/13 40/9 45/7 French 1923 D 29/20 30/18 35/14 APPENDIX E - DISK DIRECTORY FLEET DISK - LANT contains ships of the German and British Navies, along with 9 historical scenarios. The BUILD SCENARIO program is also contained on this disk. FLEET DISK - PAC contains the ships of the American, Japanese and Dutch navies, along with 13 historical scenarios. FLEET DISK - MED contains ships of the Italian, Russian and French navies, along with 8 historical scenarios. The GENERATE SCENARIO program is contained on this disk. The ship classes provided give broad coverage of the major classes of warships, and include many minor, one-of-a-kind, and hypothetical or 'design only' ships. If you cannot find a particular ship class, check for the nearest equivalent. For example, there was little functional difference between the Japanese heavy cruiser classes FURUTAKA and the follow-up class AOBA, so the latter can accurately be represented by the FURUTAKA class data. British Destroyers were build in 'series', each series denoted by a letter. Several of these letter series were essentially the same ship class, and so the equivalent lettered series are grouped into one class in the game (example - code SZ will recall data for a ship which could be any of the S, T, U, V, W, OR Z series of ships). In other cases, included classes are indicated by a name in parenthesis i.e. (also Xxxxxxx). There are several unit files that are repeated on each FLEET disk. They include the merchant vessel classes, convoy, anchored objective, and shore battery units. They are duplicated on each disk for use with the GENERATE program. The other miscellaneous units (shore batteries, PT boats, minesweepers, trawlers, etc.) are contained on the PAC disk. COMMENTS ON SCENARIOS The following comments are offered to aid your selection of scenarios. Only a limited amount of information is provided so as not to spoil the 'fog of war' inherent in the initial encounter. In most cases, detailed historical information was used for the order of battle, environmental conditions, and initial positions of the forces. Sometimes in the initial positions of forces were adjusted for play balance; in other cases, only limited information was available, and so we made some estimates. In several scenarios, ships are initially damaged or have reduced capabilities due to their condition at the time of the battle. Also, some ships may indicate 'Damage Control Out', which reflects poorly trained crews with little damage control skill. One way to enjoy these games is to go into them cold, without looking at each side's initial set-up or forces. That way you have some of the 'fog of war' present in the actual engagements. Pick one side, assign the computer to command the other, and enjoy! We have included a recommendation on: - which side to have the computer play for the 'first time', to make it most challenging. - the objectives of each side. - the 'threat axis' i.e. the direction from which the enemy will most likely (approximately) appear. PAC DISK BLUE force is US/Allies RED force is Japanese HORANIU (night, DD v. DD and convoy, coastal) (HORANIU.SCN) One of the lesser-known engagements in the Pacific, probably because of it's indecisive nature. The Japanese were escorting a convoy to Horaniu - they had just repelled an air attack and were scattered when intercepted by an American force. The Japanese escorts were tired, the American force chased but could not catch, and when they returned to the area the Japanese Convoy had disappeared. COMPUTER: EITHER RED THREAT AXIS:090 BLUE THREAT AXIS:270 RED OBJECTIVE: CONVOY PROTECTION BLUE OBJECTIVE: CONVOY DESTRUCTION JAVA SEA (-day-night, CA v. CA and convoy, coastal) (JAVA_SEA.SCN) The first decisive surface action of the Pacific war. A combined Dutch- British-Australian-American force attempted to fight past a Japanese escort force to attack an amphibious group. The US cruiser Houston was without her after turret due to previous damage. The Dutch commander of the combined Allied force made several key judgement errors which severely limited the effectiveness of his force, and suffered a severe defeat. COMPUTER: RED RED THREAT AXIS: 180 BLUE THREAT AXIS: 000 RED OBJECTIVE: ENEMY FORCE DESTRUCTION BLUE OBJECTIVE: CONVOY DESTRUCTION VELLA LAVELLA (night, DD v. DD and convoy, islands) (VLAVELLA.SCN) Two widely-scattered US destroyer forces trying to intercept a Japanese convoy. A night action, but with very good visibility which negated any advantage afforded by the early-model US radar installations. COMPUTER: RED RED THREAT AXIS: 090 BLUE THREAT AXIS: 270 RED OBJECTIVE: CONVOY PROTECTION BLUE OBJECTIVE: CONVOY DESTRUCTION EMPRESS AUGUSTA BAY (night, CA v. CA, coastal) (EMPAUGST.SCN) A Japanese task force is escorting a convoy when it receives information of a US convoy. The Japanese convoy turns back while the warships steam at high speed to intercept. The US convoy is only a phantom - however, there is a US task force out to intercept them! A mid-ocean collision resulted in a donneybrook and a virtual draw. COMPUTER: EITHER RED THREAT AXIS: 160 BLUE THREAT AXIS: 340 RED OBJECTIVE: ENEMY FORCE DESTRUCTION BLUE OBJECTIVE: ENEMY FORCE DESTRUCTION VELLA GULF (night, squalls, DD v. DD, islands) (VELLA_GF.SCN) A small Japanese force of destroyers on a resupply mission is intercepted by a US destroyer force. Low visibility and rain squalls give the advantage to the US radar, which allowed an early decisive unopposed torpedo strike. (NOTE: because of disk limitations this scenario is located on the MED disk) COMPUTER: BLUE RED THREAT AXIS: 180 BLUE THREAT: 000 RED FORCE OBJECTIVE: TRANSIT SOUTH BLUE FORCE OBJECTIVE: ENEMY FORCE DESTRUCTION KULA GULF (night, CL v. DD, islands) (KULAGULF.SCN) A Japanese destroyer force on a resupply mission is surprised by a superior US task force. The Japanese ships are chopped up badly, but the Long Lance balanced the event by sinking one of the US cruisers. COMPUTER: BLUE RED THREAT AXIS: 090 BLUE THREAT AXIS: 270 RED FORCE OBJECTIVE: ESCAPE NORTH BLUE FORCE OBJECTIVE: ENEMY FORCE DESTRUCTION KOLUMBANGARA (night, squalls, CL v. CL, islands) (KOLUMBGR.SCN) Two task forces in a head-on collision. The US force had a few radar equipped ships, but the Japanese had a radar warning device which served them better. One cruiser on the US side was limited in speed due to engineering troubles. The initial brush was scored for the US force, but Japanese DDs reloaded torpedoes under cover of a rain squall and returned to score on two cruisers and a destroyer. COMPUTER: EITHER RED THREAT AXIS: 120 BLUE THREAT AXIS: 330 RED FORCE OBJECTIVE: ENEMY FORCE DESTRUCTION BLUE FORCE OBJECTIVE: ENEMY FORCE DESTRUCTION 2nd GUADALCANAL (night, BB v. BB, islands) (2ND_GUAD) The classic night battleship confrontation of the Guadalcanal campaign. A mixed and scattered Japanese force1e wants to bombard Henderson Field - a smaller US force interposed. While the Japanese caught one US BB in searchlights and concentrated on her, another US BB was able to move unobserved and decisively intervene with radar directed gunfire which left a Japanese Battlecruiser burning and out of control. COMPUTER: RED RED THREAT AXIS: 150 BLUE THREAT AXIS: 330 RED FORCE OBJECTIVE: BOMBARD LAND, ENEMY FORCE DESTRUCTION BLUE FORCE OBJECTIVE: PROTECT HENDERSON SUNDA STRAIT (night, CA v. CA + convoy, inshore) (SUNDA_ST.SCN When trying to escape the Japanese juggernaut early in the war, the cruisers Houston and Perth stumbled into a Japanese convoy and overwhelming strong escort. Houston still had her after turret out of action from a previous engagement. In one of the bravest actions of the war the Houston and Perth were eventually trapped and sunk, but not until the Japanese suffered significant losses. Let the computer take the Japanese side and see if you can match the valour of the Houston and Perth's impossible battle. COMPUTER: RED RED THREAT AXIS: 020 BLUE THREAT AXIS: 200 RED FORCE OBJECTIVE: ENEMY FORCE DESTRUCTION BLUE FORCE OBJECTIVE: ENEMY FORCE DESTRUCTION 1st. GUADALCANAL (night, BB v. CA, islands) (1ST_GUAD) A strong Japanese force intent upon the bombardment of Henderson Field was intercepted by a significantly weaker pick-up force of assorted cruisers and destroyers. Some of the US ships had radar, but this advantage was negated by poor command arrangements and inexperienced teams. The Japanese for once did not spot the Americans until the range was point-blank, and a fearfully lethal melee resulted where the quick- firing gunnery of the American ships balanced out the deadlines of the Long Lance. Both sides suffered significant losses, but Henderson was successfully protected. COMPUTER: EITHER RED THREAT AXIS: 150 BLUE THREAT AXIS: 330 RED FORCE OBJECTIVE: BOMBARD HENDERSON BLUE FORCE OBJECTIVE: DEFEND HENDERSON SINGAPORE (dawn, BB v. BC + convoy, coastal) (SINGAPORE_SCN) Another hypothetical 'what if' scenario. Three days after Pearl Harbour the British despatched the heavy ships of their Far Eastern Forces to intercept a Japanese Amphibious force. The British were attacked at sea by torpedo bombers, and lost the Prince of Wales and the Repulse. If the air strikes had not been successful, the Japanese Commander intended to deploy cruisers and destroyers for a night sweep and torpedo attack. If they were unsuccessful, he had that force backed up by battlecruisers. In this scenario we assume that the British have evaded the night sweep. They now have a decision - press on? retire? Try to defeat the Japanese forces piecemeal? Where is everybody, anyway? If you liked the Sunda Strait scenario, you will be overjoyed by this suicidal search-and-attack situation. COMPUTER: RED (Japanese) THREAT AXIS: UNDETERMINED RED FORCE OBJECTIVE: ENEMY FORCE DESTRUCTION BLUE FORCE OBJECTION: PLAYER'S CHOICE SAVO ISLAND (night, CA v. CA + convoy, islands) (SAVO.SCN) This stinging defeat of the American Navy is familiar to every student of naval warfare: a Japanese cruiser force penetrates a defended anchorage and inflicts disastrous losses on the surprised defenders. COMPUTER: EITHER RED THREAT AXIS: 120 BLUE THREAT AXIS: 300 RED FORCE OBJECTIVE: ENEMY FORCE DESTRUCTION BLUE FORCE OBJECTIVE: PROTECT THE ANCHORAGES CAPE ESPERANCE (night, CA v. CA, islands) (CAPE_ESP.SCN) A Japanese cruiser force on a bombardment mission is intercepted by a defending cruiser force. Radar and a better command structure allowed the US force to surprise and cross the enemy's 'T'. COMPUTER: EITHER RED THREAT AXIS: 180 BLUE THREAT AXIS: 000 RED FORCE OBJECTIVE: BOMBARDMENT BLUE FORCE OBJECTIVE: ENEMY FORCE DESTRUCTION KOMANDORSKI ISLANDS (dawn, CA v. CA, convoy, open sea) (KOMNDRSK.SCN) In this classic daylight action of the Pacific war, a US task force bent on intercepting a Japanese convoy finds them outnumbered by the convoy escort! A long-range action ensued until the Japanese force broke off due to low ammunition and fear of air attack. The Japanese commander was faulted for not closing the decisive range - however, US gunnery was better, and closing target would have presented the US force with a good torpedo target. (NOTE: at press time we were not yet sure we would have room for this scenario - the 31st. We list it here in the happy prospect that we will have room for it.) COMPUTER: RED RED THREAT AXIS: 180 BLUE THREAT AXIS: 000 RED FORCE OBJECTIVE: ENEMY FORCE DESTRUCTION BLUE FORCE OBJECTIVE: SURVIVAL LANT DISK - SCENARIOS RED force is British BLUE force is German RIVER PLATE (dawn, CA v. CA, open sea) (RVRPLATE.SCN) Graf Spee v. Exeter, Ajax and Achilles. The German commander used his main battery poorly, splitting his fire and constantly shifting targets. COMPUTER: EITHER RED FORCE OBJECTIVE: ENEMY DESTRUCTION BLUE FORCE OBJECTIVE: ENEMY DESTRUCTION DENMARK STRAIT (dawn, BB v. BB, open sea) (DENMRKST.SCN) Hood and Prince of Wales v. Bismark and Prinz Eugen. Hood blew up early in the engagement leaving the novice Prince of Wales (still with dockyard workers and main battery faults) to fight alone. The Germans won this one, but a hit in Bismark's fuel bunkerage eventually lead to her demise. Now, what if the Hood hadn't blown up.... COMPUTER: EITHER RED FORCE OBJECTIVE: ENEMY DESTRUCTION BLUE FORCE OBJECTIVE: DISENGAGEMENT WITHOUT DAMAGE PENANG (night, CA v. DD, islands) (PENANG.SCN) Late in the war the Nachi was discovered leaving the Indian Ocean and heading for Singapore. Some British destroyers were in position to intercept, with cruiser reinforcements on the way. Nachi's lookout and bridge watch was inefficient, allowing the British destroyers to close and execute a spectacularly successful 'star pattern' torpedo attack. Here, Nachi has a problem - should she try to bull through the British destroyers, or play cat-and-mouse and look for an opening, with the possibility that the trailing British cruisers might catch up? COMPUTER: RED RED THREAT AXIS: 020 BLUE THREAT AXIS: 180 RED FORCE OBJECTIVE: ENEMY DESTRUCTION BLUE FORCE OBJECTIVE: ESCAPE SOUTH NORWAY (day, heavy weather, low visibility, BC v. BC) (NORWAY.SCN) In the Norway Campaign there was a brush between a British and a German force. Because of heavy weather, high seas, snow squalls, high winds, and generally dreadful conditions the encounter was indecisive. This situation is almost like 'hide and go seek' - and any more information would spoil the surprise. COMPUTER: BLUE THREAT AXIS: UNDEFINED RED FORCE OBJECTIVE: ENEMY DESTRUCTION BLUE FORCE OBJECTIVE: ENEMY LOSSES, MINIMIZE OWN DAMAGE BEAR ISLAND (day, CL v. DD, open sea) (BEAR_IS.SCN) During the Murmansk Convoy battles, the British cruiser Edinburgh took a torpedo hit in the stern which crippled her. She was directed under escort to Russia. An additional escort of Russian vessels was dispatched to meet them. A German force intercepted the Edinburgh, sank her with torpedoes and silenced the escorting British destroyers for the loss of one of their own ships. The remaining Germans could have swept the sea clean, but the Russian ships arrived, and the Germans withdrew. COMPUTER: RED RED THREAT AXIS: 180 BLUE THREAT AXIS: 000 RED FORCE OBJECTIVE: SURVIVAL BLUE FORCE OBJECTIVE: ENEMY FORCE DESTRUCTION CONVOY WS-5A (day, heavy seas, low visibility, CA v. CA + convoy, open sea) (CVY_WS5A.SCN In the days of 'raider cruisers', the radar-equipped Hipper discovered a heavily-escorted British troop convoy. The usual rules of raider warfare applied - the Hipper must hit without being hurt herself. She tried to use her radar to manoeuvre for a torpedo attack, but was discovered and driven off. COMPUTER: EITHER RED OBJECTIVE: CONVOY PROTECTION BLUE OBJECTIVE: CONVOY DESTRUCTION BARENTS SEA (dawn, CA v. CL + convoy, open sea) (BARENTS.SCN) Again on the Murmansk run, a heavily escorted British Convoy in the process of regrouping after a storm was intercepted by a strong force of German heavy vessels. Low visibility and moderate seas inhibited both side's efforts to find the other. The Germans wasted several opportunities to inflict decisive damage, in the main because they were under orders not to risk their ships to any critical damage. When one of their cruisers took an engine room hit they recalled their forces. COMPUTER: EITHER RED THREAT AXIS: 270 BLUE THREAT AXIS: 090 RED FORCE OBJECTIVE: CONVOY DEFENCE BLUE FORCE OBJECTIVE: CONVOY DESTRUCTION, MINIMIZE OWN LOSSES PQ-17 (day, hypothetical, BB v. BB + convoy, open sea) (PQ-17.SCN) On the Murmansk run, convoy PQ-17 was a singular disaster. Under the threat of a sortie by a German battleship task force the British command ordered the convoy to disperse - almost all the ships were destroyed piecemeal by submarine and air attacks. In this scenario we hypothesize that the convoy did not disperse, and that the German surface forces did not turn back. The close escort cruisers must hold off the Germans until reinforcements arrive. COMPUTER: RED RED THREAT AXIS: 180 BLUE THREAT AXIS: 000 RED FORCE OBJECTIVE: CONVOY DEFENCE BLUE FORCE OBJECTIVE: ENEMY DESTRUCTION, MINIMIZE LOSSES NARVIK (day, DD v. DD + convoy, in a Fjord) (NARVIK.SCN) After the German invasion of Norway a British destroyer force penetrated a fjord to strike at the invading force. It was a close-range battle with little room for manoeuvre for either side. COMPUTER: BLUE RED THREAT AXIS: 090 BLUE THREAT AXIS: 270 RED FORCE OBJECTIVE: ENEMY FORCE DESTRUCTION BLUE FORCE OBJECTIVE: ENEMY FORCE DESTRUCTION MED DISK RED force is British BLUE force is Italian GENOA (hypothetical)(day, BB v. BB, coastal) (GENOA.SCN) Early in the Mediterranean war the British conducted a successful battleship bombardment of Genoa. An Italian fleet sent to intercept lost track due to inefficient aerial reconnaissance. This scenario begins with the British force approaching Genoa, and the Italian force at sea. The British player must shell the port facilities (and even perhaps even hit an Italian Battleship docked for repairs) and then retire; the Italian player must use his port defences, and try to get the fleet into position to intercept. In this scenario, the situation is made more difficult for the British. In the actual battle, fog hid the British ships from the shore batteries, allowing them to bombard the harbour using their spotter aircraft to direct fire. In this scenario the British player will have to fight his way through the shore batteries and harbour defences to get to his objective - but he cannot take too long, or he will be trapped. COMPUTER: BLUE RED THREAT AXIS: 000 BLUE THREAT AXIS (FLEET): 000 RED FORCE OBJECTIVE: BOMBARDMENT, ESCAPE BLUE FORCE OBJECTIVE: ENEMY DESTRUCTION SPARTIVENTO (day, BB v. BB, open sea) (SPARTVTO.SCN) The Italian Fleet went to sea to defend a convoy; the British Fleet was at sea for the same reason. They discovered each other, closed, exchanged calling cards and then withdrew with no significant damage to either side. Reading the history books published by both sides is amusing, because they both felt they were faced by a superior force! COMPUTER: EITHER THREAT AXIS: UNDEFINED RED FORCE OBJECTIVE: ENEMY DESTRUCTION BLUE FORCE OBJECTIVE: ENEMY LOSSES, MINIMIZE OWN LOSSES CAPE SPADA (day, low visibility, CL v. CL, open sea) (CP_SPADA.SCN) An Italian cruiser force stumbles into a British destroyer force and gives chase. COMPUTER: BLUE THREAT AXIS: UNDEFINED RED FORCE OBJECTIVE: ENEMY DESTRUCTION BLUE FORCE OBJECTIVE: ENEMY DESTRUCTION FORCE K (night, CL v. CA + convoy, open sea) (FORCE_K.SCN) This battle is a classic example of the effect modern technology on the battlefield. The British Force K operating out of Malta was tasked to intercept a heavily-escorted Italian convoy destined to re-supply the Afrika Korps. By effective use of radar the British force was able to sink all the merchantmen in the convoy without loss. COMPUTER: BLUE THREAT AXIS: UNDEFINED RED FORCE OBJECTIVE: CONVOY DESTRUCTION BLUE FORCE OBJECTIVE: CONVOY DEFENCE CAPE BON (night, CL v. DD, coastal) (CAPE_BON.SCN) Late in the Mediterranean war the Italians became increasingly desperate to get supplies through to North Africa, in some cases loading cruisers with hazardous deck cargoes of fuel and ammunition for a high-speed run through the British blockade. In this engagement Italian cruisers were intercepted by a radar-equipped British-Dutch destroyer force, to the severe discomfort of the cruisers. COMPUTER: BLUE RED FORCE OBJECTIVE: ENEMY DESTRUCTION BLUE FORCE OBJECTIVE: ESCAPE SOUTHEAST 2nd SIRTE (day, heavy weather, BB v. CL + convoy) (2NDSIRTE.SCN) The classic Mediterranean convoy action where a few British cruisers held off a vastly superior Italian task force. The Italian destroyers were slowed by heavy weather and could not get into position, and the Italian cruisers would not penetrate the British smoke screens for fear of a torpedo attack. No ships were lost in this engagement, but it was an eventual victory for the Italians. During the engagement the convoy was forced to alter its course away from it's destination so that they could not enter Malta under the cover of darkness; all the convoy ships were discovered at sea the next day and sunk by aircraft. For this battle to be a victory for the British, he must not alter the convoy course any further than 250 degrees(T). COMPUTER: BLUE RED FORCE OBJECTIVE: CONVOY PROTECTION ON COURSE 250-300 BLUE FORCE OBJECTIVE: CONVOY DESTRUCTION OR DIVERSION, MIN LOSSES CALABRIA (day, BB v. BB, coastal) (CALABRIA.SCN) One of the few full fleet actions of the war. The Italian force was superior to cruisers while the British force was superior in battleships. In the actual engagement the Italians could not capitalize on their cruiser superiority because of an early hit on one of their battleships which caused them enough damage to decide them to withdraw. COMPUTER: RED RED THREAT AXIS: 210 BLUE THREAT AXIS: 030 RED FORCE OBJECTIVE: ENEMY FORCE DESTRUCTION BLUE FORCE OBJECTIVE: ENEMY FORCE DESTRUCTION SHIP DATA FILES The following data files gives vital information on the ship classes available in ACTION STATIONS! KEY CLASS NAME: The full ship name is given. In the program the name is abbreviated to an 8-space limit. The lower case letters indicate those left out of the abbreviation. SPEED: in knots DIMENSIONS: length and beam, to the nearest foot A/C: maximum number of aircraft that can be carried Pts: ship points, a measure of the watertight integrity of the ship ARMAMENT: for the main battery, the first number is the number of turrets/mounts; then the number and size of guns. For secondary and tertiary battery guns, the number of guns and their size is indicated. TORPS: number of torpedo tubes and number of reloads AMMO: number of rounds in the Forward, Aft, and aMidships main battery magazine, then secondary and tertiary rounds ARMOUR: in tenths of an inch KC-face hardened class A equivalent, adjusted for angle of presentation. BB = barbette, CT = conning tower, Int = Interior (splinter) armour, Tur = Turret face (glacis) - top, Mag = Magazine belt and deck protection (total), Str = Steering belt and deck, SB = secondary battery. Note that destroyer gun shields with splinter protection only are considered as '0' armour for shell penetration purposes. Information on zone percentages, torpedo protection, list and stability, and other damage internals are maintained as propriatory data. Information on magazine capacities is sometimes estimated. FLEET DISK: PACIFIC In addition to US and Japanese Fleet units, contain all auxiliary/shore units. SHIP CLASSES AUXILIARIES, MERCHANTMEN, AND SHORE BATTERIES MERSHIPS CLASS AUXILIARY FILE: MS ('slow' cargo ship) 9 Knots, 450ft x 120ft, 0 A/C, 4 Pts, 0 Dir ARMAMENT:MAIN: 1/1-3in // // AMMO:MAIN: F 0 A 150 M 0 MERSHIPM CLASS AUXILIARY FILE: MB ('medium') 12 Knots, 450ft x 120ft, 0 A/C, 4 Pts, 0 Dir ARMAMENT: //// AMMO:MAIN: F 0 A 0 M 0 MERSHIPF CLASS AUXILIARY FILE: MF ('fast') 18 Knots, 450ft x 120ft, 0 A/C, 4 Pts, 0 Dir ARMAMENT:MAIN: 1/1-3in // // AMMO:MAIN: F 0 A 150 M 0 TANKER CLASS AUXILIARY FILE: TT 12 Knots, 450ft x 120ft, 0 A/C, 4 Pts, 0 Dir ARMAMENT:MAIN: 1/1-4in // // AMMO:MAIN: F 1 A 150 M 1 PT-BOAT FILE: PT 40 Knots, 8ft x 1ft, 0 A/C, .3Pts, 0 Dir ARMAMENT:MAIN: 2/2 - .8in // 2-0 Torps// AMMO:MAIN: F 1000 A 0 M 0 TRAWLER FILE: TW 17 Knots, 150ft x 27ft, 0 A/C, 1.14 Pts, 0 Dir ARMAMENT:MAIN: 2/2-3in/SEC: 2-8in// // AMMO:MAIN: F 0 A 0 M 200//SB 400 LAND TARGet FILE: LT (an area land target with minor defences, for shore bombardment objective) 0 Knots, 0ft x 0ft, 4 A/C, 100 Pts, 0 Dir ARMAMENT:MAIN: 1/1-3in// // AMMO:MAIN: F 100 A 0 M 0 ANCHored OBJective FILE: AO (a group of ships - 2 knots to prevent unrealistically long torp hits) 2 Knots, 540ft x 54ft, 0 A/C, 100 Pts, 0 Dir ARMAMENT:// // AMMO:MAIN: F 0 A 0 M 0 Shore BATtery - 5IN FILE: S5 0 Knots, 0ft x 0ft, 0 A/C, 50 Pts, 1 Dir ARMAMENT:MAIN: 2/4-5in// // AMMO:MAIN: F 1000 A 0 M 0 ARMOUR (x10): Belt=0, Deck=0, BB=0, CT=0, Int=0 Tur 40-0, Mag=180-180, Str=0-0, SB=0 Shore BATtery - 8IN FILE: S8 0 Knots, 0ft x 0ft, 0 A/C, 75 Pts, 1 Dir ARMAMENT:MAIN: 2/4-8in// // AMMO:MAIN: F 1000 A 0 M 0 ARMOUR (x10): Belt=0, Deck=0, BB=0, CT=0, Int=0 Tur 40-0, Mag=180-180, Str=0-0, SB=0 Shore BATtery - 14In FILE: SX 0 Knots, 0ft x 0ft, 0 A/C, 200 Pts, 1 Dir ARMAMENT:MAIN: 2/4-14in// // AMMO:MAIN: F 1000 A 0 M 0 ARMOUR (x10): Belt=0, Deck=0, BB=0, CT=0, Int=0 Tur 140-0, Mag=180-180, Str=0-0, SB=0 Shore BATtery - 14IN FILE: SQ 0 Knots, 0ft x 0ft, 0 A/C, 100 Pts, 1 Dir ARMAMENT:MAIN: 4/12-14in// // AMMO:MAIN: F 2000 A 0 M 0 ARMOUR (x10): Belt=0, Deck=0, BB=0, CT=0, Int=0 Tur 140-0, Mag=180-180, Str=0-0, SB=0 CONVOY FILE: CY (represents an entire convoy) 11 Knots, 1200ft x 120ft, 0 A/C, 100 Pts, 0 Dir ARMAMENT:MAIN: 2/4-3in// // AMMO:MAIN: F 200 A 200 M 0 MINESWEeper FILE: MW 17 Knots, 230ft x 33ft, 0 A/C, 1.74 Pts, 0 Dir ARMAMENT:MAIN: 2/2-4in/SEC: 2-.8in// // AMMO:MAIN: F 0 A 0 M 200 //SB 300 UNITED STATES: BATTLESHIPS NEVADA CLASS BATTLESHIP FILE: NE (Featuring a combination of triple and double main battery turrets) 20 Knots, 575ft x 108ft, 0 A/C, 49.5 Pts, 6 Dir ARMAMENT:MAIN: 4/10-14in/SEC: 16-5in// // AMMO:MAIN: F 500 A 500 M 0 //SB 4800 ARMOUR (x10): Belt=135, Deck=45, BB=135, CT=160, Int=15 Tur 180-50, Mag=135-50, Str=100-35, SB=5 NEVADA 41 CLASS BATTLESHIP FILE: N1 (Post-Pearl Harbour modifications) 20 Knots, 575ft x 108ft, 3 A/C, 49.5 pts, 8 Dir ARMAMENT:MAIN: 4/10-14in,/SEC: 12-5in/TER: 8-5in// // AMMO:MAIN: F 500 A 500 M 0//SB 2400//TB 2000 ARMOUR (x10) Belt=135, Deck 40, BB=135, CT=160, Int=6 Tur 160-50, Mag=135-40, Str=100-40, SB=8 NEW YORK CLASS BATTLESHIP FILE: NY (Early 14" gun design with turret amidships) 21 Knots, 565ft x 106ft, 3 A/C, 46.95 Pts, 8 Dir ARMAMENT:MAIN: 5/10-14in/SEC: 16-5in/TER: 8-3in// // AMMO:MAIN: F 400 A 400 M 200//SB 4000//TB 2400 ARMOUR (x10): Belt=120, Deck=60, BB=120, Ct=160, Int=15 Tur 120-40, Mag=120-60, Str=60-30, SB=90 MODified PENNSylvania CLASS BATTLESHIP FILE: PE (Powerful main battery, good protection) 21 Knots, 600ft x 106ft, 4 A/C, 52 Pts, 8 Dir ARMAMENT:MAIN: 4/12-14in/SEC: 12-5in/TER: 8-5in// // AMMO:MAIN: F 600 A 600 M 0//SB 3000//TB 3600 ARMOUR (x10): Belt=140, Deck=80, BB=140, CT=160 Int=16 Tur 180-50, Mag=140-80, Str=140-80, SB=5 PENNSYLVania CLASS BATTLESHIP FILE: PM (Post-Pearl Harbour modifications) 21 Knots, 600ft x 106ft, 4 A/C, 53.5 Pts, 6 Dir ARMAMENT:MAIN: 4/12-14in/SEC: 16-5in// // AMMO:MAIN: F 660 A 660 M 0 //SB: 6600 ARMOUR (x10): Belt=140, Deck=50, BB=140, CT=160 Int=16 Tur 180-50, Mag=140-50, Str=140-50, SB=25 New MEXICO CLASS BATTLESHIP FILE: NM (Similar to Pennysylvanias, underwater protection difference) 21 Knots, 600ft x 106ft, 4 A/C, 52 pts, 8 Dir ARMAMENT:MAIN: 4/12-14in/SEC: 12-5in/TER: 8-5in// // AMMO:MAIN: F 600 A 600 M 0 //SB 3000//TB3600 ARMOUR (x10): Belt=140, Deck=80, BB=140, CT=160 Int=16 Tur 180-50, Mag=140-80, Str=140-80, SB=5 COLORado MODified CLASS BATTLESHIP FILE: CO (Pennysylvanias with 16" main battery) 21 Knots, 600ft x 106ft, 4 A/C, 52 Pts, 8 Dir ARMAMENT:MAIN: 4/8-16in/SEC: 12-5in/TER: 8-5in// // AMMO:MAIN: F 600 A 600 M 0//SB 3000//TB 3600 ARMOUR (x10): Belt=140, Deck=80, BB=140, CT=160, Int=16 Tur 180-50, Mag=140-80, Str=140-80, SB=5 COLORADO CLASS BATTLESHIP FILE: CM (Post-Pearl Harbour modifications) 21 Knots, 600ft x 106ft, 4 A/C, 53.5 Pts, 6 Dir ARMAMENT:MAIN: 4/8-16in/SEC:16-5in// // AMMO:MAIN: F 660 A 660 M 0//SB 6600 ARMOUR (x10): Belt=140, Deck=50, BB=140, CT=160 Int=16 Tur 180-50, Mag=140-50, Str=140-50, SB=25 SD-1917 CLASS BATTLESHIP FILE: SA (The 1917 South Dakota class, cancelled Washington Naval Treaty) 23 Knots, 660ft x 106ft, 4 A/C, 63 Pts, 8 Dir ARMAMENT:MAIN: 4/12-16in/SEC: 16-6in/TER: 4-3in//2-12 Torps// AMMO:MAIN: F 400 A 400 M 0//SB 4000//TB 800 ARMOUR (x10): Belt=136, Deck=39, BB=135, CT=160 Int=22 Tur 180-50, Mag=160-70, Str=80-60, SB=10 LEXINGTon CLASS BATTLESHIP FILE: LX (Battlecruisers, cancelled by Washington Naval Treaty) 32 Knots, 850ft x 105ft, 0 A/C, 62.25 Pts, 8 Dir ARMAMENT:MAIN: 4/8-16in/SEC: 16-6in/TER: 6-3in//4-12 Torps// AMMO:MAIN: F 800 A 800 M 0//SB 3600//TB 1800 ARMOUR (x10): Belt=87, Deck=43, BB=140, CT=160 Int=15 Tur 140-50, Mag=88-50, Str=87-50, SB=0 North CAROLINa CLASS BATTLESHIP FILE: NC (Powerful successful warship class) 28 Knots, 714ft x 108ft, 4 A/C, 58.85 Pts, 6 Dir ARMAMENT:MAIN: 3/9-16in/SEC: 20-5 in// // AMMO:MAIN: F 1113 A 557 M 0//SB 8800 ARMOUR (x10): Belt=147, Deck=77, BB=160, CT=160 Int=6 Tur 160-70, Mag=160-77, Str=118-70, SB=20 South DAKOTA CLASS BATTLESHIP FILE: SD (This class featurs inset belt armour - a poor feature) 28 knots, 666ft x 106ft, 4 A/C, 58.85 Pts, 6 Dir ARMAMENT:MAIN: 3/9-16in/SEC: 20-5in// // AMMO:MAIN: F 1113 A 557 M 0//SB 8800 ARMOUR (x10): Belt=29, Deck=72, BB=174, CT=160 Int=145 Tur 180-73, Mag=160-77, Str=118-60, SB=20 IOWA CLASS BATTLESHIP FILE: IO (Successful, powerful, robust battleship class) 33 Knots, 861ft x 108ft, 4 A/C, 67.55 Pts, 6 Dir ARMAMENT:MAIN: 3/9-16in/SEC: 20-5in// // AMMO:MAIN: F 1113 A 557 M 0//SB 8800 ARMOUR (x10): Belt=173, Deck=138, BB=174, CT=175 Int=25 Tur 200-73, Mag=173-138, Str=135-62, SB=20 MONTANA CLASS BATTLESHIP FILE: MN (Iowa, lengthened to add a 16" turret, cancelled before war's end) 28 Knots, 890ft x 121ft, 4 A/C, 70.5 Pts, 6 Dir ARMAMENT:MAIN: 4/12-16in/SEC: 20-5in// // AMMO:MAIN: F 1113 A 1113 M 0 //SB 8800 ARMOUR (x10): Belt=221, Deck=70, BB=210, CT=180 Int=70 Tur 180-78, Mag=290-80, Str=180-70, SB=20 ARKANSAS CLASS BATTLESHIP FILE: AK 24 Knots, 555ft x 108ft, 3 A/C, 46.5 Pts, 8 Dir ARMAMENT:MAIN: 6/12-12in/SEC: 16-5in/TER: 8-3in// // AMMO:MAIN: F 400 A 400 M 400 //SB 4000 //TB 2400 ARMOUR (x10): Belt=100, Deck=47, BB=110, CT=120 Int=10 Tur 120-40, Mag=110-48, Str=50-30, SB=65 IV-2 CLASS BATTLESHIP FILE: IV (Design study for the 'maximum battleship', limited by Panama Canal) 25 Knots, 975ft x 108ft, 2 A/C, 77 Pts, 8 Dir ARMAMENT:MAIN: 5/15-18in/SEC: 20-6in/TER: 6-3in//8-0 Torps// AMMO:MAIN: F 400 A 600 M 0 //SB 4000//TB 1200 ARMOUR (x10): Belt=160, Deck=75, BB=150, CT=160 Int=25 Tur 210-70, Mag=185-75, Str=160-50, SB=10 UNITED STATES CRUISERS OMAHA CLASS CRUISER FILE: OM (Obsolescent fire control, but a US cruiser with torpedoes) 33 Knots, 550ft x 55ft, 2 A/C, 17.72 Pts, 2 Dir ARMAMENT:MAIN: 6/10-6in/SEC: 8-3in//6-0 Torps// AMMO:MAIN: F 1800 A 1200 M 0//SB 16000 ARMOUR (x10): Belt=30, Deck=15, BB=5, CT=13 Int=5 Tur 5-5, Mag=30-15, Str=30-15, SB=0 PENSACOLa CLASS CRUISER FILE: PA ('Tin-clad' cruiser built under treaty limitations) 32 Knots, 570ft x 65ft, 4 A/C, 21.36 Pts, 4 Dir ARMAMENT:MAIN: 4/10-8in/SEC: 8-5in// // AMMO:MAIN: F 750 A 750 M 0 //SB 1200 ARMOUR (x10): Belt=30, Deck=10, BB=8, CT=13 Int=0 Tur 25-15, Mag=40-18, Str=30-10, SB=0 NORTHAMPton CLASS CRUISER FILE: NN 32 Knots, 582ft x 66ft, 4 A/C, 21.36 Pts, 4 Dir ARMAMENT:MAIN: 3/9-8in/SEC: 8-5in// // AMMO:MAIN: F 933 A 468 M 0 //SB 800 ARMOUR (x10): Belt=38, Deck=10, BB=15, CT=0 Int=0 Tur 25-15, Mag=38-20, Str=30-10, SB=0 PORTLAND CLASS CRUISER FILE: PO 32 Knots, 582ft x 66ft, 4 A/C, 21.36 Pts, 4 Dir ARMAMENT:MAIN: 3/9-8in/SEC: 8-5in// // AMMO:MAIN: F 933 A 468 M 0 //SB 800 ARMOUR (x10): Belt=58, Deck=25, BB=15, CT=13 Int=0 Tur 25-15, Mag=58-30, Str=23-25, SB=0 NEW ORLEAns CLASS CRUISER FILE: NW 32 Knots, 578ft x 62ft, 4 A/C, 23.65 Pts, 4 Dir ARMAMENT:MAIN: 3/9-8in/SEC: 8-5in// // AMMO:MAIN: F 933 A 468 M 0 //SB 800 ARMOUR (x10): Belt=58, Deck=30, BB=50, CT=80 Int-0 Tur 50-28, Mag=58-30, Str=50-30, SB=0 BROOKLYN CLASS CRUISER FILE: BR (Large and effective rapid fire gun battery - a destroyer killer) 32 Knots, 800ft x 62ft, 4 A/C, 22.89 Pts, 4 Dir ARMAMENT:MAIN: 5/15-6in/SEC: 8-5in// // AMMO:MAIN: F 2700 A 1800 M 0 //SB 1600 ARMOUR (x10): Belt=56, Deck=20, BB=60, CT=80 Int=0 Tur 65-28, Mag=56-20, Str=56-20, SB=0 ATLANTA CLASS CRUISER FILE: AA (Anti-aircraft cruiser, deadly in close range v. destroyers) 33 Knots, 520ft x 53ft, 0 A/C, 17.77 Pts, 2 Dir ARMAMENT:MAIN: 8/16-5in/SEC: 8-8in//8-0 Torps// AMMO:MAIN: F 2625 A 2625 M 1750 //SB 4000 ARMOUR (x10): Belt=38, Deck=13, BB=13, CT=25 Int=0 Tur 13-13, Mag=38-18, Str=38-13, SB=10 CLEVELANd CLASS CRUISER FILE: CL (Brooklyn, substituting extra armour for one turret - top heavy) 32 Knots, 600ft x 64ft, 4 A/C, 21.84 Pts, 6 Dir ARMAMENT:MAIN: 4/12-6in/SEC: 12-5in// // AMMO:MAIN: F 1800 A 1800 M 0 //SB 6000 ARMOUR (x10): Belt=53, Deck=20, BB=60, CT=50 Int=6 Tur 60-30, Mag=59-20, Str=47-20, SB=8 ALASKA CLASS CRUISER FILE: AL (The larger guns do not make up for the lower volume of fire) 33 Knots, 791ft x 91ft, 4 A/C, 50.43 Pts, 6 Dir ARMAMENT:MAIN: 3/9-12in/SEC: 12-5in// // AMMO:MAIN: F 660 A 330 M 0 //SB 6000 ARMOUR (x10): Belt=80, Deck=50, BB=130, CT=108 Int=10 Tur 128-50, Mag=80-50, Str=110-40, SB=0 UNITED STATES - DESTROYERS FLETCHER CLASS DESTROYER FILE: FL (The classic - powerful, durable, well-balanced) 35 Knots, 369ft x 40ft, 0 A/C, 5.4 Pts, 2 Dir ARMAMENT:MAIN: 5/5-5in/SEC: 24-.8in//10-0 Torps// AMMO:MAIN: F 850 A 1275 M 0 //SB10000 ARMOUR (x10): Belt=8, Deck=5, BB=0, CT=5 Int=0 Tur 5-5, Mag=8-5, Str=8-5, SB=0 PORTER CLASS DESTROYER FILE: PR (Tended to be top-heavy) 37 Knots, 372ft x 37ft, 0 A/C, 4.16 Pts, 2 Dir ARMAMENT:MAIN: 4/8-5in/SEC: 10-.8in// 8-8 Torps// AMMO:MAIN: F 1200 A 1200 M 0 //SB 2000 ARMOUR (x10): Belt=0, Deck=0, BB=0, CT=5 Int=0 Tur 5-5, Mag=8-0, Str=0-0, SB=0 GRIDLEY CLASS DESTROYER FILE: GR 38 Knots, 334ft x 36ft, 0 A/C, 4.7 Pts, 1 Dir ARMAMENT:MAIN: 4/4-5in/SEC: 4-.8in// 16-0 Torps// AMMO:MAIN: F 600 A 600 M 0 //SB 600 ARMOUR (x10): Belt=0, Deck=0, BB=0, CT=0 Int=0 Tur 0-0, Mag=0-0, Str=0-0, SB=0 FOUR PIPEer CLASS DESTROYER FILE: FP (Officially 'Wickee/Clemson' class, WWI vintage) 35 Knots, 310ft x 31ft, 0 A/C, 2.32 Pts, 1 Dir ARMAMENT:MAIN: 4/4-4in/SEC: 1-3in// 12-0 Torps// AMMO:MAIN: F 200 A 200 M 400 //SB 200 ARMOUR (x10) Belt=0, Deck=0, BB=0, Ct=0 Int=0 Tur 0-0, Mag=8-0, Str=0-0, SB=0 FARRAGUT CLASS DESTROYER FILE: FT 36 Knots, 330ft x 35ft, 0 A/C, 4.46 Pts, 1 Dir ARMAMENT:MAIN: 5/5-5in/SEC: 2-.8in// 8-0 Torps// AMMO:MAIN: F 600 A 900 M 0 //SB 1000 ARMOUR (x10): Belt=0, Deck=0, BB=0, CT=0 Int=0 Tur 0-0, Mag=0-0, Str=0-0, SB=0 MAHAN CLASS DESTROYER FILE: MH 36 Knots, 334ft x 35ft, 0 A/C, 4.69 Pts, 1 Dir ARMAMENT:MAIN: 5/5-5in/SEC: 3-.8in// 12-0 Torps// AMMO:MAIN: F 600 A 900 M 0 //SB 800 ARMOUR (x10): Belt=0, Deck=0, BB=0, CT=0 Int=0 Tur 0-0, Mag=0-0, Str=0-0, SB=0 SOMERS CLASS DESTROYER FILE: SO (Porter class, without the large alternate gun director) 35 Knots, 371ft x 36ft, 0 A/C, 5.74 Pts, 1 Dir ARMAMENT:MAIN: 4/8-5in/SEC: 10-.8in// 12-0 Torps// AMMO:MAIN: F 1200 A 1200 M 0 //SB 3000 ARMOUR (x10): Belt=0, Deck=0, BB=0, CT=5 Int=0 Tur 5-5, Mag=8-0, Str=0-0, SB=0 SAMPSON CLASS DESTROYER FILE: SM 37 Knots, 371ft x 36ft, 0 A/C, 5.74 Pts, 1 Dir ARMAMENT:MAIN: 4/8-5in/SEC: 10-.8in// 12-0 Torps// AMMO:MAIN: F 1200 A 1200 M 0 //SB 2000 ARMOUR (x10): Belt=0, Deck=0, BB=0, CT=5 Int=0 Tur 5-5, Mag=8-0, Str=0-0, SB=0 SIMS CLASS DESTROYER FILE: SS 37 Knots, 341ft x 36ft, 0 A/C, 4.97 pts, 1 Dir ARMAMENT:MAIN: 5/5-5in/SEC: 3-.8in// 8-0 Torps// AMMO:MAIN: F 600 A 900 M 0 //SB 1500 ARMOUR (x10): Belt=0, Deck=0, BB=0, CT=0 Int=0 Tur 5-5, Mag=0-0, Str=0-0, SB=0 BENSON CLASS DESTROYER FILE: BE 36 Knots, 341ft x 36ft, 0 A/C, 4.97 Pts, 1 Dir ARMAMENT:MAIN: 5/5-5in/SEC: 8-.8in// 10-0 Torps// AMMO:MAIN: F 600 A 900 M 0 //SB 4000 ARMOUR (x10): Belt=0, Deck=0, BB=0, CT=0 Int=0 Tur 5-5, Mag=0-0, Str=0-0, SB=0 BRISTOL CLASS DESTROYER FILE: BL 36 knots, 341ft x 36ft, 0 A/C, 5.02 Pts, 1 Dir ARMAMENT:MAIN: 4/4-5in/SEC: 6-.8in// 5-0 Torps// AMMO:MAIN: F 600 A 900 M 0 //SB 3000 ARMOUR (x10): Belt=0, Deck=0, BB=0, CT=0 Int=0 Tur 5-5, Mag=0-0, Str=0-0, SB=0 BENHAM CLASS DESTROYER FILE: BM 38 Knots, 334ft x 36ft, 0 A/C, 4.7 Pts, 1 Dir ARMAMENT:MAIN: 4/4-5in/SEC: 4-.8in// 8-0 Torps// AMMO:MAIN: F 600 A 600 M 0 //SB 1000 ARMOUR (x10): Belt=0, Deck=0, BB=0, CT=0 Int=0 Turr 0-0, Mag=0-0, Str=0-0, SB=0 NETHERLANDS DERUYTER CLASS CRUISER FILE: DR 32 Knots, 551ft x 51ft, 2 A/C, 15.08 Pts, 2 Dir ARMAMENT:MAIN: 4/7-5.9in// // AMMO:MAIN: F 750 A 1000 M 0 ARMOUR (x10): Belt=30, Deck=13, BB=20, CT=10 Int=0 Tur 40-20, Mag=30-13, Str=20-0, SB=8 JAVA CLASS DESTROYER FILE: JV (8 mount limit forced a consolidation into 'twins' turrets) 30 Knots, 509ft x 53ft, 2 A/C, 14 Pts, 2 Dir ARMAMENT:MAIN: 8/10-5.9in// // AMMO:MAIN: F 300 A 300 M 900 ARMOUR (x10): Belt=30, Deck=10, BB=20, CT=50 Int=0 Tur 40-40, Mag=20-10, Str=0-0, SB=0 VANGHENT CLASS DESTROYER FILE: VG 32 Knots, 307ft x 32ft, 0 A/C, 3.28 Pts, 1 Dir ARMAMENT:MAIN: 4/8-4.7in/SEC: 2-3in// 6-0 Torps// AMMO:MAIN: F 600 A 600 M 0 //SB 600 ARMOUR (x10): Belt=0, Deck=0, BB=0, CT=0 Int=0 Tur 0-0, Mag=0-0, Str=0-0, SB=0 IMPERIAL JAPANESE NAVY - BATTLESHIPS KONGO CLASS BATTLESHIP FILE: KN (Actually a battlecruiser, British design) 30 Knots, 720ft x 101ft, 3 A/C, 47.25 Pts, 6 Dir ARMAMENT:MAIN: 4/8-14in/SEC: 14-6in// // AMMO:MAIN: F 400 A 400 M 0 //SB ARMOUR (x10): Belt=80, Deck=48, BB=100, CT=80 Int=0 Tur 110-48, Mag=80-48, Str=30-30, SB=60 FUSO CLASS BATTLESHIP FILE: FO 24 Knots, 689ft x 109ft, 3 A/C, 50.2 Pts, 8 Dir ARMAMENT:MAIN: 6/12-14in/SEC: 14-6in/TER: 8-5in// // AMMO:MAIN: F 400 A 400 M 400 //SB 2800//TB 2400 ARMOUR (x10) Belt=120, Deck=47, BB=120, CT=120 Int=0 Tur 120-48, Mag=120-48, Str=30-30, SB=60 TOSA CLASS BATTLESHIP FILE: KA (Under construction when cancelled by Washington Naval Treaty) 26 Knots, 760ft x 100ft, 2 A/C, 58.4 Pts, 8 Dir ARMAMENT:MAIN: 5/10-16in/SEC: 20-5.5in/TER: 8-5in// 8-0 Torps// AMMO:MAIN: F 400 A 600 M 0 //SB 6000//TB 2400 ARMOUR (x10): Belt=127, Deck=55, BB=110, CT=140 Int=30 Tur 110-70, Mag=129-60, Str=90-55, SB=10 AMAGI CLASS BATTLESHIP FILE: AM (Another design study warship) 30 Knots, 820ft x 101ft, 2 A/C, 60.75 Pts, 8 Dir ARMAMENT:MAIN: 5/10-16in/SEC: 16-5.5in/TER: 4-5in// 8-0 Torps// AMMO:MAIN: F 400 A 600 M 0 //SB 6000//TB 1200 ARMOUR (x10): Belt=100, Deck=40, BB=110, CT=140 Int=30 Tur 110-70, Mag=115-40, Str=90-40, SB=10 -13- CLASS BATTLESHIP FILE: 13 (design, predecessor of Yamato) 30 Knots, 900ft x 101ft, 2 A/C, 61 Pts, 8 Dir ARMAMENT:MAIN: 4/8-18.1in/SEC: 16-5.5in/TER: 4-4.7in// 8-0 Torps// AMMO:MAIN: F 360 A 360 M 0 //SB 3200//TB 800 ARMOUR (x10): Belt=149, Deck=50, BB=110, CT=140 Int=30 Tur 110-70, Mag=150-50, Str=110-50, SB=10 YAMATO CLASS BATTLESHIP FILE: YA (Hard to hurt. Slow guns, but when hit the target knows it) 27 Knots, 840ft x 128ft, 6 A/C, 74 Pts, 8 Dir ARMAMENT:MAIN: 3/9-18.1in/SEC: 6-6.1in/TER: 24-5in// // AMMO:MAIN: F 600 A 300 M 0 //SB 1800//TB 7200 ARMOUR (x10): Belt=207, Deck=79, BB=220, CT=112 Int=0 Tur 260-106, Mag=194-79, Str=142-79, SB=10 NAGATO CLASS BATTLESHIP FILE: NO 25 Knots, 725ft x 114ft, 3 A/C, 57.39 Pts, 8 Dir ARMAMENT:MAIN: 4/8-16in/SEC: 18-5.5in/TER: 8-5in// // AMMO:MAIN: F 400 A 400 M 0 //SB 5400//TB 2400 ARMOUR (x10): Belt=118, Deck=71, BB=167, CT=146 Int=30 Tur 140-70, Mag=118-70, Str=70-30, SB=10 IMPERIAL JAPANESE NAVY - CRUISERS NAKA CLASS CRUISER FILE: NA (sturdy and servicable with a good war record) 35 Knots, 520ft x 47ft, 1 A/C, 10.39 Pts, 1 Dir ARMAMENT:MAIN: 7/7-5.5in/SEC: 2-5in// 8-8 Torps// AMMO:MAIN: F 800 A 600 M 0 //SB 400 ARMOUR (x10): Belt=20, Deck=15, BB=0, CT=0 Int=0 Tur 0-0, Mag=20-15, Str=0-0, SB=0 YUBARI CLASS CRUISER FILE: YU (small, almost a large destroyer) 32 Knots, 450ft x 39ft, 0 A/C, 7.56 Pts, 2 Dir ARMAMENT:MAIN: 4/6-5.5in// 4-0 Torps// AMMO:MAIN: F 600 A 600 M 0 ARMOUR (x10): Belt=20, Deck=0, BB=0, CT=0 Int=0 Tur 5-0, Mag=20-5, Str=0-0, SB=0 FURUTAKA CLASS CRUISER FILE: FA (main battery not safely armoured, but hull durable in a fight) 33 Knots, 595ft x 57ft, 2 A/C, 20.23 Pts, 4 Dir ARMAMENT:MAIN: 3/6-8in/SEC: 4-4.7in// 8-8 Torps// AMMO:MAIN: F 600 A 300 M 0 //SB 800 ARMOUR (x10): Belt=30, Deck=15, BB=10, CT=10 Int=0 Tur 10-10, Mag=30, Str=0-0, SB=0 NACHI CLASS CRUISER FILE: NI (With the Long Lance battery, excellent but poor turret armour) 33 Knots, 661ft x 68ft, 2 A/C, 24.07 Pts, 4 Dir ARMAMENT:MAIN: 5/10-8in/SEC: 8-5in// 16-16 Torps// AMMO:MAIN: F 900 A 600 M 0 //SB 2400 ARMOUR (x10): Belt=45, Deck=25, BB=15, CT=15 Int=0 Tur 15-10, Mag=45-50, Str=25-25, SB=7 MOGAMIS CLASS CRUISER FILE: MS (Mogami with the original main battery guns - good, but top-heavy) 36 Knots, 661ft x 68ft, 3 A/C, 22.4 Pts, 4 Dir ARMAMENT:MAIN: 5/15-6.1in/SEC: 8-5in// 12-12 Torps// AMMO:MAIN: F 2000 A 1500 M 0 //SB 2400 ARMOUR (x10): Belt=45, Deck=15, BB=10, CT=15 Int=0 Tur 10-10, Mag=50-50, Str=20-15, SB=7 MOGAMIS CLASS CRUISER FILE: MS (8" gun conversion. Less top-heavy, but gun gives lower hit rate) 34 Knots, 661ft x 68ft, 3 A/C, 24.4 Pts, 4 Dir ARMAMENT:MAIN: 5/10-8in/SEC: 8-5in// 12-12 Torps// AMMO:MAIN: F 900 A 600 M 0 //SB 2400 ARMOUR (x10): Belt=45, Deck=15, BB=10, CT=15 Int=0 Tur 10-10, Mag=50-50, Str=20-15, SB=7 TONE CLASS CRUISER FILE: TO (a successful recce cruiser with fantail devoted to float planes) 35 Knots, 650ft x 60ft, 5 A/C, 26.85 Pts, 4 Dir ARMAMENT:MAIN: 4/8-8in/SEC: 8-5in// 12-12 Torps// AMMO:MAIN: F 800 A 800 M 0 //SB 6400 ARMOUR (x10): Belt=40, Deck=20, BB=30, CT=30 Int=0 Tur 30-10, Mag=57-22, Str=25-20, SB=7 AGANO CLASS CRUISER FILE: AG (economy design: good companion for DD in torpedo attacks) 35 Knots, 564ft x 50ft, 2 A/C, 16.8 Pts, 4 Dir ARMAMENT:MAIN: 3/6-5.9in/SEC: 4-4.7in// 8-8 Torps// AMMO:MAIN: F 800 A 400 M 0 //SB 800 ARMOUR (x10): Belt=23, Deck=8, BB=10, CT=10 Int=0 Tur 10-10, Mag=23-20, Str=0-0, SB=0 KITAKAMI CLASS CRUISER FILE: KT (40 torp tubes - approximated by 4 mounts of 5 tubes, 20 reloads) 36 Knots, 520ft x 47ft, 0 A/C, 11.14 Pts, 1 Dir ARMAMENT:MAIN: 2/4-5in// 20-20 Torps// AMMO:MAIN: F 400 A 400 M 0 ARMOUR (x10): Belt=20, Deck=15, BB=0, CT=20 Int=0 Tur 0-0, Mag=20-15, Str=0-0, SB=0 TENRYU CLASS CRUISER FILE: TE (obsolescent) 32 Knots, 458ft x 41ft, 0 A/C, 8.7 Pts, 1 Dir ARMAMENT:MAIN: 4/4-5.5in// 6-0 Torps// AMMO:MAIN: F 200 A 400 M 200 ARMOUR (x10): Belt=20, Deck=15, BB=0, CT=0 Int=0 Tur 0-0, Mag=20-15, Str=0-0, SB=0 IMPERIAL JAPANESE NAVY - DESTROYERS KAMIKAZI CLASS DESTROYER FILE: KZ (vintage WWI) 31 Knots, 329ft x 30ft, 0 A/C, 3.44 Pts, 1 Dir ARMAMENT:MAIN: 3/3-4.7in// 6-0 Torps// AMMO:MAIN: F 100 A 100 M 100 ARMOUR (x10): Belt=0, Deck=0, BB=0, CT=0 Int=0 Tur 0-0, Mag=0-0, Str=0-0, SB=0 MUTSUKI CLASS DESTROYER FILE: MU 33 Knots, 329ft x 30ft, 0 A/C, 3.54 Pts, 1 Dir ARMAMENT:MAIN: 2/2-4.7in// 6-0 Torps// AMMO:MAIN: F 100 A 100 M 100 ARMOUR (x10): Belt=0, Deck=0, BB=0, CT=0 Int=0 Tur 0-0, MAg=0-0, Str=0-0, SB=0 MUTSUKIT CLASS DESTROYER FILE: MT (Mutsuki modified as a high speed transport) 33 Knots, 329ft x 30ft, 0 A/C, 3.54 Pts, 1 Dir ARMAMENT:MAIN: 2/2-4.7in// 6-0 Torps// AMMO:MAIN: F 100 A 100 M 0 ARMOUR (x10): Belt=0, Deck=0, BB=0, CT=0 Int=0 Tur 0-0, Mag=0-0, Str=0-0, SB=0 FUBUKI CLASS DESTROYER FILE: FI 34 Knots, 378ft x 34ft, 0 A/C, 4.18 Pts, 1 Dir ARMAMENT:MAIN: 3/6-5in/SEC: 2-.8in// 9-6 Torps// AMMO:MAIN: F 600 A 1200 M 0 //SB 200 ARMOUR (x10): Belt=0, Deck=0, BB=0, Ct=0 Int=0 Tur 8-8, Mag=0-0, Str=0-0, SB=0 HATSUHARu CLASS DESTROYER FILE: HA 34 Knots, 353ft x 33ft, 0 A/C, 3.37 Pts, 1 Dir ARMAMENT:MAIN: 3/5-5in/SEC: 2-.8in// 6-6 Torps// AMMO:MAIN: F 600 A 1000 M 0 //SB 200 ARMOUR (x10): Belt=0, Deck=0, BB=0, CT=0 Int=0 Tur 8-8, Mag=0-0, Str=0-0, SB=0 SHIRATSu CLASS DESTROYER FILE: SH 34 Knots, 353ft x 33ft, 0 A/C, 3.37 Pts, 1 Dir ARMAMENT:MAIN: 3/5-5in// 8-8 Torps// AMMO:MAIN: F 600 A 1000 M 0 ARMOUR (x10): Belt=0, Deck=0, BB=0, CT=0 Int=0 Tur 8-8, Mag=0-0, Str=0-0, SB=0 KAGERO CLASS DESTROYER FILE: KR 35 Knots, 381ft x 36ft, 0 A/C, 4.07 Pts, 1 Dir ARMAMENT:MAIN: 3/6-5in/SEC: 4-.8in// 8-8 Torps// AMMO:MAIN: F 600 A 1200 M 0 //SB 500 ARMOUR (x10): Belt=0, Deck=0, BB=0, CT=0 Int=0 Tur 8-8, Mag=0-0, Str=0-0, SB=0 YUGAMO CLASS DESTROYER FILE: YO 35 Knots, 384ft x 36ft, 0 A/C, 4.15 Pts, 1 Dir ARMAMENT:MAIN: 3/6-5in/SEC: 4-.8in// 8-8 Torps// AMMO:MAIN: F 600 A 1200 M 0 //SB 2000 ARMOUR (x10): Belt=0, Deck=0, BB=0, CT=0 Int=0 Tur 8-8, Mag=0-0, Str=0-0, SB=0 SHIMAKAZe CLASS DESTROYER FILE: SK (experimental, with advanced main propulsion machinery) 40 Knots, 410ft x 37ft, 0 A/C, 5.8 Pts, 1 Dir ARMAMENT:MAIN: 2/4-5in/SEC: 2-.8in// 15-5 Torps// AMMO:MAIN: F 600 A 600 M 0 //SB 600 ARMOUR (x10): Belt=0, Deck=0, BB=0, CT=0 Int=0 Tur 8-8, Mag=0-0, Str=0-0, SB=0 AKITSUKI CLASS DESTROYER FILE: AT (surprisingly effective 3.9" rapid fire main battery) 33 Knots, 433ft x 38ft, 0 A/C, 5.4 Pts, 1 Dir ARMAMENT:MAIN: 4/8-3.9in/SEC: 4-.8in// 4-4 Torps// AMMO:MAIN: F 1600 A 1600 M 0 //SB 2000 ARMOUR (x10): Belt=0, Deck=0, BB=0, CT=0 Int=0 Tur 8-8, Mag=0-0, Str=0-0, SB=0 CHITOSE CLASS AUXILIARY FILE: CH 29 Knots, 604ft x 62ft, 12 A/C, 13 Pts, 1 Dir ARMAMENT:MAIN: 2/4-5in// //AMMO:MAIN: F 1200 A 1 M 1 ARMOUR (x10): Belt=0, Deck=0, BB=0, CT=0 Int=0 Tur 0-0, Mag=0-0, Str=0-0, SB=1 GERMAN - BATTLESHIPS BISMARCK CLASS BATTLESHIP FILE: BI (excellent - highly accurate but complex and fragile fire control) 29 Knots, 794ft x 118ft, 6 A/C, 63.75 Pts, 8 Dir ARMAMENT:MAIN: 4/8-15in/SEC: 12-5.9in/TER: 16-4.1in// // AMMO:MAIN: F 480 A 480 M 0 //SB 2000//TB 4800 ARMOUR (x10): Belt=126, Deck=52, BB=135, CT=140 Int=35 Tur 136-50, Mag=126-67, Str=126-45, SB=39 TIRPITZ CLASS BATTLESHIP FILE: TZ (Bismarck + torpedo tubes) 29 Knots, 794ft x 118ft, 6 A/C, 63.75 Pts, 8 Dir ARMAMENT:MAIN: 4/8-16in/SEC: 12-5.9in/TER: 16-4.1in// 8-8 Torps// AMMO:MAIN: F 480 A 480 M 0 //SB 2800//TB 4800 ARMOUR (x10): Belt=126, Deck=52, BB=135, CT=140 Int=35 Tur 136-50, Mag=126-67, Str=126-45, SB=39 QPQ-BC CLASS BATTLESHIP FILE: OP (Battlecruiser designed for long range merchant raiding) 33 Knots, 825ft x 99ft, 4 A/C, 53.5 Pts, 8 Dir ARMAMENT:MAIN: 3/6-16in/SEC: 6-5.9in/TER: 8-4.1in// // AMMO:MAIN: F 400 A 200 M 0 //SB 1200//TB 2400 ARMOUR (x10): Belt=71, Deck=52, BB=72, CT=79 Int=18 Tur 82-20, Mag=90-40, Str=40-15, SB=20 H-CLASS CLASS BATTLESHIP FILE: HG (solid design, obsolete underwater torp tubes, cancelled by war) 29 Knots, 870ft x 124ft, 4 A/C, 63.75 Pts, 8 Dir ARMAMENT:MAIN: 4/8-16in/SEC: 12-5.9in/TER: 16-4.1in// 6-6 torps// AMMO:MAIN: F 480 A 480 M 0 //SB 2800//TB 4800 ARMOUR (x10): Belt=128, Deck=60, BB=145, CT=155 Int=45 Tur 155-50, Mag=126-67, Str=126-45, SB=39 H-44 CLASS BATTLESHIP FILE: H4 (huge, supposedly 20" guns. 18" in game - 20" never built, no data) 29 Knots, 1121ft x 167ft, 4 A/C, 94 Pts, 8 Dir ARMAMENT:MAIN: 4/8-18in/SEC: 12-5.9in/TER: 16-4.1in// 6-6 Torps// AMMO:MAIN: F 480 A 480 M 0 //SB 2800//TB 4800 ARMOUR (x10): Belt=150, Deck=60, BB=150, CT=155 Int=45 Tur 155-60, Mag=150-67, Str=150-60, SB=39 SCHARNHOrst CLASS BATTLESHIP FILE: SC (The 11" guns will serve well in low visibility, short range fight) 32 Knots, 742ft x 100ft, 4 A/C, 54.4 Pts, 8 Dir ARMAMENT:MAIN: 3/9-11in/SEC: 12-5.9in/TER: 14-4.1in// // AMMO:MAIN: F 630 A 315 M 0 //SB 1800//TB 5600 ARMOUR (x10): Belt=138, Deck=39, BB=138, CT=138 Int=30 Tur 142-49, Mag=138-39, Str=50-30, SB=0 GERMAN - CRUISERS HIPPER CLASS CRUISER FILE: HI 32 Knots, 640ft x 70ft, 3 A/C, 31.25 Pts, 6 Dir ARMAMENT:MAIN: 4/8-8in/SEC: 12-4.1in// 12-12 Torps// AMMO:MAIN: F 560 A 560 M 0 //SB 5040 ARMOUR (x10): Belt=35, Deck=13, BB=32, CT=24 Int=12 Tur 63-28, Mag=48-20, Str=28-12, SB=5 LEIPZIG CLASS CRUISER FILE: LE 33 Knots, 570ft x 50ft, 2 A/C, 16.2 Pts, 4 Dir ARMAMENT:MAIN: 3/9-5.9in/SEC: 6-3.5in// 6-0 Torps// AMMO:MAIN: F 360 A 720 M 0 //SB 800 ARMOUR (x10): Belt=20, Deck=8, BB=12, CT=39 Int=10 Tur 12-12, Mag=20-16, Str=20-8, SB=5 KOLN CLASS CRUISER FILE: KO 33 Knots, 570ft x 50ft, 2 A/C, 16.2 Pts, 4 Dir ARMAMENT:MAIN 3/9-5.9in/SEC: 6-3.5in// 6-0 Torps// AMMO:MAIN: F 360 A 720 M 0 //SB 600 ARMOUR (x10): Belt=20, Deck=8, BB=12, CT=39 Int=6 Tur 12-12, Mag=20-16, Str=20-8, SB=5 EMDEN CLASS CRUISER FILE: EM 29 Knots, 509ft x 47ft, 0 A/C, 14 Pts, 2 Dir ARMAMENT:MAIN: 8/8-5.9in/SEC: 3-3.5in// 4-0 Torps// AMMO:MAIN: F 480 A 480 M 0 //SB 1200 ARMOUR (x10): Belt=20, Deck=8, BB=8, CT=30 Int=0 Tur 5-0, Mag=20-8, Str=0-0, SB=0 M CRUISER CLASS CRUISER  FILE: MG (laid down, never completed) 35 Knots, 584ft x 56ft, 2 A/C, 19.6 Pts, 4 Dir ARMAMENT:MAIN: 4/8-5.9in/SEC: 4-4.1in// 8-0 Torps// AMMO:MAIN: F 800 A 800 M 0 //SB 1000 ARMOUR (x10): Belt=20, Deck=10, BB=25, CT=40 Int=0 Tur 33-8, Mag=20-10, Str=0-0, SB=5 SCOUT-CR CLASS CRUISER FILE: SP (large destroyer classed as a 'Scout' cruiser) 36 Knots, 476ft x 48ft, 0 A/C, 11.8 Pts, 4 Dir ARMAMENT:MAIN: 3/6-5.9in/SEC: 2-3.5in// 10-0 Torps// AMMO:MAIN: F 400 A 800 M 0 //SB 600 ARMOUR (x10): Belt=0, Deck=8, BB=5, CT=0 Int=0 Tur 10-10, Mag=8-8, Str=0-0, SB=5 GRAFSPEE CLASS CRUISER FILE: GS (Pocket Battleship) 26 Knots, 617ft x 71ft, 2 A/C, 28 Pts, 8 Dir ARMAMENT:MAIN: 2/6-11in/SEC: 8-5.9in/TER: 6-4.1in// 8-0 Torps// AMMO:MAIN: F 300 A 300 M 0 //SB 1600//TB 1800 ARMOUR (x10): Belt=35, Deck=18, BB=39, CT=59 Int=17 Tur 55-41,Mag=54-18, Str=32-18, SB=4 GERMAN - DESTROYERS MAAS-Z1 CLASS DESTROYER FILE: MA 37 Knots, 374ft x 37ft, 0 A/C, 6.31 Pts, 1 Dir ARMAMENT:MAIN: 5/5-5in/SEC: 8-.8in// 8-0 Torps// AMMO:MAIN: F 240 A 240 M 120 //SB 2000 ARMOUR (x10): Belt=0, Deck=0, BB=0, CT=0 Int=0 Tur 0-0, Mag=0-0, Str=0-0, SB=0 Z-23 CLASS DESTROYER FILE: Z2 38 Knots, 400ft x 37ft, 0 A/C, 7.21 Pts, 1 Dir ARMAMENT:MAIN: 4/4-5.9in/SEC: 14-.8in// 8-0 Torps// AMMO:MAIN: F 240 A 240 M 120 //SB 4000 ARMOUR (x10): Belt=0, Deck=0, BB=0, CT=0 Int=0 Tur 0-0, Mag=0-0, Str=0-0, SB=0 G 1936A CLASS DESTROYER FILE: Z6 38 Knots, 400ft x 39ft, 0 A/C, 7.21 Pts, 1 Dir ARMAMENT:MAIN: 4/5-5.9in// 8-0 Torps// AMMO:MAIN: F 240 A 360 M 0 ARMOUR (x10): Belt=0, Deck=0, BB=0, CT=0 Int=0 Tur 0-0, Mag=0-0, Str=0-0, SB=0 G 1936B CLASS DESTROYER FILE: ZB 38 Knots, 400ft x 39ft, 0 A/C, 7.21 Pts, 1 Dir ARMAMENT:MAIN: 5/5-5in/SEC: 14-.8in// 8-0 Torps// AMMO:MAIN: F 600 A 900 M 0 //SB 4000 ARMOUR (x10): Belt=0, Deck=0, BB=0, CT=0 Int=0 Tur 0-0, Mag=0-0, Str=0-0, SB=0 MOWE CLASS DESTROYER FILE: MO 33 Knots, 281ft x 28ft, 0 A/C, 1.89 Pts, 1 Dir ARMAMENT:MAIN: 3/3-4.1in/SEC: 1-.8in// 6-0 Torps// AMMO:MAIN: F 100 A 200 M 0 //SB 200 ARMOUR (x10): Belt=0, Deck=0, BB=0, CT=0 Int=0 Tur 0-0, Mag=0-0, Str=0-0, SB=0 T-1 CLASS TORPEDO BOAT FILE: T1 35 Knots, 270ft x 28ft, 0 A/C, 1.69 Pts, 0 Dir ARMAMENT:MAIN: 1/1-4.1in/SEC: 4-.8in// 6-0 Torps// AMMO:MAIN: F 0 A 100 M 0 //SB 900 ARMOUR (x10): Belt=0, Deck=0, BB=0. CT=0 Int=0 Tur 0-0, Mag=0-0, Str=0-0, SB=0 ITALIAN - BATTLESHIPS VENETO CLASS BATTLESHIP FILE: VV (high-velocity long range gun, but inaccurate) 30 Knots, 720ft x 102ft, 3 A/C, 59.75, 8 Dir ARMAMENT:MAIN: 3/9-15in/SEC: 12-6in/TER: 12-3.5in// // AMMO:MAIN: F 600 A 300 M 0 //SB 2880//TB 2400 ARMOUR (x10): Belt=157, Deck=58, BB=138, CT=94 Int=16 Tur 100-39, Mag=93-50, Str=40-40, SB=50 CAVOUR CLASS BATTLESHIP FILE: CR (outclassed by all likely BB opponents, too slow to catch cruisers) 27 Knots, 524ft x 87ft, 1 A/C, 44.25 pts, 8 Dir ARMAMENT:MAIN: 4/10-12.6in/SEC: 12-4.7in/TER: 8-3.9in// // AMMO:MAIN: F 500 A 500 M 0 //SB 2880//TB 2400 ARMOUR (x10): Belt=93, Deck=50, BB=91, CT=102 Int=16 Tur 100-33, Mag=93-50, Str=51-11, SB=5 DUILIO CLASS BATTLESHIP FILE: DO 27 Knots, 524ft x 87ft, 1 A/C, 44.25 Pts, 8 Dir ARMAMENT:MAIN: 4/10-12.6in/SEC: 12-5.3in/TER: 10-3.5in// // AMMO:MAIN: F 500 A 500 M 0 //SB 2880//TB 2400 ARMOUR (x10): Belt=93, Deck=50, BB=91, CT=102 Int=16 Tur 100-33, Mag=93-50, Str=51-11, SB=50 ITALIAN - CRUISERS TRENTO CLASS CRUISER FILE: TX (Treaty cruiser with inaccurate main battery mount) 31 Knots, 611ft x 64ft, 3 A/C, 24-75 Pts, 4 Dir ARMAMENT:MAIN: 4/8-8in/SEC: 16-3.9in// 8-0 Torps// AMMO:MAIN: F 600 A 600 M 0 //SB 4800 ARMOUR (x10): Belt=30, Deck=20, BB=40, CT=40 Int=0 Tur 40-20, Mag=40-20, Str=20-10, SB=4 ZARA CLASS CRUISER FILE: ZA (good design, but inaccurate main battery) 29 Knots, 570ft x 65ft, 2 A/C, 21.36 Pts, 4 Dir ARMAMENT:MAIN: 4/8-8in/SEC: 16-3.9in// // AMMO:MAIN: F 600 A 600 M 0 //SB 4800 ARMOUR (x10): Belt=60, Deck=30, BB=6, CT=60 Int=0 Tur 60-15, Mag=60-30, Str=30-10, SB=4 CADORNA CLASS CRUISER FILE: CA (fragile, fast) 36 Knots, 527ft x 48ft, 2 A/C, 15.06 Pts, 4 Dir ARMAMENT:MAIN: 4/8-6in/SEC: 6-3.9in// 4-0 Torps// AMMO:MAIN: F 800 A 800 M 0 //SB 2800 ARMOUR (x10): Belt=17, Deck=8, BB=8, CT=20 Int=0 Tur 8-8, Mag=18-8, Str=0-0, SB=4 MONTECUCcoil CLASS CRUISER FILE: MX (Cadorna with less speed, better protection) 34 Knots, 558ft x 51ft, 2 A/C, 16-74 Pts, 4 Dir ARMAMENT:MAIN: 4/8-6in/SEC: 6-3.9in// 4-0 Torps// AMMO:MAIN: F 800 A 800 M 0 //SB 2800 ARMOUR (x10): Belt=33, Deck=12, BB=28, CT=40 Int=0 Tur 28-13, Mag=28-13, Str=0-0, SB=4 duca d'AOSTA CLASS CRUISER FILE: FX (better armour, but could not stand up to a 8" gun cruiser) 34 Knots, 558ft x 54ft, 2 A/C, 19.5 Pts, 4 Dir ARMAMENT:MAIN: 4/8-6in/SEC: 6-3.9in// 6-0 Torps// AMMO:MAIN: F 800 A 800 M 0 //SB 2800 ARMOUR (x10): Belt=40, Deck=14, BB=40, CT=40 Int=0 Tur 40-14, Mag=40-14, Str=0-0, SB=4 GARABALDI CLASS CRUISER FILE: GA (best balanced of the Italian cruisers) 31 Knots, 575ft x 59ft, 2 A/C, 18.14 Pts, 4 Dir ARMAMENT:MAIN: 4/10-6in/SEC: 8-3.9in// 6-0 Torps// AMMO:MAIN: F 1000 A 1000 M 0 //SB 2400 ARMOUR (x10): Belt=43, Deck=25, BB=43, CT=55 Int=0 Tur 55-20, Mag=43-22, Str=0-0, SB=0 REGOLO CLASS CRUISER FILE: RG (fast enough to run down destroyers and run from cruisers) 40 Knots, 434ft x 45ft, 0 A/C, 10.82 Pts, 2 Dir ARMAMENT:MAIN: 4/8-5.3in// 8-0 Torps// AMMO:MAIN: F 800 A 800 M 0 ARMOUR (x10): Belt=0, Deck=0, BB=0, CT=0 Int=0 Tur 0-0, Mag=0-0, Str=0-0, SB=0 BANDe NERE CLASS CRUISER FILE: BN (scout cruiser, could not make speed at battle loads) 30 Knots, 524ft x 48ft, 2 A/C, 14 Pts, 4 Dir ARMAMENT:MAIN: 4/8-6in/SEC: 7-3.9in// 4-0 Torps// AMMO:MAIN: F 800 A 800 M 0 //SB 2800 ARMOUR (x10): Belt=10, Deck=9, BB=10, CT=15 Int=0 Tur 10-10, Mag=10-10, Str=0-0, SB=4 ITALIAN - DESTROYERS TURBINE CLASS DESTROYER FILE: TU 36 Knots, 300ft x 30ft, 0 A/C, 2.2 Pts, 1 Dir ARMAMENT:MAIN: 2/4-4.7in/SEC: 2-.8in// 6-0 Torps// AMMO:MAIN: F 400 A 400 M 0 //SB 400 ARMOUR (x10): Belt=0, Deck=0, BB=0, CT=0 Int=0 Tur 0-0, Mag=0-0, Str=0-0, SB=0 NAVIGATOri CLASS DESTROYER FILE: NV 32 Knots, 351ft x 35ft, 0 A/C, 4.02 Pts, 1 Dir ARMAMENT:MAIN: 3/6-4.7in/SEC: 6-.8in// 6-0 Torps AMMO:MAIN: F 400 A 400 M 400 //SB 1500 ARMOUR (x10): Belt=0, Deck=0, BB=0, CT=0 Int=0 Tur 0-0, Mag=0-0, Str=0-0, SB=0 FOLGORE CLASS DESTROYER FILE: FE 38 Knots, 351ft x 35ft, 0 A/C, 4.02 Pts, 1 Dir ARMAMENT:MAIN: 2/4-4.7in/SEC: 8-.8in// 6-0 Torps// AMMO:MAIN: F 400 A 400 M 400 //SB 1500 ARMOUR (x10): Belt=0, Deck=0, BB=0, CT=0 Int=0 Tur 0-0, Mag=0-0, Str=0-0, SB=0 MAESTRALe CLASS DESTROYER FILE: ML 32 Knots, 334ft x 36ft, 0 A/C, 3.28 Pts, 1 Dir ARMAMENT:MAIN: 2/4-4.7in/SEC: 6-.8in// 6-0 Torps// AMMO:MAIN: F 500 A 500 M 0 //SB 1000 ARMOUR (x10): Belt=0, Deck=0, BB=0, CT=0 Int=0 Tur 0-0, Mag=0-0, Str=0-0, SB=0 ORIANI CLASS DESTROYER FILE: OR 38 Knots, 341ft x 34ft, 0 A/C, 3.9 Pts, 1 Dir ARMAMENT:MAIN: 2/4-4.7in/SEC: 8-.8in// 6-0 Torps// AMMO:MAIN: F 500 A 500 M 0 //TB 2500 ARMOUR (x10): Belt=0, Deck=0, BB=0, CT=0 Int=0 Tur 0-0, Mag=0-0, Str=0-0, SB=0 SOLDATI CLASS DESTROYER FILE: SL 34 Knots, 334ft x 36ft, 0 A/C, 3.66 Pts, 1 Dir ARMAMENT:MAIN: 2/4-4.7in/SEC: 8-.8in// 6-0 Torps// AMMO:MAIN: F 500 A 500 M 0 //SB 1500 ARMOUR (x10): Belt=0, Deck=0, BB=0, CT=0 Int=0 Tur 0-0, Mag=0-0, Str=0-0, SB=0 GREAT BRITAIN - BATTLESHIPS KING-GV CLASS BATTLESHIP FILE: KG (too many compromises, defective in main battery turrets) 28 Knots, 714ft x 108ft, 4 A/C, 56.75 Pts, 6 Dir ARMAMENT:MAIN: 3/10-14in/SEC: 16-5.2in// // AMMO:MAIN: F 600 A 300 M 0 //SB 6400 ARMOUR (x10): Belt=140, Deck=50, BB=160, CT=30 Int=20 Tur 160-59, Mag=150-60, Str=45-20, SB=20 NELSON CLASS BATTLESHIP FILE: NL (awkward and vulnerable design, low ROF sec/ter battery) 23 Knots, 700ft x 106ft, 4 A/C, 45.02 Pts, 8 Dir ARMAMENT:MAIN: 3/9-16in/SEC: 12-6in/TER: 6-4.7in// 2-12 Torps// AMMO:MAIN: F 285 A 285 M 285 //SB 1620//TB 1050 ARMOUR (x10): Belt=159, Deck=38, BB=150, CT=140 Int=0 Tur 160-73, Mag=171-63, Str=50-60, SB=20 Queen ELIZaBeTH CLASS BATTLESHIP FILE: QE (WWI era, greatly modified, effective for its age) 24 Knots, 640ft x 90ft, 3 A/C, 52 Pts, 6 Dir ARMAMENT:MAIN: 4/8-15in/SEC: 20-4.7in// // AMMO:MAIN: F 424 A 424 M 0 //SB 8000 ARMOUR (x10): Belt=130, Deck=25, BB=100, CT=110 Int=10 Tur 130-51, Mag=130-50, Str=40-15, SB=10 REPULSE CLASS BATTLESHIP FILE: RE (low stability, poor underwater protection) 28 Knots, 794ft x 90ft, 4 A/C, 40.5 Pts, 6 Dir ARMAMENT:MAIN: 3/6-15in/SEC: 17-4in// 8-12 Torps// AMMO:MAIN: F 504 A 252 M 0 //SB 1800 ARMOUR (x10): Belt=99, Deck=55, BB=125, CT=110 Int=20 Tur 110-41, Mag=99-40, Str=40-15, SB=60 RSOVERGN CLASS BATTLESHIP FILE: RV (WWI era, without needed modification) 21 Knots, 600ft x 88ft, 3 A/C, 45.5 Pts, 8 Dir ARMAMENT:MAIN: 4/8-15in/SEC: 12-6in/TER: 8-4in// // AMMO:MAIN: F 320 A 320 M 0 //SB 1560//TB 2000 ARMOUR (x10): Belt=130, Deck=30, BB=100, CT=110 Int=10 Tur 130-51, Mag=130-40, Str=40-15, SB=60 HOOD CLASS BATTLESHIP FILE: HO (WWI era, lost before needed modifications were accomplished) 30 Knots, 600ft x 104ft, 0 A/C, 61.75 Pts, 8 Dir ARMAMENT:MAIN: 4/8-15in/SEC: 6-5.5in/TER: 14-4in// 4-12 Torps// AMMO:MAIN: F 480 A 480 M 0 //SB 1200//TB 3500 ARMOUR (x10): Belt=120, Deck=45, BB=120, CT=110 Int=15 Tur 150-50, Mag=90-55, Str=50-20, SB=50 TERROR CLASS MONITOR FILE: TR (Better suited to shore bombardment than ship-to-ship action) 12 Knots, 400ft x 88ft, 0 A/C, 9.7 Pts, 1 Dir ARMAMENT:MAIN: 1/2-15in/SEC: 4-4in// // AMMO:MAIN: F 200 A 0 M 0 //SB 600 ARMOUR (x10): Belt=40, Deck=20, BB=80, CT=60 Int=10 Tur 130-43, Mag=40-40, Str=20-20, SB=0 GREAT BRITAIN - CRUISERS D-CL CLASS CRUISER FILE: DC (Obsolescent WWI era) 29 Knots, 465ft x 47ft, 0 A/C, 9.7 Pts, 1 Dir ARMAMENT:MAIN: 6/6-6in/SEC: 3-4in// 12-0 Torps// AMMO:MAIN: F 200 A 200 M 200 //SB 600 ARMOUR (x10): Belt=30, Deck=10, BB=0, CT=0 Int=0 Tur 0-0, Mag=30-10, Str=15-10, SB=0 BIRmiNGHAM CLASS CRUISER FILE: BH (Obsolescent WWI era) 29 Knots, 565ft x 65ft, 0 A/C, 18.6 Pts, 1 Dir ARMAMENT:MAIN: 8/9-6in/SEC: 5-4in// 4-0 Torps// AMMO:MAIN: F 300 A 400 M 200 //SB 1000 ARMOUR (x10): Belt=30, Deck=15, BB=20, CT=30 Int=0 Tur 0-0, Mag=30-15, Str=20-10, SB=0 CAPETOWN CLASS DESTROYER FILE: CW (WWI cruiser converted into an effective AA platform) 29 Knots, 452ft x 44ft, 0 A/C, 8.58 Pts, 2 Dir ARMAMENT:MAIN: 4/8-4in// // AMMO:MAIN: F 2400 A 2400 M 0 ARMOUR (x10): Belt=30, Deck=10, BB=0, CT=30 Int=0 Tur 0-0, Mag=30-10, Str=0-0, SB=0 EMERALD CLASS CRUISER FILE: ED (Obsolescent WWI) 32 Knots, 535ft x 54ft, 1 A/C, 18 Pts, 1 Dir ARMAMENT:MAIN: 7/7-6in/SEC: 5-4in// 8-0 Torps// AMMO:MAIN: F 200 A 300 M 200 //SB 1000 ARMOUR (x10): Belt=30, Deck=10, BB=0, Ct=0 Int=0 Tur 0-0, Mag=30-10, Str=20-10, SB=0 KENT CLASS CRUISER FILE: KE (magazine protection good, but light side plating vulnerable) 31 Knots, 590ft x 69ft, 1 A/C, 25.7 Pts, 4 Dir ARMAMENT:MAIN: 4/8-8in/SEC: 8-4in// 8-0 Torps// AMMO:MAIN: F 500 A 500 M 0 //SB 1800 ARMOUR (x10): Belt=10, Deck=15, BB=0, CT=10 Int=0 Tur 10-10, Mag=40-10, Str=10-10, SB=0 LONDON CLASS CRUISER FILE: LO (improved Kent) 32 Knots, 591ft x 69ft, 1 A/C, 25 Pts, 4 Dir ARMAMENT:MAIN: 4/8-8in/SEC: 8-4in// 8-0 Torps// AMMO:MAIN: F 500 A 500 M 0 //SB 1800 ARMOUR (x10): Belt=33, Deck=15, BB=0, CT=10 Int=0 Tur 10-15, Mag=40-15, Str=10-10, SB=0 NORFOLK CLASS CRUISER FILE: NK (improved London with better turrets and ammo supply system) 32 Knots, 591ft x 69ft, 0 A/C, 25 Pts, 4 Dir ARMAMENT:MAIN: 4/8-8in/SEC: 8-4in// 8-0 Torps// AMMO:MAIN: F 500 A 500 M 0 //SB 1800 ARMOUR (x10): Belt=35, Deck=15, BB=10, CT=10 Int-0 Tur 10-10, Mag=40-15, Str=10-10, SB=0 EXETER CLASS CRUISER FILE: EX (useful to show the flag) 32 Knots, 575ft x 59ft, 2 A/C, 16.78 Pts, 4 Dir ARMAMENT:MAIN: 3/6-8in/SEC: 4-4in// 6-0 Torps// AMMO:MAIN: F 600 A 300 M 0 //SB 800 ARMOUR (x10): Belt=30, Deck=15, BB=0, CT=30 Int=0 Tur 10-10, Mag=40-15, Str=0-0, SB=0 LEANDER CLASS CRUISER FILE: LR (Poor ammunition supply limited main battery rate of fire) 32 Knots, 575ft x 59ft, 2 A/C, 14.4 Pts, 4 Dir ARMAMENT:MAIN: 4/8-6in/SEC: 8-4in// 8-0 Torps// AMMO:MAIN: F 800 A 800 M 0 //SB 800 ARMOUR (x10): Belt=40, Deck=13, BB=10, CT=10 Int=0 Tur 10-10, Mag=35-20, Str=15-15, SB=0 ARETHUSA CLASS CRUISER FILE: AR (smallest possible useful cruiser, outclassed by many DDs) 32 Knots, 500ft x 51ft, 1 A/C, 10.54 Pts, 4 Dir ARMAMENT:MAIN: 3/6-6in/SEC: 4-4in// 6-0 Torps// AMMO:MAIN: F 800 A 400 M 0 //SB 800 ARMOUR (x10): Belt=23, Deck=10, BB=10, CT=0 Int=0 Tur 10-10, Mag=30-10, Str=0-10, SB=0 SoutHAMPTON CLASS CRUISER FILE: SN (Balanced design with good war record) 32 Knots. 580ft x 62ft, 3 A/C, 20.24 Pts, 4 Dir ARMAMENT:MAIN: 4/12-6in/SEC: 8-4in// 6-0 Torps// AMMO:MAIN: F 1200 A 1200 M 0 //SB 2400 ARMOUR (x10): Belt=45, Deck=13, BB=20, CT=40 Int=0 Tur 10-10, Mag=45-20, Str=15-15, SB=0 EDINBURG CLASS CRUISER FILE: EG (improved Southampton, but MB guns still hand rammed!) 32 Knots, 612ft x 63ft, 3 A/C, 21.24 Pts, 4 Dir ARMAMENT:MAIN: 4/12-6in/SEC: 12-4in// 6-0 Torps// AMMO:MAIN: F 1200 A 1200 M 0 //SB 2400 ARMOUR (x10): Belt=45, Deck=20, BB=20, CT=40 Int=0 Tur 40-20, Mag=45-30, Str=0-20, SB=0 DIDO CLASS CRUISER FILE: DI (very effective anti-aircraft cruiser) 33 Knots, 512ft x 51ft, 0 A/C, 10.9 Pts, 2 Dir ARMAMENT:MAIN: 5/10-5.2in// 6-0 Torps// AMMO:MAIN: F 1800 A 1200 M 0 ARMOUR (x10): Belt=30, Deck=10, BB=10, CT=10 Int=0 Tur 5-5, Mag=20-20, Str=0-10, SB=0 FIJI CLASS CRUISER FILE: FJ (Improved Edinburg, fragile - one was sunk by 1 bomb hit) 33 Knots, 555ft x 62ft, 3 A/C, 21.1 Pts, 4 Dir ARMAMENT:MAIN: 4/12-6in/SEC: 8-4in// 6-0 Torps// AMMO:MAIN: F 1200 A 1200 M 0 //SB 2400 ARMOUR (x10): Belt=33, Deck=20, BB=10, CT=40 Int=0 Tur 20-10, Mag=33-20, Str=0-13, SB=0 ABDIEL CLASS CRUISER-MINELAYER FILE: AB 34 Knots, 400ft x 40ft, 0 A/C, 8 Pts, 1 Dir ARMAMENT:MAIN: 3/6-4in// // AMMO:MAIN: F 800 A 400 M 1 ARMOUR (x10): Belt=0, Deck=0, BB=0, CT=0 Int=0 Tur 0-0, Mag=0-0, Str=0-0, SB=0 GREAT BRITAIN - DESTROYERS VW-DDs CLASS DESTROYER FILE: VC (Robust WWI era design, excellent war record) 30 Knots, 310ft x 29ft, 0 A/C, 2.85 Pts, 1 Dir ARMAMENT:MAIN: 4/4-4in/SEC: 2-.8in// 6-0 Torps// AMMO:MAIN: F 500 A 500 M 0 //SB 250 ARMOUR (x10): Belt=0, Deck=0, BB=0, CT=0 Int=0 Tur 0-0, Mag=0-0, Str=0-0, SB=0 AB-DDs CLASS DESTROYER FILE: BC 32 Knots, 320ft x 35ft, 0 A/C, 3.53 Pts, 1 Dir ARMAMENT:MAIN: 4/4-4.7in// 8-0 Torps// AMMO:MAIN: F 500 A 500 M 0 ARMOUR (x10): Belt=0, Deck=0, BB=0, CT=0 Int=0 Tur 0-0, Mag=0-0, Str=0-0, SB=0 CDEF-DDs CLASS DESTROYER FILE: CC 32 Knots, 320ft x 35ft, 0 A/C, 3.78 Pts, 1 Dir ARMAMENT:MAIN: 4/4-4.7in/SEC: 4-.8in// 8-0 Torps// AMMO:MAIN: F 500 A 500 M 0 //SB 1000 ARMOUR (x10): Belt=0, Deck=0, BB=0, CT=0 Int=0 Tur 0-0, Mag=0-0, Str=0-0, SB=0 GHI-DD CLASS DESTROYER FILE: GH 32 Knots, 320ft x 35ft, 0 A/C, 3.71 Pts, 1 Dir ARMAMENT:MAIN: 4/4-4.7in/SEC: 4-.8in// 8-0 Torps// AMMO:MAIN: F 500 A 500 M 0 //SB 1000 TRIBAL CLASS DESTROYER FILE: TC 33 Knots, 360ft x 36ft, 0 A/C, 5.04 Pts, 1 Dir ARMAMENT:MAIN: 4/8-4.7in/SEC: 10-.8in// 4-0 Torps// AMMO:MAIN: F 1200 A 1200 M 0 //SB 3000 ARMOUR (x10): Belt=0, Deck=0, BB=0, CT=0 Int=0 Tur 0-0, Mag=0-0, Str=0-0, SB=0 JKLMN CLASS DESTROYER FILE: JK 32 Knots, 345ft x 36ft, 0 A/C, 4.66 Pts, 1 Dir ARMAMENT:MAIN: 3/6-4.7in/SEC: 14-.8in// 10-0 Torps// AMMO:MAIN: F 1200 A 600 M 0 //SB 3000 ARMOUR (x10): Belt=0, Deck=0, BB=0, CT=0 Int=0 Tur 0-0, Mag=0-0, Str=0-0, SB=0 STUVWZ CLASS DESTROYER FILE: SZ 32 Knots, 360ft x 36ft, 0 A/C, 5.06 Pts, 1 Dir ARMAMENT:MAIN: 4/4-4.7in/SEC: 14-.8in// 8-0 Torps// AMMO:MAIN: F 600 A 600 M 0 //SB 4000 ARMOUR (x10): Belt=0, Deck=0, BB=0, CT=0 Int=0 Tur 0-0, Mag=0-0, Str=0-0, SB=0 O-DD CLASS DESTROYER FILE: OC 33 Knots, 345ft x 36ft, 0 A/C, 4.44 Pts, 1 Dir ARMAMENT:MAIN: 4/4-4in/SEC: 6-.8in// 8-0 Torps// AMMO:MAIN: F 800 A 800 M 0 //SB 2000 ARMOUR (x10): Belt=0, Deck=0, BB=0, CT=0 Int=0 Tur 0-0, Mag=0-0, Str=0-0, SB=0 FLOWER CLASS DESTROYER FILE: FR 16 Knots, 190ft x 19ft, 0 A/C, 2.32 Pts, 0 Dir ARMAMENT:MAIN: 1/1-4in// // AMMO:MAIN: F 100 A 0 M 0 //SB 150 ARMOUR (x10): Belt=0, Deck=0, BB=0, CT=0 Int=0 Tur 0-0, Mag=0-0, Str=0-0, SB=0 HUNT CLASS DESTROYER FILE: HT 26 Knots, 264ft x 29ft, 0 A/C, 2.41 Pts, 1 Dir ARMAMENT:MAIN: 2/4-4in/SEC: 6-.8in// // AMMO:MAIN: F 400 A 400 M 0 //SB 2000 ARMOUR (x10): Belt=0, Deck=0, BB=0, CT=0 Int=0 Tur 0-0, Mag=0-0, Str=0-0, SB=0 L-4inch CLASS DESTROYER FILE: L4 (L class DD with 4" AA guns) 32 Knots, 345ft x 36ft, 0 A/C, 4.66 Pts, 1 Dir ARMAMENT:MAIN: 4/8-4in/SEC: 14-.8in// 10-0 Torps// AMMO:MAIN: F 1600 A 1600 M 0 //SB 3000 ARMOUR (x10): Belt=0, Deck=0, BB=0, CT=0 Int=0 Tur 0-0, Mag=0-0, Str=0-0, SB=0 FRANCE - BATTLESHIPS COURBET CLASS BATTLESHIP FILE: CT (WWI era, very poor underwater protection) 20 Knots, 536ft x 87ft, 0 A/C, 36.7 Pts, 4 Dir ARMAMENT:MAIN: 6/12-12in/SEC: 22-5.5in// //AMMO:MAIN: F 400 A 400 M 400 //SB 3300 ARMOUR (x10): Belt=106, Deck=32, BB=110, CT=118 Int=16 Tur 114-39, Mag=134-52, Str=10-10, SB=71 BRETAGNE CLASS BATTLESHIP FILE: BT (WWI era, poor underwater protection) 20 Knots, 533ft x 87ft, 3 A/C 43 Pts, 8 Dir ARMAMENT:MAIN: 5/10-13.4in/SEC: 14-5.5in/TER 8-3in// // AMMO:MAIN: F 400 A 400 M 200 //SB 3400//2400 ARMOUR (x10): Belt=106, Deck=27, BB=98, CT=124 Int=18 Tur 98-28, Mag=107-45, Str=63-33, SB=31 NORMANDI CLASS BATTLESHIP FILE: ND (post-WWI design, never built. Quad turrets) 20 Knots, 554ft x 88ft, 0 A/C, 43 Pts, 8 Dir ARMAMENT:MAIN: 3/12-13.4in/SEC: 24-5.5in// 6-18 Torps// AMMO:MAIN: F 400 A 400 M 400 //SB 4800 ARMOUR (x10): Belt=118, Deck=19, BB=112, CT=118 Int=19 Tur 134-39, Mag=118-39, Str=63-33, SB=47 LYON CLASS BATTLESHIP FILE: LY (designed only. Heavy battery in quad turrets) 23 Knots, 617ft x 94ft, 0 A/C, 45.1 Pts, 8 Dir ARMAMENT:MAIN: 2/8-13in/SEC: 16-5.1in// 6-18 Torps// AMMO:MAIN: F 400 A 800 M 400 //SB 4800 ARMOUR (x10): Belt=118, Deck=19, BB=112, CT=118 Int=19 Tur 134-39, Mag=118-39, Str=63-33, SB=47 DUNKeRQUE CLASS BATTLESHIP FILE: DK (unusual design, 2 quad turrets forward) 29 Knots, 686ft x 102ft, 2 A/C, 46.5 Pts, 6 Dir ARMAMENT:MAIN: 2/8-13in/SEC: 16-5.1in// // AMMO:MAIN: F 400 A 400 M 0 //SB 7865 ARMOUR (x10): Belt=5, Deck=51, BB=136, Ct=105 Int=102 Tur 130-59, Mag=102-51, Str=10-10, SB=35 RICHeLIEU CLASS BATTLESHIP FILE: RU (2 quad turrets forward, better protection than Dunkerque) 30 Knots, 794ft x 108ft, 3 A/C, 57.9 Pts, 6 Dir ARMAMENT:MAIN: 2/8-15in/SEC: 10-3.9in// // AMMO:MAIN: F 416 A 416 M 0 //SB 2800//TB 6500 ARMOUR (x10):Belt=5, Deck=59, BB=159, CT=134 Int=176 Tur 170-77, Mag=176-75, Str=10-10, SB=50 FRANCE - CRUISERS TROUIN CLASS CRUISER FILE: TI (light protection makes this ship vulnerable to DD fire) 33 Knots, 575ft x 56ft, 2 A/C, 15.2 Pts, 4 Dir ARMAMENT:MAIN: 4/8-6.1in/SEC: 4-3in// 12-0 Torps// AMMO:MAIN: F 600 A 600 M 0 //SB 800 ARMOUR (x10): Belt=0, Deck=8, BB=0, CT=10 Int=0 Tur 10-10, Mag=10-10, Str=10-10, SB=0 DUQUESNE CLASS CRUISER FILE: DQ (build on TROUIN pattern, upgunned to 8" main battery) 33 Knots, 625ft x 62ft, 2 A/C, 21.4 Pts, 4 Dir ARMAMENT:MAIN: 4/8-8in/SEC: 8-3in// 6-0 Torps// AMMO:MAIN: F 400 A 400 M 0 //SB 1600 ARMOUR (x10): Belt=10, Deck=0, BB=0, CT=10 Int=0 Tur 10-10, Mag=10-10, Str=10-10, SB=0 SUFFREN CLASS CRUISER FILE: SF (Duquesnes, trading 2 knots for better protection) 31 Knots, 606ft x 64ft, 2 A/C, 21 Pts, 4 Dir ARMAMENT:MAIN: 4/8-8in/SEC: 8-3.5in// 12-0 Torps// AMMO:MAIN: F 400 A 400 M 0 //SB 1600 ARMOUR (x10): Belt=0, Deck=10, BB=10, CT=110 Int=23 Tur 10-10, Mag=23-22, Str=22-22, SB=0 ALGERIE CLASS CRUISER FILE: AE (good fundamental design) 31 Knots, 590ft x 65ft, 3 A/C, 21.1 Pts, 6 Dir ARMAMENT:MAIN: 4/8-8in/SEC: 12-3.9in// 6-0 Torps// AMMO:MAIN: F 400 A 400 M 0 //SB 3000 ARMOUR (x10): Belt=48, Deck=30, Bb=38, CT=38 Int=0 Tur 38-28, Mag=48-30, Str=38-30, SB=0 BERTIN CLASS CRUISER FILE: BQ (DD squadron flagship. Fast, poor secondary battery arrangement) 34 Knots, 548ft x 53ft, 2 A/C, 11.1 Pts, 4 Dir ARMAMENT:MAIN: 3/9-6in/SEC: 4-3.5in// 6-0 Torps// AMMO:MAIN: F 900 A 450 M 0 //SB 800 ARMOUR (x10): Belt=0, Deck=10, BB=0, CT=10 Int=0 Tur 5-5, Mag=10-10, Str=0-0, SB=0 GALISeONnieRe CLASS CRUISER FILE: GE (improved Bertin, with better protection) 32 Knots, 564ft x 57ft, 4 A/C, 16 Pts, 4 Dir ARMAMENT:MAIN: 3/9-6in/SEC: 8-3.5in// 4-0 Torps// AMMO:MAIN: F 900 A 450 M 0 //SB 3000 ARMOUR (x10): Belt=40, Deck=15, BB=40, CT=38 Int=0 Tur 40-20, Mag=40-15, Str=0-0, SB=0 FRANCE - DESTROYERS CHACAL CLASS DESTROYER FILE: CQ (main battery ROF slow) 34 Knots, 393ft x 37ft, 0 A/C, 4.25 Pts, 1 Dir ARMAMENT:MAIN: 5/5-5.1in/SEC: 2-3in// 6-0 Torps// AMMO:MAIN: F 280 A 280 M 0 //SB 600 ARMOUR (x10): Belt=0, Deck=0, BB=0, CT=0 Int=0 Tur 0-0, Mag=0-0, Str=0-0, SB=0 GEOPARD CLASS DESTROYER FILE: GD (poor fire control and ROF limits effectiveness beyond 13K) 36 Knots, 404ft x 38ft, 0 A/C, 4.87 Pts, 1 Dir ARMAMENT:MAIN: 5/5-5.5in/SEC: 4-.8in// 6-0 Torps// AMMO:MAIN: F 280 A 280 M 140 //SB 2400 ARMOUR (x10): Belt=0, Deck=0, BB=0, CT=0 Int=0 Tur 0-0, Mag=0-0, Str=0-0, SB=0 AIGLE CLASS DESTROYER FILE: AI (also Vauquelin class. Better main battery) 37 Knots, 402ft x 39ft, 0 A/C, 4.88 Pts, 1 Dir ARMAMENT:MAIN: 5/5-5.5in/SEC: 4-.8in// 1-0 Torps// AMMO:MAIN: F 280 A 280 M 140 //SB 2400 ARMOUR (x10): Belt=0, Deck=0, BB=0, CT=0 Int=0 Tur 0-0, Mag=0-0, Str=0-0, SB=0 FANTaSQUE CLASS DESTROYER FILE: FQ (excellent general-purpose design) 37 Knots, 402ft x 39ft, 0 A/C, 5.01 Pts, 1 Dir ARMAMENT:MAIN: 5/5-5.5in/SEC: 4-.8in// 6-0 Torps// AMMO:MAIN: F 280 A 280 M 140 //SB 2400 ARMOUR (x10): Belt=0, Deck=0, BB=0, CT=0 Int=0 Tur 0-0, Mag=0-0, Str=0-0, SB=0 MOGADOR CLASS DESTROYER FILE: MR (excellent design, but unreliable main battery mounts) 39 Knots, 430ft x 45ft, 0 A/C, 5.77 Pts, 2 Dir ARMAMENT:MAIN: 4/8-5.5in/SEC: 4-.8in// 10-0 Torps// AMMO:MAIN: F 560 A 569 M 0 //SB 2400 ARMOUR (x10): Belt=0, Deck=0, BB=0, CT=0 Int=0 Tur 0-0, Mag=0-0, Str=0-0, SB=0 BOURSQUE CLASS DESTROYER FILE: BO (a disappointment) 30 Knots, 327ft x 32ft, 0 A/C, 2.64 Pts, 1 Dir ARMAMENT:MAIN: 4/4-5.1in/SEC: 2-.8in// 6-0 Torps// AMMO:MAIN: F 250 A 250 M 0 //SB 1000 ARMOUR (x10): Belt=0, Deck=0, BB=0, CT=0 Int=0 Tur 0-0, Mag=0-0, Str=0-0, SB=0 L'ADROIT CLASS DESTROYER FILE: LA 32 Knots, 331ft x 32ft, 0 A/C, 2.76 Pts, 1 Dir ARMAMENT:MAIN: 4/4-5.1in/SEC: 2-.8in// 6-0 Torps// AMMO:MAIN: F 250 A 250 M 0 //SB 1000 ARMOUR (x10) Belt=0, Deck=0, BB=0, CT=0 Int=0 Tur 0-0, Mag=0-0, Str=0-0, SB=0 LE_HARDI CLASS DESTROYER FILE: LH 35 Knots, 366ft x 36ft, 0 A/C, 3.54 Pts, 1 Dir ARMAMENT:MAIN: 3/6-5.1in/SEC: 2-.8in// 7-0 Torps// AMMO:MAIN: F 250 A 400 M 0 //SB 1000 ARMOUR (x10): Belt=0, Deck=0, BB=0, CT=0 Int=0 Tur 0-0, Mag=0-0, Str=0-0, SB=0 MELPOMENe CLASS TORPEDO BOAT FILE: MP.SHP 34 Knots, 250ft x 26ft, 0 A/C, 1.36 Pts, 0 Dir ARMAMENT:MAIN: 2/2-3.9in// 2-0 Torps// AMMO:MAIN: F 0 A 100 M 100 ARMOUR (x10): Belt=0, Deck=0, BB=0, CT=0 Int=0 Tur 0-0, Mag=0-0, Str=0-0, SB=0 RUSSIA - BATTLESHIPS GANGUT CLASS BATTLESHIP FILE: GT (dreadful, unlivable, unsanitary, death trap) 23 Knots, 588ft x 81ft, 2 A/C, 31.25 Pts, 4 Dir ARMAMENT:MAIN: 4/12-12in/SEC: 12-4.7in// // AMMO:MAIN: F 300 A 300 M 600 //SB 1800 ARMOUR (x10): Belt=88, Deck=14, BB=80, CT=100 Int=20 Tur 100-50, Mag=178-14, Str=10-10, SB=49 SoVyetskly_SOYUZ CLASS BATTLESHIP FILE: SV (inspired by Italian designs, possibly improved, not launched) 30 Knots, 851ft x 129ft, 3 A/C, 59.7 Pts, 4 Dir ARMAMENT:MAIN: 3/9-16in/SEC:12-5.1in// // AMMO:MAIN: F 600 A 300 M 0 //SB 2400 ARMOUR (x10): Belt=130, Deck=60, BB=130, CT=180 Int=10 Tur 130-60, Mag=130-60, Str=50-20, SB=10 KRONShTaDT CLASS BATTLESHIP FILE: KH (inspired by Scharnhorst, laid down but not com[leted) 33 Knots, 817ft x 103ft, 4 A/C, 50.5 Pts, 8 Dir ARMAMENT:MAIN: 3/9-12in/SEC: 8-5.9in/TER: 8-3.9in// // AMMO:MAIN: F 600 A 300 M 0 //SB 1200//TB 1600 ARMOUR (x10): Belt=90, Deck=35, BB=90, CT=90 Int=0 Tur 90-35, Mag=90-35, Str=45-18, SB=5 RUSSIA - CRUISERS PROFINTeRN CLASS CRUISER FILE: PN (WWI hold-over) 22 Knots, 507ft x 50ft, 1 A/C, 9.4 Pts, 4 Dir ARMAMENT:MAIN: 8/15-5.1in/SEC: 6-3.9in// 6-0 Torps// AMMO:MAIN: F 300 A 500 M 700 //SB 1200 ARMOUR (x10): Belt=30, Deck=10, BB=18, CT=30 Int=0 Tur 18-18, Mag=30-10, Str=15-5, SB=0 Krasnyi_KAVKAZ CLASS CRUISER FILE: KK (4 guns in single mounts - not a lot of punch) 29 Knots, 551ft x 51ft, 0 A/C, 15.1 Pts, 4 Dir ARMAMENT:MAIN: 4/4-7.1in/SEC: 6-3.9in// 12-0 Torps// AMMO:MAIN: F 200 A 200 M 0 //SB 1200 ARMOUR (x10): Belt=30, Deck=10, BB=30, CT=30 Int=0 Tur 30-15, Mag=30-15, Str=0-0, SB=0 KIROV CLASS CRUISER FILE: KV (Italian inspired with strengthened hull. Serviceable) 34 Knots, 584ft x 58ft, 1 A/C, 15.1 Pts, 4 Dir ARMAMENT:MAIN: 3/9-7.1in/SEC: 6-3.9in// 6-0 Torps// AMMO:MAIN: F 600 A 300 M 0 //SB 1200 ARMOUR (x10): Belt=20, Deck=20, BB=20, CT=30 Int=0 Tur 30-20, Mag=30-20, Str=0-0, SB=0 Maxim_GORKIY CLASS CRUISER FILE: GY (Variation on Kirov) 35 Knots, 626ft x 58ft, 2 A/C, 16.6 Pts, 4 Dir ARMAMENT:MAIN: 3/9-7.1in/SEC: 6-3.9in// 6-0 Torps// AMMO:MAIN: F 600 A 300 M 0 //SB 1200 ARMOUR (x10): Belt=20, Deck=20, BB=20, CT=30 Int=0 Tur 30-20, Mag=30-20, Str=0-0, SB=0 CHAPAYEV CLASS CRUISER FILE: CV (compares unfavourably with Clevelands on same tonnage) 34 Knots, 659ft x 65ft, 2 A/C, 21.1 Pts, 4 Dir ARMAMENT:MAIN: 4/12-5.9in/SEC: 8-3.9in// 6-0 Torps// AMMO:MAIN: F 900 A 900 M 0 //SB 1600 ARMOUR (x10): Belt=20, Deck=20, BB=20, CT=30 Int=0 Tur 30-20, Mag=30-20, Str=0-0, SB=0 RUSSIA - DESTROYERS LENINGRaD CLASS DESTROYER FILE: LD 34 Knots, 418ft x 39ft, 0 A/C, 5.2 Pts, 2 Dir ARMAMENT:MAIN: 5/5-5.1in/SEC: 2-3in// 8-0 Torps// AMMO:MAIN: F 200 A 200 M 100 //SB 200 ARMOUR (x10): Belt=0, Deck=0, BB=0, CT=0 Int=0 Tur 0-0, Mag=0-0, Str=0-0, SB=0 TASHKENT CLASS DESTROYER FILE: TK ('Blue Beauty', Italian design, good) 32 Knots, 459ft x 45ft, 0 A/C, 5.2 Pts, 2 Dir ARMAMENT:MAIN: 3/6-5.1in/SEC: 6-.8in// 9-0 Torps// AMMO:MAIN: F 600 A 300 M 0 //SB 1500 ARMOUR (x10): Belt=0, Deck=0, BB=0, CT=0 Int=0 Tur 0-0, Mag=0-0, Str=0-0, SB=0 GNEVNYI CLASS DESTROYER FILE: GI 32 Knots, 371ft x 23ft, 0 A/C, 3.1 Pts, 1 Dir ARMAMENT:MAIN: 4/4-5.1in/SEC: 2-3in// 6-0 Torps// AMMO:MAIN: F 200 A 200 M 300 //SB 1000 ARMOUR (x10): Belt=0, Deck=0, BB=0, CT=0 Int=0 Tur 0-0, Mag=0-0, Str=0-0, SB=0 STOROZheVol CLASS DESTROYER FILE: SI 32 Knots, 370ft x 33ft, 0 A/C, 4.3 Pts, 1 Dir ARMAMENT:MAIN: 4/4-5.1in/SEC: 2-3in// 6-0 Torps// AMMO:MAIN: F 200 A 200 M 300 //SB 500 ARMOUR (x10): Belt=0, Deck=0, BB=0, CT=0 Int=0 Tur 0-0, Mag=0-0, Str=0-0, SB=0 OPYTYI CLASS DESTROYER FILE: OI 39 Knots, 387ft x 38ft, 0 A/C, 3.06 Pts, 1 Dir ARMAMENT:MAIN: 3/3-5.1in/SEC: 4-.8in// 6-0 Torps// AMMO:MAIN: F 150 A 300 M 0 //SB 1300 ARMOUR (x10): Belt=0, Deck=0, BB=0, CT=0 Int=0 Tur 0-0, Mag=0-0, Str=0-0, SB=0 OGNEVOI CLASS CRUISER FILE: OG 36 Knots, 383ft x 36ft, 0 A/C, 4.51 Pts, 2 Dir ARMAMENT:MAIN: 2/4-5.1in/SEC: 2-3in// 6-0 Torps// AMMO:MAIN: F 280 A 280 M 0 //SB 300 ARMOUR (x10): Belt=0, Deck=0, BB=0, CT=0 Int=0 Tur 0-0, Mag=0-0, Str=0-0, SB=0 End.n// 4-0 Torps// AMMO:MAIN: F 800 A 800 M 0 //SB 2800 ARMOUR (x10): Belt=10, Deck=9, BB=10, CT=15 Int=0 Tur 10-10, Mag=10-10, Str=0-0, SB=4 ITALIAN - DESTROYERS TURBINE CLASS DESTROYER FILE: TU 36 Knots, 300ft x 30ft, 0 A/C, 2.2. .. 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'^?!sf5j6՛oXe.99py ֐A]J-t`85hPB63O N&K%S,l R^;a0tg߁ mPTB Sחo`/e 6:/ٛ?:H0U-Tw`5tlo>na9\`"_tN^09'-#&L#X pȭ h<ak?U8mAD?C N݃ѨcdAM]>rKP3KJϚ2l[z~A7B3)` lTr;aBmB"]1K|߅{Z! i0f{ZҬ T3frBqT1"7a5#?_ * #.(N=J( /~ &"/8v(,$ /&Ya,q4 agd7yc ;u(y&?@ֿx|Ҵ^?b-nAז+Xw/26,lVP)=)t#ޢTZӗ|hi<^7{`69Ӕ`P*ݴi;aLX?g30Zwvǩ5dp+!?06 OLf"?y:2*0 YSfד+OA U4`W| `# M&@&њ*;$RWJ98JNV/" Bane of the Cosmic Forge Clues and Hints Brought to you by "Superbeagle" I wrote this file because I got tired of getting killed playing Bane of the Cosmic Forge, I couldn't get anywhere. I read some of the clues from the files that were uploaded pertaining to this fine game, and found out (The hard way) that many of the so call clues and hints did not worked. 1.. The Key of spades is located in a room in the SW corner of second floor (take stairs in middle of long hall on west side of 1st level) 2.. To get lots of experience points: Go to Queegueg's shop, enter and exit. Turn right, go forward 2 spaces. Turn left, go to end of hall turn right, go all the way down and pass through the 2 doors. Save game here!! Go up stairs and hold finger on left or right turn key This will spin you around, which attracts wandering monsters you can fight for lots points. 3.. To Kill the Vampire and Rebecca: Use the silver cross, equip first 3 party members with holy stakes of wood. Use holy water, equip mirrors. Cast web and anti-magic on rebecca (That's the green girl that looks like dolly parton) proceed to kick ass. You can get the silver cross from the queen, the holy water from the monk's bodz behind secret door in enchanted forest, holy stakes can be found on the ship and the rocks of reflection (mirrors) by breaking the mirror rock in the enchanted forest with your pick. 4.. To read the kings diary you must use the ring of stars. 5.. To enter the Temple of Ramm and to cross the pit you must first equip the first character with goat's mask and the staff of ramm. 6.. Use tinkerbell at circle of stone in enchanted forest to summon the queen of the fairies (no we're not talking about california) ask her what to say to delphi, this is also your last chance to to stock up on supplies, spend most of your money, since delphi will take all of your cash (just like your wife) in exchange for the staff of ramm. 7.. To get the silver key, you must bring "snoopcheri" to L'Montes in the tower and he'll give you the key. 8.. To find old snoopcheri you must use the rotten cheese in front of the small hole (mouse hole) in room with graffiti on barracks level of the castle. 9.. To cross the dungeon gorge (That's a hole for you ignoramus) take the silver key to the captain's den. use the password to get in password is "skeleton crew" you need about 500 gold pieces to drink the tavern keeper unconscious. Open grate to get steel hook, use book of ramm for instructions to open the trap door in temple, cast all your preparatory spells to improve offense and defense, press the following goat-goat-orb-staff-orb. after this be prepared to kick ass with some bad ass snakes. This will give you access to the dungeon area, to reenter castle you must find dungeon key and bell key. Open locked door and get heavy rope, merge rope with hook to cross the gorge in dungeon, once you cross the gorge, be prepared to kick booty or to get your booty whoop, there's some bad mothers here. save often!! 10.. In the Pyramid: Get the bone key from the teleporting treasure chest use something sticky (you'll find something sticky in the pyramid after killing a monster) to get the chest. To open the door to the area with the teleporting chest, you must push a button behind a secret door, make sure you get the right button, since there are several buttons that do nothing at all. Find an empty sack in one of the chests, fill it with sand found in a dead end corridor in lowest level of the pyramid. The bone key will open 2 gates in the pyramid, be sure to find all the buttons along the walls in this area. Explore the pits here too, one near the end of the hall will have something very important in it, again make sure you find all the buttons to open the gate and disarm the traps. There is a well protected shrine in this area, use the bag of sand, just like indy did in "Indiana Jones" at the shrine to get the idol. Use the idol to open gate at other end of the pyramid. Do not kill the Amazulu Queen, give her a gift (anything) and you'll be able to talk to the high priestess, buy the foot powder from her. 12.. To break the diamonds use miner's chisel on all four sides, then go to the South West corner and search until you find the fault line use the chisel and if necessary the pick to break the barrier, at the altar, press symbols in the following order: 2nd-2nd-1st-3rd- 1st. 13.. The security code for the end of the game is "The hand of Destiny" 14.. An effective party to have is: Lord/Ranger/Priest/Mage/Samurai/ Ninja, a bard is also good since they have magic powers when playing instruments. Make sure that you have atleast one "Female" in the party, as there are places in the game that only a female can complete. After advancing to a new level, use some of your skill points to increase magical study and scouting skills, these 2 skills do not change automatically when you advance to a new level. You must have a skilled thief to be able to open all the doors, once a door is jammed, you can almost forget about opening that door again. Chests are nearly always booby-trapped. 15.. From the start: Go north into the alcove, then go thru left or right door (they both go to the same place) go north along either wall to find 2 chests, neither is trapped, one has scrolls and amulet of life and the other has a sword +1, go north and use the fountain. in back of the fountain are 2 sets of stairs and a door in the middle, go thru the door to the gate, open gate by pushing button next to the wall, go inside and kill the snake (sometimes is a different kind of monster) search until you find the key of ramm in the northwest corner. Go south back to the entrance gate, go east enter first south door for another chest. Items in this area are randomized. Stay on level one until you've entered all doors and gained enough experience points. The next area is reached by going downstairs in the southeast corner. 16.. Snoopcheri is a stuffed beagle (no, not superbeagle) you must give him to L'Montes. 17.. Useful passwords are (1) Skeleton Crew (2) Giant Mountain. 18.. There's a locked door near the queen's bedroom that can't be opened, so don't waste time on it. Find the 2 secret passages near the king's bedroom instead. The code for the altar is in his diary, the "use" command let's you read it. Important keys to find: Gold/Silver/Spade/Ramm/Jailer/Dungeon. there is an important secret passage in the room with the graffiti on wall, you must have the rotten cheese with you. P.S. there's a file going around called BOTCF-TR.dms which is suppossed to be a trainer for this game, but in actuallity is a trainer for bard's tale 3, so don't get it. SEWER SOFTWARE presents.... BATTLE BOUND - THE EBENTS THUS FAR.... - The Lady Charlotte has been saved,yet Calumn the Mighty has still to conquer the horrific Golem in his lair,the Temple of Pain! His path lies to the North of the City,and into The Great Plains.... The Temple of Pain Volcanoes XXX N XXX x x x //  ^ \ x x x x // | \______ x x x // W ---+--- E \ _______// | \ /_______/ S \ // ^ \ // x x | \ // x XXX =/ x x Bridge of Fire XXX x x // \___ x // \ x x // \ // \ x x // _\ // / x x // /_ x // \ x // \ x // \ // \ // XXXX // XXXX The Clip THE GRAVEYARD OF THE BEAST lies within the dunes of the Plains,these regions inhabited by fierce and barbarous Nomads,They seldom settle,and then only briefly upon the slaying of a dragob,the highest-prized game of all! Pitching camp nearby,the carcass is then systematically stripped to the bones by the entire Nomad tribe; Calumm must be wary of the Nomads,yet merciful to those who raise their hands to him in surrender,Quicksand is also Calumn's enemy here.... Jump Up Jump Left | Jump Right \ / Walk Left -FIRE OFF!- Walk Right / \ Crouch Left | Crouch Right Crouch Having fought his way throught the Plains,Calumn continues North,The landscape becoming hillier and more treacherous. Distant volcanoes erupt in flames,illuminating the sky deep into the night.Our hero's quest seems lost on coming to a vast river,stretching to the horizon in each direction; his only way to cross it,THE BRIDGE OF FIRE! Guarded by bands of Dragon men,with pits of acid barring his path ,and the ever-present danger of volcanic fire showers,this will be Calumn's greatest test yet.... Select Icon Throw Axe Left | Throw Axe Right \ / Punch/Plasma-bolt Left- FIRE ON - Punch/Plasma-bolt Right / \ Kick Left | Kick Right Throw Axe These adventures behind him, Calumn's final challenge lies ahead, the seeking out of the evil Golem in THE TEMPLE OF PAIN! No-one truly knows the temple's secrets, or those of the Golem and his Temple Guards, but Calumn must defeat them all to complete his quest! SCREEN PANLE Extra Jump Plasma-bolt Fireballs Shields Death \ | / / / _____ _____ _____ _____ _____ |_____|_____|_____|_____|_____| ____________Lives remaining____________ ___/ ___/ ___/ \___ \___ \___ | | | | | | | | | | | | |___| |___| |___| SCORE |___| |___| |___| Eergy bar (diminishes into centre) To obtain tokens, kick and destroy the SLUGS! RED tokens RE-ENERGIZE BLUE tokens POWER UP! GREEN tokens give INVULNERABILITY! YELLOW tokens give an EXTRA LIFE! To toggle between music and sound Effects, press 'M' fro music, and 'S' for SFX - BATTLE BOUND - Designed by The Warp Factory Graphics by Ed Campbell Atari ST programming by Andrew Findlay Amiga conversion by Martin Bysh Published by On-line Entertainment Ltd TYPED BY SELIM AND RUDI OF THE COMPANY Casino Roulette manual typed by Elite. Original supplied by Daniel Nutt. Welcome to Casino Roulette. Casino Roulette is a complete simulation of the most popular international casino game. It includes all the features of the real thing with the ad- vantage that you do not have to gamble away a real fortune in your attempt to break the bank. Method of play. Roulette is a game of chance in which a player makes a bet on the likelihood of a number being chosen at random from a total of 37 possibilities. The basic method of play involves placing numbered counters (i.e. chips) on a table marked to indicate which number or numbers the player is betting on. A wheel is then spun and a ball is rolled around it. As the wheel slows down the ball drops into one of the 37 numbered compartments on the wheel thus showing the winning number. The winnings for each individual player are then calculated and the whole process begins again. The bets allowed. 1) en plein - This is a bet on a single number. The chip is placed over the number. Odds paid are 35 to 1. 2) a cheval - A pair of numbers. The chip is placed on the dividing line between the numbers. Odds paid are 17 to 1. 3) transversale - Three numbers in a row across the table. The chip is placed on the outside line of the row. Zero can be included in a trans- versale by placing the chip on the intersection of the lines dividing the numbers. Odds paid are 11 to 1. 4) en carre - Four numbers in a square. The chip is placed at the centre of the square. Zero can be included with 1,2 and 3 by placing the chip at the intersection of the line below zero and the perimeter line. Odds paid are 8 to 1. 5) sixaine - Six numbers in two adjacent rows. The chip is placed on the intersection of the dividing line between rows and the perimeter line. Odds paid are 5 to 1. 6) colonne - Twelve numbers in a colomn. The chip is placed in the unnumbered box at the foot of the colomn. Odds paid are 2 to 1. 7) douzaine - Twelve numbers forming a 3x4 rectangle. Bets may be placed on the first 12p - premiere - 1 to 12), second (12m - moyenne - 13 to 14) , or third (12d - derniere - 25 to 36) blocks of twelve. The chip is placed on one of the appropriately marked boxes at the foot of the table. Odds paid are 2 to 1. 8) colonne a cheval - Twenty four numbers in adjacent colomns. The chip is placed on the dividing line between two colomn boxes. Odds paid are 2 to 1. 9) douzaine a cheval - Twenty four numbers in adjacent blocks. The chip is placed on the dividing line between two douzaine boxes. Odds paid are 1 to 2. 10) rouge - The red numbers. The chip is placed in the area with the red diamond. Odds paid are evens (i.e. 1 to 1). 11) noir - The black numbers. The chip is placed in the area with the black diamond. Odds paid are evens. 12) pair - The even numbers. The chip is placed in the pair area. Odds paid are evens. 13) impair - The odd numbers. The chip is placed in the impair area. Odds paid are evens. 14) passe - The high numbers (i.e. 19 to 36). The chip is placed in the passe area. Odds paid are evens. 15) manque - The low numbers (i.e. 1 to 18). The chip is placed in the manque area. Odds paid are evens. If the winning number is zero, then a system known as le partage operates for all even money bets only. In this case the casino takes half the stake and returns the other half to the player. Systems of betting. Various systems have been devised for increasing the chances of winning at roulette, some of the more interesting ones are given here. 1) Completing a number - A chosen number is bet on singly and in all possible combinations with its neighbours. For example, if the number chosen is 14 then it is bet on by itself (en plein), as pairs (a cheval) with 11, 13, 15 and 17, and as four blocks of four (en carre) with 10,11, and 13, and 11,12 and 15, and 13, 16 and 17, and 15, 17 and 18. A popular variation on this system is to bet on the previous winning number in this way. This system requires nine chips for each bet but can produce large winnings. 2) Biarritz - This system involves waiting until a number has not appeared for 111 spins and then backing it until it appears. For each further 36 spins that it does not appear the amount bet should be doubled. 3) Martingale - Betting on even money bets and doubling the amount bet after each loss. 4) Reverse Martingale - Betting on even money bets and doubling the amount bet after each win. After seven consecutive wins the player usually retains his winnings and starts again with one chip. 5) d'Alembert system - Betting on even money bets and increasing the stake by one chip after each loss, reducing it by one chip after each win. 6) Column & Black - Bet on the right most column and on black. The right most column contains eight red numbers so increasing the numbers bet on to 26 with two chips. Entering player names. After the title screen has been displayed at the start of the program (and when beginning a new game) you will be prompted to enter the names of the players who will be taking part. Each name can be up to eight characters in length. The BACKSPACE key can be used to delete unwanted characters during name entry. There can be up to eight players but there must be at least one. To move on from the name entry to the main program press RETURN without pressing any other characters. Placing Bets. To place a bet, first select the appropriate player from the PLAYER menu. Then to actually make the bet, move the pointer over the chip you wish to place and pick it up by holding down the left mouse button. Position the chip at the appropriate place on the table and put it down by releasing the left mouse button. If you place the chip in the wrong place on the table it is possible to remove it straight away by positioning the pointer over the table and clicking the left mouse button. The display in the top right of the screen will show you which bet you are currently making as you move the chip around the table. Casino Roulette will only accept legal bets and it will only allow bets that the player has sufficient funds to cover. The amount each player holds is shown to the right of the table. Each player starts the game with 5000 points and is allowed to make a maximum of fifty separate bets per wheel spin. Once all bets have been placed select "Spin Wheel" from the OPTIONS menu. The wheel will spin and on return to the table screen the winning number will be displayed. All winnings will be calculated and added to the winning players' holdings. To clear the table and start betting again select "Clear Table" from the OPTIONS menu. Loading games. Selecting this option will allow you to load in a previously saved game. Saving games. Selecting this option allows you to save the present game. Saved games are given a .ROU extension. It is recommended that the games are saved to a disk formatted just for that purpose and they are not saved to the pro- gram disk, although it is possible. New Game. Selecting this option allows you to start a new game without having to reboot the machine. You will be prompted to make sure you wish to start a new game, and if so the program is restarted from the player name entry. Quitting Casino Roulette. Selecting this option allows you quit the game altogether. You will first be prompted to make sure you wish to quit. Spin Wheel. Selecting this option shows a display of a spinning roulette wheel and subsequently displays the outcome on the main screen. This option should only be selected after all bets have been placed on the table. Clear Table. After the wheel has been spun and the winnings calculated and returned this option is used to clear the chips from the table ready to begin placing bets again. Wheel Performance. Selecting this option displays a screen which enables you to see the results of the last 370 spins of the wheel. The frequency with which each number has appeared is shown as a horizontal bar. Also displayed is the number of spins since a number last appeared and the number of consecutive wins a number has had. The screen is useful if you are operating a system as it gives information regarding the bias of the wheel (or the computer in our case). Wheel Sequence. Selecting this option displays the results of the last 102 spins in order. This is principally included to show the red/black bias of the wheel more clearly than the Wheel Performance screen. Player Performance. Selecting this option displays a screen giving information about the performance of each player in comparison to each other and to themselves over the last 40 spins of the wheel. Each players performance is shown in a number of columns giving current and previous scores as well as highest and lowest scores attained during the game. It can be useful when deciding whether a particular system that you have been trying is successful over a number of wheel spins. Speech. This option allows you to switch the computer speech on or off. The default state for speech is off. HIDE! If you are playing Casino Roulette at work and the boss appears then selecting this option gives the impression you are working. This can also be used successfully to avoid the wrath of teachers, husbands, wives, fathers, mothers etc. Selecting Players. Use this option to select the next player to bet. The currently active players name will appear on the main screen. Players can bet at any time except between spinning the wheel and clearing the table. Computer Players. This options allows you to turn the computer players on or off. The default state is computer players off. Computer players can only be active if there are less than eight players. There may be up to two computer players and they pay according to some of the systems detailed in the section systems of betting. Once activated the computer players place their bets when "Spin Wheel" is selected from the OPTIONS menu. ES OF THE STORY TO REACH THE DESIRED OUTCOME OF DEPLOYING THE UNITED STATES' MISSILE DEFENSE SYSTEM. THE SCENARIO BELOW SETS THE STAGE FOR YOUR DRAMATIC EFFORT: MIKHAIL FIIITOV IS A WAR HERO AND RED ARMY COLONEL. HE IS ALSO ONE OF THE CIA'S MOST VALUABLE SPIES. HIS CODENAME "CARDINAL". THE CARDINAL HAS BEEN SENDING INFORMATION ABOUT A NEW SOVIET PROJECT: "BRIGHT STAR" -- A HIGH-POWERED LASER DEFENSE SYSTEM, CAPABLE OF DESTROYING INCOMING MISSILES. THE U.S.A. IS ALSO WORKING ON A LASER PROJECT, CODENAME "TEA CLIPPER". PROJECT LEADER: MAJOR ALAN GREGORY, LEADER OF SThunderbirds solution typed by ELITE of THE SYNDECUT Thanx to Andrew Holand from Geneva MISSION ONE : MINE MENACE Alan: choose Torch and Grease Gun Brains: choose Lamp and Klaxon Brains: Important! Do this next bit very quickly! Go right, up twice, right twice (avoiding the falling stalactics), drop the klaxon and take the spanner. Go left four screens and place the lamp at the foot of the ladder. Go left, take the hammer, and go back to your right. Use the ladder to go up three screens, then go right and use the hammer on the broken lift. Get in the lift, and it will go up three screens. Dropping the hammer, pick up the detonator, and then go back in the lift before it leaves. The lift will rise two more screens, so get out and go right. Use the spanner on the broken water pump, this will stop the deadly water rising. Now you must collect the lamp that you left behind as you make your way down in the lift. Stay in the lift until you reach the bottom, and at the bottom go left, down three times and leave the spanner and take the lamp. Get in the lift again, and go to the top. Go right for two screens, and two screens, up four screens, and two screens to your right. Now go down a level, left and leave the detonator on the floor. Go right, up, right twice, down three levels and pick up the fuse wire. Go back up the three levels, then left twice and you will be back where the detonator is. Pick it up in exchange for the lamp, and then make your way to the digging machine near the dynamite and the fuse wire. Go right, and you will automatically reel out the fuse wire, until you are standing under the two leftmost stalactites, then use the detonator. Go left, take the lamp, then go left, down, left, left and rescue the trapped men. Alan: Go down three screens, then right. Drop the torch and take the rope ladder. Go right and use the rope ladder just before you reach the hole in the ground. Now go and get the torch from where you left it. Go right five screens, down two screens and then left. Go down two levels, left, and then use the grease can on the right-hand trolley's wheels. After you have been dragged by the trolley, go right for five screens, and swap the grease can for the drill. Continue right twice, and drop the drill on the floor before going left and down to collect the cable. Go up, then right, drop the torch in exchange for the drill, and then go to the column at the right of the screen. Use the drill and drop it, pick up the torch, and go right two screens to meet up with Brains and the trapped men. Finally, swap to brains, who must get back to the mole before a time- limit, then the mission is complete. MISSION TWO - SUB CRASH Password: RECOVERY Gordon: chooses Aqualung and Shark Repellent Alan: chooses Aqualung and Anti-Radiation Pills Alan: Quickly use the anti-radiation pills. Gordon: Go left, then down, and then go right for two screens. Drop the aqualung, and take and use the anti-radiation pills. Go back and get the aqualung, and then go left for five screens. Go down, and you will be swimming in the sunken part of the sub. Go left and open the door, then, without going through, pull the lever on the wall at the centre of the screen. Go right twice, open the righthand door, and, once again without going through, pull the lever at the centre of the screen. Go left twice, and exit the sub through the hole in the floor. Whilst walking on the sea-bed, go right twice until a shark attacks you. The repellent will stun the shark, so go right and collect the yellow pass card. Go back to the sub, and when in go left twice, and pull the lever in the centre of the room. The water will now drain away. Go right, then up and twice left. Up again, and then keep going right for eight screens, before going down and twice right. You will now be in the reactor console room, so go and stand in front of the right-hand console. Alan: Go left, then up and take the blue pass card from the Captain Birdseye lookalike. Go down twice, five times to your right, down, and then right twice to where Gordon is. Stand in front of the left-hand con- sole. Alan uses the blue card on the left console, so quickly switch control to Gordon, and use the yellow card on the other one. The reactor will now shut down, and one of the team must get back to Thunderbird Four before the clock reaches zero to complete the mission. MISSION THREE - THE BANK JOB  Password: ALOYSIUS (Parker's Christian name!) Penelope: chooses Sleep Spray and mirror Parker: chooses Stethoscope and Toy Mouse Penelope: To get past the guard, use the sleep spray on him. Parker: Go up, right twice, get in the lift and use it. When you have left the lift, go right and stop in front of the first filing cabinet in the row, thus automatically opening another cabinet in the row. Penelope: Go up, and drop the mirror and sleep spray, neither of which are needed any more. Go right twice, use the lift, and go to the drawer Parker has opened. A key should be in the drawer of the cabinet, but if it isn't, try swapping between characters and moving Parker to each cabinet until Penelope does find the drawer that houses the key. Once you have got the key, go left and use the lift again. Go right, down, right again, and just stay in the lift without using it. Parker: Go left and take the lift. Go right, down, and right to join Penelope in the lift. You will now be taken down to floor two, where Parker pushes a heavy bullion trolley into the lift so that you can go down to floor four. Penelope then goes left and gets another key, then goes back to the lift. When you resume control, go down to level six. Go left, stop before where the laser bolt hits, and use the mouse to hit and de-activate the laser. Drop the mouse, go left and then down. Penelope: Go left twice, down twice, right, and then down twice again. Parker: Go halfway down the ladder, and wait for the guard to go right. Go left for three screens, up twice and use the stethoscope on the big safe in the centre of the screen. When the door opens, take the big key from within the safe. Go down six levels, then left, and take the key you find there. Now go right, and up twice where you will come to a row of stitches. Set them in the following order: (from left to right) down, up, up, up, down, down. Penelope: Set the switches on her wall in the following sequence (also left to right): down, up, down, down, up, up. These activated switches, now turn on a light leading to the bullion room. Go left twice, and use the two keys on the righthand consoles. Parker: Go right twice, use the two keys on the left-hand consoles. The big safe door will now open, and the document must be picked up, end- ing the mission. MISSION FOUR - COUNTDOWN TO DISASTER Password: ANDERSON Scott: Glasses and Superglue Virgil: Glasses and Pistol Scott: Go right for two screens, and stand behind the piano. Virgil: Go to where Scott and the piano are, and drop the glasses and pistol to the right of the piano. Go up, take the piano key, go left and turn the lefthand light on the wall. Take the piece of music score revealed, go right and down. Use the key on the piano, pick up the glasses, and then use the music sheet on the piano. Next, pick up your pistol and stand behind the piano with Scott. Now wait as it sinks into the floor. Scott: Move right from the piano and use the superglue. go left twice, take the limpet mine, and go back to verify that a large robot has got stuck in the superglue. If not, wait for it, go right again until you reach a ladder. Go down the ladder, and right again until you reach the force field. Virgil: Go right for two screens, down, and then right to join Scott. Shoot the pistol three times to smash the three globes on the wall behind the force field. Now the force field will be turned off, so go right, then up, and continue right for three screens. Go down, left, down and then right. Then go and pull the handle on the wall to open a secret door. Scott: Go right, up, twice right, up, and then right. Then go up, left, up, right for three screens, and drop the glasses in exchange for the film. Go left and pull the lever in the wall, then go left and use the limpet mine in the revealed hole in the side of the missile. Ta-da! That's it! 6 7 AS HE'LL USE THEM DO DEFEND HIS HOMELAND, AFGHANISTAN, AGAINST INVADING SOVIET TROOPS. IF HE IS TOO MUCH OF A THORN IN THE SOVI- ET'S SIDE, THEY WILL SEND A TASK FORCE OUT TO ATTEMPT TO KILL HIM. IF YOU DON'T KEEP HIM HAPPY, VIA WEAPONS, SUPPLIES, AND INFORMA- TION, HE WILL ABANDON YOUR CAUSE. SATELLITE RECONNAISSANCE THE SKY ABOVE IS FILLED WITH MANY KINDS OF SATELLITES. 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