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RELEASE PAGE 1 CONTENTS FOREWORD By John Farley - Test Pilot 3 INTRODUCTION 5 INSTALLATION AND LOADING 9 Hard Disk 9 Loading MiG-29 9 Loading Sequence 10 QUICK START 11 Mission Selection 11 Controls 12 Weapons Systems 13 Simulation Controls 14 Navigation 15 OPERATING INSTRUCTIONS 16 BRIEFING 17 Mission Selection 17 Pilot Ranking 17 DISPLAYS AND CONTROLS 18 Flight Instruments 18 Flight Controls 23 PAGE 2 Weapons System 26 Countermeasures 28 Aircraft System 28 Navigation System 29 SIMULATION CONTROLS 31 View Controls 32 Other Controls 32 DEBRIEFING 33 DYING 33 THE MISSIONS 34 Training 34 Solo Codename `Blue Seasprite` 36 Solo Codename `Yellow Dragon` 37 Solo Codename `White Pegasus` 38 Solo Codename `Red Witch` 39 Final Mission Codename `Desert Strike` 40 FLIGHT AND COMBAT 41 BASIC FLIGHT TUTORIAL 41 AIR TO GROUND ATTACKS 49 AIR COMBAT 52 APPENDICES 56 AIRCRAFT PERFORMANCE DATA 56 AIR TO AIR MISSILE PERFORMANCE 59 PAGE 3 FOREWORD by JOHN FARLEY - Test Pilot Ever since the MiG-29 was first displayed in public at the Farnborough '88 airshow I've wanted to test fly the plane to see for myself how it handled. At Farnborough '90 I met Mikhail Waldenberg, chief designer for the Mikoyan Bureau, and Valery Menitsky, chief test pilot, to discuss the plane's aerodynamic achievements. Valery then offered me the chance of a lifetime - a flight in their two-seater to see how the plane flew. I wasn't disappointed, after years testing aircraft such as the Harrier for British Aerospace, the MiG-29 proved one of the most exhilarating flights I've ever had. Now with Dommark's MiG-29 Fulcrum flight simulation, you can experience the nearest thing to actually flying the plane; this is no over-simplified game - I was surprised at how accurate the model is. Practice flying using the combined 'angle of attack' and 'g' meter. But remember, too much 'g' and you'll lose your color vision or, worse, black out - real features copied from the MiG-29 for this simulation. The Soviet plane has several important features which make it different from British and American fighters. For example, on the Russian display of attitude, PAGE 4 the little plane symbol banks in the instrument panel as you turn (whereas with western avionics, the plane symbol is fixed and only the background banks). I was pleased to see that the model reacted very realistically during testing. When flying, note how the high thrust and low drag of this remarkable machine allows it to accelerate at low level during a 9g turn - just like the real thing. Try your hand at air-to-air and air-to-ground combat. But recognize that while you train and take risks, real MiG-29 pilots have only one life! Good luck and good flying. P.S.: Do Try The Tailslide - a unique feature to the MiG-29 air display Routine. Start from level flight at 500kph, pull to the vertical and hold it. Close the throttles and wait until you slide back. To recover, pull the stick back until the nose starts to come down, at which point you should apply full power, relax the stick and accelerate away. PAGE 5 INTRODUCTION The Soviet Airforce: An Overview. When Hitler's forces rolled into the Soviet Union in 1941, the Soviet defenses were literally overwhelmed by the suddenness of the attack. Thousands of Soviet warplanes were destroyed - caught unprotected by the swiftness of the Blitzkrieg. But the Soviets worked day and night to replace the lost aircraft, even during air-raids! Much of the manufacturing was moved eastwards away from the frotline, out of bomber reach. Perhaps it is this economy of design, born out of necessity as supplies of raw materials became evermore difficult, that still pervades the Soviet aircaft design philosophy. Traditionally, Soviet fighter designs are produced by the Design Bureaux (OKB's) to fulfill a requirement published by the central bureau. The most famous of these in the West is the Mikoyan and Guryevich Design Bureau known more commonly as MiG. Sukhoi and Yakoviev (SU and TU) are also prominent if a little less known counterparts. The word MiG has become synonymous with the Soviet Airforce or VVS as it is known, due to the exploits, in export form, of its planes in the Korean and Vietnam conflicts. Regardless of the design studio, all Soviet aircraft share a common ideology - simplicity of design, ease of maintenance, PAGE 6 toughness and where possible the ability to operate from rough unpaved airstrips of the shortest possible length. The MiG-29 for example, can take off from a strip of only 240 meters! (787 ft), the American F16 by comparison typically needs twice this. WS cadets who pass the rigorous weeding-out process typically begin their jet-propelled flying career on an L29 jet trainer. These are flight instructor controlled flights (FIC), but gradually pupils will do more and more of the flying until, after a year's intensive training, they graduate from the Gugarin Higher Aviation Academy. Pilots are then sent to operational conversion units where they learn to fly supersonic planes such as the MiG-21, a MACH 2 fighter whose role the MiG-29 was designed to replace. The MiG-21 is encountered in this simulation in its export form - the Chinese built Shenyang F-7M. Soviet training has traditionally concentrated on the basics of flying - formation flying, low level navigation and a rigid regime of tactical combat flying. Historically this has led to criticism of soviet Air Combat Manoeuvres (ACM), as being too rigid and inflexible during actual combat - "Show a soviet pilot initiative, and the next thing you know he's landing in Japan" as the joke goes - a reference to the famous defection of MiG-25 pilot, Lt. Belyenko to Japan in 1976. This inflexibility has had more to do with the aircrafts' relative inferiority at dogfighting than any lack of ability on the part of the pilots. Recent advances in Soviet aerodynamics in the shape of the MiG-29 and the SU-27 however, will probably lead to a new style of flying being taught at Soviet air academies, although whether this will result in American - style "Top Gun" schools remains to be seen. The Soviet Air Force is known as the WS (Voyenno - Vozdushnye Sily) and is itself divided into two main divisions, the FA (Frontovaya Aviatsiya, or frontal aviation) which is the tactical wing and the DA (Dalnya Aviatsiya, long-range aviation) which is the strategic air arm. The Simulation: In this simulation you will operate the MiG-29 initially as a pilot undergoing PAGE 7 conversion training, before achieving combat status. In combat you will fly the MiG in a variety of locations within the Soviet sphere of influence. Each scenario has its own challenge and therefore tests the pilot in different areas of skill - air to air, air to ground, unguided missile attack and of course cannon. Don't forget to use your MiG's amazing manoeuvrability to dodge missiles, deplot chaff to confuse radar guided missiles and flares for IR guided air to air missiles. Remember to study the performance characteristics of the aircraft you encounter - A Mirage is a much more formidable opponent than a Shenyang! Finally a thank you for purchasing MiG-29 FULCRUM, our first flight simulator. We hope you enjoy discovering the depths of gameplay within the simulation. We have had a lot of fun researching and developing it. John Kavanagh The Kremlin, Addlestone. MiG-29 Development Team: Dave Payne Jonathan Newth Paul Stein Ray Jackson Graphics: Steven Blake Lloyd Baker Matthew Hicks Music: Jolyon Myers PAGE 9 INSTALLATION AND LOADING Amiga Reset computer and insert MiG-29 boot disk, the game will load and run automatically. If you have 1MB of memory then you can select 32 Color display. On 512K machines select 16 color display. On PAL 1MB machines select 256 line display, On NTSC OR 512K machines select 200 lines. That's a lot of options so here they are fully listed: 512K machines: PAL 200 line 16 Color (fastest). NTSC 200 line 16 Color (fastest). 1MB machines: PAL 200 line 16 Color (fastest). 256 line 16 Color (bigger screen). 256 line 32 Color (best display). NTSC 200 line 16 Color (fastest). 200 line 32 Color (better display). Hard Disk Installation Create a sub-directory called MIG on your hard drive. Copy all files from the program disk to the directory. To run the program from the CLI type CD MIG. Press RETURN. Type EXECUTE MIG-29. PAGE 10 Loading Sequence: When MiG-29 is run a loading screen is displayed, accompanied by theme music, you can skip this at any time by pressing the space key. The music is followed by a MiG-29 flyby over red square! You may also skip this by pressing the space bar. When the loading sequence is completed you are placed in the briefing room. PAGE 11 QUICK START Mission Selection: Selecting an option You are placed in a briefing room with your options shown on a whiteboard. You may select an option with the number keys (1-7) or using the cursor keys (up/down). To comfirm a choice press Enter or Space. Scenario Summary 1. Basic Training. Some ground targets and a safe enemy aircraft to practice dogfights. 2. Artic Scenario. A submarine to photograph and some Harriers as opposition. 3. Chinese Scenario. Dogfighting with Shenyang fighters over the Great Wall. 4. Oil Field Scenario. An island with storage silos, some oil rigs and ships with SAMs and anti-aircraft guns. 5. Anti-terrorist ground attack scenario. Bridges, trucks, SAMs, train, buildings. 6. Final Scenario. Multi-role combat in the desert. Destruction of a nuclear plant. Pilots Log You may enter yourself in the pilot's log. Dying In the training scenario dying puts you back on the runway. In all the remaining scenarios dying is terminal!! You are placed back in the briefing room. PAGE 12 Debriefing You may enter the briefing room during a mission (provided that you have landed) for a debrief of the current state of play by pressing Ctrl-D. To continue the mission press SPACE to re-enter the game from the briefing room. Controls: Head up display Hud on/off `H' Flight Controls Engine on/off: `E' Throttle up: `=' Throttle down: `-' Full power: Shift `+' Idle power: Shift `-' Landing gear: `L' Wheel brakes: `W' Air brakes: `B' Emergency Eject: `Ctrl-E' Control Stick Ctrl-J selects analogue joystick. Alt-J selects switched joystick. Ctrl-K selects keyboard. Ctrl-L selects mouse. Ctrl-Z calibrate analogue joystick (move stick to extremes, press fire button to exit.) PAGE 13 Keyboard control roll left: `left arrow' roll right: `right arrow' pitch up: `down arrow' pitch down: `up arrow' center: `PAD 0' Joystick center: `Z' Joystick control power: Main keyboard `1',`2',`3' Pitch trim up: `PAD +' Pitch trim down: `PAD -' Zero pitch trim: `PAD *' Rudder: `<',`>' Weapons System: Cannon always available. S-240 unguided rockets. AA-8 Aphid heat seeking air to air missile. HUD marker turns red for good lock. AS-7 Kerry air to surface heat seeking missile. The target for guided missiles must be selected before launch. Fire cannon: `Joystick or Mouse button 1' or `Delete'. Select Weapon: `BACKSPACE'. Select Target: `RETURN'. Fire Weapon: `Joystick or Mouse button 2' or `Space'. Drop flares: `F' Drop chaff: `C' PAGE 14 Aircraft System Autostab on/off: `A' Radar/IR Cycle radar range `/' Simulation Controls: Sounds Engine noise on/off: `N' All noise on/off: `Q' Views Keys in () are active when flying from the keyboard; PAD 8 (F8) - Forward view with head down displays.  PAD 5 (F5) - Forward view without head down displays. PAD 9 (F9) - Forward Right. PAD 6 (F6) - Right. PAD 3 (F3) - Rear Right. PAD 2 (F2) - Rear. PAD 1 (F1) - Rear Left. PAD 4 (F4) - Left. PAD 7 (F7) - Forward Left. MiG outside view: `V' "Tower" view: `O' Missile view: `M' Jump to enemy view: `J' Pause on/off: `P' Fast time on/off: `X' PAGE 15 Toggle hedges: `[' Real Aircraft model: Ctrl-A (only suitable for good joysticks and fast PCs). Simple aircraft model: Ctrl-S (default). Debrief: Ctrl-D (only when on runway). End Game: Esc Navigation: You have 4 waypoints preset for each scenario. Waypoint Zero is always over your home base. Waypoints One, Two and Three are set over enemy targets. Select waypoint `;', this cycles through the waypoints. There is a red steering pointer in the heading tape in the HUD. There is a combined direction/range pointer in the head down compass, a red LED just to its right shows the currently selected waypoint. PAGE 16 OPERATING INSTRUCTIONS Chapter Contents: BRIEFING DISPLAYS AND CONTROLS Section contents: Flight Instruments Head up display Reversionary instruments Flight Controls Weapons System Helmet Mounted Display Cannon Air-to-Surface Rockets Air-to-Air-Missiles Air-to-Surface Missiles Countermeasures Aircraft System Warning Indicators Navigation System Radar/IR SIMULATION CONTROLS DEBRIEFING DYING PAGE 17 BRIEFING When MiG-29 has loaded you will find yourself in the briefing room. The pre-flight briefing allows you to choose which mission you wish to undertake. The missions available are projected onto a white board in the briefing room, the selected mission is highlighted. There is considerable competition between the elite pilots of the MiG-29 squadron, this is reflected by a pilot ranking table which is maintained in the briefing room. To enter the ranking select the Pilots option. Selecting a Mission On startup the training mission is selected. You may select an option on the whiteboard using the number keys (1-7) or with the up/down cursors KEYS. To begin the selected mission press Return or Space. During the loading sequence for each mission a scene setting picture is displayed. (With the exception of training which takes you straight to the runway). The missions available are: Training Solo Codename "Blue Seasprit" Codename "Yellow Dragon" Codename "White Pegasus" Codename "Red Witch" Final (you must attain a certain score to fly this mission). More details about each mission may be found in the Missions chapter later in the book. Pilot Ranking To enter the pilot ranking system select `PILOTS' and press return, the current rankings will be projected onto the whiteboard. You may enter the rankings by selecting the `New Pilot' (6) option and entering your name (max 10 characters). PAGE 18 You may play as a ranked pilot by selecting a pliot (1-5). The ranking table is saved to disk every time you display the table or, if you are flying as a ranked pilot, each time you exit a mission. DISPLAYS AND CONTROLS Flight Instruments The primary instruments provide the pilot with all the crucial information required to fly the plane. The information is projected onto the Head Up Display, where it is instantly available. The head down display contains a set of instruments which duplicate this information. They are called reversionary instruments, because they provide backups in case of HUD failure. MiG-29 Head Up Display Unit -------------------------------------------------------- [ HEAD UP DISPLAY ] [ Airspeed Heading ] [ (Km/hr) | ] [ / ___________________|__________________Altitude ] [ / |06 09 121 1| / ] [ 1206 | / ] [ 420 ] [ 0\ Waypoint ] [ / \ __ Direction ] [ Pitch/ -- Indicator ] [ Bars\ . LFD ] [ \ .../ _ _ ] [ \ .|. _| ] [ \ | --VSI ] [ -1 -- | ] [ ] [ G | ] [ \ | ]  [ 2 | 2 ] [ | \ ] [ Velocity Vector AOA ] [______________________________________________________] The MiG-29 HUD has a narrow field of view. It has been praised for the manner in which it presents complex data in a simple and easily understandable way. Altitude Vertical height above the ground is shown in meters. Airspeed Airspeed is shown in kilometers per hour (100Km/h = 54 KNOTS). Pitch Bars The pitch bars stay parallel with the ground at all times. You can therefore use them to recover from unusual altitudes and to keep your wings level when the horizon is not visible. The lines are at 10 degree intervals with a cross at 90 degrees. When you see the cross PAGE 19 you are either heading straight up or straight down. VSI (Vertical Speed Indicator) This shows your rate of climb or descent. It is especially useful when turning steeply near the ground. The VSI has two fixed markers in it, the upper marker is the center point (zero rate of climb), the lower marker is the maximum rate of descent which the MiG can tolerate on landing. LFD The Longtitudinal Fuselage Datum marker shows the direction the nose is pointing. G This shows the G-force currently on the MiG. The MiG-29 service limit is 9.5g, however the airframe can withstand considerably more. AOA (Angle of Attack) The angle of attack is the angle between the direction of the airflow approaching the aircraft and a line joining the leading and trailing edges of the wing. For normal flight AOA is red-lined at 26 degrees on the MiG-29, however the airframe will remain controllable at higher AOA for short periods of time. The lift generated by the wing is dependant upon this angle. If the angle is too high the wing stalls, lift is reduced dramatically and control of the aircraft may be lost. Conventional wings may stall at AOA of less than 20 degrees. Velocity Vector This red marker shows the direction in which the MiG is flying. Heading The horizontal band across the top of the HUD shows the current heading in tens of degrees. 00 is north, 90 is east, 27 is west and 18 is south. PAGE 20 Waypoint Direction Indication This red marker in the heading band shows the heading to the currently selected waypoint. To fly to the waypoint you should turn until the marker is directly above the central tick. HUD on/off `H' Turns the head up display system on/off, when the display is off (or damaged) a reversionary LFD will be projected onto the HUD. Reversionary Flight Instruments Altitude Vertical height above the ground is shown in meters. One revolution of the needle is 1000M, the thousands of meters are shown as digits in the center of the dial. Airspeed Airspeed is shown in kilometers per hour (100Km/h=54 knots) Artificial Horizon and Turn This is a uniquely Soviet instrument. It shows the pitch and roll elements of your attitude separately on the same instrument. The pitch element is shown on a rotating cylinder as horizontal lines which move up and down in the display. Flying flat (zero pitch) puts the zero degree line in the center of the dial. The roll element of your attitude is shown by a bar rotating about the center of the dial. Traditional western artificial horizons use rotating roll lines free floating in pitch (as in the MiG HUD). VSI (Vertical Speed Indicator) This shows your rate of climb or descent. AOA/G Combined angle of attack and G meter. AOA is shown on the left half of the dial, it is redlined to 26 degrees. G is shown on the right side of PAGE 21 the dial, it registers 0->9 G's. Engine Instruments and Controls Engine gauge This pair of bars show the engine rpm's. There are 3 color bands. Yellow is the idle band, green is the normal operation band. Red shows that the afterburners are on. Fuel This gauge shows the amount of fuel left. There is also a low fuel warning lamp. Engine: `E' Turns engine on/off. The engine must be started before the throttle controls work. You must switch the engine off after landing to refuel and rearm. Throttle up: `=' Increases throttle. When throttle is at maximum throttling up further turns on the afterburners. Throttle down: `-' Decreases throttle. Full power: Shift `+' Sets throttle to maximum. The engines will idle. Idle power: Shift `-' Sets the throttle to minimum. The engines will idle. Hydraulic Systems The hydraulic indicator shows the position of the hydraulically driven systems on the aircraft. PAGE 22 Indicator Wheel brakes This single green light indicates that the wheel brakes are applied. Gear Position Three greens show that the landing gear is down. The indicators show red when the gear is retracted. Air brakes Two greens show that the airbrakes are applied. Flaps Two greens show that the flaps are extended. Controls Landing gear: `L' The landing gear produces a great deal of drag and should be raised for normal flight to increase performance. You will not be able to lower or raise the landing gear after hydraulic system failure. It is possible to land with gear up if the descent rate is very low and the wings are almost level. Wheel brakes: `W' The wheel brakes work on all wheels and are needed for slowing down after landing. You must release the brakes before starting your takeoff, a useful techinique is to throttle up to full power before releasing the brakes as this reduces your takeoff run. Air brakes: `B' The air brakes provide extra drag. This helps you to reduce speed which can be useful while in a steep ground attack or when you are too fast on a landing approach. Slowing down reduces your turning circle, which makes the airbrakes useful in dogfights. PAGE 23 Emergency Eject: `Ctrl-E' If you lose control of the aircraft - 2 missile hits or low altitude stall, you can eject to safety by pressing Ctrl-E. After a few moments the parachute will open and you will begin to spin to the ground. You can still look around using the Pad/Function keys. Press Space to exit and return to the briefing room. Flaps 2 greens indicate that the flaps are out. The flaps increase the drag and lift of the wing, effectively braking the aircraft and increasing its performance at low speed. The flaps automatically extend below an airspeed of 250 knots. Flight controls: Control Stick The joystick is used to control the orientation and direction of the plane in the air. You may choose between a number of ways of controlling the joystick from your computer: 1. Keyboard. 2. Mouse. 3. Switched game joystick. 4. Analogue joystick. The control selected at startup is: PC - Joystick. PAGE 24 Amiga/Atari - mouse. To change the input: Ctrl-J selects analogue joystick. Alt-J selects switched joystick. Ctrl-K selects keyboard. Ctrl-L selects mouse. Ctrl-Z: Calibrate analogue joystick (move stick to extremes, press fire button to exit). Keyboard: The arrow keys are used to control the joystick. Mouse: The mouse is used to represent an aircraft joystick. Imagine that the mouse is the top of a joystick. Pushing the mouse away lowers the nose of the aircraft, pulling it towards you raises the nose. Moving the mouse left rolls left and moving right rolls right. The neutral position is wherever the mouse started and it must be returned to this position for no control input. The joystick position indicators on the display are useful for fine centering of the mouse. It takes a while to get used to using the mouse, but once mastered the extra control and precision makes keyboard or switched game joystick seem inadequate. MOUSE CONTROL Mouse Up - Pitch Down Mouse Down - Pitch Up Mouse Left - Roll Left Mouse Right - Roll Right Left Mouse Button - Cannon Right Mouse Button - Rocket PAGE 25 Switched Joystick A switched joystick provides a crude but intuitive way of controlling the game. It requires no calibration. Analogue Joystick An analogue joystick is the most realistic way of controlling the game, it provides an accurate and intuitive way input. You will have to calibrate your analogue joystick before use, this can be done from within the game by pressing Ctrl-Z whilst on the runway. Move the joystick to all its extremes, press a key on the joystick to end the calibration. Joystick Center: `Z' This centers the joystick, it is most useful with the mouse. Joystick control power: Main keyboard `1',`2',`3'. You can choose the mouse control response that is best for your flight mode and experience. Low power (1) is useful for training, normal power (2) is useful for most flying, high power (3) is best for dogfights but makes precise control difficult. Pitch trim Pitch trim up: `PAD +' Pitch trim down: `PAD -' Zero pitch trim: `PAD *' Rudder `,',`.' The rudder has 2 uses. On the ground the rudder input is used to control nose wheel steering. In the air the rudder turns the aircraft without roll, but the effect is small. You can use the rudder for small aiming corrections while attacking ground targets and for final heading correction while landing. PAGE 26 Weapons System Cannon The MiG-29 is armed with a 23mm cannon, used for air combat and ground attack. The cannon fires about 1000 rounds per minute and is initially loaded with 250 rounds. The number of rounds left is shown at the top of the stores display on the left of the cockpit. Air-to-Surface Rockets The MiG-29 is armed with unguided rockets housed in rocket pods, these are used in its ground attack role. You are initially armed with 36 S-240 unguided rockets, these are fired two at a time. Air-to-Air Missiles Your MiG is supplied with AA-8 "Aphid" dogfighting missile. The Aphid is a sophisticated modern heat seeking air to air missile. Your MiG is armed with up to four Aphids on the outboard wing pylons. On mainly air attack missions an additional two Aphids are mounted on the inboard pylons. Air-to-Surface Missiles For the MiG's ground attack role it is armed with AS-7 "Kerry" air to ground guided missiles. The Kerry missiles are loaded on the four inboard wing pylons. On missions with mainly ground attack targets an additional two AS-7'S are mounted on the outboard pylons. Helmet Mounted Display The MiG-29 has a helmet mounted sighting system displaying current weapon status and missile "lock" in the pilot's helmet. The sighting PAGE 27 System allows true off-boresight missile firing capability, freeing the pilot from the necessity of pointing the nose of his aircraft at the target to lock it up. Weapon Selected This shows the currently selected weapon. The MiG is amred with S-240 unguided rockets, AA-8 "Aphid" air-to-air missiles and AS-7 "Kerry" air-to-surface missiles. Bottom left of Helmet Mounted Display shows the type of weapon. (i.e.: AA-8 would indicate "Aphid" air-to-air missiles, S-240 would indicate unguided rockets, etc.). Track Box When a guided missile is selected and a target is being tracked a track box is displayed outlining the target. (This being slightly off center to the right of the Helmet Mounted Display). Selecting Weapons The cannon is always selected on the primary fire control. One of the S240 / AA-8/ AS-7 may be selected as secondary fire control. The selected secondary weapon is shown in the helmet mounted display. Fire cannon: `Joystick or Mouse button 1' or `Delete' Select Secondary Weapon: `BACKSPACE' This cycles the currently selected weapon S-240 -> AA-8 -> AS-7 Select Target: `RETURN' If the secondary weapon selected is a guided missile (AA-8 / AS-7) the weapon system must attain a "lock" on a target before a missile can be fired. Pressing RETURN when a target is selected deselects it. PAGE 28 The target only stays selected for a limited time (- 30 seconds). Fire secondary weapon: `Joystick or Mouse button 2' or `SPACE' S-240 - fires two rockets. AA-8 - if target is selected fires one air to air missile. AS-7 - if target is selected fires one air to ground missile. Countermeasures The MiG-29 countermeasures system comprises of Flare and Chaff launchers. Flares are used to decoy heat seeking missiles. Chaff is used to confuse radar guided missiles. Drop Flares: F' 4 Flares are dropped. Drop Chaff: `C' Chaff is dropped 8 units at a time. Aircraft System Warning Lamps These are situated on the right side of the cockpit. There are two banks of lamps, 4 failure indicators and 4 warning indicators. Failure lamps: Hydraulic system failure This indicates that the hydraulic system has been damaged, your landing gear and air brakes will remain in their current positions. You attempt landing for repair. Navigation system failure The navigation computer has malfunctioned or been damaged. PAGE 29 Radar/IR failure The radar and/or IR system has suffered a failure. You may lose some or all of the information displayed on the radar/IR display. HUD failure The head up display computer has been damaged, you will have no head up display. Low altitude: Stall The aircraft is in a stall. Low fuel Low fuel warning. Return to base for refuelling. Autostab Autostab is on when indicator is lit. The Autostabilizer Your MiG-29 is fitted with an autostabilizing system. The autostab enhances the aircraft stability. This makes it return to straight and level flight although you can still fly in the normal way. You should use the autostab while you gain experience and it will always be useful for long distance straight and level flying. For combat the autostab hinders aerobatic manoeuvres and should be switched off. Autostab on/off `A' Navigation System The MiG-29 compass is a rotating ball with the heading marked in tens of degrees. Your current heading is shown in the center of the ball. This compass duplicates the heading band in the head up display. The MiG-29 inertial navigation system has 4 waypoints which are PAGE 30 Preset before each mission. The cockpit display consists of a pointer overlayed on the compass dial. The direction of the pointer indicates the relative bearing to the waypoint. The pointer is half green and half red with the green half indicating the direction to fly. When the green pointer is orientated directly north then you are on course for the waypoint. A white bar crosses the pointer indicating the distance to the waypoint. When the bar is at the end of the pointer the waypoint is 25Km or more away. When the bar crosses the center of the pointer you are directly over the waypoint. The relative bearing to the waypoint is also indicated by the red steering indicator in the head up display. Waypoint Selected This single digit shows the current waypoint selected. There are 4 waypoints (0-3) which are preset before flight. Waypoint cycle `;' This cycles the currently selected waypoint 0->1->2->3->0->. The currently selected waypoint is displayed in the head down display. Radar and Infra Red System The combined radar and Infra Red display head is situated at the top right of the cockpit. It displays the information obtained from the forward looking radar and all round IR sensors. The radar covers a 90 degree forward cone with a maximum range of 30 kilometers. The radar range is selectable from 30km, 15km, 8km; the range is shown at the bottom left of the display. PAGE 31 The Infra Red sensors provide all round directional information, but not range. IR signals are shown as spokes on the display. Cycle radar range `/' This cycles the current radar range(Km) 30->15->8->30. The current range is shown in the radar display. SIMULATION CONTROLS Sounds Engine noise on/off: `N' All noise on/off: `Q' Views Views from aircraft; The numeric keypad is used to select all round views from the plane. PAD 8 - forward view with head down displays. PAD 5 - forward view without head down displays. PAD 8 / 5 PAD 7 PAD 9 PAD 4 PAD 6 PAD 1 PAD 3 PAD 2 If the keyboard is being used as the primary control input then the function keys control the outside views. F8 - Forward view with head down displays. F5 - Forward view without head down displays. F9 - Forward Right. F6 - Right. F3 - Rear Right. F2 - Rear. PAGE 32 F1 - Rear Left. F4 - Left. F7 - Forward Left. View Controls MiG Outside view on/off: `V' This places you outside the aircraft. The relative position of the viewer to the aircraft can be controlled on the numeric keypad (or function keys) as above. Missile View: `M' If a guided missile is in flight this shows the view from the missile's infra-red eye. While you are looking from the missile's point of view you are still in control of the aircraft. It is advisable to be in a straight and level Flight before selecting another view! Jump to enemy view: `J' This allows you to see the world from the enemy`s point of view. If an enemy target is selected (air or ground) by the weapons system `J' will jump to the enemy view. It is most entertaining to select an enemy plane whilst dogfighting and follow his manoenvres! Control tower view: `O' This selects a view of your aircraft from your home runway. You can fly the MiG-29 like a radio controlled aircraft! The control tower view automatically zooms in on you when you fly away from the tower. The maximum range is 10km. Other Controls Debrief: `Ctrl-D' This places you in the briefing room for a post mission debrief. You can only be debriefed after you have landed on the runway. PAGE 33 Pause: on/off: `P' Fast time on: `X' Turning on fast time speeds up simulation for the entire game by a factor of 3. DEBRIEFING You can enter the briefing room for a debrief at any time during a mission (provided that you have landed). Your mission debrief informs you if your mission is complete, and if not how many targets remain. Your current score is also shown. To continue the mission press Return or Space to get to the briefing room and Return or Space again to restart. DYING If in the unfortunate event of your crashing or being shot down the screen blacks out and a death screen appears describing the reason of your crash. You are then placed in the briefing room. PAGE 34 MISSIONS The missions available in MiG-29 are: Training Solo: Codename `Blue SeaSprite` Codename `Yellow Dragon` Codename `White Pegasus` Codename `Red Witch` Final: Codename `Desert Strike` Level of difficulty Each mission features a different aspect of flying the MiG-29 and demands a different level of pilot skill. In the training missions a high level of skill is required giving you the opportunity to learn in a benign enviroment. The solo missions each feature a different aspect of flying the MiG-29 and all require similar levels of skill. The final game requires skill in all areas of combat. Training Missions You`re welcome to the Elite Pilots' School" Welcome to the pilots' school at Orzusk Aerodome. As one of the elite group of cadets chosen to train on the prestigious MiG-29 you will be under a lot of pressure to perform well during your training and to go on to one of the many MiG-29 squadrons around the USSR. Once you have completed the training missions you will be assigned a number of missions based on real-world scenarios which must be completed successfully. Each scenario is designed to test one particular area of the MiG-29's theatre of operations, and your skill in completing these missions will dictate how soon you can pass on to join the elite cadre of MiG-29 veterans. PAGE 35 The Training Scenario The training scenario features a number of elements to introduce you to the capabilities of the MiG-29. There is a firing range designed to exercise use of your 23mm cannon and unguided rockets. The lake has targets for your guided air to surface rockets. There are a number of manoeuvring air drones allowing you to learn the art of dog-fighting with. Each of these elements is marked with a waypoint preset in the navigation computer. Waypoint 0 Home runway (one). Waypoint 1 Firing range. Waypoint 2 Lake. Waypoint 3 Runway two. Your training will require the completion of the following tasks (if you do not master these basic skills in training you will certainly die when you attempt a solo mission - but you are free to try!). Suggested Training Program: Takeoff, perform a controlled turn and land on visuals. Takeoff, fly to firing range (waypoint 1), destroy tragets, return (waypoint 0) and land on runway. Takeoff, fly to lake (waypoint 2), use AS-7's to destroy targets, return and land. Takeoff, fly to next airfield (waypoint 3), engage enemy drones using AA-8's and land on runway two. PAGE 36 Solo Missions Codename "Blue SeaSprite" The counter-intelligence analysis section of the GRU has intercepted American communications traffic indicating that two days ago a Dallas "Boomer" class ICBM submarine developed a reactor fault and has had to surface. It is now trapped in ice, but latest weather estimates that the ice will start breaking up in the next twenty-four hours. The submarine is trapped INSIDE NATO territorial waters and consequently unapproachable by one of our Russian sea based fleet. A continuing heavy cloud layer prevents the use of spy satellites to photograph the submarine. This is too valuable an opportunity to miss, so a single MiG-29 will be despatched to film the sub. To further complicate matters there are believed to be three British Sea Harrier jets operating from the ice providing air cover for the sub. Mission: Takeoff from airbase in Siberia. Navigation at normal flight levels to within 30Km of submarine. Descend to below radar horizon and continue to navigate to submarine. Page 37 When within range of sub fly towards it at 200 meters, approach within 100 meters of submarine. Note numbers on side of submarine. Return to base "ASAP"! NB: We are not prepared to start WW3 so if you intercepted by British fighters, do not REPEAT DO NOT engage, if necessary terminate the mission. Waypoint 0 Home base. Waypoint 1 Submarine. Waypoint 2 Harrier base. Codename "Yellow Dragon" Over the last week there have been a worrying number of "incidents" involving Chinese illegal incursions into Soviet airspace. These incidents have always taken the same form with a group of three Chinese fighters flying into restricted airspace towards Tbliski aerodrome. Units of the Tbliski's ageing SU-21 fighters are scrambled, but as soon as they fly into visual range the Chinese the Chinese fighters turn around and fly home. That is until yesterday when the Chinese shot down one of the Soviet fighters. The Chinese Ambassador regrets this unfortunate "Accident"! We have decided that a single MiG-29 should fly an PAGE 38 intercept mission to teach the Chinese an important lesson about "Tickling the bear's nose" too many times! Mission: Scramble from Tbliski. Fly towards Shenyang Fighters and shadow them until they leave Soviet airspace. Do not engage in hostilities unless provoked by direct action. Return to base. Waypoint 0 Home base. Waypoint 1 Great Wall. Waypoint 2 Chinese runway. Waypoint 3 Chinese runway. Codename "White Pegasus" Tension has been rising over the last few days after a leader of the middle Eastern state of Arzaria, General Hasouz proclaimed that Arzarian territorial waters would henceforth stretch 200 miles into open sea. (The internationally accepted standard is 12 miles). In addition, he has proclaimed that all sea traffic within this 'Territorial Sea Zone" directly violates Arzarian territorial waters, and that any such shipping would be fired upon. Yesterday, a Soviet oil tanker, the Rodina, ran into severe difficulties after a fire in the engine room completely destroyed all rudder control. The Rodina drifted for 12 hours to within 80 miles of the Arzarian Coast. Despite numerous pleas for help was ignored. Eventually an Arzarian gunboat was dspatched and the Rodina was boarded. After much arguing and posturing by the Gunboat captain, the crew of the Rodina were "removed" from the ship and the Rodina was then sunk by a torpedo launched from the gunboat. It has been decided that this incident cannot pass without notice and that some form of retaliatory action MUST be taken. Since Hasouz has directly attacked the Soviet oil supply, it has been decided that the same should happen to him. A single MiG will fly a covert mission to attack targets opportunely (preferably oil PAGE 39 refineries or oil rigs). Mission: Take-off from island aerodrome. Low level flight towards oil fields. Air-to-ground missile attack on refinery and oil rigs. Return to aerodrome. Waypoint 0 Home base. Waypoint 1 Island. Waypoint 2 Oil Rig. Waypoint 3 Oil Rig. Codename "Red Witch" A Terrorist group operating WITHIN the Soviet territory have been destroying road and rail links between major cities. One of the reasons they have been so hard to track down is that they constantly move their base thus making it difficult to pinpoint their location. It is also believed that they only travel on back roads and always at night to avoid detection. Fortunately the KGB have managed to infiltrate an agent into the terrorist group, and he has given us a date, time and approximate position of their convoy. Your mission is to provide air support for a Spetnatz commando group acting covertly to "remove" the terrorist threat. Mission: Take-off from airbase. Navigate to predicted area of operations. Track terrorist vehicles to base. Destroy vehicles and base. Return home. Waypoint 0 Home base. Waypoint 1 Bridge. Waypoint 2 Enemy HQ 1. Waypoint 3 Enemy HQ 2. PAGE 40 Final Mission: Codename "Desert Strike" Terrorist elements of a Middle Eastern state have been attacking merchant ships in the strait of Hormuz. The leader of the state has been shown on TV publicly ridiculing both the USA and USSR as weaklings. Normally this would be of no consequence, but other elements in the Middle East are now looking towards a potential "Jihad". Over the last few months the KGB's Satellite Intelligence Service (SIS) have noted a large amount on construction work in one particular area of the Lahal desert. Analysis indicates that this construction is for a fast breeder nuclear reactor. The technology to develop nuclear weapons is already possessed by the Middle East; this reactor would provide the plutonium required for production. It has been decided that this reactor MUST be destroyed at all costs. Mission: Take off from airbase in `friendly' Middle Eastern state. Fly across border and secure an advanced airbase for further operations. Create safe path through ground defense network by destruction of ground defenses and aerodromes. Destroy nuclear facility and support complexes. Waypoint 0 Advance base. Waypoint 1 Desert fort. Waypoint 2 Truck base. Waypoint 3 Fuel dump. PAGE 41 FLIGHT AND COMBAT BASIC FLIGHT TUTORIAL: A flight simulation on a personal computer can't move you physically in the same way that a real aircraft would. This means that instead of you rolling with the aircraft as it banks, the simulated world is rolled the other way instead. You will soon get use to compensating this as you move and the world staying still. Until this happens you may find this confusing that banking to the right makes the world roll to the left or that pitching up makes the world move down. The controls of an aircraft cause the aircraft to move while the control is applied and to stay at the same attitude when the control is neutral. This means that the aircraft will not return to straight and level flight just because the controls are central. The main control for a fighter aircraft is a joystick. Moving this backwards and forwards changes the angle of the tailplane which causes the aircraft to change its pitch. Pulling the joystick back causes the nose to pitch up, and pushing it forward causes the nose to pitch down. Moving the joystick from side to side changes the angle of the ailerons which cause the aircraft to roll. Moving the joystick left rolls left and moving it right rolls right. The controls work by reacting against the air flowing over them which means that at low speeds the controls have less effect. The ideal control for a simulated aircraft is an analogue joystick. This has a greater effect the further it is moved and is sprung- loaded back to the center position. The next best is a mouse, which gives very precise control but is hard to return its starting position to give zero control input. The simulation cockpit has a special joystick position display to make it easier to return the controls to neutral. In the absence of an analogue joystick or mouse a switched joystick or the keyboard can be used. Both these controls have more effect the longer pressure is applied or the keys are held down. Reversing the direction PAGE 42 immediately returns the control to zero and then continues in the new direction. These effects can be seen by noting the control position indicator. The best way to learn to fly is to practice. MiG-29 has a special training scenario which simply returns you to the starting position on the first runway if you crash. This allows you to learn to control the MiG without waiting for the program to go through a long restart sequence. You can select the training scenario from the briefing room. You will be placed on the first runway with your engine idling and wheel brakes on. Press CTRL-D to exit to the briefing room and select another scenario. You should have the controls and display reference card to hand to remind you of all the keyboard functions. Take off: When you are ready to take check that your controls are central and then use the = key to throttle up to full power. You will start to move as the brakes are not powerful enough to hold you against full power. Press W to release the wheel brakes which allows you to accelerate faster. You airspeed is the number at the top left of the Head Up Display (HUD). This is in kilometers per hour (km/h). 2 km/h is about 1 Knot. When your airspeed is over 300 Km/h you should pull back on the joystick to take off. This may take a large control input but as soon as you leave the ground return the elevator to neutral. If your nose has pitched up to more than about 10 degress you should move the stick forward to reduce your pitch to 10 degrees. 10 degrees is the first line marked with a 1 on the HUD and the central green cross gives the position of your nose. You should retract your landing gear by pressing L as soon as convenient. Straight and Level Flight: Keep your wings level by correcting with sideways movements of the joystick. If the left wing is low then move the joystick to the right until the horizon is level and then center the joystick. If the right wing is low use left joystick. If the horizon is out of view you can look at the lines in the HUD which are always PAGE 43 parallel to the horizon. Initially you should try to fly at a height of between 1000 and 2000 meters. You height is shown at the top right of the HUD. Maintain height by keeping the central green cross on the horizon. If you get into an unusual attitude your should always level your wings before using the elevator to pitch your nose back to the horizon. If you lose control you can use the auto-stabilizer to recover. First center your joystick by pressing Z and then switch on the auto-stabilizer by pressing A. You may prefer to leave the auto-stabilizer on for your initial flights. Turns: When you have mastered flying straight and level it is time to practice turning. A fast jet is not east to turn quickly. The faster you fly the more force is required to make the turn. The force is known as g force and the MiG can produce over 10g in a tight turn. This is 10 times the force of gravity. The only way of producing this force is by using the wings. When you are banked over the lift from the wings is going sideways rather than up and you use this force to turn. Pulling back on the joystick not only pitches the nose up but also increases the angle of the wings to the airflow, thus producing more lift and therefore more g force. Flying straight and level requires 1 g of lift. Simply banking the aircraft produces just 1g over to one side allowing the aircraft to turn slowly. To turn fast the aircraft should be banked until the wings are nearly vertical and then the elevator can be used to control the rate of turn. It is quite difficult to control the bank angle while pulling back on the joystick, but controlled high g turns are an essential part of flying a high performance aircraft like the MiG-29. While practicing turning you will probably notice that the nose of the aircraft drops towards the ground. This is caused by sideslip and makes turning at low altitudes difficult. The best way to counteract this is to bank to less than 90 degrees and to use the elevator to keep the nose up. The closer you are to 90 degrees the more elevator you will need. PAGE 44 Navigation: When you can make controlled turns it is time to learn to navigate. Fighter aircraft have simple navigation systems so that the pilot can concentrate on flying and combat. The MiG-29 simulation includes several waypoints, which are points on the ground preprogrammed into the navigation system. The training scenario starts with waypoint 0 selected which is set to the center of your base runway. To return to this runway you can use the red line on the compass display at the top of the HUD. When the red line is centered you are flying directly towards the selected waypoint. The head down navigation instrument also shows information about the waypoint. The green line shows the direction relative to your nose and the white cross bar shows the distance. You can change waypoints by pressing the ; key. To return to base keep heading towards waypoint 0, and keep your altitude to about 1000 meters. If you are too high you won't see any ground features. If you fly with afterburners on you will use more fuel and your range will be much less. If you have gone too far during practice you may run out of fuel before you can land to refuel. This is an easy way to get back to base. Try and experiment with different throttle settings and the airbrake to see what effect they have on speed. It takes a long to lose speed in straight and level flight, but tight turns at low throttle will burn off speed much faster. Climbing steeply will reduce speed and diving steeply will increase it. At low levels the speed of sound is a barrier which the MiG can only just break. Its top speed is 1400 Km/H at sea level and even afterburners increase your top speed by less than 150Km/H. If you go higher the top speed will increase to 2500Km/H at 10000 meters. Landing: When you can navigate back to your base runway, the next problem is landing on it. A good landing requires a low descent rate with the wings nearly level and a low enough forward speed to stop before the end of the runway. The secret of a good landing is a good approach. This means that you need to PAGE 45 start a long way out from the runway. The base runway is aligned North-South and there is no wind so you can land from either end. A simple way to align the aircraft with the runway is to fly over the runway heading North and South and keep going at an altitude of of about 1000 meters for at least 30 seconds. Then make a tight 180 degree turn until you are heading back to the runway. Unless you have flown slightly off the due North or South course, the turn will put you to one side of the direct line to the runway. You should get back to a straight line from the runway as soon as possible. A good speed for the approach is 500Km/H. The throttle should be rduced to zero and the airbrake used if needed. At 500Km/H and about 5 kilometers from the runway, lower the landing gear and take off the airbrake. Point the aircraft's nose down, directing it at the start of the runway. Increase throttle slightly if the speed get too low. The steeper your descent the less throttle you will need to maintain airspeed. The landing gear adds drag and therefore slows you down. When you are about 2 kilometers out you should start to slow down to about 250 Km/H and lower the landing gear. There is a red aircraft symbol in the center of the HUD. This is your velocity vector. It shows the direction in which you are actually travelling as opposed to the direction the aircraft's nose is pointing. The slower you fly the more you have to keep your nose up to maintain level flight. The velocity vector shows you true direction and as you slow down you can use it to show you where you will land. Your nose can be well above the horizon but your downward speed can still be too high to enable a safe landing. The velocity vector shows this. In addition, the vertical speed indicator in the HUD shows your descent rate. This has to be above the lower line for a good landing. When you down to about 10 meters you should pull back on the joystick to round for a gentle touch down. If you slow down too much you will stall. This happens when the angle of attack of the wings to the airflow is greater than about 20 degrees. If you stall, the nose will drop and you will height. If you are low you will hit the ground. If while landing the velocity vector gets close to the bottom of the PAGE 46 screen, then this is a good sign of an impending stall. The angle of attack indicator at the bottom right of the HUD is also useful. When you are safely on the runway, ensure that the nose is down, apply wheel brakes and use the rudder/nose wheel steering to stay on the runway. You will automatically be refueled when you stop. ADVANCED FLIGHT: The MiG-29 uses advanced aerodynamcis. It does not have a fly-by- wire computer system and therefore relies on good handling and pilot skill for its performance. The most remarkable feature is its controllability at very high angles of attack. A conventional wing stalls at about 15 degrees but the MiG is still under control at 25 degrees. The drag is of course considerable at high angles of attack and the afterburners are essential for maintaining speed. The MiG-29 simulation has two different aircraft models. The standard model is designed to compromise between ease of flying and realism. There is also a more advanced model that is a much more accurate simulation, but which requires a fast computer to run effectively. This is because the forces acting on the aircraft are calculated and then used to determine its acceleration and velocity. If the time step for this calculation is more than about 1/10 second, inaccuracy can build up causing oscillations. It is also more difficult to fly. (A fast response time to control inputs is important). This limits the advanced model to 16/32 bit computers with a clock speed of 16MHz or above which can maintain a frame rate of over 10 Hz. A good analogue joystick is also an advantage for flying the advanced model. A good joystick has very little backlash which means that it returns to precisely the central position when released. A second joystick for rudder and throttle is also very useful. With enough practice the mouse works quite well but keyboard control is difficult. Some of the manoeuvres and techniques discussed in this section can only be performed by the advanced model. This is enabled by pressing CTRL-A. Using the fast time feature makes the advanced model hard to control and it PAGE 47 may become unstable on slower computers. The MiG-29 airframes is very strong and can take about 13g. An experienced pilot can take about 10g after which there is a high risk of blacking out. Blacking out is not covered in this simulation, but using full elevator control at high speeds is unwise as there is no fly-by-wire system to prevent you breaking the airframe. There is a g meter at the bottom left of the HUD and this should be airframe. There is a g meter at the bottom left of the HUD and this should be used to avoid pulling more than 10g. The reduction of air density with altitude is simulated. This means that the aircraft can fly much faster at high altitude, but it becomes harder to control. Thin high altitude air does not provide much lift so high g manoeuvres become increasingly difficult. The MiG has an operational ceiling of about 20,000 meters (60,000 feet). Above this altitude the air is too thin for the jet engine which produces almost no power. The drag increase at the speed of sound is also simulated. This prevents high speed flight at low level. The MiG-29 can fly at 1,400 Km/H (Mach 1.1) at sea level, but up to 2,500 Km/H (Mach 2) at an altitude of 10,000 meters. This means that flying high is the best way to reduce travel time. However, dogfighting at high level is difficult. The simulation deals with unusual aircraft altitudes and continues to calculate forces on the aircraft even when far outside the normal flight envelope. This allows you to perform the full range of aerobatics. There is a velocity vector in the HUD. This is the red aircraft symbol. It shows you the point in space towards which you are actually moving. It stays close to the central green cross at high speed and low g. When flying at low speed or high g, the velocity vector can be a long way from the center. For example, at 25 degrees angle of attack, the velocity vector is 25 degrees below the center line of the aircraft, and out of the field of view of the HUD. The velocity vector can be very useful for accurate flying. For example, when you are pulling a high g turn you have to keep the velocity vector above the horizon to avoid losing height. If you are below 100 meters and the velocity PAGE 48 vector is much below the horizon you should start worrying. The velocity vector will show you exactly where you will touch down when landing. For a controlled, slow landing, the nose may have to be nearly 10 degrees above the horizon and you have to use the velocity vector to monitor your "round out". The elevator on the MiG-29 is very powerful and is easily capable of holding the nose up even when the wings are fully stalled. The design of the wings prevents them from producing roll instability as they stall, so it is quite easy to fly the aircraft with the wings at 25 degrees angle of attack. However, there is a large amount of drag at these high angles and you will need lots of engine power to sustain them for long periods of time. If you fly slowly enough and with insufficient power, the elevators will be incapable of holding the nose up and a full stall will develop. The controls become less effective as airspeed drops. Below about 200 Km/H this effect is very noticable and there is no choice but to wait for airspeed to build up to regain full control. AEROBATIC STUNTS: The MiG-29 is famous for its tailslide manoeuvre which would probably be outside the envelope allowed by a fly-by-wire aircraft. This manoeuvre is quite easy to perform provided you have sufficient height for recovery. Fly straight and level at about 500 meters altitude and about 800 Km/H airspeed. Pull back hard on the stick while reducing throttle to an idle. Aim to climb at 80 degrees upwards as shown by the HUD and ensure the wings are level while you still have sufficient airspeed for control. Your airspeed should drop to zero by about 1,500 meters altitude and you will then start to slide backwards. Note that the elevator control is reversed when moving backwards so you will need to pull back on the joystick to make the nose drop faster. Let the nose drop until you can see the velocity vector again and apply full power and pull out carefully. You should be back in level flight at about 500 meters altitude. The only real problem is trying to recover too soon and getting PAGE 49 locked into a stall right down to the ground. Another fun manoeuvre is a dead stick landing. Start from about 2,000 meters near a runway and switch the engine off. You need to descend at an angle of about 10-20 degrees to maintain airspeed and pulling any tight turns will lose speed very quickly. Wait until you are very low before lowering your landing gear and "round out" precisely. Any ballooning after the "round out" can lead to a stall and a crash. AIR TO GROUND ATTACK You have three different weapons to use for ground attack. The simplest is the cannon. This is always ready for use simply by pressing the main joystick or mouse button, or by pressing the Delete key. Some of the shells are "tracer" which mark the path of the shells. The trajectory of each shell is simulated as it PAGE 50 falls under gravity and you will see it explode on contact with the ground or any solid object. The explosions clearly mark the impact point of the shells and you can use this to steer a long burst onto the target. You only have 250 rounds so you can only do this a few times in any one sortie. The effective range of the cannon is about 2 kilometers, but you will probably not hit anything at over 1 kilometer. The cannon is useful against soft ground targets which include trucks, anti- aircraft guns, SAM sites and some buildings. The best way to use the cannon is to approach in a shallow dive at low throttle. If you miss on the first pass, the simplest way to get back is to open up to full power and fly straight ahead for a few seconds. Then do a fast half loop, cutting power as you go over the top, and keep going over until you can see the target. Do a quick half roll to level, apply airbrakes and fire when close. Allow plenty of height to pull out of the dive as pressing on until the target is PAGE 51 hit often does not give you time to recover. The S-240 unguided rocket is the default weapon selection as shown by the type at the bottom left of the helmet mounted display. A salvo from both underwing stations can be fired at any time by the second joystick or mouse button, or by pressing the spacebar. The S-240 will destroy any target, although some may require several hits. The rockets drop with gravity, but are fired slightly upwards so that they cross your centerline after about 1.5 kilometers, which is a good firing range. The tactics for the S-240 are very similar to the cannon, but you only have 36 salvos so they should not be wasted in ranging shots. The AS-7 Kerry heat seeking missile can be used to attack any major ground target. The AS-7 is activated by cycling your chosen weapon using the Backspace key. Any target that is tracked by your combined infra-red and radar system, and shows as a yellow point on your head down screen, may be designated by looking at it and using the Return key. The target nearest the center of your view will be chosen. This means that you can designate targets while looking sideways. The selected target will be shown by a box drawn around it on the helmet mounted display. However, the missile will only lock onto targets within 45 degrees of your heading, so you should be flying towards the target before firing. Some targets may require more than one hit to destroy them and you only have up to 6 AS-7's so you will have to use them carefully. Some ground targets are defended by by anti-aircraft guns or SAMS, it is advisable to reduce these defenses before attacking the main target. Anti-aircraft guns may be ground based point defenses or mounted on a tank or a ship, depending on the scenario. They are fairly accurate and difficult to hit without being shot down. They use a simple predictor system so the best defense is to weave continuously while flying away and trust to luck while attacking. Either cannon or rockets will destroy anti-aircraft guns. The SAMs are radar guided, with various ranges. The launchers appear as red PAGE 52 points on your radar when active. The only way to avoid their attention is to fly low. They can be destroyed by cannon, rocket or AS-7 missiles. If your infra-red system detects a SAM launch you will hear a warning and the direction of the missile is shown as a red line on the head down display. Your only defense is to drop radar reflective chaff and turn hard. Some missiles may have enough fuel to turn back for a second pass if you manage to dodge the initial attack. The training scenario allows you to practice ground attack without any opposition. There is a rocket firing range at waypoint 1 which is North-West of your base. You should approach the range from the South to see the range markers on the ground. The target is at the North end of the white V. If you enter the South end of the V at about 200 meters and about 800 Km/H and fly straight at the point of the V, you should be able to fire your rockets from a range of about 1500 meters and score a direct hit. Waypoint 2 is a lake with a target barge in the middle and a tank on the shore. Both these targets can be designated for the AS-7 missile, although a successful rocket attack is more satisfying. The tank is difficult to hit. Waypoint 3 is an airfield. There is a hangar which can be destroyed by AS-7 or rocket and Mirage aircraft on which to practice with air- to-air weapons. The hangar will keep producing replacement Mirages until you destroy it. AIR COMBAT Dogfighting is an essential part of the MiG-29 simulation. The final scenario is probably impossible to complete without first gaining superiority. In the final scenario the enemy aircraft are Mirage 2000 and MiG-29's which means that you have some strong opponents. You will also be outnumbered, sometimes by as many as 4 to 1. The only advantage you will have is pilot skill, so it is worth using the harmless aircraft in the training scenario for practice. You have 2 air combat weapons. The first is the cannon. You have to be very PAGE 53 close to the enemy aircraft and probably behind it to stand much chance of hitting it. If it is turning you will have to shoot a considerable distance ahead. It takes a lot of practice to judge the lead distance, but the first time you see the explosions of your shells hitting the airframe, followed by a trail of smoke as it spirals towards the ground, it will seem worthwhile. The easier of the weapons is the AA-8 Aphid heat-seeking missile. You select this with the backspace key. You designate your target with the return key. The chosen target is the one nearest the center of your view, which does not have to be forwards. The AA-8 has similar limitations to the AS-7 and can only lock onto a target that is within its view cone. You should only fire at a selected target that is ahead of you. The selected target is boxed in standard HUD color which turns red when the heat signature is very strong. This is when its jet exhaust is towards you and your missile has the best chance of hitting. You can fire when the box is green but the success rate will be lower. The enemy is also equipped with cannon and heat seeking missiles. If you avoid flying straight and level in front of enemy aircraft you will probably not be hit by cannon fire. However enemy missiles are a bigger problem. There is a PAGE 54 warning alarm sound when an enemy launch is detected and the direction of the missile is shown by the red line on the head down display. You can decoy the missile with well timed flares and by pulling high g evasive manoeuvres. Once the missile has gone past it is harmless and cannot return for another pass. Enemy aircraft can only launch missiles when you are in front of them, so the best defense is to get behind them. This is often impossible when fighting more than one opponent. The head down display shows the position of enemy aircraft when in front and when range can be measured by radar or laser ranging. They appear as a green point. When they are out of the range sensors' field of view, their direction is measured and shown as a green line. MiG-29 COCKPIT HEAD DOWN DISPLAYS (see diagram: Page_54.IFF) 1. STORES: flares chaff 2. cannon S-240 AA-8 AS-7 3. AOA/G Meter 4. Horizon 5. Airspeed 6. Altitude 7. Radar/IR Display 8. WARNING LAMPS: Hydraulic Nav System Radar HUD 9. Low Altitude Stall Low Fuel Autostab 10. Flaps 11. Wheel Brakes 12. Gear Position 13. Compass Nav 14. Waypoint Selected 15. Joystick Position 16. VSI 17. Engine Guage 18. Fuel PAGE 55 There are many different successful tactics for air combat, but there are a few golden rules. The most important is maintaining energy. The energy is in two forms, height and speed. You can usually trade one for the other, but both at once is an advantage. However too much height puts you into thin air where high g turns are impossible and it is much harder to avoid missiles. It is best to stay below 5000 meters for good manoeuvrability. It is very easy to lose airspeed when performing high g combat manoeuvres. You should usually use afterburners to maintain speed. If you have some spare height you can dive to regain speed, but otherwise you must level out, which makes you more vulnerable to missile attack. A useful technique is to make sure your opponent is designated and use the direction line in the helmet display to keep in touch with his position. The all round infra-red sensors can track an enemy aircraft when it is out of view. PAGE 56 APPENDICES AIRCRAFT PERFORMANCE DATA MIKOYAN MIG-29 FULCRUM Dimensions (meters to nearest .5m) Length: 17.50 m Span: 11.50 m Height: 4.50 m Wing Area: 32.00 m2 Weights (kg to nearest 100kg) Empty: 10,200 kg Takeoff: 16,000 kg Combat: 13,700 kg Power (kN, from 2 x Tumansky R-33D turbofans) Thrust (Dry): 81.3 Thrust (Augmented): 50.0 Performance Vmax (High altitude): Mach 2.2 Vmin (Sea level): Mach 1.1 Ceiling: 16,800 m Armament Internal Cannon: 30 mm Missiles: AA-8 Aphid, AA-9 Amos, AA-10 Alamo, AS-7 Kerry BRITISH AEROSPACE SEA HARRIER FRS.1 Dimensions (meters to nearest .5 m) Length: 14.50 m Span: 7.50 m Height: 3.50 m PAGE 57 Wing Area: 18.50 m2 Weights (kg to nearest 100 kg) Empty: 5,900 kg Takeoff: 8,900 kg Combat: 7,800 kg Power (kN, from Pegasus 104) Thrust (Dry): 95.5 Thrust (Augmented): N/A Performance Vmax (High altitude): Mach 0.97 Vmin (Sea level): Mach 1.2 Ceiling: 16,800 m Armament Internal Cannon: Two 30 mm Aden Missiles: AIM-9L Sidewinder, or .550 Magic, AIM-120 Amrram SHENYANG F-7M AIRGUARD Dimensions (meters to nearest .5 m) Length: 14.00 m Span: 7.00 m Height: 4.00 m Wing Area: 23.00 m2 Weights (kg to nearest 100 kg) Empty: 5,300 kg Takeoff: 7,900 kg Combat: 6,800 kg Power (kN) Thrust (Dry): 60.0 Thrust (Augmented): 34.0 PAGE 58 Performance Vmax (High altitude): Mach 2.00 Vmin (Sea level): Mach 1.0 Ceiling: 18,200 m Armament Internal Cannon: Two 30 mm Missiles: PL-2, PL-2A, PL-7, can also be configured for Sidewinder and Magic DASSAULT-BREGUET MIRAGE 2000 Dimensions (meters to nearest .5 m) Length: 14.00 m Span: 9.00 m Height: 4.50 m Wing Area: 41.00 m2 Weights (kg to nearest 100 kg) Empty: 7,600 kg Takeoff: 11,800 kg Combat: 10,200 kg Power (kN from SNECMA M53) Thrust (Dry): 95.0 Thrust (Augmented): 64.0 Performance Vmax (High altitude): Mach 2.35 Vmin (Sea level): Mach 1.20 Ceiling: 18,300 m Armament Internal Cannon: Two 30 mm Missiles: Matra Super 530D, or Matra .550 Magic PAGE 59 AIR TO AIR PERFORMANCE Many simulations simplify the operations and aerodynamics of missile systems. In MiG-29 we have attempted to model this as accurately as possible. In practice this means that a missile has a 30-40% chance of impact if fired without red lock, rising to to 80-90% chance of impact with confirmed red lock. The reasons for this are many and complex, but put simply, an object travelling at Mach 3 may travel very fast, but doesn't turn exceptionally well. Altitude and launch velocity (the speed at which the fighter that launches the missile is travelling) make a big difference to effectiveness. Missiles travelling at Mach 3 can pull turns of up to 30 g which sounds formidable but produces a turning circle of no better than 16 degrees/sec - a figure any respectable fighter can manage a subsonic speeds. The MiG-29 uses IR guidance on its AA-8 Aphid, a short range missile, which gives true fire-and-forget performance ie; the plane is free to manoeuvre once the missile has been launched. As previously stated, the optimum firing position is therefore with the target directly in front of you, heading away from your aircraft - the IR heat signature is at its best and the target has less chance of out-manoeuvring your missile. NAVY SEALS Controls (joystick in port 1) ----------------------------- Up Jump or Climb up Down Duck or Climb down Left Run left or Jump left off ladder/rope Right Run right or Jump right off ladder/rope Fire Fire weapon Up+left/right Jump left/right Down, then Down+left/right Crawl left/right Up, then Down+Fire Drop down through floor/crate Keyboard -------- F10 (on title screen) Demo/instructions A Abort game H Halt (pause) game Trainer only ------------ Return Complete this level and go to next W Toggle through different weapons Not having seen the movie, the following storyline is from a review in Crash. The Navy SEALs are a special commando unit of the US Navy. One of their helicopters has been shot down over the Gulf and the pilots captured by a bunch of Arab nutters (Iraqis of course). A team of five Navy SEALs storm their HQ to rescue their chums and destroy the Arab's collection of lethal Stinger missiles. You start in Oman harbour, sneaking around killing Arabs and setting time bombs on the Stinger missile crates (handily marked with the stars and stripes) and progress through the levels to Beirut, where you rescue the hostages and go on to destroy the massive cache of Stingers in the city. Enjoy... it's a nice little game. Sewer possum presents.... Quiksilver Pinball Simulator Instruction Manual MAIN MENU PLAYER 1 Select the method of game play for the first player: joystick or keyboard. PLAYER 2 Select the method of game play for the second player: joystick or keyboard control. Select "None" if there is no second player. NUMBER OF BALLS Select the number of balls per game, between one and five. RESET TARGETS Select "YES" and all the targets on the board will be reset each time the player loses the ball. Select "NO" and the targets will not be reset after the loss of each ball, thus allowing the player to accumulate activated targets throughout a game. PLAY PINBALL Select "Mars Mission," "Aztec Sun," "Long Horn," or "Quiksilver" to begin playing one of four different pinball games. Select "Load Accessory Disk from DF0:" to load in new pinball games from future accessory disks. Select "Top Ten Pinball Wizards" to display the all-time top ten scores. Select "Quit Playing Pinball" to end the game. CONTROLS Quiksilver Pinball Simulator can be controlled by either the joystick or the keyboard. To use the joystick, plug it into port two. The escape key stops the game at any time and returns the player to the Main Menu. SELECTING OPTIONS With the Joystick Move the joystick up and down to highlight different menu items. Move the joystick left and right to scroll the options that correspond to each item. The option that is displayed in the window is the currently selected option. With the Keyboard Use the up and down arrow keys to highlight different menu items. Use the left and right arrow keys to scroll the options that correspond to each item. The option that is displayd in the window is the currently selected option. CONTROLLING GAME PLAY With the Joystick Move the joystick down to control the plunger. Move the joystick left and right to control the flippers. Use the fire button in conjunction with moving the joystick left or right for ball English. With the Keyboard Use the down arrow to control the plunger. Use the shift keys to control the flippers. The right shift key is located just to the right of the "?" key; the left shift key is located just to the left of "Z" key. Use the ALT keys for ball English. BALL ENGLISH and TILT Quiksilver Pinball Simulator is so real that it even lets you simulate tilting, shaking, and bumping the game board to control ball movement, just like a real arcade pinball machine. If the player applies too much ball English he tilts the machine and loses the ball. With the Joystick To tilt the machine with the joystick, move the joystick either left or right and then press the fire button. Holding down the fire button will increase the amount of ball English. Letting go of the button releases the stored energy. Holding down the fire button too long will tilt the game and lose the ball. With the Keyboard To tilt the machine with the keyboard, use the ALT keys. The right ALT key tilts the game board to the right; the left ALT keys tilts the game board to the left. Holding down an ALT key will increase the amount of ball English. Letting go of the key will release the stored energy. Holding down the ALT key too long will tilt the game and lose the ball. SCORING POINTS Points are accumulated by doing just about anything. Hitting a bumper, activating a drop target, or rolling over a rollover will add to the regular score. BONUS POINTS Bonus points are accumulated by accomplishing more difficult tricks. Completing a circuit or hitting a special target can gather bonus points. These bonus points are kept track of under the Bonus counter. The advantage of bonus points is that they are worth more than their face value because they are multiplied by the multiplier factor before its added to your regular points. Bonus Points x Multiplier = Total Bonus Score for that ball. SPINNER BONUS Activating a spinner, or another target with a spinner bonus, will cause the regular points to spin upwards for several seconds. ROLLOVERS Rollovers are the flat, circular targets on the game board, labeled by either letters or numbers. Rolling the ball over these targets will activate them for bonus points. MARS MISSION PINBALL "MISSION" drop targets 50 points each "MARS" drop targets 50 points each Round bumpers 50 points Flipper lanes 100 points A, B, C or D rollovers 100 points each Left chute 1000 points Exit lanes 1000 points Spinner 1000 points, plus spinner bonus Chute lane 5000 points Stationary targets 5000 points Moving targets 10,000 points CIRCUITS for MARS MISSION Activating all four (A, B, C and D) rollovers. 1000 points, bonus x+1 Hitting all three triangle bumpers and then 1000 bonus points hitting the left target on the lower screen. Hitting all the "MARS" drop targets. 4000 bonus points Hitting all the "MISSION" drop targets. 8000 bonus points B Completing "MARS MISSION" drop targets and 10,000 bonus points then hitting the right target on the lower screen. A Entering and exiting the upper screen via 10,000 bonus points the chute on the left and then hitting the vertical moving target on the upper screen. A Hitting the lower left and lower right 20,000 bonus points targets on the lower screen and then hitting the horizontal moving target on the upper screen. A Exiting the upper screen via the chute on 20,000 bonus points the left, and activating and then hitting the horizontal moving target on the upper screen. B Hitting bumpers 2 (vertical moving target Will activate Mars, thus on the right side), 3 (going down the blocking the exit between chute on the left side), and 6 (Spinner - the lower flippers; going down only) while going down. remains active until ball is lost. Completing all circuits labeled A and then 10,000 points, losing the ball via the right exit lane. 10,000 bonus points, 1 extra ball Completing all circuits labeled B and then 10,000 points losing the ball via the left exit lane. 10,000 bonus points, 1 extra ball AZTEC SUN PINBALL Flipper lanes 100 points 1, 2, 3, 4, or 5 rollovers 100 points each Three "SUN" drop targets 250 points each Two "MR" drop targets 350 points each Stationary targets 500 points Exit lanes 1000 points Moving targets, upper screen 1000 points Lower ball catch 1000 points, plus 1000 bonus points Left Spinner, going down 2000 points, plus spinner bonus Right Spinner, going up 4000 points, plus spinner bonus Moving Targets, lower screen 5000 points Upper ball catch 5000 points, plus 1000 bonus points Right chute, going down 10,000 points, plus spinner bonus CIRCUITS for AZTEC SUN Hitting all the "MR" drop targets. 2000 bonus points B Hitting all the "SUN" drop targets. 3000 bonus points A Hitting the right green target and then 3000 bonus points hitting the upper moving target. Hitting both green targets and activating the 4000 bonus points right exit gate until the upper ball catch is hit. A Hitting the left green target and then the 5000 points "MR" drop targets.  Hitting 1, 2, 3, 4, and 5 rollovers. 5000 points, bonux x+1 B Activating both spinners and then going 8000 bonus points down the left chute. Hitting both moving targets. 8000 bonus points; closes left exit gate until lower ball catch is hit. Hitting the "SUN" drop targets and the 10,000 bonus points lower moving target and then going up the right chute. Completing all the circuits labeled A and 10,000 points, then losing the ball via the right exit 10,000 bonus points, lane. 1 extra ball Completing all the circuits labeled B and 10,000 points, then losing the ball via the left exit 10,000 bonus points, lane. 1 extra ball LONG HORN PINBALL Arrow heads 50 points Badge bumpers 100 points Flipper lanes 100 points 1, 2, 3, 4 or 5 rollovers 200 points each "ALAMO" drop targets 100 to 250 points each "LONG" drop targets 250 points each "HORN" drop targets 250 points each "GOLD" drop targets 500 points each Bullets 500 points each Exit lane 1000 points Ball catch 2000 points, plus 1000 bonus points Getting the ball into the horseshoe 5000 points CIRCUITS for LONGHORN Hitting 1, 2, 3, 4 and 5 rollovers 5000 points, bonus x+1 Hitting all the "GOLD" drop targets 6000 bonus points A Hitting all the arrow heads 5000 bonus points A Hitting all the "ALAMO" drop targets 10,000 bonus points B Hitting all the "HORN" drop targets 10,000 bonus points B Hitting all the "LONG" drop targets 10,000 bonus points Hitting all the "ALAMO" drop targets, all of 10,000 points, the arrow heads, and then losing the ball 10,000 bonus points, via the right chute 1 extra ball Hitting all the "HORN" and "LONG" drop targets 10,000 points, and losing in the ball via the left chute 10,000 bonus points, 1 extra ball Hitting the "GOLD" drop targets and then getting 75,00 bonus points the ball in the horse shoe Completing all circuits labeled A and then 10,000 points, losing the ball via the right exit lane 10,000 bonus points, 1 extra ball Completing all circuits labeled B and then 10,000 points, losing the ball via the left exit lane 10,000 bonus points, 1 extra ball QUIKSILVER PINBALL "QUIKSILVER" drop targets 100 points each Flipper lanes 100 points The four Pink targets on top sides of screen 100 points Targets on diamond on the upper screen 100 points 1, 2, 3, or 4 rollovers 200 points Drop targets on diamond on the lower screen 250 points Bells 500 points, plus spinner bonus Bottom bumpers on diamond on upper screen 500 points Exit lane 1000 points Ball catches 5000 points, plus 1000 bonus points Moving target 10,000 points QUIKSILVER Hitting 1, 2, 3, 4, and 5 rollovers 1000 points, 5000 bonus points, x+1 bonus Hitting all four of the drop targets under 5000 bonus points the diamond Hitting all the "QUIKSILVER" drop targets 15,000 bonus points closes the upper-screen gate, thus preventing the ball from exiting the upper screen until the ball is caught in the right catch; while the gate is up, the spinner bonus is in effect Hitting all 4 bells, then directing the ball 25,000 bonus points, out the right exit lane 1 extra ball  RANX HELP DOCS By Hitcher OK, many have asked for help on playing RANX so.............. SCREEN LAYOUT: First there are 2 Health meters....both on the left top of your screen. One is for energy (symbolized by lightning) and the other is for your body systems (indicated by a wrench). These two conditions are also displayed on the bottom of the screen with 2 other icons. Also shown on the screen is an inventory box (next to the meters). You start with medicine. Note: To use the medicine, make sure it is displayed then hit the space bar bringing up a "finger." Move the finger to the wrench icon and press FB. Ranx should place the medicine inside his chest. This should improve his body systems. For energy, see below. SCREEN LAYOUT: ICONS On the bottom of the screen is a icon window which is activated when you meet someone AND you press SB to open the window & activate the "finger." The ? icon is to talk to someone, next one is to threaten, third is to react by "snorting" and the fourth is to laugh (smile icon). The sub icons are as follows: $$ to buy things, the up/down arrows to select from your inventory, the OK icon to give stuff away (item shown on your inventory). To get out of the icon window, hit space bar or pull joystick down. Note that the purpose of the arrows IS to select something to give away performed by hitting OK. ENERGY: As mentioned above, the medicine is used for your body but to get electrical energy you must kick a lamp post by pulling the joystick in a SE direction then zap yourself with the exposed electrical parts of the pole. You can also get energy by breaking a power box (indicated by a lightning bolt on it). The energy transfusion is automatic one the parts are displayed. HINTS: To get money (and you need it), go BACK into the subway, take the train, avoid the ninja, take the escalator and find the parking meters. Kick them in to get money. When the game first loads, you are coming out of the subway and the "lady" on the left gives you the parking meter clue. This typlifies the game conversation interaction. Also, on the right is a "special" house/hotel and when you have the money, visit it for a lot of intersting dialouge. There are two floors in the hotel (use the elevator). Watch out also as if you buy an item and somehow loose it or give it to the wrong person, you apparently can't buy another. This is true at least for "tickets" that you buy to go to New York, etc. JOYSTICK MOVES: The joystick works in combination with the firebutton. Moves should be of very quick duration otherwise holding the fb in too long might bring up the icon finger (very annoying bug? in the game). To search pockets for inventory, JS up + FB. Punch is JS right/left + fb. Kicking is diagonal down (SE or SW). Jumping is NE or NW again with FB. You can also use a inventory item (e.g. throwing grenade) with NE or NW provided the item is displayed in the inventory box. Watch out as if you goof, you can throw away your medicine. SAVE GAME: The disk icon on the right can be clicked on with the finger to save/load a game. C O M P L E T E S O L V E F O R S T E L L A R 7 Captured By The Ringthane STELLAR 7 Part 1 INTRODUCTION What's new in the year 3000? Oh, not much: The galaxy is a battleground; your planet is under siege; hundreds of enemies are lurking around you; and you're in the universe's most hi-tech tank. This is the setting for Dynamix's STELLAR 7. Gir Draxon and his Arcturan Armada have decided to attack the Earth and conquer it. Of course, we can't have that. So, your mission is to battle the Arcturans' most devastating, deadly artillery. You are given one weapon to battle the Arcturans on seven different star systems. Each star system contains a dozen or so enemies whom you must destroy. After destroying all the enemies in the star system, you must face the Guardian of the star system. If you defeat the Guardian, a warplink will appear, granting you access to the next star system. You'd figure that Earth would use more than one weapon to battle the Arcturans, but the weapon they've chosen isn't exactly standard issue. Your weapon is the XCV Agl-2, better known as "The Raven," an armored assault tank. Your Raven is the most sophisticated weapon in Earth's history. Basically, it's a tank with an anti-gravity drive system that keeps you one-half meter above ground. But that's not all: Your tank's delicate hull is surrounded by powerful protonic shields that can absorb heat, kinetic energy, and radiation. Unfortunately, they won't absorb shells, lasers, or high-speed collisions, but they'll provide protection against them; each hit the shields take will deplete them a bit. Your main weapon is a Bi-Phasal Thunder Cannon. This cannon fires shells that contain a small nuclear warhead and which can penetrate .1 meters of armor per shell. Your tank can fire two shells per volley; then, it has to reload the next two shells. It takes about two seconds to reload. Your on-board radar is the most sophisticated available. It will locate obstacles, enemies, shells, lasers, and cloaked vehicles. Your Power Modules are invaluable and are the heart of your tank. Your tank has seven of these modules: The first is the Inviso Cloak Generator. The Inviso Cloak Generator is activated by pressing the letter "I." This will cloak your tank for a short period of time. You will notice when you engage the clock that the Raven will flash. This means that you are going to cloak; it will flash again just before you come out of it. Cloaking means that you are invisible to your enemies, except you will be noticed if you fire, and you will be seen when cloaking. Other than these giveaways, your enemies will only be guessing at your location. Use the cloak sparingly. A few enemies have cloaking abilities, too. The next module is the Eel Shield. It is activated by pressing "E." The Eel Shield is like a battering ram. It surrounds the Raven, and any alien craft that touches it will explode; the shield only lasts about one minute. The Eel shield reverses the enemy's shield on contact so that it crushes him instead of surrounding him. This is effective when you're cloaked because you don't have to shoot enemies; you can ram them instead. The Prowler tank is also equipped with Eel Shields, so don't ram them; otherwise, you will take heavy damage in the process of destroying those tanks. The third module is the Super Cannon. It is activated by pressing "S," and it is the most powerful gun you have. It has the firepower of more than double your Bi-Phasal Cannon, and can fire up to eight volleys before you need to reload. It lasts for about a minute and is very effective against guardians or tougher enemies. The fourth module is the MP Thruster. It is activated by pressing "T." It will propel your tank forward at a tremendous rate of speed for about 10 seconds. It's effective for getting out of tight situations. The fifth module is the Cat's Eye. It's activated by pressing "C." Your radar can detect cloaked ships, but you won't see them on the view screen. Cat's Eye will create a computer image of the cloaked enemies onscreen to make cloaked ships easier to find. The only ship capable of cloaking is the Stalker, and it tends to jump in and out of cloaking rapidly. The sixth module is the RC Bomb. It is activated by pressing "B." Activating it creates a discharge from the rear of the Raven in the form of a large mine. If an enemy touches the mine, the unit discharges a polarization beam that shifts the enemy's molecular structure causing a nuclear explosion. An RC Bomb can be used over and over again. It will remain where you dropped it until you leave the star system or die, no matter how many times it's hit. Don't worry: The Bomb is attuned not to detonate if you hit it. The last module is the Jump Thruster. It's activated by pressing "J" and causes your Anti-Gravity Generator to kick out a burst of energy that will thrust you 100 meters straight up. It's good for jumping over enemies or shots fired at you. You will lose steering control over the tank in mid-air, but you will regain it when you land. Depending on the level you're playing, you will get different reserves of the power modules. On the easy level, you get three of each; normal level, three Inviso Cloaks, one of everything else; difficult level, three Inviso Cloaks, and nothing else. As you activate a power module, one of the lit squares on the module display will disappear. Every module has three squares: The lit ones indicate the amount of that unit you have available. To refill power modules, you must destroy three of the same enemy in a row. Refer to your manual to see what each enemy will give you. You can only refuel your Inviso Cloak in Fuel bays; these are only on the two starting systems (Rigel and Regulus). Refueling will give you three units of each power module. If you're full; leave the refill where it is, it won't go anywhere unless you shoot it or leave the level. Your main viewer is your S H A D O W D A N C E R THE DOCS TYPED IN BY N.O.M.A.D AND SCROTE OF CRYSTAL THOSE OF YOU WHO HAVE MASTERED THE MARTIAL ART OF THE NINJA,JUMP AND FIGHT YOUR WAY TO VICTORY. Joe Mushashi is a Master Ninja whose hands and feet are lethal weapons. In the city centre a group of terrorists are commiting every imaginable atrocity known to man,including the planting of time bombs throughout the metropolis.With his Shurikens (Ninja Stars) Shinobi Sabre and canine companion he will be virtually unstoppable.He courageously sets out to gather up all the explosives placed by the evil gang and annihilate the sindicate manipulates them. LOADING INSTRUCTIONS -------------------- Insert disk and turn on computer.The game will load and run automatically. GAMEPLAY -------- Each of the sub levels in the game has had several explosive devices planted by the terrorists,and your task is to defuse and remove all of them in each area before moving on to the next. This task is made more difficult as each bomb has a timer attached thus creating a time limit for the completion of each level.Send your faithful ninja dog to attack the enemy and then whilst they are distracted you can move in for the kill. Use ninja magic to eliminate all enemies in sight but use sparingly,as even a skilled ninja such as yourself has limited powers. The controls are as follows.... JOYSTICK CONTROLS ----------------- JUMP UP JUMP LEFT JUMP RIGHT \ | / \ | / \ | / \ | / \ | / \|/ LEFT ------------------ RIGHT /|\ / | \ / | \ / | \ / | \ / | \ CROUCH AND JUMP CROUCH AND WALK LEFT WALK WALK RIGHT AMIGA ------ Using a joystick , you ninja in the following ways.... Joystick movement in addition to diagram: Fire just before moving up Super-Jump up Fire just before moving down Super-Jump down Hold the joystick down and press fire . Send dog to attack enemy keypress: Space ativate ninja magic P to pause F1 toggle music/Sfx DOCS TYPED IN ON 23 MAY 91 AT 7 OCLOCK NOMAD AND SCROTE game window. It shows everything as it happens. The only function that will affect it is Zoom. Press "Z" to zoom in; press "Z" again to zoom out. Zooming is useful for viewing distant objects. Use it to hit enemies at maximum range. TIPS ON TAKING OUT ENEMIES SANDSLEDS: Practice your shoot-ahead technique. Shoot in front of the enemies so that they drive into your shots. HOVERCRAFTS: Just use this one to practice for upcoming tanks. Chase and shoot them, or take them out from a distance. LASER TANKS: Keep away from their fronts. Hit them from a distance, or sneak up on the them from their side or rear, and pop two shots at them. PROWLERS: The most annoying tanks! Don't get near them; instead, hit them with two shots from a distance. Don't touch them either because they're equipped with Eel Shields. These tanks shoot shells per round, so practice avoiding incoming shots. ASSAULT TANKS: Same as a Laser Tank, except they shoot shells, and take three shots to nail. STALKER: Same as the Laser Tank, except these can Cloak. Keep an eye on the radar at all times. If you notice shots coming out of nowhere, or tanks disappearing, you'll know it's a Stalker. Use Cat's Eye to make them appear on your main viewer. Hit them from a distance because they like to stop and sit in cloak mode. Else, try and chase them with the Eel Shields. LASER BATTERY: A vicious little cannon. Its long-range laser does a lot of damage. Keep your distance from it and fire two shots at it. Since it rotates, it's hard to get behind it, but if you do, fire twice, then get out of there; they're usually in pairs. Cloak helps here, but get close before shooting so it doesn't fire back. ASSAULT CANNON: These are strong Cannons that take four shots to get destroy. They shoot shells, but rotate _very_ slowly. Either get behind them, or take them out like the Laser Batteries. They don't tend to shoot unless fired upon. PULSAR: You want Distance here! Hit them once from far out, or as you pass one by. If you're in cloak, drive right at them, and just before you hit them, fire once. SKIMMERS: Annoying bird-brains with little armor. Drive backwards; they'll follow you into your sights. Then, when they drop to the ground, fire twice. SEEKERS: Get rid of these fast so they won't hit you on your blind sides. Drive right at them, get close, then fire _once_. If you miss, fire again. This way, if you missed the first time, you don't have to wait for the cannon to reload. OTHER USEFUL TIPS NOT IN THE MANUAL Most importantly, save your super-cannons for the guardians: No enemy is worth wasting a super-cannon on. You can refill the super-cannon by destroying three Assault Tanks in a row. Use reverse a lot: Slower enemies can't catch up to you, and their shells will not make it to you. You can also fire at them as they follow you. Use the diagonal keys. Go right-forward, left-forward, right-backward, and left-backward. Using this strategy makes it difficult for the enemy to get a fix on you. And since their shots don't curve, you'll be pretty safe. Fire just as you turn in their direction, and they'll usually drive right into it. If someone fires at you, rapidly switch directions. Fire two shots at a time so that if you miss the first one, the second may connect. Or if the enemy takes two shots to kill, you can take them out fast without having to come back. Use the Jump Thrusters when your energy gets low: It's better to jump over a collision than explode! RC Bombs are generally useless. Don't feel compelled to use them unless the area is crawling with enemies. Get out of tight spots with the Thruster. Keep moving! Don't stop for more than a couple seconds, or you'll be hit. If you go head-to-head with an enemy, use zoom to make sure he's far away, fire two shots right at him, then turn and burn. Take out _all_ stationary enemies first. Then, you can keep an open field for high speed maneuvers and attack runs. Keep away from groups, they'll take you out while you're taking out the others. Keep behind or beside stopped enemies. They usually stop when they're trying to aim at you; while they're doing that, kill them. STELLAR 7 Part 2 SOL SOL is a simple level. It contains sandsleds, skimmers, and hovercrafts. Sandsleds are good practice for chasing -- especially the one that starts off right in front of you! Try and shoot in front of them so they drive into the shots; this is the most valuable skill to have in STELLAR 7. Hovercrafts are good practice for tanks. They stop a lot and turn to shoot, just like tanks. So, catch them on their side or their rear, and blow them to pieces. To practice avoiding shots, let the Sandsled fire at you. Its lasers go faster than shells. It's good to be able to dodge lasers in case you get too close to a laser tank, laser battery, pulsar, etc. Once you have avoiding lasers down, let the hovercraft launch a couple of shells: After dodging lasers, shells are easy. If a shot is coming in your direction, move diagonally. Diagonal driving is the best way to dodge anything. Now, go for the skimmers. Chasing one is useless. You may get one or two by shooting in front of them, but it's very slow and annoying. Let them get close to you, then go straight backward. The Skimmers will fly into your sights. When they do, fire, and they'll fly into your shells. The guardian of the level is a huge Walker. After you kill your last enemy, watch for the huge flying ship that will drop off the guardian after you've finished each level: Use ZOOM to find it. Keep it in front of you and three-quarters from the top of the radar. Now, quickly kick into reverse. Aim for the legs, and go straight backward while keeping an eye on the "Shot Ready." As soon as it turns red, fire. Don't worry: The walker is very slow, and his shots are short-range. After 10 shots or so, he'll explode. Keep moving backward because there will be a couple of shots coming in your direction from when he was still up and shooting. Then, drive into the pulsating warplink. Keep damage to a minimum because the next docking bay is on Star System 3. WARP There is one warp on SOL. When you begin the level, look at your radar. Find the four obstacles in the shape of a square. Turn to face the lower left one. Turn on the Eel shields and drive into the obstacles four times. ZAP! A blue warplink to the Deneb System will appear. ANTARES Antares is where you've got to get serious. It contains dangerous laser batteries, wimpy sandsleds, vicious prowlers, and lots of annoying seekers. The best thing to do is knock out the laser batteries first. Use your ZOOM to get them just on the radar screen, then from a distance, send in two cannon shots. Next to destroy are the seekers. Just drive in circles. Then, drive forward so they don't surround you. Get close to them -- but not too close -- and fire one shot (only fire one because if you miss, you don't want to wait to reload; the seekers pack a wallop on the old Protonic shields!). You should find one or two sandsleds on this system. Just chase them down and get rid of them nice and easy. The Prowlers are the last to go. Get them from a distance when they stop, but don't get close to them because they have Eel Shields, and will do a lot of damage. Use the cloaks if you have to, because you can refill them on the next level. The guardian of the level is an Arachnotron unit. It's a hard enemy. So, as soon as you view the drop-off ship, get it within three-quarters of the top of the radar screen. The Arachnotron will start dropping little spiders units that will run up behind you and detonate. They are tricky to nail, but they're easier if you use the drive-backward-and-shoot technique. The Arachnotron will also drop electromagnetic webs that will either bring you to a complete stop, or slow down tremendously. The best thing to do is kick in the Super-Cannon when the guardian has almost finished beaming down from the ship. Then, just hold down the fire button, and hit it just as it appears. If you don't use the Super-Cannon, the Arachnotron will start dropping off a lot of spiders, you'll be surrounded, and you'll eventually be nailed no matter what you do, so attack it with the super cannon as soon as it appears. The guardian drops off webs first and will ignore you, so use this to your advantage. After you step on this over-grown spider, jump into the warplink. For fun, try jumping the webs it drops; see if you can clear them! RIGEL Rigel is star system number three; there's a docking bay on this level. It will refill Inviso Cloaks and Shield levels. Until now, you didn't really need the cloaks. Don't use the docking bay until your shields are really low, or until you're out of Cloaks. The enemies on the level are laser tanks, pulsars, and a new form of skimmer. I suggest going into Cloak and turning on the Eel shields first. Then, ram into _all_ the pulsars. Pulsars are easy from a distance, but they're all bunched together. So if you fire at one, the rest will tear you to shreds. The pulsars are mostly stationed just around the docking bay. If you need to make it to the bay badly, use the thrusters to get in and out before they can draw a bead on you. Laser tanks are easy to destroy. Just speed around (they usually just sit there), and go for them from a distance where you can avoid their shots. You can also speed into the sides of them and fire two shots. The new skimmers look like rocket ships, but they're basically the same. One shot takes them out; use the backward-shooting technique. Now, before you take out the last enemy, be sure to fill up at the docking bay. The guardian won't give you time to do it. The guardian of this level is a Giant Skimmer. It will fly around and periodically land to drop off a few play friends for you, or to land on your roof. Use your cannons, or even better, Super-Cannons to get it just as it lands. The Giant Skimmer is the hardest of the guardians because of the awkward timing. Don't let it get close or it'll put a wing right through you. Its Eel Shields are very powerful. A lot of time is needed to take out this guardian, and watch out for the little "friends" it drops. You will have to kill the little guys before they get too numerous. The only tips I can offer are: Stick to him, and don't let him go off to drop more enemies. After you take out this bird-brain, drive into the warplink, and get ready for Deneb, star system 4. By the way, you could have skipped Antares and Rigel if you read about the warps on Sol! STELLAR 7 Part 3 DENEB If you took the warp here, get ready for a fight. If you fought your way here, you'll be okay. Unlike the other levels, some of the obstacles here are enemies. An obstacle can appear as an enemy on the radar, but an obstacle on the screen. One shot will get rid of them from anywhere, so don't worry about them. The level also contains menacing assault cannons, assault tanks, and prowlers. The first thing to do is get rid of the assault cannons. They have very thick armor, so either use the Eel Shields and ram them from behind, or fire four shots from a distance. I suggest the four shots because usually they come in pairs. After you get rid of the cannons, go for the tanks. You can use the Cloak if you want to, but things aren't going to get any easier on the later levels without the cloak. Keep going in a diagonal pattern, and if you see a stopped tank, stop, quickly fire two shots at it, then get moving again. Don't stop if there are many tanks in the area. Use thrusters if you have to get out of tight squeezes. Go for three of a kind; that way you get a power module refill. Don't mess it up by taking out two assault tanks, then a prowler. Three Assault Tanks are worth a Super-Cannon refill, and three Prowlers are worth an Eel Shield refill. Be patient: Large quantities of tanks are hard to destroy. Also, you will want to drive straight and blind-side tanks like you did in the earlier levels. Prowlers have Eel Shields, remember? Don't go hitting them! Eel Shields are effective against the assault tanks, though. Assault tanks can be treated like prowlers, except you can hit them without receiving damage, and they take three hits to destroy. If you manage to rid the area of all those tanks, you're ready to go on to the guardian. The guardian is a huge Stomper, much like the first guardian. But the Stomper can walk faster and shoot farther, so kick in the Super-Cannon, and drive backward with your finger on the fire button. Make sure the guardian is three-quarters to the top of the radar screen. If it isn't, use the thrusters and get out of there! If you take more time than that, it'll have you flattened or shot up. Since the Stomper only shoots at you, you can get out of there without worrying about it dropping other robots. Once it's at a safe distance, repeat the backward-shooting technique. If it's at a great distance, you can just use the regular cannon, and drive backward while firing. If it gets close, go into a diagonal-reverse, then quickly into a diagonal-forward, and get the heck out of there. Once you nuke the two-legged clod, use the warplink to go to Sirius, the fifth star system. When you begin the level, the obstacles are placed in an obtuse triangle pattern. Face the lower-left obstacle in the triangle. Activate the Eel Shields, and ram the obstacle four times. When the blue warplink appears, take a free ride to Arcturus, the seventh and last Star System. SIRIUS Sirius is a tricky system. It has skimmers, assault tanks, assault cannons, obstacles, and laser batteries. First, go for the stationary enemies. Destroy the laser batteries and the assault cannons from a distance. Then, go for the tanks. Assault tanks are fairly easy to nail. If you had trouble with them before, it was probably because there were prowlers around. Take out the tanks from a distance because they like to sit and turn in your direction. While they're doing this, send them two shells express mail; then, two more to mail it back to where it came from. Moving tanks are useless. Just chase them and fire into their rears. If they keep moving, and you can't get a fix on them, ram them with Eel Shields, or just ram them; as they turn to get their bearing, give them the cannon. It is very important to destroy three assault tanks in a row in order to refill the Super-Cannon for the next three guardians! Hit any enemy obstacles you drive by just to get rid of them nice any easy. After taking out the tanks, go for the skimmers with the backward-firing technique. After riding the system of skimmers, the guardian will drop by. The guardian is a Giant Crab. Use the Super-Cannon and move backward. It'll fire at you, so keep a good distance (three-quarters from the top of the radar). This guardian is relatively simple if you get it fast. If you don't want to use the Super-Cannon, then try driving right by the front of it, and drop an RC Bomb. It's a difficult maneuver, but since you are coming in at an angle, it can't hit you. Once you take care of the Crab, get ready for Regulus. REGULUS Regulus is a warm-up level for Arcturus. It contains stalkers, assault cannons, and obstacles. Go for the assault cannons first, because they guard the Docking Bay. Hit the cannons with the Eel shields, or four shots from a distance. Now, go for the stalkers, but as you pass enemy obstacles, hit them to finish them off. Use the docking bay if you're low on Cloaks, or Shields, but try to save your visit to the bay until just before the guardian arrives. Stalkers are about as tough and strong as laser tanks, except they have cloaking abilities. This level will give you practice in destroying invisible enemies. Watch your radar and ignore your screen unless you want to use your Cat's Eye to display cloaked enemies. It's okay to waste Cat's Eye on this level because three destroyed stalkers will give you a Cat's eye Refill. Use the radar to line up enemies in front of you and fire two shots. Look out for incoming shots. You can catch the occasional stalker when it's uncloaking, so you can take it out more easily. Do not use the Super-Cannon on this system! Only use it for the guardian; otherwise, you'll run out before the guardian on Arcturus -- a dire situation! The guardian will show up after you get rid of the invisible tanks. The guardian is none other than Raf Taran, Gir Draxon's right-hand man (if that's what they are). Generally, it's a small, _fast_ Arachnotron. Use the Super-Cannon. This guy drops the little spider bombs fast. Just unload your Super-Cannon into the legs of the thing, and then get ready to gun the tank into reverse to pick off any little spider bombs that got away. If you don't have any Super-Cannons, you'll probably lose the battle. But if you concentrate your fire on Raf Taran, then quickly switch to the spider-bombs and go back and forth, it can be done, but it's very hard. STELLAR 7 Part 4 ARCTURUS The seventh and last system awaits you; it's a hard level. It contains prowlers, stalkers, pulsars, obstacles, and seekers. Do not use the Super-Cannon on this system, and make sure you have a least one Super-Cannon left. If you don't, the odds are you'll be dead within ten seconds when you face the guardian! Destroy the pulsars and seekers first, in order to clear the field for the tank battles. Hit the pulsars from a distance and the seekers close up, so you don't miss. Now, take out the tanks and any obstacles you may pass. Use Cat's Eye, too, because the stalkers stay in groups of two. Prowlers should be taken out from a distance, as usual, but try to leave them until you've hit three stalkers in a row, or leave the stalkers until last. Remember, three stalkers in a row will refill your Cat's Eye. In case you don't have any Cat's Eyes left, don't take your eyes off the radar because all you'll see on the screens are laser blasts coming out of nowhere. If you have Eel Shields left, use them, and go after the stalkers from the sides and rear, _not_ head on! When they're cloaked, the stalkers will move slowly or stop. Use this to your advantage: Shoot quickly, then move out of there. If you warped here from Deneb and/or Sol, you will probably not make it, because the cloaked enemies will sneak up on you, plus you won't be used to depending on your radar. Be careful! Don't take risks, keep a finger on Thrusters or Jump if you have to. Try not to take much damage: You still have to battle Gir Draxon, remember? Once you get rid of all the tanks, the final battle will take place. The guardian is Gir Draxon in his Annihilator Tank. It has a rapid-Fire Heavy Cannon, so be very careful. If you have a Super-Cannon left, you'll finish it off without a problem. Just keep a good distance between you and Gir, and hold down the fire button just as he is beaming down. If you do, the shells will hit him as soon as he appears on land. Now, if you don't have any Super-Cannons left, you're in for the fight of your life. Use the technique you used for the Stomper. Drive backward and fire, but keep turning, because Gir will fire a lot of shots at one time. Cloaks won't help too much, because the Annihilator Tank will fire shells in every direction if Gir can't find you; keep a distance even when cloaked. Pop off as many shots as you can while you're still moving, because his shots are long-range and come very quickly. Gir's Annihilator also has Eel Shields, so never get close, and _never_ try to ram him. It's almost impossible to destroy Gir without Super-Cannons, so do not use them up on Sirius, Regulus, or Arcturus. If you didn't make it here with one Super-Cannon, you'll have to replay the game. And be sure to refill your Super-Cannon on Sirius by taking out three Assault Tanks in a row. Should you destroy the Annihilator Tank, you'll see Gir Draxon vow his revenge on the Earth. But for now, congratulations: You've saved Earth and many planets from destruction by the Arcturan Empire! Hey, want to play again? STELLAR 7 is published by Dynamix and distributed by Sierra On-Line. TEAM YANKEE USER GUIDE A C K N O W L E D G E M E N T S Amiga and Atari ST Steven W. Green Implementation Richard T. Horrocks IBM PC Conversion The Assembly Line Graphic Design Kevin R. Ayre Addition Graphic Gareth B. Williams Design Loading Sequence Richard L. Yapp Design John G. Wood Additional Design Peter Hellings David M. Pringle Documentation Antony J. Bond Design and Typesetting + [RYGAR] Additional Documentation Marisa H. Pauwels Design & [RYGAR] *ASCII TYPING* [RYGAR] (WOW! YEAH!!!) Team Yankee the computer game is based on the novel Team Yankee by Harold Coyle, copyright [c] 1987 Presidio Press Unauthorised publication and all that shit is prohibited All Rights Reserved Software Copyright [c] 1990 Oxford Digital Enterprises Ltd. Software published by Empire Software Empire Software * 4 The Stannets * Laindon North Trade Centre Basildon * Essex SS15 6DJ * Tel: 0268 541126 * Fax: 0268 541125 ------------------------------------------------------------------------------ C O N T E N T S Figures Figures vii Prologue Prologue ix Chapter 1 Setting Up 1 Making a backup 2 Loading Team Yankee 2 Using Hard Disk Drives 3 Chapter 2 Controls 5 Chapter 3 The Start-up Screen 7 Chapter 4 Vehicle Identification 11 Chapter 5 The Breifing Screen 13 Chapter 6 The Gameplay Screens 17 Quadrant View 19 Quadrant 3-D View 20 Map Quadrants 21 Status Quadrant 23 Full Screen Mode 24 Full Screen 3-D View 25 Full Screen Map View 26 Full Screen Status View 28 Chapter 7 The De-briefing Screen 29 Chapter 8 Vehicle Types 31 M-1 Abrams 32 M-113 33 M-2 Bradley 34 ITV 35 T-62 36 T-72 37 BMP-2 38 BTR-60 39 Chapter 9 U.S./Soviet Organisation 41 U.S. Organisation 42 Soviet Organisation 43 Chapter 10 How To Play Team Yankee 45 Training Scenario 46 Strategy 49 Higher Ranks 51 Terrain 52 Glossary Glossary 53 Nato Military Symbols [RYGAR] - It's The IFF-Pic, DUDE ! ------------------------------------------------------------------------------ F I G U R E S Chapter 3 The Start-up Screen 7 Figure 3.0 The Start-up Screen 8 Figure 3.1 Player Registration Menu 9 Chapter 4 Vehicle Identification 11 Figure 4.0 Vehicle Identification Screen 12 Chapter 5 The Briefing Screen 13 Figure 5.0 The Breifing Screen 14 Figure 5.1 The Artillery Overlay 16 Chapter 6 The Gameplay Screens 17 Figure 6.0 Quadrant Mode Screen 18 Figure 6.1 The Map Quadrant Screen 22 Figure 6.2 The Status Quadrant Screen 23 Figure 6.3 Full Screen Mode 24 Figure 6.4 Full Screen Status Mode 28 Chapter 8 Vehicle Types 31 Figure 8.0 M-1 Abrams 32 Figure 8.1 M-113 33 Figure 8.2 M-2 Bradley 34 Figure 8.3 M-901 35 Figure 8.4 T-62 36 Figure 8.5 T-72 37 Figure 8.6 BMP-2 38 Figure 8.7 BTR-60 39 Chapter 10 How to Play Team Yankee 45 Figure 10.0 Training Scenario Map 47 [RYGAR] - These Figures are not in this ASCII file you should understand that it is impossible to make figures like tanks,maps etc, in ASCII.. BUT, I might do them on Deluxe Paint later ! If you got any Pics together with this doc, then i did them !.. hehe [RYGAR] 901108 ------------------------------------------------------------------------------ P R O L O G U E The background for the scenarios of the computer game Team Yankee lie in the book of the same name by Harold Coyle. A New York Times Number 1 bestseller, Team Yankee is THE definitive tank warfare novel. It is the story of a U.S. Army tank unit in Germany during the opening days of a third world war fought with conventional weapons. The hero of the book is an Army captain called Sean Bannon, who commands a reinforced tank company with two tank platoons and a mechanized infantry platoon assisted by antitank vehicles. The name of that company is Team Yankee. At the start Bannon and his men are put on alert after a clash of warships in the Persian Gulf - a chilling echo of the current world political climate. (CLI-Mate ? [RYGAR] HEE HEE) Hostilities begin when the Russians strike across the German border. Bannon's wife and children are hurriedly evacuated back to the United States admidst confusion and danger. Nobody really believed that this could happen: Both Colonel Reynolds and Captain Ban- non stood there transfixed, staring at the point where the two Russian jets had disappeared up the valley. Bannon's mind was almost numb. He kept trying to convince himself that maybe they hadn't really seen two Russian jets. Maybe he was mistaken. It had to be a mistake. The thought, "We can't really be at war. That isn't impossible," kept running through his mind. After a long day and night of waiting, the second day of war sees the Russian first echelon forces break through and enter the valley which Bannon and his troops are defending. At the start of the First Battle there has been a sudden detonation in the village at the centre of the valley: "ROMEO 25 - THIS IS MIKE 77 - SPOT REPORT - 5 T-72 TANKS MOVING WEST - GRID 190852 - CONTINUING TO OBSERVE - OVER." Bannon snapped his head to the left. There was no need to use a map. There was only one place the Russians would be, and that was between the forests 2200 meters away..... Team Yankee acquits itself well in the following action and the Russian attack is repelled. The Team is now relieved from its position, so that it can spearhead an offensive to the north which will take it into the flank of 28th Soviet Guards division. The move up north, a few miles to the rear of the line, is performed in the dark. All of the supporting C company gets lost on the way, so Bannon and his men are forced to launch an attack through the woods towards Arnsdorf with no support at all. As the Team passed between the two tree lines and rested the small hill, the terrain beyond opened up before it. The hill that was Objectuve LOG was directly in front about four kilometres away. As the Team moved out from its last cover, all eyes for kilometres around were turning on it. The other people, the Soviets, also watched. Reports flashed to their commanders. Gunners threw down their mess tins and slid into position. Loaders and ammo bearers prepared to load the next round....... After frantic action, Team Yankee runs through Objective Log, and rushes onwards to Hill 214 overlooking Arnsdorf. Bannon desperately tries to call his team to a halt over the radio - but it is out of action - and he then loses his tank as well. Finally, he makes it up to Hill 214 on a PC to discover that the rest of the team has successfully taken it. Bannon decides that this hill, won at such cost, would be defended from any Russian attempts to retake it until support arrives. As the light falls, the Team sees a Russian motorised rifle company arrive in Arnsdorf. The defense of Hill 214 has begun. Close on midnight the Russians start a three-pronged attack on the hill: Two of the BTR's were starting to fire at Bannon's tank. Bannon decided to take them out first. Grabbing the override, he slued the turret to the left. "GUNNER - HEAT - TWO BTR'S - LEFT BTR!" "FIRE!" The first HEAT round found its mark just below the small turret on the BTR. The impact and the internal explosions caused the BTR to swerwe to the left and out of the battle............ Kelp watched as a figure came up out of the T-72's hatch and looked to the rear. The turret began to travers round. "SHIT! HURRY OR WE'RE DEAD MEAT!" yelled Kelp......... After a close-fought night encounter Team Yankee succeed in repulsing everything the Russians can throw at them. As the dawn of the next morning breaks they are relieved by A company of the 78th Mechanized Infantry. Team Yankee are now the prestige group of the battalion. After a few days rest behind the lines Bannon is informed that his team is to spearhead an advance of the entire brigade deep into enemy territory. Initially this was to take them up a tree-lined valley past the town of Issel, onto Korberg: The sudden realization that he was running side by side with a Polish tank was numbing. It was the sensation of urine ([RYGAR] - Urrk) running down his leg that galvanised Avery into action. He began to slew the turret and issue the fire command. "GUNNER - BATTLESIGHT - TANK!" The target was so near and the thermal sight so uniformly green that Tessman didn't recognize the object in his sight as a tank....Avery fired the main gun from his override without bothering to go down to his sight. The report of 21's gun and the impact on target were as one. The T-55 veered off to the left, and began to burn. After some vigorous fighting and attacks from deep inside the forest, Team Yankee make it up to the top of the first valley, where it turns eastwards past Langen. It becomes clear that they have met only the lead elements of an entire tank brigade. Major Jordan and Bannon sit down to discuss how they can possibly hold their position: After studying the terrain, they dis- cussed the various ways the Soviets could come. Both were in agreement that they probably would not try sneaking through the woods again. Odds were, they would try to bull through this time. Hence division's and brigade's belief that they would use the Langen Gap........ The problem is, YOU won't have Major Jordan to help decide on your strategy, In Team Yankee the computer game, you will never be sure whether the Russians are going to play by the book or not. All of the above Scenarios form the game you are going to have to master. There is only one way to find out whether or not you're up to it........ ------------------------------------------------------------------------------ Setting Up Making A Backup Copy Make a copy of your Game Disk before you attempt to play the game. Before you make a copy, ensure that the game disk is write protected by either attaching a write protect strip (5.25" disk) or opening the write protect notch (3.5" disk). User your copy while playing the game (ensuring that it is write enabled, since information is written to the disk during play) and only use the original disk for making further copies. If you are unsure of how to copy a disk, read the manual for your computer. (Or use X-copy maybe? [RYGAR]) Loading Team Yankee IBM PC and Compatibles Insert your operating system disk and wait until you see the a> prompt on your screen. This game will perform Blah blah sorry im not typing more of this IBM Pc bull.. [RYGAR] Commodore Amiga (This is What we WANT! [RYGAR]) Performance will be enhanced if you disconnect all external disk drives and peripherals and ensure no other software is running. Turn on your computer and insert your Copy (Crack!) of the Team Yankee game disk at the Workbench prompt. (A1000 users should insert their Kickstart disk first.) After a few moments the loading sequence will commence. If you wish to halt this at any time then hold down the left mouse button. Once loading has been completed you will be presented with a filing screen. Read about how to proceed in Chapter 3. Atari ST (I'm not typing this either haha sorry! [RYGAR]) USING HARD DISK DRIVES IBM PC and Compatibles (Skipped... [RYGAR]) Commodore Amiga For details about hard disk installation look at the Read.Me file on the game disk. To do this, boot with your normal Workbench disk and then insert the game disk and double click on the TY disk icon and then double click on the icon labelled Read.Me Atari ST (NEIN !!! I'm skipping this shit too.. [RYGAR] ) ------------------------------------------------------------------------------ Controls The game is designed to run using keyboard, analogue joystick or microsoft compatible mouse on the IBM PC. On the Atari and Commodore Amiga, the game may be run using either mouse or keyboard, although mouse control is recommended. In the following documentation the phrases "click on icon X" and "press fire with the pointer over icon X" are synonomous and should be taken to mean either: [a] Place the pointer over icon X and press the return key. [b] Place the pointer over icon X and press the fire button of the joystick (IBM PC only). [c] Place your pointer over icon X and press the left mouse button. Keyboard Shortcuts Using certain keyboard shortcuts instead of directly using the pointer can become a quick way to perform certain actions, especially when you are not using a mouse. Key Action F1 or 1 Choose Platoon 1 F2 or 2 Choose Platoon 2 F3 or 3 Choose Platoon 3 F4 or 4 Choose Platoon 4 F7 or 7 Select map view for chosen platoon. F8 or 8 Select 3d view for chosen platoon. F9 or 9 Select status view for chosen platoon. F10,F0 or 0 Toggle between map, 3d and status view for chosen platoon. Escape Toggle between "Quadrant" and "Full screen" views Delete Quit game Help Pause game ------------------------------------------------------------------------------ The Start-up Screen The first screen of the game resembles an open filing cabinet for the simple reason that all of the information about your performance can be accessed from here. Figure 3.0 shows a representation of this screen. On the front of the filing cabinet there are three icons which look like labels. The leftmost icon is the QUIT GAME icon. If you click on this icon then you will be asked to verify whether or not you wish to quit the game. The middle icon is the CREDIT icon, which provides information on the game's designers. You are also able to choose the desired language for play, by clicking on the language icon at the lower part of the credit window. The rightmost icon is the PRACTICE icon, which allows you to play a practice scenario. This Scenario will familiarise you with the control of the game, without stretching your tactical expertise. It is highly recommended that you attempt to master this scenario be- fore you pitch yourself into full-scale war. If you wish to practise, then go to chapter 5, which details the next portion of the game. There are also details about the practice sce- nario in chapter 10 - How to play Team Yankee There are eight files available in the filing cabinet, and each one can hold information about your exloits. When you first start to play the game you will be hold the rank of private, and the default name on the left hand side of each file marker is PFC. Bannon. Sean Bannon is the major character in the book Team Yankee. On the right hand side of each file marker your will see the characters #1. This represents the first scenario or `chapter' of the game. The game has a total of five chapters. You must start at the first and you will only be allowed to progress to the next chapter if you are victori- ous in the previous one. If you wish to start playing the game proper, then you must register yourself as a new player. To do this, locate the pointer over one of the eight file markers and press fire. The relevant file will now spring up from the cabinet, and you will be presented with all of the file contents. See Figure 3.1 below. (Not Included [RYGAR]) You may now type in the name you wish to use in the area at the top of the registration menu. The program will auto- matically append all of your combat records under this name in the filing cabinet. Underneath your name you will see your strike rate under KILLS and LOSSES. This details the number of Soviet vehicles you have disabled and the number of your own vehicles which have been lost, respectively, under your command. In the middle of the file is detailed the name of the scenario, or `chapter' which will take place if you proceed into the game. At the bottom of the file there are three icons. If you select the PLAY option before a name has been entered a confirmation box will appear requesting you to register your name. The leftmost icon is the PLAY icon which take you into the briefing screen for the first scenario, described in Chapter 5, once you have successfully passed the vehicle identification stage, detailed in Chapter 4. You will not be allowed to play the game until you have typed in your playing name. The middle CANCEL icon causes the current file to go back into the filing cabinet. The rightmost RESET icon causes all of the campaign information under the current filename to be erasedm in case you wish to start your campaign over again. You may have the information for up to eight different campaigns stored in your filing cabinet. We have made life easy for you by writing all of your compaign information to the filing cabinet automatically at the end of each scenario you successfully complete. You may only play a particular scenario at any one time as one of the characters in your filing cabinet. If you succeed in your first battle, then your scenario chapter will increment by 1 and you will be able to proceed to the next battle. There are five separate chapters to the Team Yankee cam- paign. If you manage to succeed in the whole campaign then you will be rewarded with a promotion to the next rank of Corporal. You will then have to replay each of the five chapters under your new exalted position. But beware, because as you progress, so the tactical skills you will have to deploy become more complex and demanding. It will take total success in a further four ever more draining campaigns until you can attain the highest rank of Captain. Victory in Team Yankee is not going to be simple! ------------------------------------------------------------------------------ Vehicle Identification [RYGAR] - Not really needed since your playing a cracked version i hope.. but! here goes anyway: If you are playing the full game rather than the practice scenario, then you will have to suffer the rigours of a vehicle identification class before you are allowed near a tank. The screen will show the profile of a particular NATO or Warsaw Pact vehicle, which you must identify by clicking on the correct vehicle name on the right hand side of the screen. You will be shown three screens with profiles of three different vehicles, and you must identify all three correctly to proceed. See figure 4.0. NOTE: The vehicle identification screen will show 10 different views of the vehicle you must identify together with a rotating view in the centre. In the mayhem of battle it is imperative that you can tell at a glance the difference between an M113 and a BMP-1, if only because if you shoot the wrong one you will be killing men who are on your own side! If you study the section in the manual on vehicle types (chapter 8), you should be able to graduate through vehicle identification school with flying colours! ------------------------------------------------------------------------------ The Breifing Screen The briefing screen, shown in figure 5.0, presents all of the information which is available from intelligence for your forthcoming scenario, and also allows you to set up artillery bombardments where applicable. The name of the forth- coming engagement is shown at the top centre of the screen. In the central part of the screen, to the left, you will see a full map of the battlefield. This displays all of the major features, forests, roads, rivers and villages. It also shows the disposi- tion of your forces for the start of the battle. Each platoon of Team Yankee is represented by an Ameri- can flag. There is also an overlay on the map which is referred to in the briefing text. To the right of the map is a notebook, which details all of the important information which intelligence can provide before the battle. You may flip through this notebook by clicking on the arrows at the bottom or top of each spage, where applicable. There is nothing to prevent you from reading through the notebook as many times as you wish. Beneath the map you will see displayed the battle start time on an LCD display at the bottom of the screen. The cross swords icon will take you into full battle. After you have clicked on this you will be asked to confirm that you wish to go into battle. Make sure that your are fully prepared! The notebook icon reactivates the notebook if you have previously activated one of the next two icons. This contains your briefing from Company HQ based on all known infor- mation before your engagement. The eye - or information - icon is a special feature which allows you to glean further information from the map. When you are in information mode place your pointer over the map, and you will notice that it changes shape into a cursor. If you click at any point you will notice that a flashing box will appear on the map. This box appears at the closest point of special interest relative to your cursor position. The notepad will now display the particular information about this position on the map. You will find out important facts relating to your platoon and local topography when you use this feature. Alternatively, now that you are in information mode, you can llok at all the special points of interest simply by clicking up or down through the notepad. When you get to a new page, the new point of interest will flash on the map. The cannon icon allows you to set up artillery barrages in advance of the battle. You are not able to access artillery during theh battle itself. You will be allowed to create a number of separate barrages of HE (High Explosive), DPICM (Dual-Purpose Improved Conventional Muni- tions) and SMOKE shells. See figure 4.1 The precise availability of artillery will depend on your scenario and rank. The precise details of each barrage that you set up for the battle may be varied on the overlays which appear on the notepad once you have clicked on the cannon icon. By pressing either of the two arrows next to the timer on the overlay you may alter the start time for a particular barrage. Clicking on the red cross stops that barrage from taking place. The location for a particular barrage is shown by a flashing yellow square on the map. This location may be changed by moving the cursor over the map and clicking at the desired position. At lower levels of rank you will often find that artillery is either not available or is preset to a useful value. For further information on the available artillery types, please read the glossary at the end of the manual. ------------------------------------------------------------------------------ The Gameplay Screens Team Yankee is unique, since the game not only allows the player full control over each of the four platoons in the Team, but can display the actions of all four platoons simultane- ously! This means that you have access to all 16 vehicles in the Team, and you are going to have to become proficient at managing all of them. Team Yankee is designed to test your leadership and tactical skills to the quick. You can display in either "quadrant mode", shown in figure 6.0, where all four platoons may be controlled at once, or "full-screen mode", shown in figure 6.3, where the display homes in on just one platoon. You have the flexibility to display either an overhead map view of the surrounding area, a simulated 3-d view of the battlefield, or a status screen showing the performance of all vehicles in a platoon. Irrespective of which screen mode you choose during battle, there is a constant column of informa- tion to the right of the screen. Just beneath the Team Yankee logo there is a white flag, or game QUIT icon, which allows you to exit the battle. You will be asked to confirm this decision before you can quit. To the right is the game PAUSE icon, which allows you to take a break or take your breath during battle. Underneath you will find the TIME display, which gives the time in hours, minutes and seconds on a 24 hour clock. You should keep an eye on this to note forthcoming artillery attacks or when your scenario involves a deadline. Beneath the clock there are two STRENGHT histograms topped by Russian and American flags, These show the relative strenghts of the two sides, calculated according to casualty and morale factors. At the bottom of this column you will see your RANK displayed graphically, this obviously differs accord- ing to the rank you have reached. Along the bottom of the screen there is a single text line which will display any vitally important information. You will be told about forthcoming artillery strikes, casualties in your team or hits on opposing cavalry. Quadrant View When you first enter the game you will be in "quadrant mode", where the active part of the screen is split up into four sections relating to each of the four platoons of Team Yankee. The upper row of icons in each quadrant allow you to alter what is viewed on the screen - see figure 6.0. The leftmost ion will expand the view of that particular platoon to occupy most of the screen - in this "full screen mode" you will be offered extra features - but you will not be able to see all of the action. In the middle the name of the platoon is displayed. To the right there are three icons. The map icon changes the view to a map quadrant with a plan view of the battlefield. The 3-d view icon changes the view to a 3-d simulation of the battlefield. The status icon changes the view to a status screen. The icon corresponding to the current viewing mode is shaded in yellow. Chapter 2 details how to access these features by using the keyboard. Quadrant 3-D view When the view in a quadrant is the 3d display, then under- neath you will see the following icons: Two red arrows which form a rotate icon, allowing the player to rotate the view clockwise or anticlockwise through 360 degrees. This is equivalent to rotating the gun turret - IT DOES NOT ALLOW YOU TO ALTER THE DIRECTION IN WHICH YOU ARE TRAVELLING. Between the two rotate arrows lie two compasses: the upper (red) compass shows the direction in which you (i.e. the gun turret) are facing; the lower (green) compass shows the direction in which the vhicle is facing. If you click on the central part of the compass, then your view will rotate towards the direction in which you are travelling. To the right of the compasses are five icons which represent the various types of weaponry available to the unit. Click- ing on any of these is equivalent to a command to the loader to load a particular shell. WHen the shell is selected the icon clicks in (like a button) and when it is loaded the icon lights up. You will also hear a signal when the weapon is available for firing. The weapon loading times accurately reflect the time taken for a vehicle to re-arm itself in battle. See Chapter 8 for more details. Once a weapon is fully loaded, the pointer becomes a set of sights when moved over the 3d display. Clicking at a particular point on the landscape leads to the shell being aimed at that point (with some predetermined inaccuracy factors). The five available weapon types, from left to right, are: HEAT - a high explosive anti-tank round (see glossary); SABOT - an armor-piercing tungsten shell (see glossary); TOW - a high-range anti-tank missile (see glossary, and note in particular that this may only be fired when your vehicle is STATIONARY); SMOKE - a smoke grenade which allows enemy vision to be obscured (see glossary); MACHINE GUN - which is always available to the player and has an `infinite' number of rounds (see glossary). Most platoons will not have all weapon types available (for instance, the M1 Tank does not carry TOW missiles). If a weapon is not available then that particular icon will not be displayed. Once the platoon has no more loaded shells of a particular type there will be a delay before it is possible to use them again, according to the re-load times of your weapons. The operation of all these screens is "non-modal". This means, for instance, that while your are waiting for one platoon to load its weaponry, you are free to do anything you wish with any othere platoon. Map Quadrants The major capability of the quadrant map screen (see figure 6.1) is to alter the movement and formation of any platoon. The whole of the map may be viewed at once, or you may zoom into any portion of the battlefield using the icons to the right of the map, All of the major features of the battlefield are displayed on the map - roads are light grey, rivers are blue, forests are green shaded clumps, and buildings are marked as red and white boxed. There are two zoom icons represented by magnifying glasses. Clicking on the upper zoom icon magnifies the resolution of the map. Clicking on the lower zoom icon demagnifies the map. There are seven levels of magnifica- tion. On the lowest level the whole width of the battlefield - 4 miles across - is displayed. On the highest magnification the width of the map is 0.2 miles across. The full width of the map in miles is displayed as a number between the two zoom icons. If you have a mouse, and you are not viewing the whole battlefield, you may scroll the map in any direction by locating the pointer over the map and depressing the right mouse button. The map will then scroll at a speed and direction relative to the position of the cursor from the centre of the map. In order to move your platoon you have to provide informa- tion about the destination and the pseed of the platoon. Place the pointer over the map, locate the desired location to which you wish to move to, and press fire. A crosshair will be left on the screen which shows the end point of the current movement. Now go to the slider bar and set the desired speed of travel. You may do this either by clicking on the arrows at the top or bottom of the slider bar, to increase or decrease the platoon speed respectively, or by clicking the pointer at the point on the slider you wish the bar to reach. The current speed is displayed, in miles per hour, under the bottom arrow of the slider bar. The expected time of arrival, or ETA, at the present destination is printed at the top of the right hand side of te map quadrant. Note that only one destination is allowed for any platoon at any time. This destination may be altered at any time, irrespective of whether or not the platoon has reached its destination. The maximum speed of any of your vehicles is 50 miles per hour. The maximum speed you may achieve depends on the terrain type across which you are travelling. The fastest terrain type is road, followed by cross country, forest and then river, which is the slowest terrain type. If you wish to travel by the fastest possible means, try to find a suitable road. Status Quadrant The Status Quadrant (Figure 6.2) is accessed by clicking on the status icon. Each of the four vehicles in each unit will then be displayed on this "status" screen (By now you will, hopefully, be able to recognise and identify the profile of all of your vehicles!) To the right of each vehicle are two bars. The lenght of the upper bar represents the morale of the personnel in the vehicle. Morale is improved when the vehicle achieves a hit on a Warsaw Pact tank, and decreases when the platoon is fired at, or when there are losses on the American side. The lower bar represents the effiency of the vehicle and its personnel. The efficiency decreases when the vehicle has suffered some damage from opposition fire power. The values of morale and efficiency affect the ability of your platoon to strike the opposition accurately and switly when a command to launch a weapon is raised. If a vehicle is terminally damaged it will turn red on the status screen. That vehicle and any remaining personnel will be left behind when the platoon moves on. War is no place for the faint hearted! If all of the vehicles in a platoon are disabled, that platoon becomes ineffective, and a red status screen will be displayed permanently Full Screen Mode It is possible to concentrate your view on just one single platoon by clicking on the top left icon of any of the quadrants. This will take you into "full screen mode" for that platoon (see figure 6.3). The top row of icons in this mode are identical in function to those in quadrant mode. The only difference you will note is that all of the platoons are named, and the current platoon in view is highlighted in yellow. If you click on any platoon name then the screen will change to a full screen view for that platoon. The game remebers what type of view was last displayed for that platoon, and this same type of view is displayed for the platoon in full screen mode. Full Screen 3-D View The type of view is identical to the quadrant 3-d view, only it is larger, and there are additional facilities available for use. The control panel underneath the view has the follow- int icons: Enging Smoke Clicking on this icon causes your platoon to produce engine smoke. This will prove very useful in confusing your enemy if you find yourseelf in a tight corner. Infra-red (or thermal) imaging. This system will be vital to see what is happening when it is dark, or when Russian forces are covered by smoke. Anything which produces heat can be imaged using a thermal sight - you will soon get used to identifying vehicles by their thermal image. This feature is very useful for identifying vehicles camouflaged on the edge of forests. Contrary to popular belief the thermal image generated in a modern tank is green and not red. Rotation icon and compass display. These work in the same way as in quadrant view, and the mouse shortcut still applies. Zoom. When this icon is accessed the central portion of the screen is magnified by a fator of 10. You will find the zoom facility essential for spotting vehicles which are over 500m away. Since the range of some of your (and the enemy's) weapons is over 2 km, using the zoom feature may save your life. Note that when you are in zoom mode your speed of rotation is slower than in normal viewing mode. Weapons. These icons work in identical fashion to the quadrant weaponry icons. The only difference is that the number of remaining missiles for eah type is displayed underneath each icon. If you have 100 or more of a particular weapon, the number displayed will be 99. Laser range finder. Underneath the weapon displays you will find the laser range finder, which lights up red when in use. The range finder will lok on to a reflective target (such as an armored vehicle) if the firing cursor is placed directly over the object. You will know that the system has locked on because the cursor changes shape to a rectangle. The range finder, however, will not keep a moving object perma- nently locked - so it is easiest to use on a stationary target when you are stationary. Remember, though, that when you are stationary you present an easier target for you opponents if they have spotted you. Although using the range finder will increase you shooting accuracy, it does not provide a 100% hit rate. Clicking on this icon will toggle range finding on and off. Full Screen Map View The full screen map for a particular unit has all the capabili- ties of the quadrant map as mentioned earlier, with some additional features. On the map itself you will see that the flags relating to each Team Yankee platoon have a number next to them - these relate to the platoon number of that unit. The extra icon features to the right of the map are as follows: Scroll icon. The four arrows underneath the ETA display allow you to scroll your map in any of the four directions. If you click on the region in the centre of the arrows the map will automatically centre on your platoon position. Dead Stop icon. This red icon, just to the bottom left of the speed slider bar, causes your platoon to come to a dead halt when clicked. Wide formation icon. This increases the spacing between vehicles in your platoon to 100 metres. You might wish to increase your formation spacing if you are travelling in file through a narrow gap. If you are spotted while you go through the gap, then you will have more time to react, since your spacing is greater. Narrow formation icon. This reduces the inter-vehicle spacing in your platoon to 50 metres. The bottom six icons of the vertical column to the left of the screen allows you to change the formation type of the vehicles in your platoon: In line - places your vehicles in a line abreast relative to your direction. Column - places your vehicles in a line ahead relative to your direction.  Echelon right - places your vehicles on a left to right diagonal relative to your direction. Echelon left - places your vehicles on a right to left diagonal relative to your direction. Wedge - places your vehicles in a wedge formation. Vee - places your vehicles in a vee formation. Full Screen Status View As in the quadrant status view, the morale and efficiency of each vehicle in a platoon is displayed. The extra information provided in full screen view shows the number of each weapon type each on of your vehicles has remaining. All vehicles in Team Yankee are armed with an 'infinite' number of machine gun rounds. Particular damage to any vehicle is displayed in red. See figure 6.4 ------------------------------------------------------------------------------ THE DE-BRIEFING SCREEN A scenario in which you are involved may end for a number of reasons. You may have won because you have reached a desired attacking position, held a defensive position for enough time, or destroyed the majority of the opposing forces. You may have lost because you have not gained a desired attacking position, held a defensive position for long enough, or lost too many of the vehicles of Team Yankee. The victory criteria alter according to your rank, so your game performance will have to improve as your rank in- creases. When the end of the scenario has been reached you will be told the outcome in the text line at the bottom of the gameplay screen. You then have the option to click on this line in order to view the de-briefing screen, or to quit the game using the white flag icon. The reason we have provided this option is for the case when you have WON a scenario, but have lost so many vehicles that you would rather retry the scenario again. Remember that if you win a scenario and complete by moving onto the debriefing screen then all of your gameplay information is written to disk for the start of the next scenario. You may review the status of all of your platoons before making your decision. Note that if you have LOST the scenario, then you will have to replay the scenario again and no information is written to your game disc. If you move to the de-briefing screen, then you will recieve a summary of what your campaign has achieved. Once you have noted the comments on this screen then press fire to return to the start-up filing screen. ------------------------------------------------------------------------------ Vehicle Types M-1 Abrams Main Battle Tank Specifications -------------- Crew 4 Weight (Tonnes) 54.5 Full Lenght (cm) 977 Engine Type Turbine Road Range (km) 498 Max Speed (km/h) 72.4 [RYGAR: Not bad 'ey? For a Tank...] Max Speed Off-road 48.3 Frontal Armour (mm) 380 Main Gun Smooth Calibre (mm) 105 Effective Range (m) 2500 Maxrate (round/min) 8 Total Rounds 55 HEAT Rounds Yes SABOT Rounds Yes TOW Rounds No The M-1 Abrams is the fastest and best protected main battle tank in service with any army in the world today. Its 105 mm gun is extremely effective and, while it does not have the muzzle velocity of the 125 mm hypervelocity smoothbores of Soviet tanks, its advanced ammunition and very effective ballistic computer combine to give comparable or superior performance. New SABOT ammunition (see glossary) has recently in- creased this effectiveness. The thermal sights, allowing the gunner improved visibility through smoke and darkness, give the vehicle a unique combat advantage over its adver- saries. The M-1 uses `Chobham' composite armour, which con- tains a large outer layer of hard steel, with sucessive inner layers of other metals and ceramics. This type of armour very effectively absorbs the heat from the hot gasses of HEAT ammunition. The cost of each M-1 tank is in the region of $2,500,000. --- M-113 Armoured Personnel Carrier Specifications -------------- Crew (+Squad) 2 (+11) Weight (Tonnes) 11.2 Full Lenght (cm) 486 Engine Type Diesel Road Range (km) 321 Max Speed (km/h) 64.4 Max Speed (Water) 5.8 Frontal Armour (mm) 38 Main Gun Machine Calibre (mm) 12.7  Effective Range (m) 500 Maxrate (round/min) N/A Total Rounds 1200 HEAT Rounds No SABOT Rounds No TOW Rounds No The M-113 is the basic armoured troop carrier in the U.S. Army, and has been since the Vietnam War. It was designed `to provide a lightweight, armoured personnel carrier for armour and infantry units capable of amphibious and air- drop operations, superior cross-country mobility and adap- tations to multiple functions'. The all welded aluminium hull protets the crew from small arms fire and shell splinters. It is fully amphibious, being propelled in water by its tracks. Successful adaptions include the M163 Vulcan self-propelled anti-aircraft gun, the M577 Command Post and the M901 Improved TOW Vehicle. The M-113 is going to be replaced by the M-2 Bradley Infantry Fighting Vehicle, but the slow procurement rate means that many US mechanised units will continue to use the M-113 into the 1990's. --- M-2 Bradley Infantry Fighting Vehicle Specifications -------------- Crew (+Squad) 3 (+6) Weight (Tonnes) 22.7 Full Lenght (cm) 645 Engine Type Diesel Road Range (km) 483 Max Speed (km/h) 66 Max Speed (Water) 7.2 Frontal Armour (mm) 60 Main Gun Cannon Calibre (mm) 25 Effective Range (m) 1000 Maxrate (round/min) 100 Total Rounds 900 HEAT Rounds No SABOT Rounds No TOW Rounds 2+5 The Bradley is a reasonable protected infantry carrier and is extremely mobile and well armed. The hull of the M-2 is of welded aluminium armour with additional laminate fitted to the hull front, sides and rear. It is full amphibious, being propelled through water by its tracks. By 1987 only 3000 Bradleys had been delivered to the US Army out of a procurement of nearly 7000 vehicles. The M- 2 has come under considerable fire from critics due to its expense and slow delivery. Critics also suggest that its inferior armour protection will hamper its ability to operate with the M-1 tank. An effort is being made to equip battalion scout platoons with Bradleys, however, and this is the case in the novel Team Yankee. The M-2 has extra firing ports to side and rear and can carry a full rifle squad. It is worth noting the the M-2's TOW missiles may only be launched when the vehicle is station- ary. --- M-901 Improved TOW Vehicle (ITV) Specifications -------------- Crew 4 Weight (Tonnes) 11.2 Full Lenght (cm) 486 Engine Type Diesel Road Range (km) 321 Max Speed (km/h) 55 Max Speed Off-road N/A Frontal Armour (mm) 38 Main Gun None Calibre (mm) - Maxrate (round/min) - Total Rounds - HEAT Rounds No SABOT Rounds No TOW Rounds 2+10 Effective Range TOW 4000m This is a variant of the M-113, mounting the `hammerhead' armoured TOW launcher in an overhead mount. The launcher assembly contains twin TOW launch tubes, with another 10 launch missiles carried in the hull. This gives the ITV the ability of to park with the entire vehicle behind cover and only the missile launcher exposed. The launcher can also be reloaded from inside the vehicle. A major disadvantage is that the armoured TOW launcher and ammunition carried internally have badly overloaded the chassis and reduced its mobility significantly. Also, re- member that a TOW missile can only be launched from a stationary vehicle. The ITV is the standard anti-tank missile carrier of the U.S. Army, having first entered service in 1979. --- [RYGAR - The next four vehicles are Warsaw Pact...] T-62 Main Battle Tank Specifications -------------- Crew 4 Weight (Tonnes) 37.5 Full Lenght (cm) 933 Engine Type Diesel Road Range (km) 450 Max Speed (km/h) 50  Max Speed Off-road N/A Frontal Armour (mm) 200 Main Gun Smooth Calibre (mm) 115 Maxrate (round/min) 3-5 Effective Range 1500m Total Rounds 40 HEAT Rounds Yes SABOT Rounds Yes TOW Rounds No First fielded in the 1960's the T-62 was the first major tank to use a smooth bore gun. There were sever limitations due to engineering design, which for example, meant that reloading could only accur at a set turret angle and barrel elevation. The T-62 has now been superceded in fron line service by more modern types, such as the T-72. It is still found in second line Soviet units and in the armed forces of the other Warsaw Pact nations. --- T-72 Main Battle Tank Specifications -------------- Crew 3 Weight (Tonnes) 41 Full Lenght (cm) 953 Engine Type Diesel Road Range (km) 450 Max Speed (km/h) 70 Max Speed Off-road N/A Frontal Armour (mm) 250 Main Gun Smooth Calibre (mm) 125 Effective Range 2000m Maxrate (round/min) 6-8 Total Rounds 39 HEAT Rounds Yes SABOT Rounds Yes Anti-Tanks Rounds No The T-72 is one of several modern tanks that equip the Red Army, and was its main battle tank throughout the 1970's. It is logical, progressive development of the T-62, incorpor- rating a larger gun, improved fire control system, better protection and a more powerful power plant. The strange drums on the back of the T-72 are long range fuel tanks. In the late 1980's a new model was spotted, which had a bulging turret front, known colloquially as the `Super Dolly Parton'. --- BMP-2 Infantry Fighting Vehicle Specifications -------------- Crew (+Squad) 3 (+6) Weight (Tonnes) 14.5 Full Lenght (cm) 674 Engine Type Diesel Road Range (km) 500 Max Speed (km/h) 70 Max Speed Off-road N/A Frontal Armour (mm) 19 Main Gun Auto-Cannon Calibre (mm) 30 Effective Range 1000m Maxrate (round/min) N/A Total Rounds 40 HEAT Rounds No SABOT Rounds No Anti-Tank Rounds Yes Anti-Tank Range 4000m BMP is an abbrevation for Bronevaya Mashina Piekhota, or "Armoured Vehicle, Infantry". The BMP-1 was the first infantry fighting vehicle in the world to mount a cannon and antitank missile armament, thus giving the rifle squad the ability to engage enemy armour at substantial ranges with a reasonable prospect of success. The newly-introduced BMP-2 is an improved version with a larger turret which mounts a 30 mm autocannon, and an AT-5 `Spandrel' anti-tank missile. --- BTR-60 Armoured Personnel Carrier Specifications -------------- Crew (+Squad) 2 (+12) Weight (Tonnes) 10.2 Full Lenght (cm) 722 Engine Type Petrol Road Range (km) 500 Max Speed (km/h) 80 Max Speed Off-road N/A Frontal Armour (mm) 9 Main Gun Machine Calibre (mm) 14.5 Effective Range 500m Maxrate (round/min) N/A Total Rounds 500 HEAT Rounds No SABOT Rounds No TOW Rounds No The BTR-60 is a wheeled armoured personnel carrier which equips many Soviet motorised rifle units. The advantage of a wheeled vehicle is higher road speed, lower manufacturing costs, and generally increased case of maintenance and mechanical reliability. The main disadvantage is that a wheeled vehilce loses more of its road speed when travelling cross-country - however, it is sufficiently fast on the road that it can keep up with most tracked vehicles cross country. ------------------------------------------------------------------------------ U.S./Soviet Organisation U.S. Organisation The largest unit in the U.S. Army with a fixed organisation is the division, which is normally either deployed as a mechanized or armoured division. The basic building blocks of these divisions are battalions. An armoured division will have six armoured batallions, five mechanized battalions, three artillery battalions, and one battalion each of armoured cavalry (reconnaissance) and attack helicop- ters. Mechanized divisions are similar, but have six mecha- nized battalions and four armoured battalions. Each armoured battalion consists of four tank companies and a headquarters (HQ) company. The HQ company consists of 331 officers and men - more than twice as many is in an entire Soviet tank battalion. In addition to extensive command, control and support elements, the HQ company includes a heavy mortar platoon of six 4.2 inch self-pro pelled mortars and a scout platoon of six M-3 Bradley cavalry fighting vehicles. The four tank companies are the heart of the battalion's combat power. Team Yankee is organised around one such company. At full strenght the company has 62 officers and men 14 M-1 Abrams tanks. The company is divided into three platoons of four tanks each. There are also two extra tanks which are commanded in battle by the CO and the XO. Although the U.S Army organises its battalions as pure tank or pure infantry, in practice combined arms combat together at much lower levels. Standard practice in the field is to have an armoured battalion and a mechanised battalion swap one platoon with one of the other companies in the battalion, giving a battalion two pure companies, one tank-heavy company team and one mech-heavy company team. This is exactly the procedure that has been followed in the novel Team Yankee. Bannon's company has been attached to the 1-78 Infantry Battalion in exchange for its own A company. This leaves the 1-78 battalion with its own B,C, D companies, its anti-armour company, headquarters com- pany and Bannon's tank company. Lieutenant Colonel Rey- nolds, the battalion commander, then removed one of Ban- non's tank platoons (1 platoon) and gave it to his own B company in return for one of its mechanised infantry pla- toons. (The resulting B company is known as Team Bravo.) In the novel Team Yankee, Bannon's team therefore con- sists of 2 and 3 Platoons (containing 4 M-1 tanks each), Mech Platoon (containing 4 M-113 armoured personnel car- riers) and HQ Platoon (containing 2 M-1 tanks and 2 ITV's). In the game Team Yankee, in the interests of playability, we have replaced 2 of the M-113's in Mech Platoon with 2 M- 2 Bradley vehicles. Hence, at the start of the game, you will have at your disposal the following:- Unit 1 HQ Platoon 2 x M-1 Tanks and 2 x ITV's Unit 2 2 Platoon 4 x M-1 Tanks Unit 3 3 Platoon 4 x M-1 Tanks Unit 4 Mech Platoon 2 x M-113 APC's and 2 x M-2 Bradley's Soviet Organisation Soviet mechanised infantry is called Motor Rifle troopes. They are carried either in armoured personnel carriers (e.g. BTR-60's) or in infantry fighting vehicles (BMP's). The principle differences between these two are that the BTR is wheeled, lightly armed and armoured, and designed for cheap mass production, while the BMP is tracked, heavily armed, and considerably more expensive. The shock troops of a division will be mounted on BMP's while the bulk of the motor rifle troops are carried in BTR's. The largest formations in the Red Army with a fixed organisation are divisions. There are three principle types of combat divisions: tank divisions, motor rifle divisions, and air assault divisions. Tank divisions consists of one motorised rifle regiment in BMP's, three tank regiments and one artillery regiment. The tank regiment of the tank division consists of three tank battalions, one motorised rifle battalion in BMP's, one artllery battalion, one reconnaissance company, one anti- aircraft company and one engineer company. The tank battalion of a tank regiment has only 135 officers and men. It consists of three tank companies and a small battalion headquarters. Each tank company has three platoons of three tanks each plus a company commander's tank, giving a total of 31 tanks. Motor rifle divisions are composed of one tank regiment, two motor rifle regiments in BTR's, one motor rifle regiment in BMP's and one artillery regiment. Each motor rifle regiment consists of three motor rifle battalions, one tank battalion, one artillery battalion, and one company each of antitank missiles, air defense guns and missiles, reconnais- sance troops and mortars. A motor rifle battalion based on BMP infantry fighting vehicles consists of three motor rifle companies, one mortar company, one anti-craft platoon, one automatic grenade launcher platoon and various small non-combat support units. The motor rifle company, with over 100 men, consists of a company headquarters, three motorised rifle platoons and one fire support platoon. Each motorised rifle platoon consists of 29 officers and men, divided into three rifle squads, each of which is carried in a single BMP. In Team Yankee the second echelon of Soviet attack, which is faced in the First Battle, mainly come from a motorised rifle battalion, mainly composed of BMP's and T-72's. ------------------------------------------------------------------------------ HOW TO PLAY TEAM YANKEE In Team Yankee, we have been scrupulous in our attempts to convey the urgency of modern tank warfare, within the constraints imposed by the computer medium. All of the action in the game is closely based on battles which are described in the book Team Yankee. The best advice on how to play the game is therefore simple - read the book! In order to keep your attention, though, we have made subtle changes to scenarios, so that you will never know exactly what to expect. Particularly in later stages of the game you will find that the enemy is even more powerful and cunning than in the book. When we designed this product we had to make a hard choice between total accuracy of simulation and features which we felt would enhance the gameplay. It may annoy the purist, but when accuracy and gameplay conflicted, the game always won out! Another important feature is our belief that the player should be able to pick up the game and play without leafing through a 300 page manual. However, you will undoubtedly benefit from reading through the docu- mentation and, hopefully, from reading this section. The Training Scenario The training scenario, accessed by clicking on Practice Game icon, has been designed to give you a clear idea of how to control an individual platoon as well as all of Team Yankee. The scenario is laid out on a circuit which is modelled on a standard training range - see figure 10.0. Your objective is to traverse the road linking points A to B, leaving certain units strategically placed along the way. If you can achieve all of the aims of the training run then you will be very well prepared to go into full battle. The following instructions are more substantial than those you will find on the briefing screen. At the start your four platoons are placed around point A. Unit 1, containing 2 M-1 Abrams tanks and 2 ITV's, is facing the three other units of Team Yankee. Unit 2, with 4 M-1 tanks, is straight ahead to the east in column formation. Just to the north is unit 3, also with 4 M-1 tanks, and just to the south is unit 4, with 2 M-113's and 2 M-2 Bradleys. At the start you will be in `quadrant' mode, with a view of the battlefield from each of the four units. You should now familiarise yourself with the controls at your disposal in quadrant mode. Now, home in on the `full screen' view for unit 1. Straight ahead of you, you will see the other vehicles of Team Yankee. You will be able to examine them more closely by using magnify mode. Examine the facilities available in full screen mode using the Expand View icon described on page 24 of the manual. A few minutes after the start there will be a parade of all of the vehicles you will meet in the game traversing the track from C to D. The parade will start at 12:02, so make sure you are in position on time. When each vehicle comes past, try to identify it from the photographs of each vehicle in section 8. Once the parade has finished you should move unit 1 along the road to the east, just over the point where it crosses the river. When you come alongside two trees on either side of the road, stop immediately. Directly in front of you there are 4 vehicles. Two are Russian made BMP-2's and the two others are American ITV's. Once you have identified which is which you should try and destroy the two Russian vehicles. Load up a HEAT missile and turn on the laser ranging facility. Make sure that you learn what happens when your rights have 'locked on' to a target, and then fire. If you hit the wrong vehicle you will be told in no uncertain terms! Once you have accomplished this first objective you should leace unit 1 where it is, and get your other three units onto the road. Try to see if you can get used to moving your units while on the quadrant view. Move units 2,3 and 4 past unit 1 and take them round the road until you find the next position where there are two trees straddling the road. Stop at this point and move into full screen mode for unit 2. At this point you will find 4 Russian BTR's in front of the tree line to the west, and four American M-113's on the tree line to the east. If you have difficulty locating them then turn on your infra red display. You will find that in battle the infra red display is invaluable for uncovering vehicles camouflaged by forest cover. Again, you should try to destroy the Russian vehicles - use your SABOT weapons this time. Leaving unit 2 at this position continue along the road with the remaining two units. Just before the road turns west at the top of the training are you will find another position straddled by two trees. Stop here and this time search for the two nearby units of vehicles. One unit is composed of T- 62's. Try to see which weapon types are needed to destroy them. Leave unit 3 behind, and with the remaining unit (4) continue around the circuit until you reach the track through the forest. Along the track at the very centre of the forest you will find a single T-72 - see if you can locate and destroy it. Beyond the forest, on the road leading south you will find the point at which unit 4 is to halt - again marked by two trees. You must now locate the nearby Russian tanks and destroy them. If you have got this far, then you will know that you have learnt the basics of control which will be important to succeeding in Team Yankee. However, you will have one final lesson to learn. And that is how to attack enemy vehicles simulta- neously while in quadrant mode. At 12:30 precisely each of your four units will have a short time in which to destroy moving targets simultaneously. Make sure appropriate weapons are loaded for each unit. Point unit 1 towards the south-east, unit 2 to the north, unit 3 to just north of west and unit 4 to the north. Keep your eyes peeled. If you can destroy all of the Russian tanks as they move from forest cover, then you will know that you have mastered all of the basices of the game. You can now go out and KICK SOME ASS! Strategy Before launching yourself into a scenario it is best to use the briefing information to decide on your strategy for the forthcoming battle. Quite often you will be expected to position your vehicles very quickly at the start of the sce- nario (particularly if it is a defensive scenario). Through practise you will learn the strike power of Team Yankee's as well as the Warsaw Pact vehicles. The information in Chapter 8 referring to vehicle types and the additional infor- mation in the Glossary will give you an idea of the relative strengths and ranges of all of the weapons that you will use or come up against. For instance, a BTR has very little armour and is only armed with a machine gun. If you are in a platoon manned by M-1 tanks, you therefore have very little to worry about from a BTR, and you should dispose of them at your leisure, while considering that the threat from a T-72 is rather more potent. Your TOW missiles on your M-2's and ITV's are your most potent weapons in terms of strength and range, but remember that your vehicle MUST be stationary before they can be fired. Because you have to control four tank platoons simultaneously in Team Yankee, we have not been strictly accurate in our operation of these wire guided missiles. Instead of leaving you to control and aim the missile over its flight of up to 15 seconds (thus causing you to relinquish your control of everything else that is going on), we have treated the TOW as a normal missile - once launched it will strike the area you have aimed at. The loading times for all of the missiles are accurately presented and reflect the length of time it takes for a missile to be loaded after the tank commander (you!) has ordered his gunner and loader to set up a target. It is part of the frustration of war that it takes some time to load an appropriate missile when confronted by a new and threatenging target. It is worth remembering that tank battles are often fought at long range, and in particular that a platoon of tanks in the middle of an open plain are `cannon-fodder' for suitably placed opposition. The tree line of forests provides very adequate protection for tanks. In Team Yankee, you will find that the first 100 metres or so of forest provides you with cover, and yet allows you to look out clearly onto the battlefield. As soon as you fire, however, you will give your opponents a chance to locate you for a certain amount of time. Remember that your opposition will often use the same tactic of hiding within the tree line. Your infra-red sights will often be invaluable to spot vehicles which would otherwise be hidden in the tree line. The magnify mode on the 3d view is very powerful. Since you should be able to destroy a vehicle which is well over a mile away from you, you will often need to use the magnified sights in order to locate the enemy before they spot you. When you are being attacked try to locate the precise vehicles which are firing at you, since they will be the most potent threat. It is obviously more urgent to dispose of a threat which is attacking you rather than one which is attacking another unit. The position of known Soviet units will often be marked on the map displays with a flag representing each unit. These flags will be displayed either when the player should have the units in his sights or when there has been information recieved from intelligence. However, just because a Soviet flag does not appear on the map near to you does not necessarily mean that there are no enemy units nearby. For instance, if a Soviet unit is in a forest or near the tree line of a forest, there will normally be no information presented on the map screens. It is up to you to seek and hunt down the enemy. Higher Ranks The first five scenarios you will complete in Team Yankee will be at the rank of Private (First Class), or PFC. You will have to pass through three more campaigns at three higher ranks - Corporal (Cpl), Sergeant (Sgt), Staff Sergeant (SSg) - before you reach the ultimate rank of Captain (Cpt). The strategy you will have to pursue will be increasingly more subtle as you progress. Your opposition will increase in number and will perform increasingly more ingenious and daring tactics in order to circumvent your victory. On the first rank the Russian maneouvres will all be to a set formula, which you should be quick to master once you have learned the basics of control and sensible tank warfare tactics. Later on, they may well surprise you, so you will have to look out for all sorts of devious approaches. At the lower levels you will always have your weapons, morale and vehicle damage reasonably restored between scenarios. Later on, you will find that you will have to conserve all of your capabilities in order to provide an effective fighting force in the next scenario. Modern tank warfare is very close to attrition! Some later scenarios will take place at night. In these cases you will find that all of your normal external views are completely dark. The only way to fight will be to use your infra-red views. At first this will seem quite disconcerting, but you will have to learn to cope! Terrain  There are many different types of terrain over which you can move in Team Yankee. You will only be able to achieve your full operating speed while travelling over roads, which are denoted in grey on the map and in your 3d view. Travelling over cross-country reduces your speed and increases the amount of `pitch' which you will encounter in your 3d view. This will make the engagement of the enemy that much more difficult. Your speeds on the tree line of forests are further reduced, but these regions do provide some camouflage from your opponents. Inside forests you may find hidden tracks which will allow you to make faster progress, al- though you will find that these are often used by the enemy. It will often be useful to locate these tracks and incorporate them in you strategic plan. Rivers provide the slowest type of terrain over which to cross, and can leave you exposed to enemy fire while you are crossing them. ------------------------------------------------------------------------------ GLOSSARY BMP-2 A Soviet fully tracked infantry-fighting vehicle mounting a 30 mm cannon, an antitank guided missile, and a 7.62 mm machine gun. The BMP carries a crew of three and a six-man infantry squad. The BMP provided the prime motivation for the design and production of the Bradley fighting vehicle. BRADLEY An armoured fighting vehicle that comes in two version, the M-2 mechanized infantry fighting vehicle version and the M-3 scout version. Both have a two-man turret that mounts a TOW missile launcher, a 25 mm chain gun and a 7.62 mm machine gun mounted coaxially. BTR-60 A Soviet eight-wheeled armoured personnel carrier. This vehicle comes several versions, from the original, which has an open top, to the BTR-60PB, which is completely enclosed and carries a small turret mounting a 14.5 mm and 7.62 mm machine gun. In addition to the personnel carrier version, the BTR-60 serves as a command and control vehicle, close air support vehicle, and other such uses. C.O. Short for Commanding Officer. DPICM Short for dual-purpose, improved conventional munitions. This is an artillery round that contains many small submuni- tions or bomblets that are capable of defeating the thin armour located on top of armoured vehicles as well as being effective against personnel and other "soft" targets. DRAGON A medium antitank guided missile launcher. Man-portable, the Dragon is the infantry's medium range antitank weapon, with a range of 1000 metres. HEAT Short for high explosive antitank, a round that depends on a shaped charge explosion to penetrate an armoured vehicle's armour. Because the round contains high explosive, it has a secondary role as an antimaterial round. A typical muzzle velocity might be 1100 metres per second, with a penetration of over 150 mm in reactive armour. It is, however, much more effective against APC's than tanks, for which SABOT or TOW ammunition is more appropriate. ITV Short for Improved TOW vehicle. A modified M-113 armoured personnel carrier that has an anti-tank guided mis- sile launcher mounted on a small rotating turret. TOW stands for tube launched, optically-tracked, wire-guided anti-tank guided missile. The TOW is currently the heaviest antitank guided missile in the U.S. Army's inventory ca- pable of hitting a tank-sized target out to a range of 3700 metres. MACHINE GUN Every tank and personnel carrier in Team Yankee carries an M2 caliber 0.50 machine gun, nicknamed `Ma Duce'. This is the same heavy machine gun used in World War 2 - and serves as a tank commander's weapon. Additionally, each tank is provided with two `M240' 7.62 mm machine guns. One is mounted coaxially next to the main gun - hence the nickname `Coax'. The second M240 is mounted freeswing- ing outside the loaders hatch - its main value being that the two machine guns are interchangeable, as well as giving the loader something to hang on to when the tank is moving! M-1 This is currently the main battle tank of the U.S. Army. It has a crew of four, mounts a 105 mm main gun, an M2 calibre 0.50 machine gun, and an M240 7.62 mm machine gun. The 54-ton tank is powered by a 1500 horsepower turbine engine and is capable of 45mph. The fire-control system incorpo- rates a laser range finder, a solid state computer, a thermal imaging sight, and other electronics that allow the main gun to fire while on the move with a high degree of accuracy, day or night [RYGAR - Watch my Picture of this tank! YEAH!] M-113 Until recently, the M-113 was the primary U.S. Army armoured personnel carrier. Weighing 11 tons, it has a crew of two, driver and commander, and the capacity to carry an entire infantry squad. The M-113 is normally armed with a caliber .50 M2 machine gun located at the commander's position. Because infantry cannot fight while mounted, the M-113 is being replaced by the M-2 Bradley fighting ve- hicle. The M-113 still remains a mainstay in the U.S. Army, performing support roles on or near the front. MECH Short for mechanized or, in the case of Team Tankee, mechanized infantry. SABOT The word is actually French for shoe. Here, it is the name of an antitank round. SABOT is short for armour-piercing fin- stabilised discarding sabot (APFSDS). The round consists of a small tungsten alloy or depleted uranium penetrator that has a diameter smaller than the diameter of the gun tube. To compensate for this, the penetrator is seated in a boot that is the same diameter as the gun. This boot, called the SABOT, falls away after the round leaves the gun, leaving the pene- trator to continue to the target. The SABOT round has a very effective armour penetration out to 2500 metres. More useful against tank armour than a HEAT round. SMOKE Smoke is very usefully generated in battle in order to obscure the location of vehicles from the enemy. There are three ways in which smoke can be produced in the battlefield. M- 1 tanks and M-2 Bradleys have smoke grenade launchers on the sides of the turret. These can be fired forwards, giving a short-lived smoke-screen. The same vehicles can also produce engine exhaust smoke, which produces a smoke screen from the vehicle's rear, and which will move with the vehicle if it is in motion. Artillery smoke is very useful when called in just before an attack on an enemy position, to obscure you from their view. T-62 A Soviet tank with a four man crew and mounting a 115 mm smoothbore gun, a 12.5 mm and a 7.62 mm machine gun. Though considered obsolete, it is still very capable and found in many Warsaw Pact units. T-72 A Soviet tank with a three-man crew and mounting a 125 mm smoothbore gun, a 12.5 mm and a 7.62 mm machine gun. The elemination of the fourth crewman is achieved by using an automatic loader for the main gun. Special armour and a sophisticated fire-control system make it a powerful foe that is difficult to stop. TEAM A company-sized unit that includes both tank and mecha- nized infantry platoons. Unlike a peacetime company, the number and type of platoons in a team can vary according to its assigned mission. In the case of Team Yankee, the Team initially has two rank, and one mechanized infantry platoon as well as two improved TOW vehicles. THERMAL SIGHT A sight that detects heat emitted by an object and translates it into a visible image for the gunner or commander. TOW Short for tube-launched, optically-tracked, wire guided antitank guided missile. The TOW is the U.S. Army's current heavy antitank missile with a range of nearly 4000 metres. The guidance system provides a high proba- bility of hitting a tank-sized target out to its maximum range. A TOW missile can only be launched from a static vehicle. TRACK This term can be used to refer to the caterpillar tracks of a vehicle, or any tracked vehicle, other than a tank. For some perverse reason tanks, although having tracks, are not referred to as `tracks'. WARSAW PACT A military alliance founded by the European Communist countries to counter NATO. Consists of Soviet Union, Poland, German Democratic Republic [RYGAR- eeehrr dunno!), Hungary, Czechoslovakia, Bulgaria and Roumania. ------------------------------------------------------------------------------ Typed by Rygar/Science 451 [RYGAR] ****Absolutely GUARANTEED to void your warranty!***** The PI2 file accompanying this is in the root directory. STEREO SOUND OUT OF YOUR ST -------------------------- From RICKY & EDS of BELGIUM Thanks to EDS softs for building this in, in our computers. Without his knowledge whe are not to be able to use some great things like this. ---------------------------------------------------------------- Pins 38, 3, 4 are the pins of the Yamaha soundchip. With the 2K5 controlable resistance you can control the distribution of canal 3 to the left and the right. M goes to the monitor. (3 and 4 are cutted through) With the double switch, you can choose stereo or mono. L and R are going through two inch exits to your amplifier. Connect ground on the cinch exits to a ground on the ground of your computer (near the soundchip). Good luck and do it at your own risk... wDh0Qh?` ` 0` -`@0@@`@@`@8@ @x@?8 @ @@@@@@@@@@@@@@@@@ @ @ @ @ FF@> B.S.S JANE SEYMOUR << - ALL TYPING DONE BY * * * * * * * * * * * * * * * * * -*- MAYDAY & MIDNIGHT MANIAC -*- * * * * * * * * * * * * * * * * * Federation quest 1 B.S.S. JANE SEYMOUR The first thing i heard was quiet 'pip...pip...' of the computers going through their system checks. As my head cleared, i realised that, having abandoned my wrecked ship in the middle of an asteroid belt, i had managed to get the emergency craft back to earth orbit. I pulled the tubes from my arm, and was about to sit up and take in the beauty of the home planet for the first time in seventeen years when a synthetic voice told me, in a typically inappropriate voice 'wake up. We've got a bit of an emergency.' I blinked, and as my eyes slowly pulled into focus, i realised that I wasn't going to see Earth just yet. Instead, i was looking at a fleet of huge free floating Federation craft, all belonging to the Regal Fleet, so called because they were all named after the various Queens of England. 'there's an SOS message for you.' I hit the key to get a hard copy, I hate reading things off monitors, and read the message.  Message from Commander of the Regal Fleet Flagship, the Biological Survey Ship B.S.S. JANE SEYMOUR  Date 8th July 2190  S.O.S. S.O.S. S.O.S. S.O.S.  The fleet of twenty craft, having been immersed in the radiation given off by a Wolf-Raert Star going nova, now unable to progress on our journey any further. All systems are now failing, and the only option appears to be to join the other crew members in the Cyrogenics. I will do this as soon as I have finished this message. A number of the alien specimens have escaped, and are now roaming freely across the ship. Any crew member encountered must not be trusted. If anyone gets this message in time, please help us. By my calculations we have just one year and three months before the ship loses so much power there won't be enough to keep the Stasis Chamber functioning properly End of Message...  'Date please BOB' 'October Sixth 2195' 'Distance from Earth?' 'Fourteen light years.' 'How far will the fuel on this ship get us?' 'Nine light years att most' 'And the Jane Seymour?' 'Not enough to reach Earth orbit. The ship at the far end of the fleet has enough fuel, but due to the damage sustained in the accident, the only way to board that ship is to go via the other nineteen ships, starting with the B.S.S. Jane Seymour' 'Why?' 'Due to the configuration of the fleet, the design of the craft and their transporting links, they are in a strict hierarchical order, and transport to the flagship is only possible from the second ship in command, to that one from the third in command and so on. In order for the transport mechanism to work, you will need to repair each of the ships to at least 80% of full efficiency.' 'Can't we just steal some fuel?' 'No. The fuel is used in incompatible with this ship.'  So no choice. If I'm going to get to Earth, I'm going to have to board the B.S.S. Jane Seymour, and attempt to get it into a working state, and from there onto the next one, and so on. The alternative is that i can stay here go back into Cyrogenics, and die in about nine years time. Not much of a choice, really.  'any informations on the ship systems?' 'All are malfunctioning, and all have sustained heavy damage' 'Estimated chance of any crew being fully fit?' 'Five percent. Ninety five percent chance of mental deterioration, fifty percent likelihood of physical deterioration.' 'Brilliant. Anything else I should know?' 'Yes. The Energy flux decoupler is missing from the power room. It needs to be found and replaced before the ship will function. Also the navigation system on the Bridge is protected by an inhibit system. Inhibit lock is needed in order to access navigational computers.'  'Lock on and land BOB.' So all I need to do is repair all the ships systems, find the energy flux decoupler, the inhibit lock, deal with the various aliens and a few crew members who'll be a few cells short of a full battery, and then i can go home. Not good, but my only chance.   PART 1: Repairing the Ships Systems  There are 20 ships in total in the game, and on each one a number of objectives need to be achieved before access to the next is allowed. In brief, you must repair all the ships systems up to 80% efficiency or above, find and replace the energy flux decoupler and find the inhibit lock. Once all these have been done, a message will prompt you to go to the bridge.  HOW TO REPAIR THE SHIPS SYSTEM  Due to the ship design, practically all malfunctions are because of a deficiency in the liquid coolant. In all cases, repairs are carried out by replacing the coolant fluid in that particular system room. So, in order to carry out a repair, you:  a) First, make some receptacles. b) Next, fill the receptacles with liquid coolant. c) Finally, go to the room of the system you wish to repair and attempt a  repair.  The first aim is achieved by finding and entering a Manufacturing Room, which will create a new icon on the main screen. Click on it to enter the Manufacturing screen.  You can make up to six receptacles at a time, of one to five litres capacity each. Note, however, that making a receptacle uses the ships power, and the larger the receptacle, the more power it requires to make it. On the other hand, larger quantities of coolant increase your chance to repair a system and consequently, it's easier to carry large quantities in fewer but larger receptacles. You must learn from experience the best sizes to make. At the right of the screen is a zoomed view of the handset of the manufacturing machine. Click on the size of receptacle required. The receptacle will be made. Exit the screen when you have finished. You will then find the receptacles you have made on the floor of the room. Simply pick them up via the inventory screen and you are ready to go.  The second part is achieved by entering a laboratory, which will again create a new icon on the main screen. Click on it to enter the laboratory screen. Here you can fill any receptacles that you are carrying. You can fill as many as you have. Select the receptacle size from the handset at the right. The lab computer will check the receptacles for flaws. The coolant is a highly acidic and toxic substance and the receptacle must be flawless, and if the computer finds a flaw in the receptacle it will reject it. Otherwise it will fill it with liquid coolant. Simply keep selecting receptacle sizes to fill, and click on exit when you have finished.  The final part is to carry out the repair. As mentioned, all the ship's systems fall under the control of just four major systems: Bio Control, Life Support, Computer and Communications. These are accessed (and repaired) via the biological Control, Life Support, Bridge and Communications room respectively. Entering one of these rooms will give a repair icon on the main screen. Click on it to enter the repair screen. To make a repair you will need a repair kit, and at least one litre of liquid coolant. In most cases it will also help to have a coolant applicator, and a robot with a repair capability, although neither are absolutely necessary. Down the left of the screen, you are reminded of what repair aids in the system's reservoir. At the right of the screen is one of your full receptacles. The reservoir can hold up to 5 litres of coolant, pump in any more and it will overflow. Select the receptacle you wish to empty using the top left arrow. To empty its contents into the reservoir, use the top right button. When you are happy with the amount of coolant in the reservoir, you can attempt a repair. Click on the spanner icon to the bottom left of the screen. The coolant will be pumped into the system and the message panel at the top will show the result of your attempt.   PART 2: THE SCREEN  1. The Main Screen  Once you begin a game, you will be presented with the main playing screen. It's from this screen that most of the game will be played so it's worth examining in detail.   MAIN SCREEN FORMAT:   A B I G H  ____________|________|_______|_________|__|__  | |______|______| | | | |____|__|__|  | | | | | | |  | | | | | |  |_ | |________|__________|  | | | |  C__|_| | |  | | | ______|__ J  |_| | |  | | |  |_________________________|___________________|  | | | |  | | | | |  D__|__ |______|_| |  | | | | | |  | |_|____|_| | |  |________|_|_|__|_|_____________|_____________|  | | | |  E F K L   a) The name of the current location/room   b) This is the main viewing screen, which will display every thing that  the player sees while playing the game.   c) The weapon reload bar. Various weapons have a reload, or recharge time,  which is the amount of time between two successive shots. You cannot fire  the weapon again until the reload bar reaches the bottom.   d) Main stamina recorder. This is an indicator of your general health and  stamina points, it will slowly turn into a skull.  fortunately, there are various ways of healing lost stamina points:   1. You gain some back naturally as you walk about.  2. You can inject yourself with medical drugs when you find them.  3. A robot with a medical cartridge can heal you.  4. Eating food in the galley.   e) The life trace recorder.   f) Background radiation meter. The higher the bar, the higher the radiation  If the bar is at maximum you'd better move, because you're in deep shit.   g) Time elapsed since play began   h) The hands display. These two boxes indicate any items that you might be  holding in either of your hands. Weapons must be carried in your right,  the left mouse button will change any item between your two hands, and  the right mouse button will use the item in whichever hand the pointer  is over.   i) The movements icons. The four blue icons move you one square in that  direction. The two green ones rotate you left or right by 90 degrees.  The two grey buttons to either side of the backwards blue icon will  display arrows when you are enter a lift or a square with a ladder in it.  They will indicate that you can go up and/or down. Click on any of the  arrows to move in that particular direction.   j) The main message panel. Any information, for example a description of  what happens when you carry out a particular action, will be carried in  this window.   k) Beating Heart. This will beat faster when you are involved in strenuous  activity. Warning: you heal at a slower rate when you are in strenuous  activity. When you slow down, the heart will return to its normal rate  again. The heart also changes color to indicate how irradiated or  poisoned you are becoming. Scarlet is healthy, and orange and yellow are  increasingly unhealthy. If it gets too yellow you will die of radiation  /poison.   l) The function buttons. If they are blank then they currently hold no  function. If a button has a function at any particular point, then it  will be labelled with an icon. The top six buttons are game control  buttons, and the bottom six are robot buttons. Two functions are always  available. The far left button takes you into the inventory screen.  When you enter any location, should any additional option become  available to you, then one of the six buttons will carry a new icon.  more on this later.   2. THE INVENTORY SCREEN  Here everything that you carry, and anything that you have immediate access to. There are windows for items held in each hand, your pack,belt,worn, lying in the room and carried by robots. If you glide the mouse over the item, the message panel tells you what it is and the serial number.  Each item has a designated weight, and obviously you will be limited in how much you can carry at any one time. The number in the bottom right of the message panel is the weight of the object that the mouse pointer is over. for the room window it tells you the total weight of all the items there, if you were to pick them all up. for other windows, there are two figures. First there is the present weight total for that window, followed by the maximum weight for that window. Once a window reaches its maximum weight, you cannot carry any more in that window until you drop something from it. You can only carry one thing in each of your hands.  To move items between windows, move the pointer over the item and click the left mouse button. You will now be carrying that item with the mouse. You can drop it into any box of any window by moving over the destination box and click the left mouse again.  The message panel reminds you what you are holding at all times. Certain larger items must be placed into the special larger boxes. The smaller items will fit into either of the box sizes.  You can exchange two items by picking one up as described above, moving over another item in any window and click the left mouse button. You will deposit your carried item in the box, and the item that was in the box now becomes the carried item. you cannot leave this screen if you are 'carrying' an item with the mouse.  a) Robots   If there are any robots with you in any location, their icons will appear  on the six buttons at the top left. To access the robot windows, first  click on the robot icon at the top left. If that robot is carrying anything  then these items will appear in the three robot windows at the top right.  The window marked by the gun is the robot current weapon. to the right of  that are four boxes that hold any cartridges installed in the robot.  Only cartridges can be put into the four boxes in the window, (more on  cartridges, and programming the robot later), below that is the main  carrying area of the robot which is handled like the players pack or belt.   If you want to move items between two robots: select the first robot icon.  Pick up the items from the robot windows and temporarily put them in  another window, for example the room window, then select the destination  robot icon and then move the items into the robot windows.  You can use certain items from the inventory screen by clicking on the  item with the right mouse button. The message panel reports any results of  using the item.  b) Repair   You can repair certain items that have broken from the inventory screen,  by using the repair kit. Click on the repair kit with the right button,  then click on the item you wish to repair.  The message panel will indicate the result of the repair attempt. You can  repair robots that are broken or malfunctioning by using the repair kit.  Follow the procedure above, except click on the icon for the robot you  wish to repair.  c) Computer   This will appear whenever you have access to a computer droid or enter a  terminal room. You will know you have access to the computer as one of  the six buttons will become highlighted with the computer icon.  Clicking on these icons changes the four icons to new functions which give  access to new information.   A. DECK PLANS  The deck plans are built up as you explore the ship. Areas you have not visited will not appear on the plans. The deck plans will also show any areas that robots under your control may have visited. On the plans, special rooms are colored, the colors being explained in the key given at the top of the screen. Any rooms not specifically color coded will appear green, and corridors are brown. Robots under your control will appear as crosses. Your own position will appear as a flashing black arrow. The arrow point the way you are currently facing. The white bars on the map are doors.  The message area below shows your position, including the room number. As you move the mouse pointer over the map, it will tell you what the room is and its serial number, useful when you want to return to a room and can't remember where it was.  There are three decks on the ship, the MAIN, LOWER, DORSAL. You can switch between them by clicking on the upper icon button marked with an arrow. The lower button exits the screen.   B. STATUS SCREEN  This indicates the status of the ship's systems. Clicking the left mouse button exits the screen. At the top left is a list of all the ship's systems. The names in yellow major systems, and the names in white below the yellow major system names, are the individual ship systems that exits in that major system. e.g.the gallery, lighting, doors and radiation filters are all controlled via the life support control room. To the right of the names is a bar chart showing the current power level of each system. The longer the green bar, the higher the power remaining.  Further to the right is a 'quick glance' display of the status of each system either functional (it is working just fine), intermittent (it will work on an intermittent basis), or malfunctional (it clearly warrants attention and need to be repaired.)  Below the system list are some details for a particular system: The ships computer scans the system and provides further details on a system at a time. Information provided here is:   THE SYSTEM NAME.   PREDICTED EFFICIENCY.  The computer predicts how the system is behaving (stable, increasing in power or decreasing in power). The following two statistics you have not been properly briefed on, but you think that they are:   PREDICTED SUCCESS INDEX  How successful a repair is likely to be..   PREDICTED DOWNTIME INDEX  An indication of how long before the system is likely to malfunction.  At the bottom is a more visible indication of the status of the system currently being examined. Bottom right of the screen is an indication of the ship's total power. The longer the green bar, the higher the power.   C. CREW ROSTER  You can examine the ship's crew roster and identify the crew members should you meet them. Use the arrowed icons to cycle forwards or backwards through the roster, and the center exit icon to exit the screen.   D. ALIEN SCIENTIFIC DATA  You can examine the roster of the alien samples carried aboard the ship, and perhaps glean ways of dealing with them if you meet them. Use the arrowed icons to cycle forwards or backwards through the roster, and the center exit icon to exit the screen.   E. THE RECHARGING SCREEN  When you enter a recharging station, an icon will appear on the main screen that will allow you to access the recharger. Clicking on it takes you to the recharging screen. You can recharge any of three types, a robot, a pass or miscellaneous item, each by clicking in their designated areas. A robot can be recharged in increments of ten points up to the maximum level for that particular robot. Passes are recharged one color at a time, and any items in increments of one charge. Each use of the recharger drains a bit of the ship's total power, so avoid extensive and wasteful use of the rechagers. When you are recharging, the icons are, from left to right:  RECHARGE: Make a recharge of the currently selected item.  LEFT,RIGHT: Cycle through all the robots/items/passes available to be  recharged in this location, until you find the one you want  to recharge.  EXIT: Leave the screen.   PART 3: GENERAL INFORMATION  1. Structural Damage  During the course of the game you may happen across a damaged location, shown by a huge hole in the floor. You will quickly find it unpassable. You may also create damage yourself by various means if you are not careful! All is not lost, you can repair the damage! Simply locate a plexsteel sprayer, carry it to the hole and use it to fill in the hole with super hard plexsteel  2. Combat  When faced with an opponent, you may fight it if you have a weapon in your right hand. If you move the mouse pointer over the 3-D window it will turn into a crosshair. The size of the crosshair will vary according to the weapon, some weapons are easier to hit your target with than others. You must combat the jiggling of the crosshair (after all, we all get nervous in a fight) and click the left mouse button when you think you have the crosshair over the enemy. This constitutes an attack. If your weapon has shots or charges, each click of the button uses up one of them. If the weapon runs out of shots or charges then it is useless. Some weapons may be thrown away. You will hit the enemy if any of the crosshair is over the enemy, but a better hit will be made if the center of the crosshair hits the enemy (this is very difficult on weapons with a tiny crosshair!).  3. DOORS  The doors aboard ship are a special energy field that is airtight and prevents airborne viruses or contamination from spreading about the ship. You can safely pass through this energy and into the location beyond, unless the door is security coded. Grey doors are not encoded, so simply walk through them. A color door indicates the level of security required. To pass through you need to use a security door pass, and it will need to be of the correct color or above. From the lowest upwards, color coding its red , orange, yellow, green, blue and white. Therefore a white pass will open any door, but an orange pass will only open a orange or red door. Passes loose color as they are used, but may be recharged in a recharging station. You can 'pre open' a door by using a security pass but not walking through immediately. The door will remain 'open' until you next walk through. Security coded doors turn grey when opened with a pass, but will return to their previous security color when you have passed through them. Security doors are only encoded in one direction though, so if you had to use a pass to go through, you can always go back the other way without needing a pass.   PART 4: PROGRAMMING THE ROBOTS.  Although your mission can be completed without relying on the robots, the can be used to your advantage, and alone with their programming chips, provide a highly powerful tool. There are six types of robot that you may meet, each has a built in function and may execute further functions by use of plug in cartridges.  BATTLE DROID. This has combat capability built in.  SENSOR DROID. This has a life scanner built in. It will report the approach of any hostiles on a frequent basis.  MANITOR DROID. This has the ability to clean up spilled liquid coolant.  FIXIT DROID. This has the ability to repair items or assist in repairing 'ships' systems.  RAT DROID. This has no built in function.  COMPUTER DROID. This allows you to access the ships computer without the need to be in a terminal room.  When a robot is available for you to command it, its icon will appear on the main screen in the second row of 6 icon buttons. There is a blue light below each robot icon, which reminds you of how you are controlling it, because there are two methods. Either the robot is here with you, or the robot is under your command via a communicator, and could be anywhere on the ship.  The light is lit when the robot is here with you. Only tree robots can ever appear in the main 3D view even though all 6 could be in any one location. The other robots are there but not displayed, to avoid clogging up the main 3D display. Clicking on a robot icon on the main screen takes you into the robot screen. The screen tells you, amongst other things, what type of robot you have, where it is, what mode of execution it is in, and its condition.  The robots have 4 modes of execution:  STAY HERE The robot will remain in this location awaiting instructions.  FOLLOW ME. The robot will follow the player everywhere he goes. Note that robots in follow me mode never appear on the main screen 3D view.  PROGRAM The robot is running a user defined program.  POWER DOWN The robot is turned of.  In the center of the screen is a power bar. The higher the green bar, the more energy the robot has. Above the power bar is the current weapon if any. Next, the main robot inventory window. The 3 windows echo the 3 robot windows in the inventory screen. You can move items between the 3 windows in the same way as you do in the inventory screen, but only cartridges can be plugged into the cartridges window. The box marked cartridges indicates which cartridges are plugged into this robot.  Below this are 2 icon buttons, program and exit.  PROGRAM: Enter the programming screen to write a program. EXIT: Leave the robot screen.  Along the bottom of the screen are 12 buttons which indicate the functions which the robot can perform. 6 of these are always labelled for every robot and the other are filled in as cartridges are plugged in to the robot.  ROBOT FUNCTIONS:  Robot functions can be accessed in direct mode or program mode. Some may only be accessed by one of these methods. In direct mode simply click on the icon from the robot screen and the function will be executed immediately. In program mode, click on the function icon from the programming screen and the function will be executed as part of a program. The 6 standard icons are, from left to right:  POWER ON/OFF Toggles the robot on and of. You may not use any of the functions icons when the robot is off, until you turn it on again.  FOLLOW ME: Puts the robot into follow me mode.  STAY HERE: Puts the robot into stay here mode. Clicking on either stay here or follow me cancels the mode the robot was previously in. If the robot was executing a program, the program will be aborted.  GO TO (FOLLOWED BE A ROOM NO.) Use the deck plans screen to learn the various room numbers. This will instruct the robot to travel to this room or corridor by the quickest possible route, guided by its internal map. Certain obstacles such as enemies or structural damage may bar the robot completing this function.  PICK UP (PROGRAM MODE ONLY) You are prompted for an item serial number, given on the inventory screen. The robot will pick up and carry this item if it is available.  DROP ITEM Direct mode: You are prompted to click on an item in one of the 3 robot item windows. The item you click on be will be dropped in the present location of the robot.  DROP ITEM. PROGRAM MODE: You are prompted for an item serial number. The robot will drop this item if it is carrying it.  CARTRIDGES You can plug up to 4 cartridges into a robot by putting cartridge items into the cartridge window. The cartridges with their appropriate functions are:  REPAIR CARTRIDGE  REPAIR DIRECT MODE: You are prompted to click on an item in one of the 3 robot item windows. The item you click on may be repaired. The result on the repair attempt is given in the message panel at the top of the screen.  REPAIR (PROGRAM MODE) You are prompted for an item serial number. The robot will attempt to repair this item if it is available.  COOLANT MANAGEMENT CARTRIDGE  MAKE RECEPTACLE. You are prompted for a receptacle size. The robot will attempt to manufacture a receptacle of this size, so long as it is in a manufacture room when it executes this function.  FILL RECEPTACLE. You are prompted for a receptacle size. The robot will attempt to fill a receptacle of this size, so long as it is in a laboratory and a receptacle of the right size is available.  SELF DESTRUCT CARTRIDGE You are prompted for a delay in seconds. After executing this function the robot will explode after the given delay, killing everything near by. Including you.  MEDICAL CARTRIDGE You will be healed some stamina point if you are with the robot.  SCANNER CARTRIDGE No function. It will perform a frequent life scan as if it were a sensor droid.  ATTACK CARTRIDGE  ATTACK. Toggles the robot in or out of combat mode. In combat mode, the robot must have a weapon to fight with. (Put a weapon in the robot weapon window). If it meets an enemy it will engage that enemy and fight it.  COMMUNICATIONS CARTRIDGE  REPORT. Toggles the robot in in or out of report mode. In report mode, you must carry a communicator. The robot report to you via the message panel on the main screen, identifying itself by it's serial number (e.g. '3: arrived' indicates that robot 3 has arrived at it's destination). The robot will report each stage of its program as it completes it, as well as error messages or any problems it encounters.  PROGRAMMING SCREEN  Clicking on the program icon on the robot screen causes the center of the screen to toggle to the programming screen.  At the right is the main program listing window. A program can can consist of up to 10 instructions. To the left are four icons. below them is the exit icon that returns you to the robot screen. Along the bottom are the functions available for this robot. To enter a program line, simply click on the function icon and answer any prompts using the keyboard. The appropriate program instruction will be generated and will appear in the listing at the point where the blue highlight line was. The blue will move down a line, ready for the next instruction. For the toggle functions ComBat mode and Report Mode, the first time you click on their icon, a Mode On line will be inserted in the program. If you wish a Mode Off instruction, simply click on the icon again. There are four special icons:  INSERT To insert a line into the program somewhere other than where the blue line is, click on insert, then move the mouse over the listing and the blue bar will move with the mouse. Position the blue line where you want to insert an click the left button. Then click on the function icon you wish to insert. The instruction will be inserted and the blue line will return to the bottom of the program listing.  DELETE To delete program line, click on delete, then move the mouse over the listing and the blue bar will with the mouse. Position the blue line over the line you wish to delete and click the left button. The line will be deleted.  CLEAR Delete the entire program.  RUN Execute the program. This puts the robot into programming mode as soon as you exit the robot screen, the robot will begin to execute the program you have just written. It will execute each instruction in the order you have written them, completing one, before beginning the next.  NOTE The robot performs no syntax checking on your program. It is up to you to write the program in a sensible order. If the robot attempts to execute an instruction that is meaningless (e.g. Drop an item it doesn't have, or manufacture receptacle when it is not in a manufacturing room, it will simply ignore the instruction and continue to the next). If the robot is capable of reporting back to you (see report function), it will report an error message.  When the robot comes to the end of the program it will go into stay here mode and remain stationary. You can edit the robots program even while it is executing it. You can halt the program at any time by turning the robot off or putting it into stay here or follow me mode. If you put the robot back into program mode it will begin to execute the program from line 1 again! The program will remain in the robots memory until you click on the Clear icon, so you can re execute the same program over and over again.  APPENDICES APPENDIX 1:  ROOMS AND THERE FUNCTIONS.  BRIDGE Houses the computer major system. You also need to be here at the end of the game.  LIFE SUPPORT Houses the life support major system.  POWER ROOM Where the energy flux decoupler most be returned to.  COMMUNICATIONS Houses the communications major system.  BIOLOGICAL CONTROL Houses the bio control major system.  MANUFACTURING ROOM Use the make receptacles  TERMINAL ROOM Use to access the ship's computer.  STASIS CHAMBER Alien specimens are held in a stasis field in these rooms. If the stasis fields malfunction then the aliens will be released into the ship to wreak havoc.  CRYOGENICS CHAMBER Ships crew may be held in cryogenics in these rooms. If the cryogenics fail then the crew will defrost and be released into the ship.  RECHARGING STATION Use to access the rechargers.  LIFT Use to change decks.  GALLEY Use to eat food for extra stamina.  LABORATORY Use to fill receptacles with coolant.    APPENDIX 2  FAILURE OF THE SHIPS SYSTEMS AND THE EFFECTS  CRYOGENICS As they fail, crew will be released into the ship.  STASIS CHAMBERS As they fail, alien specimens will be released into the ship.  LIFE SUPPORT As this major system fails, the air supply will run out and you had better have that space suit and air tank handy.  GALLEY As they fail, the auto food dispensers no longer give out food.  LIGHTING Obvious-places get dark.  DOORS They begin to jam or refuse to accept valid security door passes.  RAD FILTERS The background radiation gets higher.  DECKS PLANS You can no longer gain access to them due to software failure.  RECHARGERS They wont work any more.  SENSORS You can no longer gain access to the status screen due to software failure.  NAVIGATION The ship wont go any where.  COMMS Onboard relay comms fail and you lose contact with your robots.     .---------------------------------. : : : L O O M S O L V E : : : `---------------------------------' Whenever you see a ***STORY*** that means to pay extra attention to story to get the important 4 threads. It is easy to get the 4 threads by lookin at the colors that the distaff releases during the sounds. It is a good idea to save your game before you see these stories in case you couldn't catch it the first time. Also, you have to case reverse of a spell. Example: If the OPEN spell is "ECED" you would use "DECE" in order to get the reverse effect. look leaf goto elder's tent -story- get distaff look egg write down OPEN sound cast OPEN on egg -story- look loom write down SWAN sound goto grave look thorns goto screen that has trees and knotholes look at all 4 trees write down LIGHT sound goto tent with gold look darkness cast LIGHT look wheel write down STRAW TO GOLD sound look straw cast STRAW TO GOLD goto tent that has clothes look book look flask write down WATER sound look boiling pot write down DYE sound look wool cast DYE look heap cast DYE goto cliff look sky cast OPEN sound -story- goto dock jump off bridge  get on log look waterspout write down TWIST sound cast reverse of TWIST sound goto land goto forest ***STORY*** write down CAMOUFLAGE sound leave goto city see men in tower cast reverse of CAMOUFLAGE sound go into tower look crystal press crystal look scythe write down SHARPEN sound go to the left look bell ring bell look sphere write ILLUSION sound look crystal press crystal go to right look bell ring bell leave tower goto shepards cast ILLUSION goto fence where sheep are look sheep poke sheep write down SLEEP sound go to house look sheep - keep on look at the sheep until you see the HEAL spell write down HEAL spell leave look sheep cast DYE -story- look gold cast reverse of STRAW INTO GOLD cast STRAW INTO GOLD cast SLEEP on dragon cast reverse of STRAW INTO GOLD -story- go into cave - you must wander around until you fall and see a pool of water look pool write down REFLECT sound cast WATER sound look sphere 3 times - each time gives you a different image leave by going to the right  look winding path cast reverse of TWIST leave look at boy - Rusty cast SLEEP cast REFLECT go to blacksmiths guild go into guild look Mr. Stroke look straw -story- get distaff look door cast OPEN leave go down steps look conversation look sword cast reverse of SHARPEN -story- look door cast OPEN -story- look sphere -story- leave look cleric - Mandible -story- get distaff go back to room with cages leave - you fall into large rift - look big blue rift cast HEAL look red rift go into red rift look skeleton -story- look skeleton cast HEAL go back into red rift look red rift cast HEAL goto blue rift go into blue rift look shepards cast HEAL got back into blue rift look blue rift cast HEAL go left until you see green rift go into green rift look man go back into green rift  look green rift cast HEAL - keep going left until you see a pond - go into pond -story- go left until you see giant rift enter giant rift go right until you see screen with loom look loom ***STORY*** write down SILENCE sound look duck cast reverse of SILENCE ***STORY*** write down COOK sound look cooked duck cast reverse of COOK ***STORY*** write down rift sound look feather look loom cast RIFT -story- walk into rift look at yourself cast SWAN -story- THE END Well, that's all of it!! Hope you enjoy this solve and this game.  -BUCCANEER-- ed to be achieved before access to the next is allowed. In brief, you must repair all the ships systems up to 80% efficiency or above, find and replace the energy flux decoupler and find the inhibit lock. Once all these have been done, a message will prompt you to go to the bridge.  HOW TO REPAIR THE SHIPS SYSTEM  Due to the ship design, practically all malfunctions are because of a deficiency in the liquid coolant. In all cases, repairs are carried out by Rally Cross Challenge ~~~~~~~~~~~~~~~~~~~~~~~ Rally Cross is the toughest and most challenging of motor car sports. The skills and temperament of the drivers are as important as the power, speed and manouverability of the car. RALLY CROSS CHALLENGE tests the temperament and driving skills of the players as the defeated drivers are gradually replaced by computer drivers of increasing skill and experience. Number of Players ATARI = 4 Controls J/S = joystick : K.B = keyboard 4 players : 4 joysticks using SPECIAL ADAPTOR. 3 players : PL.1 & PL.2 - J/S : PL.3 - K.B 2 players : Joysticks or J/S and Keyboard or Keyboard 1 player : Joystick or Keyboard LOADING WARNING : Ensure that the disc is Write Protected at all times. PLAYING INSTRUCTIONS The challenge starts on the first track. At the end of the race the last placed contestant is replaced by a computer controlled driver. The computer drivers personalities range from cautious to reckless and have a few dare devils in their ranks. Their skills range from novice to expert. A combination of character, skills and experience creates a range of drivers to provide an ever increasing challenge to the players. The first, second and third placed players are awarded 4,2 and 1 points respectively. These points can be used to enhance the player's car or improve pit efficiency. OPTION PAGE The option page displays a t.v monitor for each player. Each monitor has 7 icon displays at the bottom. ICON DISPLAY - FUNCTION 1. TURBO - Each unit gives extra acceleration, reducing the time required to reach TOP speed. 2. STEERING - Each extra unit increases the rate of steering and maximum steering. 3. TRACTION - Improves the road holding capabilities of the car, allowing the player to maintain high speeds round the bends. 4. AERODYNAMICS - Increases the TOP speed of the car. 5. REPAIR TIME - Improves the pit efficiency, reducing the pit stop times. 6. BRAKES - Reduces the braking distance. 7. GO - A multi-function icon used for: a. Signify that selection is over. b. Change car control method. There are 3 methods of controlling the car. See CAR CONTROL for fuller description. ICON CONTROL Move J/S left or right to highlight the Icon. Move J/S up or down to change the units of the Enhancement icons. GO - Move J/S up to display 1, the default car control method. Press F.B to change the control to 2 or 3 or back to 1. Move J/S down to display GO. Press F.B to end selection. The monitor screen will switch OFF. The monitor screen shows useful information like the weather, credits, computer drivers ,etc. When all players have COMPLETED the selection, press F.B to EXIT the OPTION page. CAR CONTROL PLAYER 1 PLAYER 2 PLAYER 3 PLAYER 4 red blue green yellow STARTING RACE Only when all selections have been made on the OPTION page i.e all monitor screens switched off, the next track to be raced is shown. The countdown starts. As soon as the lights go GREEN, Accelerate the car to start the race. Premature start is penalised REMEMBER, the last placed contestant is ELIMINATED CONVERTED BY STACC GOOD LUCK !! nted with the main playing screen. It's from this screen that most of the game will be played so it's worth examining in detail.   MAIN SCREEN FORMAT:   A B I G H  ____________|________|_______|_________|__|__  | |______|______| | | | |____|__|__|  | | | | | | |  | | | | | |  |_ | |________|__________|  | | | |  C__|_| | |  STREET ROD REFERENCE CARD ---------- -------------- GETTING STARTED --------------- Before you play Street Rod, be sure to make copies of all the game disks. Put the originals in a safe place and use the copied to play, or copy the game disks onto your hard disk. To play Street Rod from a hard disk, create a directory called "SRod" and copy all of the files from your game diskettes into that directory. If you're using 2 floppy drives, insert the copy of disk 1 into drive A and disk 2 into drive B. TURNING THE SOUND OFF --------------------- You can turn off only the music, and leave all the other sound effects on, either by pressing the M key or by selecting the radio in the garage and choosing SQUELCH IT. To turn the music and/or sound back on, press the same keys a second time. QUIT/SAVE GAME/LOAD GAME/NEW GAME --------------------------------- When you want to save a game, start a new game, restart an old game, or just plain quit, move the wrench to the clock and select TIME TO QUIT. You can have more than one saved game, but be sure to use different names. Saving a current game under the same name as a previous game will overwrite the previous game. Save Game: Select SAVE GAME. The save game screen (it looks like a ---------- police ledger) will appear. You'll see several lines on which you can save your game. Move the cursor to the line on which you want to save the game and press the selector. That line will be surrounded by a box outline. Move the cursor to the memo sheet near the bottom of the screen until you get the message, "Click here to edit." and press the selector. At the prompt, type in the name under which you will save the game and press Enter or click on the mouse button to confirm the entry. Then, select SAVE to save the game. Load Game: Highlight the appropriate saved game with the cursor and ---------- select the LOAD option. New Game: You'll be returned to the driver's license screen at the --------- start of a new game. DRIVING CONTROLS ---------------- Numeric Keypad Key Action --- ------ 9 steer towards the right while accelerating 8 steer straight ahead while accelerating 7 steer towards the left while accelerating 6 turn right 4 turn left 3 steer towards the right while braking 2 steer straight ahead while braking 1 steer towards the left while braking SPACE shift gears The SPACE BAR is used for shifting gears. Whether you shift up to a higher gear or down to a lower gear depends on whether you're accelerating or braking while you're shifting. To shift up to the next higher gear, accelerate (by pressing keys 7, 8, or 9) and release the accelerator key momentarily while you press the space bar and then resume acceleration. To shift down to the next lower gear, brake (by pressing 1, 2, or 3) and release the brake key momentarily while you press the space bar and then resume braking. You can shift gears without releasing the acceleration or braking key, a practice known as "speed shifting", but you'll stand a greater chance of dropping your transmission. Joystick Position Action -------- ------ Up and to steer towards the left while accelerating the left Up straight steer straight while accelerating Up and to steer towards the right while accelerating the right To the right steer towards the right To the left steer towards the left Down and to steer towards the left while braking the left Down straight steer straight while braking Down and to steer towards the right while braking the right Joystick button shift gears The joystick button is used for shifting gears. Whether you shift up to a higher gear or down to a lower gear depends on whether you're accelerating or braking while you're shifting. To shift up to the next higher gear, push the joystick forward and release it momentarily while you press the joystick button and then push the joystick forward once again. To shift down to the next lower gear, pull the joystick back and release it momentarily while you press the joystick button and then pull the joystick back again. You can shift gears without releasing the joystick, a practice known as "speed shifting", but you'll stand a greater chance of dropping your transmission. Mouse Position Action -------- ------ Press right mouse button steer towards the left while accelerating and move to the left Press right mouse button steer straight while accelerating and keep mouse straight Press right mouse button steer towards the right while accelerating and move mouse to the right Move mouse to the right steer right Move mouse to the left steer left Move mouse down steer towards the left while braking and to the left Move mouse down straight steer straight while braking Move mouse down steer towards the right while braking and to the right The left mouse button is used for shifting gears. Whether you shift up to a higher gear or down to a lower gear depends on whether you're accelerating or braking while you're shifting. To shift up to the next higher gear, press the right mouse button to accelerate and release it momentarily while you press the left mouse button and then resume acceleration. To shift down to the next lower gear, move the mouse back towards you to brake and pause momentarily while you press the left mouse button and then resume braking. You can shift gears without releasing the accelerator or brake, a practice known as "speed shifting", but you'll stand a greater chance of dropping your transmission. GENERAL KEYBOARD COMMANDS ------------------------- key action --- ------ SPACE BAR skips cruising sequences and voice balloons / selects choices INS selects choices M toggle music on/off CONTROL toggle all sound on/off ARROWS move cursor around the screen ENTER select default selections (highlighted borders) ESC forget it / skip it / cancel ADDITIONAL KEYBOARD COMMANDS ---------------------------- While all selections in the game can be made with the mouse or joystick, the following "quick keys" can be used in various parts of the game to select items, in place of using the mouse/joystick to point and click. Note that the same key wil control different actions in different circumstances. Items that are indented under another item will control actions within that main action. As an example, take a look at the group of keyboard commands next to the asterisk *. In the Garage, pressing 'N' will bring up the newspaper. With the newspaper on screen, you can press U or C to go to the used car section, A or P to go to the auto parts section, or G or ESC to go back to the garage. Let's assume you pressed U or C to go to the used car section and the used care listing appears on the screen. Now, you can press 'N' to skip to the next page, 'P' to move back to the previous page, or 'G' to go back to the garage. The number keys (1-9, 0, F1-F5) are used to select items from a menu. For example, if the opponents menu is on screen at the drive-in, key 2 will select the second opponent on the list, key F1 will select the 11th opponent on the list, etc... Menus will hold up to 15 items at any one time and can be selected with the corresponding number keys: 1-9, 0, F1-F5 (shown below as 1...F5). GARAGE ------ Key Action --- ------ ______ N Check out newspaper | U or C used car section | N next page | P previous page | G go to garage |-- * A or P auto parts section | N next page | P previous page | G go to garage | G or ESC go to garage ______| M Music on/off R Chop/restore roof F Strip/replace front bumper B Strip/replace rear bumper P Paint job N next color P previous color F forget it Enter go ahead I Installed car parts list S Stickers 1...8 select a sticker Esc skip it T Change tires 1...F5 select a tire from menu Enter change tire F, Esc forget it C List of your cars 1...F5 select a car from list Enter, S switch it L sell it Enter make offer F forget it H Pop up hood T tune engine A advanced timing R retard timing D dune P list of engine parts 1...F5 select engine part from list Enter change part F forget it D done 1...9 select bolt (hit 2x to remove or fasten) W connect/disconnect wire G get gas P select pump handle T put gas in tank A change transmission S list of spare transmissions 1...F5 select transmissions from list L Spare parts list 1...F5 select specific part from list Enter sell part Enter accept offer N no thanks Q Save, Restart, Quit S save game O load old game N play new game Q quit F forget it D Hit the street X Check the calendar DRIVE-IN -------- G Return to garage H Check out opponent's engine C Challenge opponent D drag race 1...3 select bet amount F forget it R road race 1...3 select bet amount F forget it O Call opponent 1...F5 select specific opponent from list Enter call selected opponent F forget it AUTO PARTS COMPATIBILITY ------------------------ The auto parts listed in the auto parts section of the newspaper will only fit in cars with matching auto makes as listed below. For example, all auto parts that are listed as 'Ford' will only fit on cars that are Fords or Mercurys. Auto Parts Make | GM Ford Chrysler ---------|------------------------------------------- | Chevrolet Ford Dodge Car make | Oldsmobile Mercury Plymouth | Pontiac ERRATA TO THE STREET ROD MANUAL ------------------------------- Page 9 & 22: The description of tuning the engine is incorrect. The best effect on performance is achieved by lining up the pointer with the timing mark. Retarding or advancing the engine will not give you an advantage in the drag or road race; it will simply place your car out of tune and make it perform less efficiently. Your engine will gradually go out of tune as you drive your car, so make sure to recheck your engine timing after you've raced a few times or after you've cruised to town a few times. ll quickly find it unpassable. You may also Thanks to Ricky for these tips....... From RICKY of BELGIUM ********************* ARKANOID For 1 player TAKE F3 instead of F1 for 33 extra levels For 2 players F4 instead of F2 also for 33 extra levels -------------------------------------------------------------------- ARKANOID II Hold down CAPSLOCK and type in DALEY88 for extra lifes. -------------------------------------------------------------------- TITAN The entry codes are: 1 J2JMK2 28 B9HH22 55 L29RHL 2 HBHCHC 29 RN4RH9 56 6ORROR 3 4492LI 30 BG6W61 57 H95LHT 4 OSEOEL 31 1W1440 58 15LOV8 5 24O1TO 32 044080 59 EOROC4 6 01L038 33 E396V3 60 9LQHVU 7 04KJ0B 34 740330 61 HC932F 8 198075 35 2L41H1 62 117938 9 OV7R70 36 SGWOO 63 6048HG 10 H67JR1 37 48H093 64 4FO39H 11 04JBR8 38 FU5HJ9 65 VOMO5V 12 RDL89G 39 OGU9PI 66 CO1FHT 13 B8JLJ4 40 294JBH 67 OS45OO 14 DNBE08 41 B608SO 68 2U4BO5 15 TMV281 42 P81OB9 69 CF6B71 16 LO9U3H 43 KWOME 70 88H102 17 9JHTQN 44 HCTS8 71 H844C3 18 UKUTB8 45 7K4703 72 OO5HOR 19 01HFJO 46 9O0PNO 73 NOTON8 20 1R7DCG 47 00BI10 74 OD8VO1 21 V30906 48 HOO1OK 75 AH3HD8 22 4P4192 49 1S4LOF 76 TIDD12 23 40RSHP 50 D80N6D 77 43L6TV 24 E4DBQP 51 301OLH 78 8HHOH3 25 LFPOBO 52 K47OMT 79 1D1S78 26 1H9615 53 O9UPW9 80 OIP4GO 27 MOBOPV 54 OVEO32 -------------------------------------------------------------------- ROTOR Type at any time GAG, SLY or AWE to play all the missies -------------------------------------------------------------------- RINGS OF MEDUSA After typing your name type DESOXYRIBONNUKLEINSAUERE, hit the HELP key and you get a cheat menu? -------------------------------------------------------------------- BARBARIAN Type 04-08-59 for axtra lifes ------------------------------------------------------------------- DARK SIDE Hold down the keys '2', '8' and hit the fire button at the same time and look at the nice pictures. -------------------------------------------------------------------- DEFENDER OF THE CROWN When loading the second disk hold down 'k' to get extra knights. -------------------------------------------------------------------- JAMES POND The level codes are; Z LEVEL 1 X LEVEL 2 C LEVEL 3 V LEVEL 4 B LEVEL 5 N LEVEL 6 M LEVEL 7 , LEVEL 8 . LEVEL 9 -------------------------------------------------------------------- THE LIGHT CORRIDOR The level codes are 1 0000 2 5400 3 0101 4 3901 5 2602 6 9902 7 4303 8 9003 9 6904 10 3305 11 9305 12 3406 13 0407 14 6407 15 2008 16 7408 17 4709 18 3810 19 0511 20 6811 21 3212 22 0213 23 8213 24 5014 25 1015 26 8215 27 5116 28 0117 29 7017 30 5518 31 2819 32 9919 33 7320 34 2521 35 0622 -------------------------------------------------------------------- POWERBOAT SIMULATOR Hold down 'P' and type 'ZIGGY' to get extra lifes and time. -------------------------------------------------------------------- JUMPING JACKSON Some codes are KAYLEIGH, ALCHEMY, OCTOBERON, TANGRAM, INCUBUS, SIRIUS -------------------------------------------------------------------- SLY SPY Type as codename 007 and typ when you are playing 'Shaken not stirred' to get extra credits. -------------------------------------------------------------------- THE SPY WHO LOVED ME Type when you are playing 'MISS MONEYPENNY' to get extra lifes and more Q's in the truck. -------------------------------------------------------------------- EYE OF HORUS Type on the credits screen 'SPAM' to get extra lifes. -------------------------------------------------------------------- NINJA WARRIORS Some codes are SNOW WHITE to get little ninja's OPEN THE POD BAY DOORS, HAL to get extra stars CHEDDAS to get extra credits MAY THE FORCE BE WITH YOU to get extra energy WARP FACTOR ONE, MR SULU to get other levels -------------------------------------------------------------------- SKIDZ Push the fire button and at the same time alternate 'C' for the cheat mode. -------------------------------------------------------------------- DRAGON'S LAIR To start the game press '0' press the return key and type 'GODIRKGO' to activate the cheat mode. -------------------------------------------------------------------- DRAGON'S LAIR II: TIME WARP When DIRK appears typ 'MORDROC' and you can see the game as a movie. -------------------------------------------------------------------- OOH CRICKEY WOT A SCORCHER (LOST BOYS DEMO) Type in 'MANCHESTER' on azerty machines '?QNCHESTER' and use the keys F1-F8 for the demo's . -------------------------------------------------------------------- THE SKID ROW DEMO (ALLIANCE) Go into the trashcan next to the CODERS demo for the AMIGA SONG demo. Go into the wall on TRT1 demo for the hidden demo. On disk 1: Look with a disk monitor for dirty jokes between the sectors, let the monitor search for 'TIP' and you will find them. -------------------------------------------------------------------- THE SUPERIOR DEMO Use the reset key to go trough the menu. -------------------------------------------------------------------- Hi to EDS, MICHEL, HEIDE, DANNY, JOHN & TAKIS (GREECE) VISION (NORWAY), DAVID(ENGLAND), JARED (AUSTRALIA) 6 of these are always labelled for every robot and the other are filled in as cartridges are plugged in to the robot.  ROBOT FUNCTIONS:  Robot functions can be accessed in direct mode or program mode. Some may only be accessed by one of these methods. In direct mode simply click on the icon from the robot screen and the function will be executed immediately. In program mode, click on the function icon from the programming screen and the function will be executed as part of a program. The 6 standard icons are, from left to right:  POWER ON/OFF Toggles the robot on and of. You may not use any of the functions icons when the robot is off, until you turn it on again.  Venus: The Fly Trap docs. Typed by Flux of Mirage UK CONVERTED BY STACC Release date : 05/08/90 BACKGROUND ---------- Planet Earth, many years into the future.... over intensive farming and excessive use of pesticides has caused the destruction of every insect life form, throwing the planets ecological balance into disarray. In a last ditch attempt to rectify the situation a group of scientists have created a race of cybernetic insects. However, an error in their DNA make up caused them to go insane, resulting in vast swarms of manaic killers roaming the planet. The only hope of survival was to create the ultimate killer insect, capable of seeking out and destroying all the mutations. Venus: The Fly Trap. GAME PLAY --------- There are fifty levels in Venus, five levels on each of the ten worlds. Once a level is completed, the player will reach a bonus level where the aim is to blast as many insects, and collect as many bonuses as possible before your energy is drained. You will not lose a life when the bonus section ends. THE WORLDS ---------- Venus is played over 10 worlds, each consisting of five levels, they are:- 1. The Forbidden Forest 2. The Frozen Wastes 3. The Dead City 4. Wood World 5. The Kaverns 6. Death Valley 7. The Creeping Swamp 8. Tech World 9. Translucent Plain 10. The Stygian Creek At the end of each world, you will be given the access code for the next. In between worlds is a scrolling bonus area, set above the clouds. In this the fly has a limited time to collect as many points as he can. If he runs out of vitality, he will exit the level, but not lose a life. Hidden around the worlds are 20 secret rooms - look for the doors to them in obscure places... OPTIONS ------- On the title page push up on the joystick to insert credits. Use joystick left/right to select a 1/2 player game. Two players can only be selected if two or more credits have been inseerted. Press the spce bar to enter the world selection screen. Use joystick up, down, left, and right to enter the access code for your required starting location, press fire when done. From here pressing the fire button will start the game. JOYSTICK CONTROLS ----------------- 1. Normal Gravity UP - jump up DIA UP/LEFT - jump left DIA UP/RIGHT - jump right LEFT - walk left RIGHT - walk right FIRE - fire KEYBOARD CONTROLS ----------------- F1 - F6 - select weapon P - pause game R - restart game HELP - self destruct (lose a life) VITALITY -------- Shows damage to the fly. If five hits are taken, the fly will explode, one life will be lost, and the current weapon will be lost, with the exception of normal shot. WEAPON DISPLAY -------------- Shows available weapons highlighted in white text. The current active weapon is framed in red. Any attempt to fire a weapon that is not available will have no affect. AMMUNITION ---------- Shows available ammunition. Any attempt to fire a weapon with insufficent ammunition will have no affect. WEAPONS ------- The fly has at his disposal the following weapons, which can be collected throughout the game. The fly starts off with the normal shot which is never lost. 1. NORMAL - The default weapon. Uses no ammunition and causes 1 unit of damage. Has a limited range and is stopped by solid objects. 2. BIG SHOT - Uses 1 unit of ammunition, and causes 2 units of damage. Has unlimited range but is stopped by solid objects. 3. 3 - WAY - Uses 3 units of ammunition, each bullet causes 2 units of damage. Has a limited range and is stopped by solid objects. 4. MORTAR - Uses 1 unit of ammunition, and causes 4 units of damage. The bombs fly in an arc, and are stopped by solid objects. 5. BEAM UP - Uses one unit of ammunition. Hold down the fire button to build up power, then release. Causes 1-5 units of damage. Has unlimited range but is stopped by solid objects. 6. 4 - WAY - Uses 4 units of ammunition. Each bullet causes 4 units of damage. Has a limited range, but can pass through solid objects. ion icon you wish to insert. The instruction will be inserted and the blue line will return to the bottom of the program listing.  DELETE To delete program line, click on delete, then move the mouse over the listing and the blue bar will with the mouse. Position the blue line over the line you wish to delete and click the left button. The line will be deleted.  CLEAR Delete the entire program.  RUN Execute the program. This puts the robot into programming mode as soon as you  ZOMBI The aim of the game: find some petrol. Be careful! Another team is playing simultaneously, they have no problem with petrol, but suffer from hunger. They are called THE HELLS ANGELS. ICONS CONTROLS: Icon with hand grabbing an object: o USING: You can only use one object at once. Icon with cassette being tossed in the trashcan: o LEAVING THE GAME Icon with arrow pointing upwards to cassette: o SAVING YOUR GAME Icon with arrow pointing downwards from cassette: o LOADING: Loading a game you have already saved. YOU WISH TO FIGHT: You have two options: 1 - With bare fists : the fight starts automatically eight second (real time) after you arrived on place. 2 - Armed : grab the weapon and the icon "USING". --- The right button of the mouse can cancel any action. --- The left on validates any action. --- Two move, use the cursor and place it on one of the arrow keys around the main window. Validate your choice. --- To use an icon, select a character, pick up or drop an object. Place the cursor and validate. --- You can directly change some elements of the surroundings while you move on to this elements with the cursor and then validate. A few tips: 1 - Some tools can be used as swords. 2 - Sylvie cannot use the gun nor some of the swords.  3 - Every action bears consequences on the game playing, even if you don't notice them. 4 - If you find it too difficult to use the computer, then have a last go at "BYE". 5 - The game itself takes care of some situations. Ex. If your character is in the same place as corpses, it may loose points on its health chart. This concludes the complete manual for ZOMBI from P A R A N O I M I A !  asis field in these rooms. If the stasis fields malfunction then the aliens will be released into the ship to wreak havoc.  CRYOGENICS CHAMBER Ships crew may be held in cryogenics in these rooms. ISewer possum presents...... Typed by Flux/Crystal 40/06/91 CHAMPIONS OF THE RAJ The Mogul emperors ruled India for two centuries. They brought law to the people and graced its cities with marvellous buildings like the Red Fort of Agra and the Taj Mahal. But by 1800 their empire is collapsing, riven by feuds and rebellions, and India has reverted to a host of warring states. The Thugs have taken bloody advantage of this chaos. They are evil fanatics who murder thousands of people as sacrifices to the goddess Kali. By ruthless terroism, they are rapidly winning power over the whole of India. No single state can fight the Thugs, who are quickly increasing in numbers and power. So it is vital that a strong leader emerges to unite India against them, before they can plunge the land into a bloodbath. You are one of six rival leaders, each fighting to unite India: * Viceroy of the British East India Company, * Company of the French East India Company, * Emperor of the remnant of the Mogul Empire, * Maharajah of the Maruthras, * Maharajah Singh of the warlike Sikhs, * Chief of the Gurkhas (If more then one person is playing, you each pick a leader). The rivals each have their own advantages and disadvantages. You should probably try winning as the Viceroy first, and leave the Gurkhas until last; they have great problems expanding their fledgling state in the mountains. Whoever wins must both defeat his rivals and smash the Thugs. It will not be easy! PLAYING THE GAME CONTROL METHODS This manual describes how to play "Champion of the Raj" entirely with a joystick, but there are three alternatives: * Joystick: push it in the appropriate direction and press "fire" to act. * Mouse: on menus and maps, use it as you normally would; elsewhere, move the mouse slightly in the same direction as described for the joystick and press the left button for "fire". * Numeric Keypad: this is used like a joystick; press keys to move (8=up, 9=up right, 6=right, 3=down right, 2=down, 1=down left, 4=left, 7=up left). To "fire" press 5, enter or the space bar. You normally use the joystick/mouse/keypad to move a hand around the screen. Most of the game is controlled by icons (little pictures for eg. Yes, No, Talk, Fight, etc..) and you move the hand so that its finger-tip is on the icon you want, and press fire to select it. (This is also called "clicking on" the icon). Only icons which make sense are shown; eg. you will not get the chance to attack if you have no troops available. Champions of the Raj also includes six arcade games, with different types of Indian action. Instructions for these are displayed on the screen the first time you encounter them. The following special functions, controlled from the keyboard work on most screens: * The + and - keys adjust game speed. * The M key switches the music on/off. * The P key pauses the game; press R to resume or C to continue. * The S key toggles sound effects on/off. * ^C cancels the game and quits to the operating system. CHOICE SCREEN The game starts at a banquet, where the six rivals to govern India have met before going their separate ways. Select + and - to adjust the number of players (1-6 people can play). Next, point at a sitting ruler and press fire to make him stand, or do the same to a standing ruler to make him sit. The standing rulers are the ones you have chosen to play. There can never be more rulers standing then the number of players chosen, so any excess sit automatically. When you are happily with the ruler(s) standing, select "play" to start the game. A window opens for each ruler, so you can enter the name of the person playing him (click above or below each letter to adjust it, then click on OK to continue). And then the game starts... HEADQUARTERS SCREEN You have a headquarters appropriate for your rank and nationally, and run your empire from here. It includes a map of India, a book (or scroll) on the table in front of it, icons on the wall and a bell to end your turn. MAP The map shows about 20 Indian states and 4 port cities (which are controlled separately from the surrounding states). Independent states have no flags or plane blue flags while others have the national flags of there current emperor. Capital states have crowns on top of their flag poles. When you click on any Indian state on the map, its flag flutters, its details appear on the book and appropriate icons appear on the wall. Clicking on the champion, sitting on one side of the headquarters, is the same as clicking on your own capital state. Click on the bar above the map to roll it up or down (revealing move icons on the wall behind). BOOK OR SCROLL The book shows details (icons and numbers) of the current Indian state... * State - Name * Army - Size * Defensive - Weaponry * Gold * Attacking - Weaponry * Industry * Minimum - Defenders * Treasury * Law and Order Click on any of these nine pieces of information to find out more. For Example, click on... * State Name for details of religion and current status. * Attacking - Weaponry icon for what percentage number the icon means. * Gold icon for precisely how much tax the emperor will get next turn. If the state is part of an empire, the Army - size, Income and Treasury information are for the empire as a whole. If the state is your own capital, clicking on the book lets you invest for the future. For example, click on... * Army Size for the chance to hire more troops, or * Industry for the chance to invest in industry (your tax income is proportional to the population, industry and law of your empire, so investment is worth considering). RUNNING YOUR EMPIRE ECONOMY Your tax income depends on the population you rule, and the level of your empires industry and law. You pay one gold for each of your troops each turn, but troops who you use to capture another state last turn are "living off the land" and cost nothing. If you have a big army, its cheaper to use it! New troops cost twice this much to hire. You may decide to use the Book to invest money in your economy (industry and law) to increase your future taxes, or in weaponless, (so your troops fight better). Costs depend on the population of your empire, so it sometimes pays to keep small. When adding a state to your empire, it is better to capture states with good economies, as they will benefit the average figures of your empire. Unfortunately, the best places tend to be other peoples capitals. STATUS Alternatively, you can invest in a high status and select the Durbah (or parade) icon to invite your fellow rulers to a festival. The more elephants you hire (click on the up icons) the better. The idea is to impress people, so they are more likely to join your empire peacefully in the future. Select talk to negotiate with another prince. If your status is good enough, and if there are no religious obstacles, the prince will probably invite you to a sporting occasion. And if you prove your prowess at his chosen sports (Elephant Racing or Tiger Hunting), he will ally his state into your empire. ATTACKING Click on a state next to one of yours, and the Attack icon will usually appear. You can attack providing that you have not already been defeated this turn, and still have some troops available (victorious troops from previous battles stay where they are, living off the land, and can't be used again until next turn). Select the attack icon, then click on up and down icons to adjust your troops, and finally on OK. As a general rule, attacking troops need at least 2:1 odds to do well. If the defender is also a player, let them adjust their defending troops in the same way. (You also get to do this, if you are the defender and eg. the computer is attacking you). If the battle is likely to be a walk-over, the computer handles everything without bothering you. When you capture the capital of an empire, you must capture the rulers palace in order to gain full control. (see later for the game). Succeed, and all the vassal states of the empire are captured with its capital. Fail, and you only get the capital. ARCADE GAMES Your decisoins in the "random" events in the game often lead to arcade game sequences. The guru appears whenever the game loads, initially to give you instructions and subsequently with wise advice. TIGER HUNT Even today, tigers kill dozons of Indian people each year. At the time of the Raj, much of India was plagued by rogue tigers. These man-eaters must be shot, to save hundreds of lives and what greater proof of your skill and courage can there be then to kill an animal which is willing and able to kill you and others? Steer the cross-hairs to aim and press fire to shoot. The recoil kicks the gun sideways, but you have a second barrel still to fire. Miss twice and you are in trouble, because reloading takes several seconds. ELEPHANT RACING Climb atop your elephant and you are ready for off. This is a vertically scrolling game, where two elephants race south along a wide earth track between grandstands of spectators. And the first elephant to get a nose past the winning post wins. Push the joystick left and right to steer, up to slow amd down to speed your elephant. Or press fire and move the joystick to whip in the corresponding direction. Watch out for dirty tatics from your opponent, and don't go to fast for the ground underfoot. CAPTURING THE PALACE You have captured the capital state of an empire, but your troops are still dealing with the remenatnts of the defeated armies (those who have not already run away). Then news reached you that the former rulers are preparing to leave thier palace and lead the vassal states of the empire against you. Unless you can reach the palace soon, you will find that you have captured the capital but lost your empire. You must make your way up the screen and enter the palace gates. Push the joystick in any of the eight directions to move, and push fire to shoot. Avoid the enemy bullets, and don't shoot women. BATTLE IN THE THUG TEMPLE You rule all India and your armies, freed from the need to battle your rivals, are driving back the Thugs on all fronts. But the fight is far from won. The Thug priests are plotting a coup against your govermant tonight, and they could yet seize power unless you stop them. There is no time to gather your troops. The only chance is for a lone attacker to creep into the Thug temple, seize Kali's jewel which symbolizes their power, and escape safely with it. The Thugs obey whoever controls this artifact, so you will have broken their power forever. Find the statue of Kali, grab the jewel she guards (just walk up to it) and escape from the palace alive. Push the joystick in any of the eight directions to move, and push fire to shoot. Avoid the Thugs and their knives. SWORD FIGHTS I suspect that more Indian royalty have lost their lives to assassins then all the other causes of death put together. There are plenty of people who would like you to die suddenly and mysteriously. In the sword fight game, you need not control indivdual blows. Even if you were to do nothing but watch, your champion and his Thug opponent would attack and parry each others blows roughly alternatively. Control is by moveing a highlight across a 3*3 grid... Left to right movement controls wether your hero tried to attack stand or retreat. In turn these effect the probality of parrys working (retreating is safest, but a hero can only retreat so far). Up down movement selects high, middle or low blows. Each opponent is move vunerable to one attack type then others, and your aim is to learn his weaknesses and exploit them. Press fire to replace the next blow (or parry) which the computer has picked for you by the blow that you prefer. Keep a watch on the wounds you have suffered. It is better to retreat a little and live, then to attack valiently and die or your injuries. Typed by Flux/Crystal 04/06/91 Sewer Possum presents.... LIFE & DEATH SOLVE --------------------- So you've spent half your life hacking at Orcs, obliterating alien hordes, and dragging leisure-suited misfits around the world. Now you're looking to do something useful for humanity. Well, your timing is great. Toolworks General is looking for a few good surgeons to assume the burden of a few appendectomies, infections, and vascular grafts. No problem at all! When you start the game, you'll need to sign in on the receptionist's clipboard. She'll welcome you and prompt you to go to the classroom, but let's not do that yet. Using whichever input device you have (a mouse is ideal for this game), set your difficulty level to Novice until you've successfully completed both operations. Erase the scrawl in the box at the bottom of the option screen by clicking on the small Erase checkbox; then draw your own initials in the space provided. You can turn off the sound at this point, but don't unless you absolutely have to: The sounds of the EKG and of the clamps closing are extremely useful. Click outside the box to signify you're done setting parameters. Now you're ready to hand-pick your surgical staff and start seeing patients. Since your first operation will be an appendectomy, let's go into the Staff room and choose knowledgeable and cooperative assistants. Otherwise they'll be of no help at all in the OR (Operating Room). Look over the six files by first clicking on the filing cabinet, and then on each name (NOT in the small check-box). You'll get a photo and brief description of each staff member. Gregory Danielson is a must for appendectomies; click on his check-box. But that means that you will NOT want Beverly Kabes on your staff, nor will you want Laurelee Menzies (whose area of expertise is irrelevant to this operation). Kim Brewer would be a good choice if you're looking for a general nurse to assist; if you have trouble keeping your eye on the EKG, then pick Ken Shepherd instead of Kim. If you're anticipating trouble with incisions, David Manglier would also be a decent alternative. My personal picks are Danielson and Brewer. Click on the door of the Staff room to leave and head into the Classroom. Watch the blackboard and listen closely; the advice is basic (most can be found in the manual). When class is over, click on the door and the receptionist will tell you where your patient is. In the patient's room, there's no need to look at the clipboard yet. The patients' complaints all sound the same, and your main diagnostic tool is to palpate the abdomen, so click on the abdomen of whoever's in bed. Click all around the area; be sure to get each quadrant at least once or you'll be reprimanded further on down the line. In this, the first half of the game, here are the guidelines for diagnosing: If there is no pain response anywhere on the abdomen, that signals intestinal gas and should be OBSERVED. If there is pain response all over the abdomen, that signals an infection and should be MEDICATED. If there is pain only in some parts of the abdomen, that could be either appendicitis or kidney stones; you MUST take an X-RAY (even if the pain is only on the patient's left side and thus unlikely to be appendicitis). If there are kidney stones, they'll appear as a clump of small white dots ABOVE the pelvis (surrounded by black). If such stones appear, your action should be REFERRAL (since urology is not the field you're in). If no stones are present, that's appendicitis! Click on OPERATE on the clipboard and exit the patient's room. If you've just booted up, you'll be advised to check in on the phone (the copy protection). Do that if you need to; the receptionist should then inform you that they're waiting for you in OR. Head for the OR and here we go! Operating --------- On the upper right is the section of the patient's body with which you'll be working. Beneath the body is a message box (it may not appear instantly) where words of encouragement, advice, and scorn will appear from your two assistants. Next to it is a small bottle representing the current fluid connected to the patient's IV. At the left is the EKG and the anesthetic machinery, and below that are a tray and two drawers (currently closed) with all the instruments you'll need to operate. You can see that the anesthetic is OFF and the breathing and heartbeat are regular. You'll want to learn to keep your ears tuned to that EKG; if the pitch changes or if the constant beeping stops, you'll have to turn your attention to the problem. Although you have assistants who will be commenting along the way, I'm going to assume you're in this alone. The two kinds of heart problems you'll run across are PVC and Bradycardia. With PVC, the EKG will drop in pitch and the line will plummet and bounce back (see the manual for a picture). The cure for this is a quick injection of Lidocaine, already in a hypo in the bottom drawer (marked with an "L"). PVC is easy to remember because it will look like a "V" on the EKG. Bradycardia shows a relatively flat EKG, and the beep will stop altogether; this requires an injection of Atropine, marked with an "A" and sitting next to the Lidocaine. Think of "A" going with "B" and you can easily recall Atropine going with Bradycardia. (These sorts of mnemonics are exactly what help most medical students get through school.) Once in a while, the patient's blood pressure will drop. This will happen without fail if you don't start the patient on IV blood before you begin cutting. If the heart rate does drop, put blood in the IV and quickly clamp and cauterize all bleeders. But if the rate drops to 50, immediately inject the patient with Dopamine (in the bottom drawer, marked "D"). You only have one hypo of Dopamine and unlimited hypos of Atropine and Dopamine. Since the patient's still awake, you're not likely to run into EITHER problem! So let's get down to some hacking and slashing of an entirely new kind. Open the bottom drawer (just click the fingertips on the end of the drawer), and open the top drawer. From the top drawer: Click on soap to wash; click on gloves. Click on the large bottle with the "A" on it (it's antiseptic). Holding the button down, move the antiseptic cloth all over the skin; try not to leave any unwiped areas. The area will be shaded with black dots to show where you've wiped. Return the antiseptic to the drawer, and pick up the sterile drape (the folded cloth on the left). The cursor will change to a square; place this square all the way to the upper left corner of the abdominal window so that the corner of the square fits neatly into the corner of the window (don't leave any visible area in between) and click. You should get a very thin, almost unnoticeable line around the abdomen -- virtually no drape at all. This is crucial since you'll need every available millimeter of space with which to operate. If the square cursor vanishes and is replaced by the hand, and the abdomen window flickers slightly, you've done it right. (A comment in the message box may confirm it.) Close the top drawer. Turn on the gas. Pick up the hypo labeled "B" (the antibiotics) in the bottom drawer, and move it over to the skin; click to inject, and the hypo will vanish. Get a bottle of blood (it LOOKS like blood) from the drawer, and click it on the full bottle next to the message window; that bottle should change to blood. This will prevent the patient's blood pressure from dropping as you make your first incision. Close the bottom drawer, and pick up your scalpel. You'll be making a McBurney's incision (page 92 of Lindstrom's notes). From your point of view, you'll be making a single, straight cut from the upper left corner of the abdomen to the lower right corner. Make the line as long as possible; this is also crucial because it determines the size of the wound you're creating, and you need a BIG wound to get at the appendix. So, start and end as close to the very corners as you can (without cutting the drape). Incision technique isn't easy; you'll need to learn to cut as straight as possible while also cutting QUICKLY (which helps to keep the incision neat). Practice is the only solution here. Make that incision in the abdomen. Then drop the scalpel, pick up the forceps (lying horizontally above the scissors) and clamp a bleeder (the widening circles of red that will appear along the incision). As you clamp, you should hear a "click" and you'll probably get a comment affirming the action. Another forceps will have appeared; clamp all the bleeders. When all the bleeders have stopped spreading, pick up the cauterizer (looks like a soldering iron on the left edge of the tray) and click once LIGHTLY on each bleeder. You may need to do this 2 or 3 times on each, but eventually you'll have cauterized them all. Then remove each clamp, one at a time, and using either sponge or suction hose (S-shaped), remove the blood. Pick up the skin spreader (the butterfly-shaped mechanism at the bottom of the tray), and click it on the incision. The skin will peel away and reveal a layer of subcutaneous fat. Congratulations! Get somebody in the room to wipe your forehead. All the while, of course, you'll be listening to the EKG and injecting the proper fluid when necessary. Also keep your eye on that bottle; when the blood is about to run out (don't wait till the last moment), put in a bottle of Glucose from the bottom drawer. Now do the same thing to the subcutaneous fat that you did to the skin; incise at the same angle, clamp bleeders, cauterize, remove clamps, and wipe clean. Again, be sure to go to the very corners for your incision, but be careful not to cut _beyond_ the corners to the skin above. Retract the fat to reveal the oblique muscle tissue. The oblique muscle (and the transversus muscle below) has no blood vessels and will not cause bleeders. Cut the oblique muscle layer exactly as in the last two layers, going from corner to corner and making a straight, neat incision. The next layer -- the transversus muscle -- is striated in the other direction. Don't cut at the usual angle; cut "with the grain" from upper right to lower left. Keep making those incisions as long as possible. Retracting the transversus will reveal the peritoneum, through which you can vaguely see the end of the large intestine (which covers the appendix). The peritoneum calls for very delicate incising. Unless you have version 1.03 of the program (or better), forget what the manual tells you about incising the peritoneum and listen carefully. You're going to cut diagonally from upper left to lower right with the scissors. FIRST, pick the spot where you're going to start the incision. Pick up the scalpel and click once just at that point; you're scraping the peritoneum but not cutting it. Don't draw a line, just click once and let go. Put the scalpel down and get the forceps; clamp the forceps just a pixel or two below where you just scraped. With the forceps in place, pick up the scalpel again and click once more on the same point you scraped; a large black dot should appear. Drop the scalpel, remove the forceps, pick up the scissors and start clicking. Make each click a little farther down and to the right of the last, but not too far or the program will think you've started a new incision. Don't make your first snip right on the black dot; make it a bit further down/right. Continue all the way to the lower right corner and use the skin retractor. Voila! There's that lovely large intestine, covered with infected fluid (the black shading). From the bottom drawer, take the test tube, and click it on the abdomen to get a fluid sample. Close the drawer and get the suction tube; start to suction off the liquid, and it'll come right up. Put down the hose. Click the fingertips at the bottom of the large intestine. Provided you've made the incisions long enough, the cecum will flip up into sight. If the incisions aren't as large as they need to be, you won't be able to get at this area, and you'll have to abandon the operation. But let's hope for the best. Open the top drawer and get the roll of gauze. Click the gauze at the base of the cecum, and the cecum becomes packed and immobilized. Close the drawer. I assume you're still watching the IV and the EKG? Of course you are. Once again, click the fingertips at the base of the cecum to expose more intestine. Click the fingertips at the base of this new intestine, and the appendix pops up, pointing to the right. Take a clamp, the L-shaped object in the center of the tray. Clamp the tip of the appendix, all the way to the right and just above the bottom edge. If you clamp in the wrong spot, the appendix may rupture; in that case, take the drainer from the top drawer (the red bulb) and drain the appendix before continuing. If you've clamped the appendix correctly, it will be lifted and the underside exposed. You're doing great if you're still with me; put the game on pause and play some golf. You're going to nick the mesoappendix membrane. Pick up the scalpel. There's a red line, or shadow, running the length of the appendix. You'll nick -- a quick click -- at a point slightly to the right and about a fifth of the way up that red line. If you mess up, you'll know it...and they'll show you in class the proper place to nick. Assuming you've clicked in the right place, you'll get another big black dot with a small white dot in the center. Put down the scalpel and take the needle and thread. Click once at the center of that dot to suture the mesoappendix artery. Get the scalpel. To sever and remove the artery and membrane, you click once directly on that long red shadow, a pixel or so below the bottom edge of the clamp. The clamp appears spread; use the lower of the two clamp ends as a reference point. Click just below that end, and the membrane vanishes. Now get another clamp and clamp the base of that long, red shadow; Danielson should confirm that the LOWER clamp is in place. Get another clamp and clamp at about the middle of the shadow; Danielson will remark that the HIGHER clamp is in place. Get the needle and thread, click once between the two clamps, and a small "purse string" suture should appear. Click the scalpel just above the suture, and off it goes. The appendix is gone. All the clamps except one will vanish. Remove that clamp and click the fingers on the cecum to tuck in the wound. A small hole appears on the cecum; click the needle on that once to make a Z-string suture across the hole. Put away the needle, and click the fingertips on the base of the cecum. That'll instantly remove the gauze and tuck everything back into place. You're ready to close! To close each layer, pick up the skin retractor. Move it all the way to the right of the window; it will be almost entirely off the screen. Click it once and the peritoneum closes. Put down the retractor, pick up the needle, and place sutures along the closed incision. They don't have to be touching, but they should be fairly close together. You'll need to make a lot of them. Once you've finished suturing the peritoneum, take the spreader and click it all the way on the right as you did just before. The transversus muscle layer closes; suture it the same way. Now close and suture the oblique muscle layer and the subcutaneous fat layer. Close the skin layer, but don't suture it. Secure it with the X-shaped skin clips in the upper left corner of the tray. Put them close enough together to touch. Turn off the gas, and let the patient go to Recovery. Congratulations! This was the hard part. When the program evaluates the surgery, you'll be told to go to Medical School if your performance was not perfect. If it was perfect, you'll be congratulated for having performed an appendectomy and sent to medical school anyway! But now you'll be promoted to deal with a different set of problems, and appendectomies will become a thing of the past. Your new crop of patients will have one of three possible conditions: arthritis, immature aneurysms, and mature aneurysms. The diagnosis is just nearly as straightforward as in the previous part of the game. Carefully palpate all areas of each patient's abdomen. Be certain to palpate several times just below the navel. If the patient has pain all over the abdomen, take an X-RAY. You'll probably find that the spine is practically a solid white mass; this indicates arthritis and requires MEDICATION. If the patient's response to palpation under the navel is "That feels like a lump" or some mention of a lump, that's probably an aneurysm. Do an ULTRASOUND SCAN to determine its size. If it's less than "5 cm" in diameter (use the ruler up above the ultrascan screen to judge), it's immature and should not be operated upon. Check OBSERVE. If the aneurysm is 5 cm or larger (as it probably will be), you'll have to OPERATE! Before you go into the OR, though, you'll want to readjust your staff. Be sure to include Laurelee Menzies, the resident expert on aneurysms. Your other assistant should be either Kim Brewer, Bev Kabes, or Ken Shepherd. Head into the OR. You'll note a few new items on the trays, but don't be intimidated. Next to conquering the appendix, this one's almost a cakewalk. Open the bottom and top drawers. Use the soap and the gloves (in that order please!). Apply the antiseptic (this time you have a whole abdomen to work with). Put on the drape, and as before, you're going to leave as much room to operate with as possible. Close the top drawer, turn on the gas, inject with the "B" hypo (there's a new one marked "H" for Heparin, which you'll need in a bit). Hang a bottle of blood on the IV and pick up your scalpel. This time you won't be making any McBurney's incisions. Cutting smoothly, incise the abdomen straight down the middle from as far on top to as close to the bottom as you can without touching the drape. There shouldn't be much drape there, anyway...only a line or two on top and bottom. Work quickly to clamp all the bleeders with the forceps. The cauterizer is gone; we now have a ligator -- a pretzel-shaped loop on the tray. Pick it up and center it over each bleeder; click once to ligate each bleeder. When you've gotten them all, remove the forceps and wipe the area clean. Separate the skin with the skin retractor. Do the same with the rippling subcutaneous fat layer. Always be vigilant for problems with the EKG; act quickly with Atropine, Lidocaine, and Dopamine when necessary. Now you're down to the muscle layer, the rectus abdominus. This one won't bleed. Cut down the linea alba, the thick white portion at the center. Spread using the retractor. You'll be looking at the preperitoneum, which is incised the same way the peritoneum was: Click with the scalpel to scrape, elevate just below with forceps, click again with scalpel to nick a hole, remove forceps and snip all the way down with the scissors. Be cautious not to make your snips so far apart that you appear to be making a separate incision; this will puncture the intestines. But do try to make the incision straight...neatness counts. After snipping the preperitoneum, spread it. Using your fingertips, click on the bottom of the chest to push the intestines out of the way. In the top drawer you'll see a small bag (called the gut bag). Click the bag on the intestines at the top of the screen to keep them clean, tidy, and out of the way. Underneath the intestines is the postperitoneum, and underneath that, the murky shape of the aneurysm. Scrape, elevate, nick and snip the postperitoneum exactly as you did with the preperitoneum. Spread it and there's the aneurysm, the swelling just above where the two iliac arteries merge. In the bottom drawer, take the Heparin and inject it before proceeding. This prevents embolisms in 100% of my cases so far! I wouldn't know what to do if there WAS an embolism. Click the fingertips at the base of the aneurysm and rubber tubing will appear in place. The aneurysm is now immobilized and ready for action! Take a clamp (NOT a hemostat) and clamp either of the iliac arteries, then clamp the other one. Put another clamp on the small vessel (mesenteric artery) extending from the center of the aorta, close to where they come together. Then put a clamp at the top of the aneurysm, right where it comes into view. Work quickly at this point; you've cut off the blood supply to the legs! Take the scalpel and nick the mesenteric artery just above the clamp (not between the clamp and the aorta). A bleeder will appear; ligate it. You're going to incise the aorta with the scalpel. Don't start right at the top! Start about a quarter of the way down the aneurysm or the incision will be too long, and you'll have to abort the operation. Make the incision straight and clean; don't bring it quite all the way to the bottom. Use the skin retractor to expose the clot. Remove the clot with your fingertips; take the Y-shaped dacron graft from the bottom drawer and put it in place. The graft has to be sutured into place. Take the needle and put three sutures into each of the graft's three ends (nine sutures altogether). You should be able to see each of the three sutures connecting the graft to the artery walls. Put down the needle. Before you can complete the suturing, you have to close the artery walls around the graft. With your fingertips, click at the junctures of the graft (the three ends) until the flaps of vessel tissue close around them. Then take the needle up and suture three times at each juncture again, for a total of six sutures in each of the three branches. Pick up the retractor and close the aorta around the graft. Suture the aortal incision with close stitches. The next step is a test of your previous work. Remove one of the iliac clamps. Then remove the next. Finally remove the clamp at the top, re-establishing the flow of blood through the aorta. If no bleeders appear, you've made it! If bleeders do appear, replace the three clamps, starting with the two iliac clamps. Resuture the incision and try again. Once the aorta is repaired, remove the rubber tubing. Then un-retract the postperitoneum. Suture it. Remove the gut bag and replace the intestines. Un-retract the preperitoneum and suture it. Un-retract the next two layers (chest muscle and subcutaneous fat). After un-retracting the skin, close it with skin clips instead of stitches. Turn off the gas, and pick up your diploma in the Chief of Surgery's office. You retire wealthy, and your name will vanish from the receptionist's clipboard. Should you want to relive past glories, head into the Staff room and click on the file cabinet. Again, hearty congratulations: I'll catch you on the back 9! LIFE & DEATH is published by The Software Toolworks and distributed by Electronic Arts. TANGRAM GAME INSTRUCTIONS ************************* "Tangram" is an ancient Chinese puzzling challenge, in which you have to put seven specifically shaped geometric forms on top of a dark grey figure in the playing area, making sure all of it is exactly covered. "Tangram" offers you 200 of these figurs, with two modes of difficulty for 1 or 2 players. The game concept may sound easy, but will no doubt pose a serious challenge even to hard core puzzle fanatics! In the menu that appears after the title picture and program credits, you will be able to specify whether you want 'NOVICE' or 'EXPERT' mode, and whether you want to play with 1 or 2 people. In 'NOVICE' mode, the time counter decreases every two seconds, and the levels are offered with gradually increasing difficulty. In 'EXPERT' mode, the time counter decreases every second and the 200 levels are offered in a totally random order. In the menu, there is also a possibility to type in a five-digit password belonging to a level you have already completed before. Pressing RETURN starts the game In the game, you can select and de- select the geometric parts by clicking on them with the left mouse button while moving the pointer over them. You should put them down on the figure in the playfield area in a way you consider appropriate. You can turn them around by pressing the right mouse button. Completing a figure has to be done within a specific time. If this time runs out, your bonus points will be de- creased. Once these run out, you can purchase 'continues' that have to be paid with your standard points. Extra (bonus) points will be awarded according to the amount of time left upon completing a level. In the status display, the topmost figure is your score. The one below that is your bonus score. Under that, you will see the time counter that de- creases. Pressing the space bar causes the program to pause. F1 toggles Music. Here are the first Levelcodes: ----------------------------- 1st - ***** 11th - 52476 2nd - 71863 12th - 19614 3rd - 05244 13th - 65932 4th - 93554 14th - 10370 5th - 65874 15th - 42619 6th - 10024 16th - 56979 7th - 97961 17th - 87672 8th - 42441 18th - 76982 9th - 10567 19th - 30639 10th - 93863 20th - 95157 F##h`## `PCPCc# p# @N Z`@ @00d$@01`10`  @ 0 @@ `0@ p@0@ @`0@``@`@?@ 0`@ `@ @  @  0` @ ? @   `0 ` ` 0  @0 B  @/ P@    @@@@@@@@@@@@@@ Disc Dox -------------------------- from the peecee-fixed by ]Rygar! Disc by Loriciel, brought to us by COMPANY is a fantastic game of action and skill that is reminiscent of the old Tron Disc's game, one of my personal old favorites. When I asked several people how they liked the game, some of them replied: "Huh? I thought Disc was a utility." Well despite the vagueness of it's name, this is in fact a game, and one not to be missed. The game offers two player competition, either human vs human or human vs computer. Basically each player stands on their own platform comprised of eight tiles positioned in two rows of four tiles each. The platforms have a wall of an additional eight tiles, two rows of eight like the floor, and the wall is positioned directly behind each player. The platforms are suspended in mid-air and positioned face to face. The object is to throw a disc or discs at the other player and try to hit him with it, thus draining his life meter. Once the life meter is exhausted, the player dies. Ah, but this is only half the fun. There is an additional method of disposing of your opponent and that is to disintigrate the tiles that comprise his platform until he has nowhere left to stand and falls to his death. To do this you must hit your opponent's back wall tiles with your disc. You will notice certain geometrical patterns are drawn on each of the back wall tiles. Each time you hit a back wall tile, the geometrical pattern of that tile will change to a new pattern, until all the patterns have run through their cycle. When this happens, the back wall tile will dissappear and so will the corresponding floor tile. The back wall tiles and corresponding floor tiles are labeled below: --- --- --- --- | 1 | 2 | 3 | 4 | Back Wall --- --- --- --- | 5 | 6 | 7 | 8 | --- --- --- --- Bottom Platform / 1 / 2 / 3 / 4 / --- --- --- --- Where you Stand / 5 / 6 / 7 / 8 / --- --- --- --- So hitting the number 2 tile on the back wall will disintigrate it and the number 2 tile on the bottom platform. Hitting the back wall's number 8 tile will disintigrate it and the corresponding number 8 on the bottom platform. Keep hitting all tiles until there is nowhere left for your opponent to stand. He will fall to his death into the great void and you will win the match. The same can happen to you, however, so practice defensive moves as well as offensive. i.e. Protect your wall by blocking your opponents discs, while hammering at his wall with discs of your own. More on this later... GEOMETRICAL PATTERNS: ===================== The back wall tiles use geometrical patterns to control how many times you need to hit a certain tile to disintigrate it. In the early levels, one two or three hits and a tile is gone. In the latter levels it takes a few more. Below is a listing of the first five geometrical patterns. There are more as the levels get higher, but this listing will suffice to help you understand the concept: 5 Hits Left - Pentagon 4 Hits Left - Square 3 Hits Left - Triangle 2 Hits Left - Equals Sign "=" 1 Hit Left - Circle The listing is showing you that when a tile starts out as a Pentagon, the first time you hit it, it will change to a Square, the next hit will change it to a Triangle, and so on down the line until finally it is gone. After hitting a Circle tile, the back wall tile and corresponding platform tile will disintegrate. When a tile is destroyed, a high-pitched tone sounds to let you know. If you are standing on a tile and hear the tone and your tile starts to dis- integrate, you'd better move quick. There is one geometrical shape that looks like a number 8 turned sideways. Tiles with this pattern on them are indestructible. IMPORTANT KEYS TO KNOW: ======================= ESCape - Will quit and reset game back to title screen. Backspace - Quit & Exit to DOS from almost anywhere. Break Key - Pauses Game / Press any key to resume TAB Key - Pauses Game / Press TAB again to resume. MOUSE CONTROLS: =============== This game does not appear to support mice. JOYSTICK CONTROLS: ================== Use the information on keyboard controls below, just substitute moving the joystick in the direction of the corresponding keyboard keys. The action button is joystick button number one. KEYBOARD CONTROLS: ================== This game supports two player simultaneous combat mode so there are two sets of keys on the keyboard, one for each player. I will call the two sets of keys "keymap one" and "keymap two". I do this because keymap one isn't necessarily always used by player one. The way it works is with a one player game, the player must use keymap two. With a two player game, player one uses keymap one, and player two uses keymap two. Below are keymaps one and two. When the action button is not being held down, the following keys will move the player in their corresponding directions as shown by the lines pointing to the letters: KeyMap One KeyMap Two Q W E I O P \ | / \ | / A -- -- D K -- -- ; / | \ / | \ Z X C , . / ACTION KEY: Letter "S" For the joystick, the directions are the same but the action key is joystick button number one. * The action keys for keymap one and two is the letter "S" and the key, respectively. Usage of the Action keys is discussed in the next section. * The player using keymap two also has the option of using either the standard arrow keys or numeric keypad arrow keys for direction, the action key for keymap two remains the same, however. USAGE OF THE ACTION KEY: ======================== When holding down the action key in conjunction with a directional key you can throw the disc high or low as well as block your opponents disc with your shield. Here's how it's done: Forward Throw Disc High: Left | Right \ | / \ | / Throw Disc Low: Left ---- ---- Right / | \ / | \ Use Shield: Left | Right Front So, using keymap one, to throw a disc high and to the right you would hold down the letter "S" key, then press the letter "E". Using the joystick you would hold down the joystick button then push the joystick diagonally up and to the right. To deflect a disc from the left you would hold down the letter "S" key, then press the letter "Z". With the joystick, you would hold down the joystick button then push the joystick diagonally down and to the left. To block an oncoming direct hit, hold it straight down with the button pressed, or use the "S" and "X" keys if using the keyboard under keymap one. Getting the idea of how this works? The action key also has a stand alone function. If a disc of your color is moving near or towards you, pressing the action key by itself will guide the disc towards you and help you catch it. You do not have to press the action key to catch a disc, but it seems to help you do it better. If you don't catch a disk right, either because you are not centered on it, or because you're balancing yourself too close to the edge of a square, the disc will hit you and take some of your power away - Even if the disc is yours. So try to get close as possible to your disc and use the action button to guide it to you and catch it properly. If the disc is not your color either dodge it or try to deflect it with your shield. If it hits you it WILL inflict damage on your life meter, and if you do not deflect it with your shield, it will inflict damage to your platform. DISCS AND WHO THEY BELONG TO: ============================= Depending on which type of game you choose to play, you and your opponent may start out holding anywhere from one to five discs between you. Look at the top of the screen just under the players life meter. A picture of a disc will show up under your life meter for each disc you are holding and same for your opponent. Player one's life meter and disc status is located on the top left of the screen and player two's on the top right. When you throw a disc it will be of your color, either white or orange, depending on which player you are. Generally player one is orange and player two is white. When a disc of your color hits your opponent's body or his back wall, it will inflict damage. When the disc bounces off your opponents back wall, it will come back towards you and you must try to catch it and then throw it again to try and inflict more damage. When you or your opponent deflect a disc with the shield, the disc will change from your opponents color to your color. Also, if you fail to catch or deflect a disk of your own color, it will hit your back wall, and although it won't inflict damage to your wall, it will change to your opponents color and fly back towards him. Discs do not really belong to either player exclusively. Ownership of a disc is determined by what color it is, and the color of the disc will change frequently as it bounces of walls and is deflected. Always try to deflect your opponent's discs, and always try to catch your own discs and then line yourself up for another shot. If you're involved in a multi-disc game, be advised that you and your opponent can both catch more than just one disc. Actually a good strategy in multi-disc games is to wait and catch as many discs as you can, then fling them all at your opponent in rapid succession to confuse the hell out of him and inflict major damage. OPTIONS: ======== -Two Players- (Human vs Human) * ONE ON ONE: By selecting the two player option from the title menu you and a friend can play one on one. Two matches are played, and at the end of the first match players switch sides, so be prepared. In the event of a tie, another two matches are played. Victory is achieved by winning both matches. Each match lasts two and a half minutes or until one opponent is destroyed. -One Player- (Human vs Computer) * TRAINING: Start with this to get familiar with how to manuever your player and discs, and for practice with hitting targets as well as dodging and deflecting opponent discs. You start out with target practice. Try to hit the tiles that have the "?" on them with your disc. The next part is moving target practice. An opponent will appear and try to dodge and deflect your disks as you try to hit him. The next part you get to dodge and deflect discs as your opponent trys to hit you with them. * CHALLENGE: You get to pick out exactly which opponent you wish to challenge. Move the cursor with the arrow keys or joystick until your desired opponent is highlighted, then click with your action key to select. You will challenge this opponent to one match lasting two and a half minutes. * TOURNAMENT: You play a tournament of 8 matches lasting two and a half minutes each against each opponent in succession. It's all over when you lose your first match. * CHAMPIONSHIP: You play one match against each opponent in succession and each match lasts two minutes. It's all over when you lose one match. HINTS & TIPS: ============= 1) Matches are timed. The timer is shown at the top center screen. When the timer counts down to zero and both players are still alive, the player with the highest score will win. Score is kept by giving the player one point for every hit on the opponent's body and one point for each of the opponent's tiles that the player destroys. The Score is located to the immediate right of each of the players names which are located on the top left and right of the screen for players one and two, respectively. 2) You can stumble and fall! Be careful and don't get too close to the edge of your platform. Lose your balance and you will fall right off the edge and die. 3) You will not fall into the holes of missing tiles if there is a tile on the other side. i.e. If you are standing on tile 1 and tile 2 is missing, if there is a tile 3 you can move towards it and the player will automatically jump the gap between them. If more than two tiles form a gap, do not attempt a jump to the other side as you will fall. /\ /\ Ok to jump --> 1 34 Not ok to jump ---> 1 4 ^6 8 ^ 78 ^ ^ You could safely jump You would die trying to from tile 1 to tile 3 jump from tile 1 to tile or from tile 1 to 6. 4 or from tile 1 to 7. 4) Discs can get behind you, hit the wall, bounce off, hit you in the back, bounce and hit the wall again, hit your back again, etc... This will cause major damage to you and your platform and may even knock you clear off your platform. Avoid this by deflecting discs with your shield and by moving around often. 5) From time to time bonus tiles will appear on your opponents back wall. These tiles will look like a question mark within a circle. If you can hit this tile you will get a special option for your disc, like speed disc for instance which makes your disc travel at lightining speeds to cripple your opponent. Be quick because the bonus tile will not wait all day for you to hit it. Also if you do hit it and attain a bonus disc option, use it quickly as it will not last long. 6) You get to choose your character from a list of 8 different ones at the beginning of each game. I have tried a few of these but not all, and I haven't noticed much difference in which one you choose besides the name and face. --- DOCS FIXED BY [RYGAR] --- STORY BACKGROUND Dear Adventurers, It is my sincere hope that you receive this package beforeyou begin your quest into the sewers beneath Waterdeep.This package contains notes found on a drow spy thatcould help you on your journey. The spy was captured two nights ago by Oltec, Captain of the Guard. Under interrogation, the drow revealed a disturbing plan. He claimed to be working for a being named Xanathar. The spy claimed that Xanathar is an evil crime lord that inhabits the deepest part of the sewer system. Supposedly, Xanathar magically teleported this drow into the city to spy on the Lords of Waterdeep. Xanathar did not have the capability to teleport the spy back into his underworld and so gave the spy this package of information to make the trip back underground safer. This package includes a map of some of the tunnels and cavevns beneath Waterdeep. It also includes several sets of notes that point out traps and monsters to be avoided and items that might be useful on the trek. Use the information in this package wisely. It may be the advantage you need to defeat this wretched villain, Xanathar. Your trusted friend, Kkelben Typed up by Shadow Knight (3/7/1991) FIXED BY [RYGAR] Docs are for the IBM version! Getting Started Quickly: To befin playing right away, load the included Save Game in Progress at the first menu. Use this party and the Hints section of this car to explore the game interface. Spell Boxes: A Yellow Spell Box represents a spell that mainly defends against physical attacks and a Red Spell Box represents a spell that mainly defends again magical attacks. Playing With Mouse: To give commands, place the mouse pointer over the appropriate item or selection and press a mouse button. A key to playing Eye of the Beholder is understanding the difference between Take, Use, and Select. See the Actions section of the rules for how to preform most of the actions in the game. Taking involoves picking up or dropping items. To Take an item with the mouse, place the pointer over the item and press the left mouse button. Using involoves attacking with weapons, opening a spell book, or drinking a potion. To Use an item, plave the pointer over an in-hand item (next to your character's portrait) and press the right mouse button. You can only Use itmes from the main Adventure Screen (see the Rule Book). Selecting involoves choosing buttons such as Movement Buttons, spell Level Buttons, Camp Buttons, or choosing from lists of spells to cast or memorize. To Select an item with the mouse, place the pointer over the itme and press either the left or the right mouse button. Take: Left Mouse Button Use: Right Mouse Button Pick up item from character Attack with a weapon Drop item onto character Bring up spells to cast Use an Item (Potion/Scroll) Select: Either Mouse Button Select a button Select a spell to cast Manipulate dungeon feature Drop an item in the 3D view Throw an item in the 3D view Move in a dungeon Playing with the Kepboard: To give the command, highlight the appropriate item or location and press the command key. In character generation, use the cursor keys to move the highlight to the desired option and press the ENTER key to select it. When playing from the keyboard, one item in a character's hand or inventory is surrounded by an item highlight box. Use the W, A, Z, and S keys like a cursor key pad to move the highlight from item to item. W Move item highlight up A / S Move item highlight left/right Z Move item highlight down As a short cut to access the items of the various characters in your part, press the function key that corresponds to the charater's position on the main Adventure Screen. To swap the position of two characters, hold down the SHIFT key and pres the function key that corresponds to the first character's position then hold down the SHIFT key and press the funtion key that corresponds to the secon character's position. F1 F2 F3 F4 F5 F6 A key to playing Eye of the Beholder is understanding the difference between Take, Use, and Select. See the ACtions section of the rules for how to perform most of the actions in the game. Taking involves picking up or dropping items. The Get, Drop, Throw, and Manipulate keys (G, D, T, & M) mimic the functions of the Take command of the mouse. To take an item using the keyboard, place the highlight over the item or the location you want the item to be and press the command key. Using involves attacking with weapons, opening a spell book, or drinking a potion. THe Use key (U) mimics the function of the Use command of the mouse. To Use an item from the keyboard, place the highlight over an in-hand item (next to your character's portrait) and press the 'U' key. You can only Use items from the main Adventure Screen. Selecting involves vhoosing buttons such as movement buttons, spell Level Buttons, Camp Buttons, or choosing from lists of spells to cast or memorize. All selections are done with dedicated keys. To cast spells using the keyboard, Use a character's in hard spell book icon or holy symbol. Choost the level of the spell to cast by press 1-5 keys above the main typing area of your keyboard. Choost the spell by pressing '<' and '>' keys to highlight the spell with the spell cursor. Press SPACE to cast the highlighted spell. Highlight ABORT SPELL and press SPACE to close the spell menu. Press the I key to view a character's item Inventory on the equipment screen. Press the P key to switch pages between the character's equipment screen and character screen. Press the C key to bring up the Camp Menu. In Camp, use the cursor keys to move the highlight to the desired option and press the ENTER key to select it. Move your party from the keyboard by pressing the keys on the keypad that correspond to the layout of the movement buttons. You may move with the keypad, even when you are playing the game with the mouse. 7 Turn Left 8 Move Forward 9 Turn Right 4 Move Left 5 Move Backwards 6 Move Right 2 Move Backwards Notes: Some parts of the IBM version are slightly different than listed in the rule book. Copy protection does not occer at the beginning of the game. When a character is paralyzed of effected by poisin his name will be highlighted. When a character is paralyzed the items in both of his hands will be greyed out. An indicator at the botton of the equipment Screen will list if a character is paralyzed, poisoned but under the effects of a slow poison spell, unconcious, or dead. When you have a weapon in your primary hand, you can only use a seconday or small weapon, like a dagger dart, or short sword, in the secondary hand. All other weapons cannot be used and will be greyed out. When you have a two handed weapon in your primary hand, all items in your seconday hand connot be use and will be greyed out. When a character is near death, his hit point bar will change color. When he is unconcious, but not dead, it will change color again. When a character is dead, the hit point bar will be empty. If you answer Yes to the question "Will you rest until healed?", your part will rest until it heals naturally. While healing naturally, your party will have all of their spells memorized if they are interrupted by monsters, but they will use up food quickly. Unmemorized spells are not highlighted in the camp spell menu. There is no backgroup music to turn off. Bows will take arrows from either the secondary hand or the quiver. Slings will take stones from the seconday hand, the belt pich, or the backpack. Bows and Slings are two-handed weapons, and so any ammo or other items in the secondary hand will be greyed out. A cleric must have his holy symbol in-hand to attempt to turn undead. You can Use the Commission to read it. Races do not receive special combat bonuses with specific weapons. A high Charisma has no effect when talking to NPCs. Burning Hands effects all monsters next to the party, Invisibilty and Invisibility 10' radius are not lost when a character is hit. Invisibility 10' radius is lost on a character by character basis. A Flame Blade may appear in either hand. There are no Stinking Cloud, Cloudkill, or Protection from Lightning spells in the game. Hints: Make sure that your party contains at least two characters who can fight well, one who can cast mage spells, and one who can cast clerical spells. Create the fighters first and then the spell casters. After you have created all of your characters, Select Play to begin the game. Once in the game, find your location at the the Main Entrance of Level 1 on the Sewer Systems Map. Experiment with manipulating objects. Place the mouse pointer over one of the rocks at your feet and press the left mouse button to Take it. Move the mouse pointer over the movement button and press a mouse button to turn to the right. Place the rock shaped mouse pointer over the ground and press a mouse button to drop the rock. Take the rock again, place it high in the 3D view and press a mouse button to throw the rock. Move forward to see how far it flew. Move around and pick up the rocks and any other items you find. Select a portait to access the Equipment Screen. Place items into the backpack. Select the portrait again to return to Adventure Screen. Before you go too far, enter camp, have your spell casters memorize and pray for spells, and then rest to gain the spells. Anytime you see an interesting item on the wall, place the mouse pointer over the item and press a mouse button. Read the description in the Message Area at the bottom of the screen. Watch out for items that you can manipulate, like levers that move and button that depress. When a monster approaches, make sure that your fighters in the front rank have weapons in their primary hand. To attack, place the mouse pointer over each weapon and press the Right Mouse Button. Once you get comfortable fighting with the front rank characters, you can also have the rear rank characters throw weapons and spells at the monsters. Experiment by equipping your characters with various combinations of weapons, shields, spell books, and holy symbols to maximize their fighting ability. Once you master manipulating objects, moving, and fighting, you are ready to tackle the quest in Eye of the Beholder. Good Luck! Keyboard Command List W Move item highlight up A / S Move item highlight left/right Z Move item highlight down F1-F6 Select character shortcut SHIFT F1-F6 Swap character positions G Get an item from the floor in the 3D view D Drop an item to the floor in the 3D view M Manipulate an object in the 3D view (push a button, pull a lever, etc. Also acts as a 'Get' for items that are in the 3D view but are not on the ground.) U Use an in-hand item from the main Adventure Screen (attack, bring up spells, drink a potion, etc.) 1-5 Choose Spell Level on Spell Menu Move Spell Cursor down/up SPACE Cast Spell I Inventory the character's Equipment Screen P Page between inventory screen and stats screen C Camp 7 Turn Left 8 Move Forward 9 Turn Right 4 Move Left 5 Move Backwards 6 Move Right 2 Move Backwards HINTS The following is a book of notes entitled "The World Beneath Waterdeep." It contains selected notes from the selfproclaimed "famous archaeologist" Wently Kelso. The notes refer to the maps in the Maps section. They describe his expedition to the deepest depths of the sewers of Waterdeep. Level 1 - Upper Sewer Level (map 1) ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Our guide is a mangy humanoid of indeterminate species. I can't pronounce his real name, so I call him Bennet, in honor of my mangy half-brother on my mothers side of the family. As we followed Bennet into the tunnels and catacombs of the sewer system, we can hear the soft foot steps of large dog-like creatures known as kobolds. 3. This area was used to control the water flow through the first level of the sewer system. If the water flowed from the north, certain passageways would close to prevent the water from flooding the level. The same would happen if the water flowed from the east. 12. According to the city sewer layout, some of the doors require a constant flow of water over their pressure plate to remain open. Once the water stopped flowing over the pressure plate, the door would close, to prevent backwash. 16. This is a silly place for a dead end I wonder if we are missing something here? 18. Our guide, Bennet, pointed out a secret door here. He tried (with our help) to bash the door in with his head, but was unsuccessful. There must be a secret button or lever around here somewhere. 19. Here we found an emergency flood control door. It is designed so that if the area flooded, any trapped workers could open the door by pushing the button. The water would rush down into the second level saving the workers. 21. There is a depression in the north wall with rolled up papers inside. I am surprised that the papers survived. I would have thought that unprotected paper would rot in the sewer. Level 2 - Middle Sewer Level (map 2) ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ We looked down the long dark hole that led to the second level of the sewer system. The smell of rotting flesh filled our nostrils and we decided that the Bennet, our guide, should go down first. Looking down into the dark, he became frightened and stopped about five feet down. We encouraged him to continue on by dropping rocks down the hole. 5. There is a secret passage here, but we are unable to find a lever or button that opens the wall. 6. This door was stuck partially open. Bennet gripped the bottom of the door and pulled up as hard as he could. By his whining I assume that he has somehow hurt himself. 9. Bennet has informed us that there is a secret passageway to the north. Now where did that button go to? 15. If we could just hit the pressure plate beyond the pit, I know the pit would close. I wonder how heavy our guide is? 24. Our guide was overcome by sewer gas. He spun around a couple of times and ended up facing the wrong direction. 30 - 33. This area is an emergency exit. If the water level became too high for the workers to get out, they would step into this area and it would teleport them to the surface. Unfortunately, the teleporter has broken down and it will only teleport you to another area within the sewer system. I don't know how we will we ever find our passage out of here. 40. When our guide read "R.A.T.S." he ran in terror. We had to track him down and drag him back. The city sewer map claims that R.A.T.S. stands for Rapid Access Teleport System. I wonder where it will teleport you to. 41. This area appears to be a shuttle of some kind. We pushed the button and the door closed. Then, we pushed the button again and there was a strange sound. What does the inscription on the side wall mean? 51. We were warned by our guide not to push the button on this wall. What does our guide know? I pushed it anyway. I wonder what will happen. 67. This keyhole is different than the others we have run into thus far. Does it require a special key? Level 3 - Lower Sewer Level (map 3) ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ The stench of sewer gas makes our heads spin. Our guide, Bennet, has informed us that this is the perfect environment for the kuo-toa. We will have to keep our guard up. 2. We are having a horrible time breathing here. The sewer gas steals our breathe and clouds our vision. We have been wandering this hallway for hours. We can't seem to get our bearings straight. 4. The same stench overcomes us again. If we could just get our bearings, we could make it down the hallway. 12 - 14. There are three tarnished silver locks here. Our guide is sniffing at the center lock, but it is an important part of the scientific method to try each lock, one at a time. 25 - 31. There is a forest of pits and pressure plates in this room. Perhaps if we trigger the pressure plates one at a time, we can explore the whole room. However, I do wonder what is down the pits. Perhaps we could throw Bennet down there and have him take a look. 40. Here we found the remains of a fighter. I wish we had the facilities or the time to have her resurrected. 46. The sewer gas is so strong here that we passed out. When we came to, we found ourselves in the southeast comer and facing the opposite direction. 48. Bennet translated the rune on the wall here. It reads, "Museum". Imagine, a museum down here. How nice. I just love museums. 56. We had to use up all four of the gems we found to open the passageway. What a waste. 57 - 58. These are broken down teleporters. If you step in these areas they will teleport you to another part of the sewer system. S - Z. What curious statues. They are very lifelike. Level 4 - Upper Level Dwarven Ruins (map 4) ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Just as we thought our adventure was coming to an end, we found a stairway leading down to another level. The stone work on this level looks nothing like the sewers above. Could these stairs lead to the fabled dwarven ruins? Our hopes are high. 3. The pressure plate through the open door to the south makes Bennet nervous. I think that he is still rattled by the effects of the poison he was hit by in the battle with the giant spider. 12. A new type of key! I think it is of dwarven manufacture. 34. There is an interesting dwarven statue on the far wall. It is in the shape of a gargoyle with one arm raised. Our guide pulled the gargoyles arm and nothing seemed to happen. Those dwarves are such jokers. 40. There is another gargoyle statue. Bennet, our guide, pulled its arm and a pit closed. I wonder if a pit closed when we pulled the last gargoyle's arm. 59. We have found a strange stone construction with a number of symbols on either side. One symbol seems to be missing. 66. Another gargoyle statue. After a thorough examination, I pulled the arm, but nothing happened. Our guide began getting nervous again, even though there are no spiders in sight. I fear that the multiple spider bites are beginning to effect him. 70. We had a hard time opening this door. Maybe, it requires a special key. 82. As I pulled the chain, our guide's sensitive ears picked up the faint sound of a wall moving. 85. There is a dwarven rune that reads, "Emergency Exit." I have no idea what this means. 89. We continue going south. Some of the landmarks are starting to look familiar. I take this as a good sign. However I don't know how many more spider bites our guide can take. Level 5 - Dwarven Ruins and Camp (map 5) ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ It is amazing! After years of research and hard work, I, Wently Kelso, have discovered the fabled dwarven ruins beneath Waterdeep. We are now prepared to enter the second level. I wonder what treasure we will find. 2 - 3. Our guide has informed us that the rune on the wall reads, "Safe passage". We decided to see how safe it was by pushing our guide into the wall. Amazingly he passed right through. 14. I am convinced that the door in the west wall of this room will not open from this side. Bennet keeps sniffing around the walls as if he were looking for something. 24. We have found another of those strange stone constructions. This one is missing a different symbol than the one on the level above. 27. There are dwarves down here! One dwarf named Armun, claimed that this area was his lost kingdom. He asked us to help them find Keirgar, a prince, that had been captured by the dwarves' enemies. I told them that we would do what we could to help them with their little quest. 30. We found a very nice dwarf here that tended to a cut I received on my finger. Our guide, Bennet, asked the dwarf to look at a large gash on his head. It is just so hard to find good help these days. 48. There is a strange keyhole here. Perhaps it requires a special key. 72-83. We were told by the dwarves to be careful of this area. It was used centuries ago to teleport materials to the surface. Now, the teleporters seem to be interconnected. Level 6 - Bottom Level of Dwarven Ruins (map 6) ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ This level is infested with nasty creatures called the kenku. We have been collecting their eggs for their scientific value. Our guide wanted to crack one open and fry it for breakfast. Somehow, the thought of eating a kenku egg turned my stomach. 3. This area was used for diplomatic meetings. The Dwarves would stand on one side and of the pressure plate and their enemy would stand on the other side. Both parties would lay down their weapons, and the talks would begin. 10. We met a dark robed person. He was very unfriendly and would not give us so much as his name. He just stood there glaring at us. I would have challenged him, if we were not in such a hurry. 19. I think that we found an example of the classic dwarven "dart trap". In such a trap, you step on a pressure plate and darts fly out of the holes. To test my theory I had our brave guide, Bennet, stand in front of the holes, while I step on the plate. 22. Bennet's sensitive nose lead us to this dark pit. Before we could stop him, Bennet scrambled over the edge and into the darkness. We had no choice but to follow him. 33. There is some kind of message on the east wall. Before I can translate the message, Bennet emits his `I'm hungry' whine. I toss him a packet of rations to keep him quiet. Bennet uses a dart like a make-shift fork and stabs his rations. I turn away in disgust and resume my translation. Level 7 - Upper Reaches of the Drow (map 7) ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ We have found the drow here. These evil dark elves can only be up to no good, but what are they doing down here? It is up to us to unravel this mystery. 1. We were stopped by a drow and not allowed to pass. Bennet reluctantly gave his next breakfast to the drow and then we were allowed to go on. 4. When we stepped on this pressure plate, we heard a whooshing sound. Luckily, we all ducked behind our guide, Bennet, just before the explosion. 15. As we moved forward we heard the whooshing sound again. Again, everyone ducked but Bennet. He doesn't look much the worse for wear, however. 20. When I stepped on this pressure plate, skeletal lords came out of their dens. I raised my hand and ordered the foul beasts to return to their master. This did not seem to have any effect on them. 37. I removed a dart from our guide's chest and placed it on the shelf, but nothing happened. Our guide, Bennet, skulked away and is now sniffing at something over on the north wall. 38. Another pit. I hate pits, but Bennet seems to show no fear at this location. 44 - 57. After a scholarly examination, I believe that these ten `cells' are cross linked somehow. 63. This looks like the same kind of stone construction we have been running into from time to time. They resemble portals of some kind. All we have to do is determine which item around the portal is missing. 73 - 81. I have found three inscriptions and three levers. I believe that first I will pull the lever which represents the item I want the most. Level 8 - Drow Outcasts (map 8) ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ We have survived the drow encampment. There is no way for us to return to the surface, our only option is to continue going down. The drow seem to be afraid of us. They will not follow us down to the next level. 4. This keyhole seems to require a special key. 17. There is an inscription on the north wall. After some examination, I come to believe that it resembles a gem of some kind. 19. I carefully examine a shelf on the east wall. While I ponder its uses, Bennet is sniffing around one of the south walls. I wish he would stay with the group. 25. I think that Bennet has been underground for too long, he is urging us to go back the way we came. 29. Bennet is causing trouble again, he still wants us to turn around and go back where we came. 46 & 48. Bennet is looking around as if he is confused. This does not surprise me, for I believe that his brain is only slightly larger than that of a grub fish. We go on despite Bennet's confusion. 51. I am continuously fascinated by the intricate pattern of the stones that make up these halls. We stop here so that I can examine them more closely. 54. Our guide read the message on the wall, and became confused again. I believe that the value of an education is wasted on Bennet. 57. I told our guide, Bennet, not to touch the spider button on the west wall, but he accidently slipped and hit it with his head. There was a strange sound and suddenly, we were attacked by many hell hounds. The party ran up the hall to see if the path was clear, while Bennet stayed behind to keep the hell hounds in check. The last utterance I heard from our guide was, "Sit boy! Sit!" 67 - 71. These buttons, pressure plates, and pits seem to be interconnected in a pattern. I will have Bennet trigger each one in turn and record the reactions. 75 & 76. We continued north for quite a ways when passing the first of these points, but after passing the second point, we ran into a dead end. Level 9 - Lower Reaches of the Drow (map 9) ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ We have lost our faithful guide, Bennet. No doubt, he is back on the surface, probably, at the Yawning Portal Inn, enjoying a nice mutton pie and a pint of ale. We, on the other hand, are forced to continue onward and downward. 5 - 7. After a thorough scientific study, I believe that the words on the wall, the shelf, and the button all seem to be connected. 8. I translate the writing on the wall to the east. The wall itself seems solid, so I assume that `the other side' means the other side of this room. 13. The wall to the west is directly opposite another of those strange stone portals. I am going to examine the wall to test a theory that says proximity to such a portal may lead to changes in the composition of the stones in the wall. 28. I found a dagger in a niche on the wall. I am pleased, it is an exact copy of the dagger I was carrying. But, when I put the new dagger in my belt pouch, I seem to have misplaced my old dagger. Perhaps it was with Bennet when he disappeared. 30. This gem inscription on the wall does not react to any of the gems that we are carrying. Perhaps it will respond to another small solid object. 39 - 42. Although, we were running extremely low on armor and weapons we found that it was worth the sacrifice to place the required items on the pressure a plates. 54. We stepped into this area and darts started flying at us. We no longer had a guide to absorb the attack, so we ran as fast as we could down the hall. 75. I believe I am getting the hang of exploring these halls. We are cut off by pits, but I see a pressure plate. I toss a rock toward the pressure plate to activate it. Before it can activate the plate, the rock turns around in flight. We duck to the side at the last moment to avoid the turncoat missile. 89. A dead end! Level 10 - Xanthar's Outer Sanctum, Mantis Hive (map 10) ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ This level is swarming with mantis warriors. We are low on supplies and our guide is missing. I do not know how we are going to survive. We must continue to go on and, hopefully, find a way out. 4 & 5. To the west is a forest of teleporters and levers. Another problem with a binary solution, we either make it through the teleporters, or we do not. 15. We found our guide, Bennet, chained to the wall with a dwarf. Too bad, we only had time to rescue our guide, but I am sure some other adventurers will come along and rescue the dwarf. 16,l9, & 20. We must be more careful the next time, our guide took massive damage from pushing some of these buttons. 29-31. We had to abandon three of our weapons here to open the door. Such a waste seems grossly unfair. 37 - 39. I am exploring the relationship between these levers and the sliding wall. By moving these levers in the proper sequence, I think we can get past the sliding wall. 41. We have searched the whole level and this seems to be the only way down to the lower levels. We looked down the pit and could not see the bottom, so pushed our guide into it. There was an almost immediate thump. It cannot be that deep. Level 11 - Xanthar's Outer Sanctum, Lower Reaches (map 11) ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ When will this ever end! When will we find our way out! I am afraid that we will never return to the surface and that no one will ever read this marvelous work. 1 - 11. The buttons here seem to rotate the stars on the walls and the openings in the hallways. One of the statements on the walls says that the `alignment must be true.' Perhaps if we align the stars we can make some progress on this level. 23 - 37. Our guide, Bennet, is continuously confused as we move around these halls. We seem to be circling endlessly, but we also seem to be finding new things as we pass. I am not sure how we missed these things the first times around. 39. Here we found a hallway of levers. "Never leave a lever down!", my mother always told me. 40. Our guide found a dwarven Potion of Healing. He was just about to drink it, when I snatched the vial away from him. Who knows who's lips have touched that potion! 46 & 47. While I translate the writing on the south wall, Bennet is sniffing around the wall over to the west. I am glad to have Bennet back, but his distractions are annoying. 55. We are all exhausted after dodging around the mind flayer. While we catch our breath, Bennet scratches at the wall to the south. I wish he would stop making so much noise, I don't want the mind flayer to return. Level 12 - Xanthar's Inner Sanctum (map 12) ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ We have met the evil crime lord Xanathar and he will not let us leave. We are doomed to stay here forever. 3. The walls in this area are beautiful. The ornamentation is exquisite. If we are doomed to stay here forever, at least we can do so in civilized surroundings. 9. What a curious sensation. After pressing the button on the east wall, we seem to be inside the wall. I wonder if we should go back to the room we were in, or continue through to the next room? 10 & 11. After pushing the buttons on the walls to the east, Bennet became confused again. I believe that he is uncomfortable in these posh surroundings. 13. There is a beautiful ring and a potion here. I thought that the ring would make a nice gift for my sweet heart Miltinda. After I retrieved the ring, my burdens felt somehow lighter. 15. There is a stunning necklace and potion here. Another gift for my puddin cakes, Miltinda. Again, after I retrieved the necklace, it was as if a great weight were taken from me. 20. We were astonished to find an enormous eye floating above a pedestal in this room. What an amazing piece of art. There are two empty pedestals to the right and left of the eye. I wonder what would happen if you placed spherical items on those pedestals? 25 & 27. After pushing the buttons on the walls to the east, Bennet became confused yet again. All this travel has not been good for poor Bennet. 28A. In this location, we find the items that had disappeared from the pedestal. I am glad that they were not lost forever. 42. While we examined everything in this room, our guide, Bennet, sulked in the north west corner and scratched at the north wall. As I looked over at his mangy form, I realized that Bennet actually has a rather noble profile. Perhaps I have just been underground too long. 45. This is my last entry. We have met Xanathar and that is all that I can say. 46. Our guide, Bennet, crossed a light beam in this area and was hit in the head by a giant fireball. For a brief moment, he looked just like a dwarven torch. 49. Our guide, Bennet, tripped over my extended foot and crossed another light beam. Huge spikes came crashing down on him. Luckily, he was able to turn sideways and the spikes only took off an inch of skin from his chest and back. 55 & 56. After pushing the buttons on the walls to the east, Bennet became confused yet a third time. 58. When we stepped into this room, three stone golems came out to greet us. Our guide somehow offended them and they attacked us. Of course, we ran away. INTRODUCTION EYE OF THE BEHOLDER is Strategic Simulations, Inc.'s first ADVANCED DUNGEONS & DRAGONS Legend Series fantasy role playing saga. In this game, the characters are hired by the Lords of Waterdeep to discover the source of an evil presence in the sewers beneath the city. The party must explore the sewers, avoid traps, and battle monsters to discover the source of the evil. EYE OF THE BEHOLDER (EOB) is different from previous AD&D computer role playing games. EOB is based on the AD&D 2nd Edition rules. It is a real time game, where exploration, puzzle solving, and combat all happen continuously in the 3D window. EOB also requires more exploration and puzzle solving than previous AD&D computer role playing games. Because EYE OF THE BEHOLDER is a new kind of AD&D computer role playing game, this clue book is organized in a new way. The Strategy section contains advice on playing EOB effectively, including how to select a party, fight combat, best use spells, choose NPC companions, and defeat specific monsters. The Maps section contains the maps to all of the various levels in the game, but contains no hints or solutions to the puzzles. The Hints sections contains dues to the solution of many of the puzzles in EOB, but it does not contain the complete answers or the locations of the monsters. The Solutions section contains step by step solutions to the puzzles, locations of the monsters, and aroad map of the magic portals in the game. The Treasure section contains lists of the treasures in all of the various levels of the game. This clue book acts as a player's guide to EYE OF THE BEHOLDER. A player can get as little or as much help as he likes. A player who wants to play the game effectively, but who wants to explore the game for himself can read the Strategy section and ignore the rest. A player who wants to play the game but who doesn't want to draw maps can use the Maps section and ignore the Hints and Solutions sections. A player who wants a push in the right direction when confronted by a difficult puzzle can check out the Hints section. And, the player who wants to everything in the game can use the Solutions and Treasure sections so that he won't miss a thing. This clue book assumes that you have read the EYE OF THE BEHOLDER Rule Book and Data Card that came with your game. If you have any questions about how to do specific action, check the Rule Book. If you have any questions about the installation or interface, check your Data Card. Armed with all of this knowledge you sure to be successful in your quest. TREASURE GUIDE This section includes the treasure in EYE Of THE BEHOLDER. This includes both the list of items by level and a list of hints to the "Beholder Special Quest Bonuses" for players who want to get the most out of the game. Items by Level The following lists include all of the main items in EYE OF THE BEHOLDER. If the party finds a lock that needs a specific key or a trap that requires a specific item, use these list so find the nearest place to get what the party needs. Level 1 Location Item 1. 2 rocks 2. Lock picks, halfling bones 5. Rations 7. Two rations, mage scroll of Detect Magic 11. Rock 14. +2 dart 17. Rock 19. Arrow 20. Shield 21. Mage scroll of Armor, cleric scroll of Bless Level 2 Location Item 1. Silver key 7. Potion of Vitality 12. Rations, Potion of Giant Strength, silver key 17. Rations, Silver key 20. Rations 26. Mage scroll of Shield 28. Rock 29. Sling 34. Rations, silver key 35. 2 arrows 36. Rations 37. Stone dagger (portal key) 39. Rations, Potion of Extra Healing 43. Leather boots, rations 46. Rations 52. Potion of Healing 54. Bow 56. Mage scroll of Invisibility 61. Potion of Healing 62. Gold key 64 Rock Level 3 Location Item 3. Silver key 5. Silver key 6. Arrow 10. Cleric scroll of Cause Light Wounds 12. Silver key 13. Arrow 15. Mage scroll of Detect Magic 16. Red gem, +3 dagger 20. Potion of Extra Healing, Potion of Healing 25. 4 arrows, Potion of Speed. red gem 29. Rock 35. Mage scroll of fireball 40. Spear, leather armor, human bones, long sword 42. Rock 45. Rations 49. Shield 53. Blue gem 55. Blue gem 60. Blue gem 61. Blue gem 64. Shield, chain mail, arrow 65. 3 iron rations 71. Wand of Magic Missiles V. Rations W. Potion of Healing Y. Cleric scroll of Flame Blade Z. Rock Level 4 Location Item 5. 3 Iron rations 11. Rock 12. Dwarven key 15. Arrow 16. Rock 18. Rock 20. Ring (non-magical) 21. Arrow 23. Stone Scepter (portal key) 24. Arrow 25. +3 Ring of Protection 32. Mace 35. Mace 38. Dwarven key 47. Robe. medallion (non-magical) 49. Dwarven key 60. 2 Potions of Cure Poison 61. 2 Potions of Cure Poison 72. Dwarven key, Potion of Healing 79. Potion of Healing 81. 2 Potions of Cure Poison 82. +3 Axe called "Drow Cleaver" 83. Cleric scroll of Slow poison. mage scroll of Flame Arrow, Potion of Healing 85. Dwarven shield, dwarven helmet Level 5 Location Item 4. Cleric scroll of Prayer 5. Scale mail, dwarven key 11. Iron rations 12. Iron rations 21. Cleric scroll of Hold Person 22. Iron rations 25. Mage scroll of Haste 26. Stone Necklace (portal key) 27. 6 Rations, stone Medallion (portal key) 31. Poison potion 41. -3 Cursed sling 43. Key 44. Leather boots 45. Ring of Feather Fall 48. Plate mail, mage scroll of Invisibility 10' 56. Rock 58B. Wand of Frost 62. Rock 64. Spear, iron rations 67. Cleric scroll of Aid 68. Iron rations 70. Mage scroll of Dispel Magic 83. Long sword 84. -3 Cursed axe J. Cleric scroll of Detect Magic Level 6 Location Item 7. Kenku egg 9. Kenku egg 10. Mage scroll of Hold Person, 2 Potions of Extra Healing, Wand of Frost 11. 4 Darts 12. Key 16. Kenku egg 17. 5 Kenku eggs 18. 2 Kenku eggs 19. 4 darts 22. Dwarven key 23. Dwarven key 29. Rock 30A. 4 Darts 30B. 4 Darts 30C. 4 Darts 31. 4 Darts 32. Wand of Magic Missiles 34. Dwarven key 35. +1 Dwarven shield 36. Cleric scroll of Cure Serious Wounds, cleric scroll of Dispel Magic 37. +3 Mace 39. Ring (non-magical) 40. Rock 42. Cleric scroll of Flame Blade 47. Stone Ring (portal key) 49. Bracers (non-magical) Level 7 Location Item 5. Cleric scroll of Slow Poison 6. Cleric scroll of Create Food 7. Mage scroll of Fireball 11. Cleric scroll of Bless, necklace (non-magical), iron rations 12. Arrow 13. Ornate shield (non-magical) 19A. Human bones, holy symbol 21. Cleric scroll of Protection from Evil 10', Cleric scroll of Remove Paralysis, key 24. 3Arrows 25. Luck stone Medallion 28. Arrow 31. Potion of Healing, Key 39. +2 Ring of Protection 44. Banded armor 45. Jeweled key 47. 3Arrows 48. Ruby key 50. Mage scroll of Lightning Bolt 51B. Jeweled key 53. Cleric scroll of Cure Light Wounds 54. brow key 56. Mage scroll of Fear 57. brow key 64. Useless Wand (non-magical) 66. Glowing +1 rock 74. +3 Short Sword called "Slicer" 77. +3 Elven Bracers of Defense 80. Ring of Wizardry Level 8 Location Item 5. Ruby key 6. Elven bow, mage scroll of Vampiric Touch 8.  Drow key, Red gem 11. Mages scroll of Shield, jeweled key 12. Drow key 15. Ruby key 23. Drow key 28. Scepter of Kingly Might, robe 30. Flail 31. -3 Cursed Plate Mail of Great Beauty 35. Drow boots 36. Cleric scroll of Protection from Evil 47. Ring of Sustenance 50. Mage scroll of Invisibility 10' 53. Cleric scroll of Hold Person 58. Ring (non-magical), Medallion (non-magical) 61. Cleric scroll of Cure Critical Wounds, cleric scroll of Neutralize Poison, cleric scroll of Prayer 67A. Glowing +1 rock 73. Wand of Lightning Bolt 77. Mage scroll of Ice Storm 78. Lockpicks 82. Cleric scroll of Raise bead, Potion of Extra Healing 86. +3 Long Sword called "Nightstalker" Level 9 Location Item 12. Drow boots 14. +3 Drow shield 20. Chain mail 21. Mage scroll of Invisibility 25. 3 Arrows 32. Drow key 34. Mage scroll of Stoneskin 44. Poison potion 49. Cleric scroll of Detect Magic 57. Human bones, +5 long sword called "Severious" shield, plate mail, helmet, holy symbol, dagger 66. Drow key 70. Potion of Extra Healing 72. 5 Darts (not always there) 73. Cleric scroll of Protection from Evil 10' 74. Cleric scroll of Cure Serious Wounds, cleric scroll of Dispel Magic 75. 5 Darts 79. Cleric scroll of Raise bead 81. Wand of Fireball Is 85. Cleric scroll of Raise bead 88. Spear 89. Mage scroll of Armor 90. Cleric scroll of Flame Blade Level 10 Location Item 2. Plate mail 6. Cleric scroll of Remove Paralysis, cleric scroll of Flame Blade 11. Poison potion 12. Wand of Frost 13. Cleric scroll of Cure Critical Wounds, Cleric scroll of Flame Blade 14. Useless wand (non-magical) 26. Arrow 36. Human bones, skull key 40. Potion of Giant Strength 42. Ring of Feather Fall 43. Cleric scroll of Neutralize Poison 45. Mage scroll of Cone of Cold 46 Arrow Level 11 Location Item 10. Mossy +2 rock 14. +3 Banded armor, +4 long sword called "Slasher" 15. Ring (non-magical) 23. Wand of Lightning Bolt 27. Mage scroll of Hold Monster 37. Luckstone Medallion, cleric scroll of Raise Dead 40. Dwarven Healing Potion 41. Cleric scroll of Cure Serious Wounds 43. Mossy +2 rock, Cleric scroll of Raise bead 48. Drow key, stone Orb (portal key) 56. Orb of Power 57. Drow key 59. Stone Holy Symbol (portal key) 60. Spell Book, +2 Bracers of Defense, +2 Ring of Protection, human bones, +5 dagger called "Flicka", +5 Robe of Protection Level 12 Location Item 13. Ring (non-magical), Potion of Healing 14. Skull Key 15. Necklace (non-magical), Potion of Healing 24. Wand of Fireballs 28A. 3 Orbs of Power 33. Wand of Magic Missiles 34. Rations 35. Rations 36. Rations 37. Rations 43. 2 Potions of Invisibility 49. Portal keys: stone orb, stone holy symbol, stone ring, stone necklace, stone medallion, stone dagger, stone scepter 59. Potion of Vitality, Potion of Invisibility 60. Potion of Vitality, Potion of Invisibility SPECIAL QUEST BONUSES Scattered throughout the game are Beholder Special Quest Bonuses! It is not necessary to complete any of the special quests to win the game. But for each special quest the party completes, they will receive items, EXP and clues to completing the game. These items are not listed in the regular item lists. There are 12 special quests, one on each level of EYE OF THE BEHOLDER. When the party completes a special quest, a chime will sound, and there will be a message. HINTS To give the party a head start, here are eleven clues to the first eleven Beholder Special Quest Bonuses! The clues to the twelfth special bonus are part of the game itself. Good luck! Level 1: The magic that appears to protect may also empower a weapon... Level 2: Match four of what you have the most with their like. Level 3:... Do idols really need to see! Level 4: The courteous adventurer leaves things as they were, but also keeps the dungeon clean. Level 5: All adventurers can benefit from a full pantry! Level 6: Those that are scattered belong together. Level 7: Find the three that hold the key. Level 8: Ancient traps may be turned to your advantage. Level 9: Where it is written, items may pass where you may not. Level 10: Replace the treasure with that which the drow treasure. Level 11: Those second from the ends must differ from the rest. @@@@@@@ ~f~P@ @0 @ hÀ@0 @  (@@p@@0 Z Z0F$d$@ f`c@ @ @ @ @ @ @ @ @ @ @ @ @ @@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@ 2 223~  f  ~level/cave! ... oh, and at the title screen press return to select controls/# of players... (play with mouse it's better...) ok thats about it ... no more time ... gotta play superbase pro 4... (?! haha) l8r... [RYGAR] GUNBOAT Additional Credits Amiga Conversion: Black Hole Software Programmers: Greg Hospelhorn, George Wong Artists: Beckett Gladney, Scott Sava Producer: Sam Nelson Associate Producer: Cyndi Kirkpatrick Tester: Cyndi Kirkpatrick Instruction Card: Jeff Wagner Be sure to store the originals in a safe, dry place, and use the copies when playing or installing the game. Warning! Never remove a disk from a disk drive if the drive light is still on! You may render that disk unusable in the future. GUNBOAT RIVER COMBAT SIMULATION Table of Contents Introduction: Faster Than a Speeding PBR...........................1 Section 1: Startup.................................................5 How to Load Gunboat................................................5 Quick Start........................................................7 Combat Maneuvers...................................................9 Section 2: At Dockside: Taking Command Demonstration Mode................................................12 Practice for Duty.................................................12 Report for Duty...................................................15 Security......................................................15 Identify Yourself.............................................16 Choose Your Mission...........................................18 Arm Your Boat.................................................19 About Your Crew...............................................19 Section 3: Gunboat Systems & Procedures...........................21 General Commands..................................................22 The Pilot's Station...............................................26 The Gunners' Stations.............................................32 When the Mission Ends.............................................37 Section 4: PBR Reference Section..................................38 PBR Technical Specifications & Development History +..............38 The Brown Water Navy: An Overview of American PBR Warfare.........40 Armament..........................................................44 Tactics...........................................................46 Know Your Enemy...................................................50 Vietnam.......................................................50 Colombia......................................................52 Panama........................................................54 Section 5: Troubleshooting........................................56 Page 1 follows: --------------- Faster Than a Speeding PBR San Francisco Bay glittered under the summer sun as the PBR Mark III turned away from Mare Island a cut a long, smooth wake over the northeastern sloughs. From his perch in the bow gunner's turret, Tom Loughry took in the full 270-degree view of crystal clear California sky overhead, and watched a pair of great blue herons rise from the rushes along the near shore. They looked almost close enough to touch. He smiled and settled back as the boat picked up to 30 knots. In his hyperactive imagination, the spark of idea ignited, and caught fire. Loughry was riding high in more ways than one that bright May day. His last entertainment program, the Steel Thunder tank simulation, had just been nominated for Best Simulation Program of 1988 by the Software Publisher's Association - the equivalent of being nominated for an Oscar in software. Accolade Producer Sam Nelson was after to him to create another hit - soon. Steel Thunder had offered simulation fans a degree of immediacy and realism that hadn't been seen anywhere before, and Tom knew that Steel Thunder's program engine had the potential to drive a great naval combat simulation. That afternoon, he also knew that he'd found his boat. Page 2 follows: --------------- In Search of the PBR "I'd been investigating different kinds of boats for awhile," Loughry remembers. "I first looked at big ships like the high- tech Ticonderoga-class cruisers. But big ships usually pitch battles at distances of over 100 miles, hurling missiles and planes you can't see against an enemy you can't see. I was looking for something with an almost visceral immediacy, and that wasn't it. So I looked at small craft, which led me right away to the PBR - 'Patrol Boat, River' - that the Navy developed for use in Vietnam. The high-speed boats and close-combat tactics were exactly what the Steel Thunder engine was built to handle, and I started to get excited. Then I learned that PBRs are still around - and that their main training center is at Mare Island, only two hours from home. So Roseann Mitchell, (Accolade's graphics and animation chief), Sam Nelson (Accolade Producer for the project) and I went up there to take a closer look." For all three, the PBR was the ride of a lifetime. "At one point, the pilot yelled, 'Hang on!,' and spun the boat around in a full- speed U-turn," remembers Loughry. "Roseann held on with only one hand, and lost her grip in the force of the turn. She would have gone over the side if she hadn't run into me first. We'd turned 180 degrees in less than one boat length, at a speed of nearly 30 mph. It was brutal." Loughry spent several hours that day checking out the PBR's systems and capabilites. The Mare Island crew showed him how to pilot the boat, running it in figure 8s and donuts in water in less than two feet deep. And then there were the guns. "Sitting in the bow gunner's turret is like hanging off a 100-foot pole off the front of the boat. You're out there in this lightly armored cubbyhole with nothing but open sky in front of you. There's not even a real seat: you sit on this strap, suspended over the bare hull, with water sloshing around under your feet. It feels really dangerous. Not that the other situations are any more Page 3 follows: --------------- cozy: when you're standing at the stern gun and the boat is underway, your feet are considerably below the water line, and the gun rises just above it. And the midship gunner stands up on top of the engine compartment, between two steel plates that are only about waist high - another vulnerable position. All in all, the most comfortable place on the boat is the cabin: there's no seat, but at least you're inside armored walls that come up to your nose." Setting the Scene PBR warfare was a central plot element in the movie Apocalypse Now, so Loughry figures people who've seen the movie will have a pretty good sense of what PBR combat is like - "the suspense of not knowing what's around the bend, and the intense immediacy of battle." Vietnam was a natural starting scenario, because that's where the U.S. Navy first discovered and perfected modern riverine warfare. "Panama was a natural, too, given its instability," Loughry notes. "I discovered some months before the recent invasion that there were U.S. PBRs stationed down there, and so I put that into the simulation. I had no way of knowing how timely these scenarios were going to become. Colombia is another unstable situation, but the scenarios there are more of a fantasy. There aren't any PBR units down there that I'm aware of - but if we ever got involved, they'd probably be among the first Navy forces to go in." Blood & Guts The up-close-and-personal nature of the combat scenes in Gunboat posed an ethical dilemma - not only for Loughry, but for several other members of the development staff. Most mainstream combat simulations draw the line at showing dead bodies and blood. After plenty of long, lively discussions, it was decided to take Gunboat through that line, for some important reasons. Page 4 follows: --------------- Blood & Guts (continued) "I don't think computer games should show gratuitous levels of blood and gore." Loughry is emphatic. "On the other hand, simulations are designed to communicate some level of reality, and unfortunately, dead and wounded people are the reality of war. Most combat games encourage people to think of war in terms of detached explosions, which is a serious misconception. A couple of times, I started to take the gross parts out - but in the end, I left them in. War seems to have its place in the world, and I'd rather have people take their aggressions out on computer games than on each other." Wild Times One of the Gunboat scenarios includes falling rubble from a 7.1 earthquake. "It's really hidden, so most people will probably never find it... but it's there," Loughry insists. The rockpile is a tribute to the October 17, 1989 Loma Prieta earthquake, which was centered less than 10 miles from Loughry's Santa Cruz mountain home. "Like everyone else in the Bay Area, I had trouble concentrating on my work for a month or so afterward, especially with the almost continual aftershocks rocking my office. It seemed natural to include some sort of monument to the quake, since it was an important factor in Gunboat's development process." From that wild spring cruise, through an autumn of wild arguments, wild earth movements, wild political developments, and a wild pace that would have exhausted almost any other programmer (but seems to come naturally to Loughry), it follows that the final result would be the wildest naval combat simulation ever launched on a personal computer. Page 5 follows: --------------- Section 1: Startup How To Load Gunboat (see Instruction Card for Amiga) Page 7 follows: --------------- Quick Start The following instructions are designed to take you quickly through Gunboat's startup procedures. Follow these steps, and in just a few minutes, you'll be out on the water, on your way your first mission. o If you want to know more about equipment, armament, tactics, or any phase of your Gunboat mission, turn to the appropriate section of this manual. o As a general rule, you can press Enter or the Space Bar to move through the initial setup screens. The resulting scenario will be based on default options. 1 Follow the instructions in the "How to Load Gunboat" section above to reach the Main Menu screen. Use the joystick or arrow keys to select Report For Duty, and press the joystick button or Enter. 2 When the sentry confronts you, refer to the Gunboat codewheel. Line up the boat's class name (outer wheel), type (middle wheel), and designation letters (inner wheel); and enter the answer that appears in the window of the codewheel corresponding to the question. Page 9 follows: --------------- Combat Maneuvers Here are a few of the basic command sequences you'll need to run the boat and keep yourself out of trouble: PBR Startup Sequence 1 Press X to go to Pilot's Station 2 Press F1 to turn on the Main Power 3 Press F2 to turn on the engines 4 Press V to move to the Bow (front) Gunner's station 5 Press F1 to turn on the master power for the bow guns 6 Press F2 to remove the safeties from the bow guns 7 Press F3 (optional) to turn on the spotlight 8 Press B to move to the Midship Gunner's station 9 Press F1 to turn on the master power for the midship gun 10 Press F2 to remove the safety from the midship gun 11 Press F3 (optional) to turn on the spotlight 12 Press N to move to the Stern (rear) Gunner's station 13 Press F1 to turn on the master power for the stern gun 14 Press F2 to remove the safety from the stern gun 15 Press F3 (optional) to turn on the spotlight All your PBR's systems are now on, and you're ready to go. Page 10 follows: ---------------- To Control the Gunboat From the Pilot's Station From the Pilot's Station, use the following commands to change the speed and direction of the boat: Up arrow/joystick forward Throttle forward Down arrow/joystick back Throttle back (use this to move into reverse and back up) ENTER/joystick button Slow down Left arrow/joystick left Turn left Right arrow/joystick right Turn right To Control the Boat from Any Gunners Station From any of the three gunners' stations, use the following commands to change the speed and direction of the boat: F4 Reverse Course F5 Branch left at the upcoming fork in the river or river mouth F6 Branch right at the upcoming fork in the river or river mouth F7 Slow down F8 Speed up Page 11 follows: ---------------- Fire on the Enemy from the Pilot's Station When a possible target appears in your window: 1 Center the target in front of the boat, and press F9 to request a target ID. (This is important: firing on friendly forces is the quickest known route to a court-martial. Your computer gunners won't fire on friendly targets.) 2 Press F10 to order the computerized gunners to open fire on all enemy targets. Press F1O again to order them to cease fire. Fire on the Enemy from a Gunner's Station To fire on a target from any of the three gunners' stations: 1 Go to the station that gives you the best clear shot at the target - and the best weapon to destroy it. To do this, press: V Front (bow) station B Midship station N Stern (rear) station 2 Use the joystick or arrow keys to aim your guns at the target. 3 Press and hold the Enter key or joystick button to release a burst of fire. 4 Press F10 to request additional fire from the other gunners' stations. The computer automatically identifies the enemy, takes aim, and fires from these stations. Press F10 again to order the other stations to cease fire. Page 12 follows: ---------------- Section 2: At Dockside: Taking Command This section contains specific information on preparing your PBR and crew for battle. lt includes instructions for PBR practice drills, dealing with base security and administrative paperwork, choosing your mission, equipping your boat, and taking command of your crew. The Admiral recommends that you review it carefully to thoroughly familiarize yourself with PBR operations. Demonstration Mode The Gunboat Demonstration Mode is essentially a short hands-off mission sequence that lets you see what the simulation looks like. To enter the Demo Mode, load Gunboat. When the Main Menu Screen appears, press D on your keyboard. The mission sequence demo repeats itself in a continuous loop until you press any key to end it and return to the Main Menu Screen. Gunboat will also enter Demo Mode automatically from the Main Menu Screen after approximately 30 seconds if no key is pressed. To run the demo without the sound effects, press S before you enter the demo mode. Practice Mode Gunboat offers three hands-on Practice Modes that are accessible from the Main Menu Screen. The Practice Mode is actually three different drills, each designed so you can master one of the three most critical PBR combat skills: operating the guns, firing grenades, or piloting the boat. Page 13 follows: ---------------- o To enter Practice Mode, load the Gunboat simulation, following the instructions in Section 1. From the Main Menu screen, rotate the joystick or use the arrow keys to highlight the type of practice you want, then press the joystick button or Enter to select. o To leave a Practice Mode and return to the Main Menu Screen, press the Tab key at any point during your drill. When you enter a Practice Mode, everything's already turned on and ready to go. In each drill, there is no set mission objective, no scoring, and no damage inflicted on your boat - though the computer keeps track of the damage you inflict on your targets. Here's how each mode works: Gunnery Practice You're the forward gunner, in place and ready at the bow of the boat. Your drill is simply to return fire on any and all enemy targets. Use the arrow keys or joystick to aim your guns; and press Enter or the joystick button to fire. Other commands include: - Change Slew Rate - This three-way toggle controls how fast the gun mount turns in response to your joystick or arrow key commands. Press once to make slow turns, a second time to make even slower turns, a third time to speed up the slew rate again. F9 Identify Target - Press this to find out more about the target directly in front of you. Page 14 follows: ---------------- Grenade Practice You're the center gunner, located in the middle of the boat along with the M129 automatic grenade launcher. You can send down a hail of grenades on anything with impunity. The practice commands at this station are identical to those used in Gunnery Practice mode described above - though picking off targets with the slower-firing grenade launcher is considerably different than using a smaller gun with a higher rate of fire. Pilot Practice You're at the helm, refining your navigation skills and getting the feel of the boat. The practice runs are conducted in and around Mare Island, California, the Navy's West Coast PBR base. As you cruise the meandering riverways, experiment with the following commands: - Steering Slew Rate - A three-way toggle that controls how fast the water jets rotate in response to your joystick or arrow key commands. - and thus, how fast you turn. Press once to make slow turns, a second time to make even slower turns, and a third time to take full, fast advantage of your boat's 30-foot turning radius. Z Pilot's port (left) station and view X Pilot's center station and view C Pilot's starboard (right) station and view F9 Identify Target Page 15 follows: ---------------- Use the following commands to change the speed and direction of the boat: Up arrow/joystick forward Throttle forward Down arrow/joystick back Throttle back (use this to move into reverse and back up) Enter/joystick button Slow down Left arrow/joystick left Turn left (rotate water jets left) Right arrow/joystick right Turn right (rotate water jets right) The light blue stuff behind you in the water is your own wake - or someone else's. To sharpen your skills, try drawing a perfect figure 8 with your wake. Report For Duty If you`re ready to bypass Practice Mode and get down to business, go to the Main Menu Screen and select Report For Duty. Security You must gain entry to the field operations center and pick up your orders before you're allowed to go cruising around in hostile waters. At the base's main gate, a sentry interrogates you. You can either draw on your extensive knowledge of the scores of vessel types comprising the U.S. Naval forces; or you can refer to the enclosed Gunboat codewheel to get the information he wants. Page 16 follows: ---------------- Identify Yourself PBR units are often assigned to LSTs (Landing Ship, Tank) - large maintenance ships anchored offshore, which serve as a kind of mobile home port. Your encounters with the Admiral occur on the bridge of your unit's LST. At the beginning of each mission, the Admiral first requests that you identify yourself. If you want to review your glorious career, or find out who else is bucking for promotion, press F1 to view the PBR Commanders' File. All the current PBR officers are listed here (up to 14 on a disk), with their individual battle stats, rank, medals, and commendations. This information is updated automatically after each mission. Move the joystick up or down or press the Up and Down arrow keys to cycle through these records. Page 17 follows: ---------------- Press F1 again to return to the bridge. To identify yourself, simply type your name (don't bother with the rank: the Admiral sees your stripes very clearly), and press Enter. NOTE: The admiral tends to be a little impatient with new recruits. Besides being quick on his feet and a keen thinker, he's usually extremely busy - which brings out his nasty temper. Don't make the mistake of keeping him waiting around while you dream up answers to his questions. Efficiency counts. If you're already listed in the personnel file, the Admiral welcomes you. If you're cleared for combat in more than one theatre, he asks you to select the region in which you want to serve. (Your choices increase along with your rank and experience.) Use the joystick or the arrow keys to select your region, and press Enter. If you're new to the riverine units, the Admiral asks: "How should I update my roster?" This is your opportunity to add or change the information in the PBR Commanders' File. Use the joystick or arrow key to select one of the following options: o ADD Add a new PBR captain's name to the list o REPLACE Replace one name with another o REDO Return to the Bridge (If you made a mistake, you can start over again from here.) Press F1 to view the Personnel Files again, if you want. Press F1 again to return to the roster update menu. When all the information in the PBR Commanders' File is correct, press Enter or the joystick button to move on. Page 18 follows: ---------------- Choose Your Mission You gain rank and earn medals by completing missions. Every mission you undertake has a corresponding promotion rank. If you complete the mission successfully, you are automatically promoted to that rank. The Admiral can offer you assignments in one of three areas, depending on your previous experience and achievements. For your first several missions, he assigns you to Vietnam - the birthplace of modern riverine warfare. Once you're promoted to Second Lieutenant, you have the opportunity to battle vicious drug lords and cocaine smugglers in Colombia. Only the elite PBR captains - those who've reached the rank of Lieutenant Commander or above - are entrusted with the politically sensitive missions that keep clear the Panama Canal Zone. Once you've been assigned to a particular battlefront, the Admiral outlines the current missions. You can choose from between 2 and 8 missions, depending on your experience. Use the joystick or the Up or Down arrow keys to cycle through the assignment files. In each file, you can: o Read a brief description of the mission. o Press F2 to view the map of the mission area. The arrow points to your primary mission target. Press the arrow keys to show maps associated with other missions. Press F3 to return to the assignment file that corresponds with the map you are viewing. o Press F4 to view boat and weapons specifications. Use the joystick or the Up or Down arrow keys to cycle through the information screens. Press F3 to return to the assignment file. o Press Enter to accept the mission. The first mission of each scenario is a practice mission in which you are invulnerable to enemy fire. This helps you get the lay of the land, and familiarize yourself with the enemy's positions and armament. Page 19 follows: ---------------- Arm Your Boat The next step is to equip your PBR with the right engine and armament for this particular mission. From the PBR Outfitting Screen, you can press F4 to get more detailed data on the engines and guns at your disposal. Use the joystick or the Up and Down arrow keys to cycle through the information. (For even more in-depth information on these options, refer to Section 4/ Equipment Reference.) To return to the PBR Outfitting Screen, press F3. Move the joystick or use the arrow keys to move up and down the list of engine and gun options. To choose one of the options, press Enter or the joystick button. Fortunately, the ammunition supply for these guns isn't an issue when you're in combat: fuel and ammo are your only cargo, and the boat holds several days' worth of ammo. Remember, however, that your abundant ammo stores are a major attraction for the guerillas who inhabit these rivers: they will pursue you enthusiastically and kill you quite cheerfully to take possession of them. About Your Crew In the real world, U.S. Navy PBRs typically carry a crew of four: a first-class petty officer who serves as boat captain and pilot; a gunner's mate, who controls the forward guns; an engineman, who takes care of the engines and serves as midship gunner; and a seaman who controls the aft guns. All four are crosstrained in each other's tasks - a redundancy that becomes crucial if one or two crew members are wounded. The four crew positions in the Gunboat simulation correspond to each of the positions mentioned above. Your Gunboat crew includes: Page 20 follows: About Your Crew (continued) o The Pilot, who controls the boat's course and speed o The Bow Gunner, who fires the twin M2HB .50 caliber or single .30 caliber Minigun mounted on the front of the boat o The Engineman/Midship Gunner, who handles the grenade launcher or machine gun mounted in the middle of the boat o The Stern Gunner, who fires the gun mounted in the stern of the boat. As a Gunboat captain, it's your job to make tactical decisions, and see to it that your gunners and pilot interact effectively under fire. The next chapter contains more information about each station's operations and capabilities. Once you've selected your assignment and armed your boat, your boat is fully staffed and equipped. The Admiral sends you off with a few parting words. When you press Enter for the last time, you're in the pilot's seat, ready to shove off from the dock. Anchors aweigh! Page 21 follows: ---------------- Section 3 : Brown Water Warfare: Gunboat Systems & Procedures This section covers the systems and procedures for navigating your PBR, commanding your crew, operating the four onboard battle stations, and engaging the enemy in combat - in short, everything you need to know to complete your assigned mission, from the time you leave the dock until the time you return. Every system on board your PBR is monitored and controlled from one or more of the four crew stations. Each station is accurately modeled after the actual stations on the PBR Mark III boats currently in use by the U.S. Navy. Your primary role is that of PBR captain. When you're at the Pilot's Station, the computerized gunners stand by at their stations, awaiting your order to fire. As you become familiar with all the systems and commands used in running and navigating the boat, you can rely less on your computerized gunners, and move from station to station yourself, operating the guns manually while issuing commands to the computerized pilot at the helm. Page 22 follows: ---------------- General Commands These commands are generally available to you at any point during the simulation: ESC Pause Action/Resume Action S Sounds On/Off - Allows you to run the game wihout the music, engine sounds, or battle noises. CTRL Q Exit to DOS Z Move to the Pilot's Port (left) View Screen X Move to the Pilot's Main (center) View Screen C Move to the Pilot's Starboard (right) View Screen V Move to the Bow (front) Gunner's Station B Move to the Midship Gunner's Station N Move to the Stern (rear) Gunner's Station E Engine Sound On/Off - The PBRs huge engines are pretty noisy, especially when you're moving fast. If the roar bothers your concentration, turn it off. Page 23 follows: ---------------- D Detail Level Low/Hi - Reduces the level of simulation detail for added speed on slower machines. TAB Return to Base - When the carmage gets extreme, or the mission's over, this is how you get home again. M Mission Map - Get an overview of your position, and the surrounding area. The maps are based on actual maps of Vietnam, the riverways of Colombia, and the Panama Canal Zone. The Practice Mode maps shows the sloughs and rivers of the northeastern San Francisco Bay, where the U.S. Navy's Mare Island PBR training center and operations base are located. Watch the map carefully when you know that there's an upcoming fork in the river, so you'll be ready to give the computer pilot the right directions when the time comes. Two marks appear on the map to help you keep your bearings: o A flashing arrow indicates your approximate destination o A flashing dot and crosshairs show your current position. The action temporarily pauses while you refer to this screen: , Chase Boat View Screen - The top of the screen shows what your boat would look like from a chase boat following along behind you. Use the joystick or arrow keys to move around and get different perspectives on your PBR. The lower part of the screen summarizes how many enemy targets you've destroyed so far in the course of this mission. Page 24 follows: ---------------- General Commands (continued) NOTE: Don't get too caught up in watching your boat dance gracefully over the waves, or gloating over your kill rate so far. While you're in the Chase Boat, your PBR is in the hands of your computer pilot (who is none too bright), and your gunners hold their fire. Unfortunately, the enemy continues about its ugly business in your absence, and you run the risk of returning to a dead boat with a deader crew. . Assignment Review - After the ninth or tenth tough firefight of the day, you may start wondering why you ventured out here in the first place. It might help to take another look at your mission orders, and refresh your memory. The action pauses while you look at this screen. / Damage Report Screen - A status summary of your PBR's crew and operating systems. When you're under heavy fire, check the Damage Report Screen frequently to find out at a glance which systems you can still use, and how your crew is doing. The action pauses while you look at this screen. Because your PBR is fairly well armored, small-caliber bullets fired on your hull won't slow you down much - though a few well-placed enemy .50 caliber machine gun rounds can do some real damage to exposed crew members, radar and spotlights. You can't repair anything on board while you're in enemy waters: if you take a hard hit, run aground, get stuck, or lose your engines, use any resources you have left to blow away as many of your attackers as you can - and then press Tab to abandon your boat and Return to Base. Page 25 follows: ---------------- NOTE: The status of your PBR's Bilge Pumps is included on your Damage Report Screen and will normally indicate that they are OFF. They automatically come ON when you sustain hull damage. If you sustain enough hull damage, the bilge pumps will not remove water as fast as the water pours in, and you will sink. = Time Compression - If you want to speed things up a little on your way to the front, press this three-way toggle key once. To speed them up even more, press twice - and hold onto your stomach. Because time compression also speeds up the enemy's thinking processes and response rate, press it a third time when you suspect that enemy forces are nearby, or find yourself under fire. This turns off the Time Compression entirely. If you have a slow-running computer, you may want to fight the entire mission with the time compression turned on. Backspace Extra Time Compression - When you find yourself in a long, quiet stretch - or a very big hurry - hold down this key to get maximum time compression. To slow down again, just release the Backspace key. F9 Identify Target - When you have a potential target in view, you can ask for identification. (To get a clearer idea of what kinds of targets you might encounter, turn to Section 5.) Use this command often: shooting at friendlies is one of the better ways to get yourself court-martialed, so this is your insurance of continued job security. Be sure that the target is lined up directly in front of the boat or in your gunsight before you press F9. This key identifies the closest interesting looking target in the area dead ahead. Page 26 follows: ---------------- The Pilot's Station The helm is the central control station for the entire boat, where all the mechanical and navigational systems are located. As captain, you may spend a fair amount of time here: your ultimate success largely depends on your competence at managing this station. To reach the Pilot's Station at any time, press X. When you're at the Pilot's Station, the PBR is under your manual control. The pilot is assumed to be the captain of the boat (that's you), so when the pilot dies, the mission is over. The Pilot's Station includes three view screens. Together, they give you a nearly 270-degree view of the horizon, plus access to all your controls. To view these three screens, press: C to view the right-hand panel X to view the center panel Z to view the left- hand panel Keyboard Commands The following commands can be executed any time you're at the Pilot's Station. All of the corresponding gauges and indicators are located on the center panel - with the exception of the radar screen, which is on the right. F1 Master Power On/Off - The PBR's main power switch. Turn it on to power up the boat. Turn it off, and every powered system on the boat quits. Page 27 follows: ---------------- F2 Engine Power On/Off - Powers up the engines. They take a few seconds to warm up. F3 Radar - The radar display maps the nearby coastline, along with vehicles, boats, surfacing mines, anything else that's nearby and interesting. Use of radar is strictly optional, you may find it useful for "seeing" around corners - and indispensable for getting around at night. The Raytheon 1900/W unit is surface-scanning, and doesn't include sonar, so don't count on it to tell you about underwater obstacles. F9 Identify Target - Gives you a positive ID on any potential target that's directly in front of the boat. F10 Open Fire/Cease Fire - Press F10 to order the gunners to open fire on a nearby target. The gunners who are in the best position to get a clear shot respond immediately. This command does not fire the mortars: to do that, you must move to the stern gunner's station. To cease fire, press F10 again. ENTER Throttle Neutral - Moves the throttle into neutral. Each time you press Enter, the boat slows down a little, until it eventually stops it dead in the water. The throttle stick on the helm comes to rest in a neutral position. Up Arrow/Joystick Forward Throttle Forward - increases power to the water jets, propelling the boat forward. Press ENTER or pull back on the joystick to slow down. The throttle levers at the right of the screen move up as you accelerate, and the RPM gauges indicate how much power you're getting out of the engines. Page 28 follows: ---------------- Down Arrow/Joystick Back Throttle Back - This command drops deflectors down behind each of your two jets, reversing the thrust and effectively putting you in reverse. If you're moving forward when you first throttle back, the RPMs drop down to zero as you slow down, then pick up again as you begin to move backward. The throttle levers at the right of the center view screen move down as you back up. NOTE: The twin engines (especially the big 450-horse-power ones) can create a lot of racket when they're running wide open. In situations where stealth is more important than speed, slow down until you're under the halfway point on the RPM gauges. Running under the full- throttle mark quiets the boat down considerably. Left Arrow/Joystick Left; Right Arrow/ Joystick Right Turn Left/Turn Right These commands rotate the water jets, causing you to turn left or right. If you lose one of the two engines or jets, the boat becomes much harder to steer, and may not respond to your attempts to control it. The steering wheel on the center panel moves in response to your turning commands. - Slew Rate - This three-way toggle controls how fast the water jets turn in response to your commands. Press the minus key once to make slow turns, a second time to make slower turns, and a third time to speed up again. The Slew Rate knob on the center panel shows you current slew rate setting. Page 29 follows: ---------------- Gauges & Indicators The Pilot's Station includes a collection of gauges and indicator lights that can give you a great deal of important information about your PBR's systems. They include: RPM Gauges - One for each engine. They work in both forward and reverse. RPM is a measure of power output, not speed, so don't depend on these as speedometers. Fuel Gauges - Each of the two engines has its own separate fuel tank; these gauges show how much fuel you have left in each tank. You can't transfer fuel from one tank to the other; if you lose one tank in combat, or just run out of gas, that engine is dead for the rest of the mission. Page 30 follows: ---------------- Gauges & Indicators (continued) Water Jet Direction Indicator - The PBR doesn't use rudders to turn: instead, the water jets swivel around, causing the boat to turn left or right. The pointer in this bar shows which way each water jet is trying to point - though whether or not you actually make the turn depends on the condition of your engines and jets, and what's in the water. If your jets get damaged or you lose engine power, the Direction Indicator's accuracy can't be trusted. Engine Status Light - These lights are located right above the power switches for each engine. As long as the light is green, the engine is fine; when it flashes red, that engine is history. Compass - Like any computerized compass, this one expresses your heading as a number between zero and 360 degrees. North is zero; east is 90 degrees; south is 180 degrees; and west is 270 degrees. Clock - Like any other clock. Time Compression Indicator - For a full explanation of time compression, see page 25 above. This gauge shows which of the three Time Compression settings you're currently using. Slew Rate Indicator - The Slew Rate is discussed in the Keyboard Command section on the previous page. This knob shows which of the three Slew Rate settings you're currently using. Computer Pilot When you leave the pilot's station, the computer pilot takes over. Before you leave the helm in his hands, there are a few things you need to understand about this guy. Page 31 follows: ---------------- With a little help from a friend in the base records department, we recently got an unauthorized look at his service record. And all we can tell you is; watch him closely. It's not that you can't trust him (although you may sometimes wonder if he's on the enemy payroll - and in Colombia, your suspicion might be justified); it's just that he's got the decision-making capabilities of your average opossum. According to the commanders who've been stuck with him before, there are some specific situations where he's next to useless: o While you're off attending to other business on the boat, he does his level best to figure out what your course is, and hold to it. But he can't read maps, and the Mission Map looks as tangled to him as the LA freeway system does to the rest of us. When he comes to a fork in the river, or heads toward a coastline, he may remember your previous instructions to branch right or left or he may forget, and make the decision all by himself. Keep a close eye on him - and the map - so you can correct his course before he steers you straight into downtown Phnom Penh. o After several years in the Navy, he finally got the general idea that the best course to take in most rivers is straight down the middle, in the deep water, and well away from shore- bound enemies; and that the thing to do with coastlines is to follow them. (The brass, recognizing this as true progress, promptly promoted him.) But he still forgets sometimes, and has been known to run boats aground. He's especially shaky booming through narrow canyons at high speeds, so it's best if you take over before he drives the PBR straight into a sheer rock wall. Page 32 follows: ---------------- Computer Pilot (continued) o Out on the open sea, he'll just take over from your current helm settings: if you were going straight when you left the helm, he'll keep going straight until he hits Hawaii - or (occasionally) a rockpile along the coastline. If you were turning, he'll keep with it, running in circles forever. And he hasn't the foggiest idea of how to evade boats or other obstacles in the water. The up side is that he does recognize a few commands, and executes those fairly reliably. To issue orders from one of the other stations, use the following keys: F4 Reverse Direction or, in simple language, turn around F5 Branch Left at the upcoming river mouth or fork F6 Branch Right at the upcoming river mouth or fork F7 Slow Down (he'll let you know when you've slowed to a stop) F8 Speed Up (he'll tell you when you've reached maximum speed). The Gunners' Stations The pilot is supported by a crew of three gunners, who operate all the artillery on the boat. Depending on the situation, you can move to any of the the three gunners' stations and take matters into your own hands; or you can rely on the computerized gunners to help carry the battle. To reach the three stations, press: Page 33 follows: ---------------- V Bow (front) Gunner's Station B Midship Gunners Station N Stern (rear) Gunner's Station The three gunners' stations use identical commands, and are equipped with a similar collection of gauges and indicators. Keyboard Commands Use the following commands to control the guns and spotlights at each station. F1 Power On - Turns on the gun's main power supply F2 Gun Safety On/Off - Releases or sets the gun's safety mechanism. The safety must be turned off before you can fire. Generally, you can turn it off at the beginning of the mission, and leave it off for the duration. F3 Spotlight On/Off - Each gunner's station is equipped with a bright spotlight. This toggle switch turns the light on and off. The spotlight is attached to the gun, and moves with the gun in response to your joystick or arrow key commands. The spotlights can be helpful at night, but old-timers suggest that you use them carefully, because they can attract a lot of unwanted attention from enemy forces who otherwise may not have spotted you. Page 34 follows: ---------------- F9 Identify Target - Gives you a positive ID on any potential target that's directly in your line of fire. F10 Open Fire/Cease Fire at Other Stations - Opens fire at all gunner's stations except the one you're at. The other two gunners continue to scan for targets and shoot until you press F10 again to cease fire. The computerized gunners don't fire the mortar launcher. Joystick/Arrow Keys Aim Gun - Move the joystick or press the arrow keys to aim the gun at the target. If the spotlight is on, these commands aim it as well. Enter/Fire Button Open Fire - The burst of fire continues for as long as you hold down the key. - Slew Rate - This three-way toggle controls how fast the gun turns in response to your joystick or arrow key commands. Press the minus key once to make slow turns, a second time to make slower turns, and a third time to speed up again. The Slew Rate knob on your control panel shows the current slew rate setting. Page 35 follows: ---------------- Gauges & Indicators Each gunner's station comes equipped with a small selection of gauges and indicator lights: Compass - Just like the compass on the pilot's station, but this one shows the direction your gun is pointing. This is really useful if you've been moving around the boat a lot, and are getting disoriented. Slew Rate - The Slew Rate is discussed in the Keyboard Command section just above. This knob shows which of the three Slew Rate settings you're currently using. Time Compression - This gauge shows which of the three time compression settings you're currently using. Power On/Off - When this light is on, so you're gun's main power. When it goes off, your gun is dead. Safety On/Off - When this light is green, the gun's safety is off, and it's ready to fire. Red means that the safety is on. Press F2 to turn it off. Spotlights On/Off - If the green light is blazing, so is this station's spotlight. The light turns red when your spotlight is off or has been damaged beyond use. About the Bow Gunner The front gun turret offers the best view on the entire PBR, and you may find yourself spending most of your time up here. After all, in most situations, you're the first to spot danger ahead, and the first to fire on it. It's also the only station equipped with two guns, instead of just one. The Bow Guns rotate a complete 270 degrees, so you can fire on just about anything except the boat's cabin behind you. You can outfit the Bow Gunner's station with a pair of .50 cal M2HB machine guns, or a M134 Minigun. To find out more about these weapons, turn to the discussion of Armament in Section 4. Page 36 follows: ---------------- About the Midship Gunner The engineman/midship gunner stands on a steel platform high atop the engines, just behind the PBR's cabin. Your gun rotate: in a full 270-degree sweep that takes in the sides and rear of the boat but, like the bow gunner's station, you can't turn the guns around to fire on your own cabin. Also (to the relief of the stern gunner, who stands just below you on the fantail), the gun can't be lowered far enough to fire on the stern gunner's station. The Midship Gunner's Station can be equipped with an M129 automatic grenade launcher, or an M6OD .30 caliber machine gun. Both these guns were used in Vietnam, and both are still used on U.S. PBRs today. For a detailed description of each, turn to the Armament list in Section 4. About the Stern Gunner The Stern Gunner is located low down in the PBR's fantail - so low, in fact, that when the boat's underway, he stands almost even with the water. (In Gunboat, you might notice that the boat's stern rises up out of the water slightly as the boat accelerates.) Like the midship gun, the stern gun rotates 270 degrees around the sides and back of the boat. You can't turn it around far enough to fire on the cabin or the midship gunner. The Stern Gunner can be equipped with one M2HB .50 caliber machine gun; an M6OD .30 caliber gun; or a 6Omm mortar that's your best bet for bunkers and bridges. Specific information on each of these guns in provided in Section 4. About the Computer Gunners Because there are three gunners' stations - and only one of you - a team of computerized gunners takes control of the stations you're not currently occupying. The computerized gunners respond to just one command: F10, the order to open or cease fire. They operate according to some very specific rules: Page 37 follows: ---------------- o When the Open Fire order is in effect, the gunners scan for enemy targets, and shoot same without any action on your part. They continue to search and destroy enemy targets until you press F10 again, ordering them to cease fire. o Computer gunners won't fire on friendly targets, which keeps you out of a lot of trouble. o They also don't fire the mortar launcher. You're on your own with that one. o Though they're very supportive and reliable, remember that the computerized gunners generally aren't as accurate as you are. If you're in a tricky situation and want the job done right, it's probably best to move in and do it yourself. A message at the top of the screen notifies you when one of four gunners is wounded. When a gunner is killed, you no longer have access to his weapon. If you were at that gunner's station when he took the fatal hit, the Damage Report Screen immediately appears in front of you. When the Mission Ends Missions can end in one of three ways: o You achieve your mission objective o Your entire crew is killed and your boat is destroyed o You decide to abandon the mission in the middle, and go watch Apocalypse Now. In any of these three cases, press Tab to return to base. The Admiral issues a mission report that evaluates your effort, and summarizes your career status to date. Page 38 follows: ---------------- Section 4 PBR Reference Section PBR Technical Specifications & Development History The PBR (Patrol Boat, River) is a military adaptation of a commerical boat originally designed and manufactured by United Boatbuilders of Bellingham, WA. Over the past 25 years, the U.S. Navy has commissioned three generations of the PBR: PBR Mark 1 (1966) Length: 31' Maximum Width: 11 feet Top Speed: 28 knots Engine: 215hp General Motors diesel truck engine; Jacuzzi water jet propulsion pump. Draft: 18" fully loaded Crew: Four Radar: Raytheon 1900/W surface-scanning unit Cost; $75,000 (in 1966 dollars) As the first U.S.-made PBR, the 120 Mark I boats delivered in 1966 formed the foundation of the U.S. Navy's forces in the Mekong Delta. It was smaller and slower than its successors, but proved the viability of riverine warfare beyond a doubt. Its twin 215-horsepower diesel engines are included as an option in the Gunboat simulation. Page 39 follows: ---------------- PBR Mark II (1967) Slightly longer and more powerful than the Mark I. The protective aluminum gunwales on the Mark II's hull were a major improvement over the Mark I, which was annoyingly prone to being sliced open whenever it made hard contact with rocks, underwater obstacles, or other boats. Over 130 Mark II PBRs were sent to Vietnam between 1967 and 1969. PBR Mapk III (1976) The viciously powerful post-war version of the PBR, the Mark III is the Navy's most current riverine craft. The engines - 450- horsepower monsters with a maximum speed of nearly 50 knots - put out enough power to give a hydrofoil a fair race in open water. In addition, the Mark III is more maneuverable than anything you'll find in Road & Track. You can brake down from top speed to a dead stop, or complete a 180-degree turn, in just a single boat length. On the down side, though, it's somewhat noisier than its predecessors, which means your engine choice often comes down to a question of speed over stealth. In 1978, the PBR Mark III cost about $500,000, minus guns. Over the years, the term PBR (Patrol Boat, River) has described a wide variety of boat types that were outfitted to perform the same function. The PBR in Gunboat fits the Mark II and Mark III specifications described above, but can be equipped with weapons and engines that saw use on the Mark I. Page 40 follows: ---------------- The Brown Water Navy: an Overview of American PBR Warfare Throughout its 200-year history, the U.S. Navy has focused on big boats - enormous ocean-going vessels with tremendous range and firepower; free-floating cities capable of supporting vast military operations by sea, land, and air. Because of this emphasis on dominating the world's oceans, the Navy arrived in Vietnam with only one previous experiment in small-craft riverine warfare: a fleet of tiny boats that had patrolled the coastlines and rivers of Dixie a hundred years earlier, during the American Civil War. Made for the Mekong The beginnings of modern riverine warfare can be traced back to French colonial forces who occupied Vietnam during the early 1950s - and to the Vietnamese themselves, who had used the waterways of the Mekong Delta as major highways (and, on occasion, battlegrounds) for centuries. In 1953, the French designed the first prototypical PBR-type warboats specifically for use on Vietnam's endless riverways, and introduced them as the core of a new Vietnamese Navy that was specially geared toward riverine combat. (Only later did the French officers in charge add a fleet of ocean-going ships.) In 1955, the French turned full control of the colonial navy over to the Diem government. That same year, the first American naval advisors arrived in Vietnam, and immediately grasped the tremendous strategic potential of the Vietnamese Navy's riverine fleet. When the Gulf of Tonkin resolution was passed in 1964, the naval advisors seized the chance to quickly upgrade the fleet with faster, quieter, newer, more heavily armored boats, which would enable them to secure the critical Mekong Delta region. From here, the U.S. and South Vietnamese could dominate all of Vietnam. Page 41 follows: ---------------- To save time and money, the Navy bypassed the usual development process, and went shopping for an existing commercial boat that might do the job. At United Boatbuilders of Bellingham, WA, they found what they were looking for: a slick little jetdriven cutter with a big GM-built engine, and no propellers to get tangled up in sandbars and seaweed. A military contract was issued in 1965, and by March 1966 the first 120 PBR Mark I boats arrived in Vietnam. The Brown Water War The American-made PBR was far faster and more powerful than the earlier generations of riverine craft, and the first U.S. PBR crews found themselves literally writing the book on a whole new type of combat. Every day demanded that they invent new tactics; every season over the next four years saw further evoluion and refinement of their strategies and skills. Over the course of the war, "Brown Water Navy" missions fell into three classes: o interdicting Viet Cong supply lines along the Vietnamese coast; o flushing out NVA guerillas who infiltrated the inland Delta waters (this was especially critical - and tremendously effective - during the 1968 Tet Offensive); o and working in convoy with armored troop carriers and other boats on strike force missions throughout the Mekong region. In the early years of the conflict, PBRs weren't based at onshore docks or harbors. Instead, they were attached to and serviced by LST (Landing Ship Tank) vessels, which were anchored offshore. The crews lived on these ships, the PBRs were supplied and maintained by them, and every mission began and ended there. LSTs would stay at anchor for about six Page 42 follows: ---------------- The Brown Water War (continued) months, providing a floating command base for PBR units, before returning to their own home bases in Japan, Singapore, or the Philippines. Later in the war, as the U.S. established harbors and bases in the Mekong, PBR support facilities were moved onshore. The PBR's size, stealth, and speed inspired its crews to invent some rather imaginative uses for their craft: o On night missions, the crew would cut the engines completely and drift with the current (or wait at anchor in a secluded area), silently biding time, watching. A nearby enemy unit settling in for the night would abruptly find themselves rudely awakened by blinding spotlights as one or two PBRs suddenly materialized out of the jungle darkness with all guns spirting out a rain of fire. o In early 1969, the Navy used giant CH-54 Flying Crane helicopters to airlift PBRs into isolated battlezones that were unreachable by waterway. Their appearance in these inaccessible areas took the Viet Cong by tremendous surprise - an advantage that the PBR units usually turned into decisive victory. o And no, the onscreen reference to waterskiing isn't just a fantasy. Jim Mesko, who has written extensively about Vietnam PBR units, notes: "In reality, PBR patrols were just like any other military operation - long, tedious, boring days that were sometimes punctuated by minutes of sheer terror." During those long, tedious, unbearably hot and humid days on the Mekong, American PBR crews actually did haul out the ropes and skis, and perfected their wake- hopping techniques during a little spontaneous R & R. With its powerful jets and tremendous speed, the PBR was a world- class water ski boat. Page 44 follows: ---------------- Because of their unique role and the singular nature of their missions, the riverine brigades were the only Navy forces who wore jungle-green camouflage fatigues (instead of navy white & blue) as their daily uniform. Within the Navy, the PBR units earned a distinguished reputation as an elite force that never, throughout the entire war, failed to achieve a mission objective. Modern Times The U.S. military's policy of Vietnamization literally changed the face of the PBR crews in the late 1960s. One by one, over a period of months, U.S. Navy crew members trained their Vietnamese counterparts to take over control of the boats. When U.S. forces invaded Cambodia in 1970, the Mekong route into Phnom Penh was opened by PBR units that were over 80% Vietnamese. In the closing years of the war, ownership of the boats passed into the hands of the Vietnamese Navy. And, no doubt, some of those original patrol boats - now over 25 years old - cruise the Mekong Delta to this day. Back home again, the Navy moved forward. In Vietnam, their PBR units had made history as one of the most successful and effective fighting forces in the entire U.S. military. In recognition of the PBR's strategic value, the Navy established two permanent riverine fleets. In 1976, the Navy commissioned the modern PBR Mark III a slightly longer version of the Vietnam-era PBR, with General Motors 450- horsepower engines that are nearly twice as fast as their precedessors. By 1980, the Mark III could be found in the navies of Iran, Sri Lanka, Syria, Cambodia and the Philippines....and throughout the waters of northern San Francisco Bay and the sloughs of the Sacramento River Delta, where new crews come and take their lessons from the pioneering vets of the Mekong's brown water war. Page 44 follows: ---------------- Armament When selecting weaponry for your PBR, take into account the type of targets you're likely to encounter; and the kind of range, firepower, and accuracy you'll need in order to complete your mission. Your choices include: M2HB Browning .50 Caliber Heavy Machine Gun Fire Rate: 600 rounds per minute Effective Range: 1996 yards Ammunition: .50 cal armor-piercing incendiary (API) rounds This hefty gun has been in widespread use since the end of World War I, and was standard equipment on PBRs in Vietnam. After 70 years, it's still a mainstay of the U.S. armed forces and 29 other armies around the world. It's your best choice for stopping onshore light armor and unarmored boats - though somewhat less effective against infantry, due to its slow rate of fire. (Besides, firing API rounds at human beings brings new meaning to the concept of overkill.) GE M434 Minigun Fire Rate: 2000 to 6000 rounds per minute Effective Range: 1250 yards Ammunition: .30 cal bullets The six rotating barrels on this small Gatling gun can churn out a rain of bullets so devastating that the Vietnamese poetically named it "The Muttering Death". Among the aircraft and PBR crews who use it, it's simply called the "Six Pack". Because of its efficency as an anti-infantry weapon, it was installed on the PBRs recently sent to Panama. Page 45 follows: ---------------- Though it can create some interesting holes in unarmored vehicles and buildings, the Minigun's high rate of sustained fire is most useful for mowing down bad guy and tents - making it the best choice for missions in which you expect to encounter mostly infantry. M6OD 7.62mm General Purpose Machine Gun Fire Rate: 550 rounds per minute Effective Range: 984 yards Ammunition: .30 caliber bullets The M60 has been the standard U.S. military machine gun for the past 30 years, and saw heavy use in Vietnam. This version has been specially adapted for use as a pintle-mounted gun on helicopters, armored vehicles, and riverine craft. Belt-fed and gas-powered, the M60 is intended to be used against infantry, light boats, and unarmored targets. (Don't bother firing it at bunkers or houses.) M1 29 Automatic Grenade Launcher Fire Rate: 230 to 450 rounds per minute Effective Range: 1875 yards if you're not moving: about 400 yards if you are. Ammunition: 40mm grenades The M129 was originally designed to be mounted on helicopters, but was later adapted for use by ground forces, tanks, and riverine craft as well. You can't keep up the burst very long - but then again, you probably won't have to: small boats, unfortified buildings, and unarmored vehicles will probably be rendered useless by just one well- placed grenade and anyone unlucky enough to be within 10 yards when one detonates probably won't live to tell about it. It's the best thing going for medium-scale deforestation, turning huts and sampans into piles of straw, and even flattening small villages (if you're up for the nasty court martial that's likely to follow). Page 46 follows: ---------------- M129 Automatic Grenade Launcher (continued) On the other hand, the launcher is hard to aim, and the grenades don't pack quite enough juice to do much damage to structures like bridges or bunkers, so don't waste time and ammo trying. M224 6Omm Mortar Launcher Fire Rate: Launches one HE bomb at a time Effective Range: Approximately 1900 yards Ammunition: M720 high explosive (HE) bombs This isn't used any more, but it was common equipment in Vietnam. The M224 is the heaviest artillery in the Gunboat arsenal, and your only serious choice against bridges, docks, concrete fortifications, and onshore armor. Be sure to aim the launcher carefully, and slow down as much as possible before firing - the vibration and movement of the boat can really cut down on the mortar's accuracy. The M224's extremely slow rate of fire makes it useless in ambushes, unless you're in a fortified position; and it lacks the finesse needed to be very effective against tiny, slow-moving infantry targets. Tactics The first U.S. riverine crews arrived in Vietnam without so much as a book to go by. You don't have to. Here are some tactics, tips, and assorted odd thoughts on making the most of your PBR: For Pilots o Full-throttle is the only way to fly if you're trying to get somewhere - or get away from something - very fast. But most of the time, PBR crews prefer to mosey along at a leisurely pace, with plenty of time to scout the banks and choose their course. Page 47 follows: ---------------- o If you keep your speed low (below half throttle), the enemy is much less likely to hear you - the better for sneaking up on targets. Opening the throttle over the halfway mark makes you a great deal easier to find. o If you approach a target head-on, your bow gunner is the only crew member that can get a clear shot at it. Since everyone wants to get into the act, try to angle in on a target, go your midship and stern gunners get the chance to use their firepower. o PBRs are very light, and draw almost no water - attributes which make them terrific on smooth, shallow rivers, but about the last boat you'd want to take into rough water or high seas. Bear this in mind, and exercise extreme caution when you're out in open water. o Beware of submerged rocks, roots, and sandbars whenever you approach the shore. They can hang you up, bog you down, or damage the boat. The radar screen sometimes provides clues as to their location, but your best defense is to slow down and ease up to the shore. o Recognize the limitations of your computerized pilot. When you're under fire from a fort, are speeding through a canyon, or find yourself in any situation that requires a steady, quick hand on the helm, switch to the driver's station. For one thing, you're no doubt better at evasive driving, avoiding traffic, and making it through a slalom course of mines. For another, he has an annoying tendency to panic under fire and ram the PBR into things like canyon walls or other boats. o Hitting the shoreline or running aground can do more damage to your boat than a bunker's worth of hostile infantry: Page 48 follows: ---------------- For Pilots (continued) o You can do serious damage to your water jets. If just one of the jets gets skewed, your PBR can persistently veer left or right for the rest of the mission. o If both jets get mangled, you're in for a slow, wobbly ride. o If you hit a rock or cliff, you risk putting a hole in your hull. In these cases, your flak jacket does not do double duty as a flotation device. o Use the Backspace or = (equals) keys to turn on the time compression and zip through stretches of friendly or barren territory. Use them until you get shot at, or reach something you want to inspect more closely. One caution: enemy thinking processess also speed up when you use time compression, so turn it off immediately when you discover enemies about. For Gunners o None of the guns on your PBR come equipped with stabilizers. Your aim is cleanest when the boat is stopped, moving slowly, or maintaining an even speed over smooth water; and your chances decrease drastically in rough water, or at high speeds. In order to get the most accurate identification of a target, slow the boat down - especialiy if you're in choppy water. o In most cases, it's easiest to aim using the middle slew rate setting. To refine your aim, slow the slew rate down to the lower setting. o When the boat is rapidly turning, suddenly speeding up, or abruptly slowing down, it's prone to tilt, which can throw off your aim. Be aware of this, and try to compensate. If possible, ask the pilot to slow down, and don't issue Slow Down or Speed Up commands while aiming at targets. Page 49 follows: ---------------- o If the target's moving, don't aim at where it is - aim at where it will be a few seconds from now, when your shell catches up with it. The amount of lead time depends your range, your fire rate, and how fast the boat is moving relative the target. If you try to hit a target that's out of your gun's range, you'll probably miss. o Shoot your guns in short bursts. This gives you time between bursts to check and make sure you're actually hitting something. o The front gunner's station is probably the best seat in the house. You're the first to see trouble ahead, and the first to respond to it. o The spotlights are great for finding your way around at night - but they also advertise your position to enemy. Instead of risking exposure, press F9 to identify targets in the dark. o Keep an eye on the computerized pilot, and anticipate upcoming river forks. Remember, if you don't press F5 (branch left) or F6 (branch right), he'll decide for himself which fork to take, and the next thing you know, you'll be sending the Admiral postcards from Caracas. o There's a right way to mount a bridge assault - and a wrong one. The wrong way is to blast away at the midspan, creating a small gap that the enemy can patch up in less than a week. The right way is to aim at the supports on either end, effectivly undermining the structure of the entire bridge. o It is extremely difficult to get a clean mortar hit at a bridge foundation. Practice, and don't give up on your assault too soon. Page 50 follows: ---------------- For Gunners (continued) o Every gunner's station has a different 180-degree field of view. It's disturbingly easy to get yourself turned around as you switch from station to station, especially if the boat's taking some fast turns. If you're feeling dizzy, refer to the Mission Map frequently to make sure you're still heading the right direction. o It's hard to aim anything very accurately on a fast-moving boat. In situations where you can't do the job with a sharpshooter's finesse, make up for it with raw, unleashed power. Your ammo is unlimited, so it costs you nothing to spray your guns back and forth over the targets and mow `em down - just like in the gangster movies. o When the Good Shot! message appears at the top of the screen, remember that you're not the only crew member aboard - and the comment could be intended for someone else. Know Your Enemy You may encounter scores of different target types on your various Gunboat missions. We've compiled this list to familiarize you with some of the more common enemy resources. Vietnam The Vietnamese scenarios reflect the war as it was in 1970, and the equipment you encounter there is the similar to what the original riverine units faced during those days. Among the unfriendlies you'll meet: Page 51 follows: ---------------- PT76 Tank A light, thinly-armored Soviet-made reconnaisance tank. Watch out for the 76mm guns, and the infantry units that are usually part of the cargo. T55 Tank A Soviet World War II dinosaur with stubbornly thick armor and a wicked 100mm gun. Nothing to do but turn tail and run, or grit your teeth and lean on the throttle - you don't have the armament to deal with it. BTR 6O/BTR 70 Another Soviet export: a fast light-armor infantry carrier, equipped with a .5Ocal machine gun and a 3Omm grenade launcher. Nail it with .50 caliber rounds - before it nails you. RPG7 This Soviet missile launcher isn't as deadly to boats as it is to tanks - though will still put a hole in your aluminum hull. Shoot down the missile if you can; then take out the launcher belore it can fire another one. Machine gun nests These are basically sandbag piles. Use .5Ocal guns or grenades. Bridges You'll encounter a wide assortment of bridges. All of them can be taken down with your mortar launcher and enough persistence. Sampans The natives make these boats out of reeds. Everyone in Vietnam used them, including civilians and the U.S. forces, so you should be extra careful about firing on the right ones. (Blowing up old ladies on the way to market is a good way to get courtmartialed; blowing up your own troops is an even better one.) Page 52 follows: ---------------- Infantry VC infantry wear either fatigues or the standard-issue black pajamas. Be sure to get a good ID before blazing away at them. Trees Green, leafy stationary targets. You don't get points for blowing them up. Docks Used by both us and them, and the civilians as well. Like bridges and sampans, don't blow one up without good ID - or good reason. Your mortar launcher is your best bet. Water Buffalo Hamburgers, anyone? Colombia The Colombia scenarios represent an escalation of the current American war on drugs. You're going up the tropical rivers to clean out drug refineries, chemical storage dumps, docks, and fortified strongholds of the Medellin Cartel. One thing here that you won't find elsewhere: some of the enemy armament you'll come up against is American-made. Even at black-market prices, these high rollers can afford the best. M48 Tank The good old Made-In-America World War II-vintage Patton tank working here for the Other Side. Lucky commanders can get away with lobbing mortars at it. Smart ones just get away. Huey Gunship A big old lumbering U.S. battle chopper outfitted .30 and .50 caliber guns - and sometimes, TOW-2 wire-guided missiles. Your .50 caliber gun should be enough to swat it out of the sky. Page 53 follows: ---------------- Pickup Truck Could be Juan Valdez hauling his mountain-grown coffee beans into town. Or, it could be a small arsenal-on-wheels, complete with TOW-2 launchers and machine guns of varying sizes in the back. If it's the latter, take it out with your .50 caliber gun or grenade launcher. PT 76 Tank Light, thinly-armored Soviet-made reconnaisance tanks. Watch out for their 76mm guns, and the infantry units that are usually part of the cargo. Use your .50 caliber guns. BTR 6O/BTR 70 Another Soviet export: a fast light-armor infantry carrier, equipped with a .50 cal machine gun and a 3Omm grenade launcher. Nail it with .50 caliber rounds - before it nails you. Power Boats Flashy, fast small and medium-sized power boats. They're usually bristling with small arms. Like any unarmored vehicle, it's vulnerable to your .50 caliber gun or your grenade launcher Huts Colombian huts tend to be more substantial than Vietnamese hooches - and require more substantial ammo. But they don't last long in a rain of grenade fire. Machine Gun Nests Your basic stack of sandbags. Use the .50 caliber gun or the grenade launcher. Mortar Nests A sturdy sandbag structure that's reinforced with tree trunks. It houses a single mortar launcher. In this case, fight fire with fire, and go for your own mortar. Page 54 follows: ---------------- Enemy Fortification A solid brick building that probably contains a large salvo of mortars, and possibly other heavy armament as well. Defensive driving is your best best when caught in a hail of fire from one of these fortifications. Generally, the shells tend to fall in an identifiable pattern. A sharp pilot who discerns the pattern can anticipate and evade incoming fire, ensuring that the PBR comes through in one piece. Mercenaries Infantry by any other name. Deal with them accordingly. Panama The Soviets supply most of the armament you'll see in Panama; until very recently, they were a more reliable source of spare parts. T62A A widely-exported Soviet tank with heavy armor and big guns. Not modern, but formidable. Don't even try to stop them. PT 76 Tank A light, thinly-armored Soviet-made reconnaisance tank. Watch out for the 76mm guns, and the infantry units that are usually part of the cargo. The thin armor won't stop your .50 caliber shells. BTR 60/BTR 70 Another Soviet export: a fast light-armor infantry carrier, equipped with a .50 caliber machine gun and a 3Omm grenade launcher. Nail it with .50 caliber rounds - belore it nails you. Page 55 follows: ---------------- Radar Installation Think of it as a sitting duck. It's huge, stationary, extremely visible (that big dish can be seen for miles), and vital to the enemy. It's also very vulnerable to fire from your .50 caliber gun, if you can get within range. Anti-Ship Missiles Positioned to keep the Panama Canal clear of unwelcome traffic, this one means double trouble for you. The airborne missile can wipe you out in mere seconds, unless you slow down, take careful aim with your .50 caliber, and shoot it out of the sky belore it reaches the boat. Even if you succeed, the launcher can instantly lob another one at you - so don't hesitate to destroy the launcher, too. Mi-24 Hind Helicopter In the Canal Zone, these Soviet-made choppers are thicker than mosquitos, and even more annoying. They carry lots of AT-6 Spiral missiles, which they will gleefully hurl at you. On the other hand, they're not the most maneuverable of beasts, so it's not impossible to take out a low-flying Hind with your .50 caliber machine gun. Power Boats Flashy, fast small and medium-sized power boats. They're usually bristling with small arms. Sink them with your trusty .5G caliber machine gun. Trucks/Buildingsd/Infantry Ubiquitous targets. If you can't handle these by the time you get to Panama, you don't deserve your stripes. Statuary Sorry - there are no bonus points for defacing local monuments. Page 56 follows: ---------------- Section 5: Troubleshooting If you have any questions about Gunboat, and you can't find the answers in the manual, our Customer Support folks can help. You can call us at 408-296-8400 between 9 AM and 5 PM Pacific Time, or write to Accolade Customer Support, 550 S. Winchester Blvd., San Jose, CA 95128. Be sure to have your computer handy when you call, and have the following information: your computer's brand and model, its memory and what peripherals are attached. GUNBOAT ------- COMMAND CHART "Go To Station" Commands Pilot's port (Left Station)......................... Z Pilot's Main Station................................ X Pilot's Starboard (Right) Station................... C Bow (Front) Gunner's Station........................ V Midship Gunner's Station............................ B Stern (Rear) Gunner's Station....................... N While In a Pilot's Station Power On/Off........................................ F1 Engines On/Off...................................... F2 Radar On/Off........................................ F3 Steering Slew Rate: Hi/Med/Low...................... - Throttle Forward.................................... Up Arrow Throttle Back....................................... Down Arrow Slow Down........................................... Enter Rotate Water Jets Left.............................. Left Arrow Rotate Water Jets Right............................. Right Arrow Indentify Target.................................... F9 "Gunners, Open Fire/Cease Fire"..................... F10 Detail Level: Low/Hi................................ D While In a Gunner's Station Power On/Off........................................ F1 Gun's Safety On/Off................................. F2 Spotlight On/Off.................................... F3 Aim Slew Rate: Hi/Med/Low........................... - Aim................................................. Up Arrow, Down Arrow, Left Arrow and Right Arrow Fire................................................ Enter "Pilot, Reverse Course"............................. F4 "Pilot, Branch Left"................................ F5 "Pilot, Branch Right"............................... F6 "Pilot, Go Slower".................................. F7 "Pilot, Go Faster".................................. F8 Identify Target..................................... F9 "Gunners, Open Fire/Cease Fire"..................... F10 Detail Level: Low/Hi................................ D General Game Commands Engine Sound On/Off................................. E Sounds On/Off....................................... S Pause Game.......................................... ESC Return To Base...................................... TAB Exit To DOS......................................... CTRL + Q Time Compression Off/On/Hi.......................... = Time Compression While Pressed...................... Backspace Mission Information View Map............................................ M Chase Boat View..................................... , View Assignment..................................... . View Damage......................................... / --*-- HEROQUEST FROM GREMLIN GRAPHICS --*-- Typed by FLUX of CRYSTAL. CHRONICLES OF LORETOME ---------------------- Heed well the words of Mentor, Guardian of Loretome, and I will tell you of times past, of darker days when the empire was saved against all hope. For I fear the darkness is about to return. The fell legions of Morcar, Lord of Chaos, had swept all before them. At the sight of the Black Banner and the massed hordes of Chaos, even the bravest warriors of the Emperor had turned tail and fled, the land was laid waste and all men despaired. But then there came a mighty warrior Prince from the Borderlands named Rodgar the Barbarian. He bore a glittering diamond in his brow, the Star of the West, as worn by the ancient kings of legend. Hope returned and men flocked to his standard, leaving thier hiding places in the hills and forests. Other great heroes joined him. Durgin the fearless Dwarven warrior from the Worlds Edge Mountains. Ladril the Elven fighter mage from distant Athelorn and Telor the Wizard whose sorcery was to save Rodgar on many occasions. For many years Rodgar trained his army, being careful to avoid open battle with Morcar's General until all was ready, but ever harrying thier supply lines, wiping out many orcs and goblins. Then came the day for which Rodgar had waited. His army had grown strong and was well practised. Camping on the high passes, Ladril saw the Black hosts from afar and bade Durgin blow the call to arms on his mighty horn. The armies of Rodgar poured down upon the enemy from two sides, and battle was joined. Many foul creatures and good men perished that day. Yet, as the light of day faded it was Darkness that fled the field. But the victory was not absolute. Morcar and his general escaped beyond the sea of Claws, and even now they plot thier revenge. Soon thier plots wil be ready and the Empire will have need of a new Rodgar. But where are the heroes to equal him? You have much to learn if you are to become as great as Rodgar and his companions. I will help all I can. This book I carry, Loretome, was written when time began. All that ever was and all that ever will be is recoeded in its countless pages. Through Loretome I may guide you, but I may not intervene, least a greater evil befall the World, and Chaos triumphs forever. PLAYING HEROQUEST ----------------- BRIEFLY ------- Hero Quest is a fantasy role playing game, in which you can represent either a Wizard, an Elf, a Barbarian or a Dwarf. Each has their own charrcteristics, thier strengths and weaknesses. The Barbarian and Dwarf, for example, can't cast spells, and the Magician can't utilise certain weapons. The board game can be played by up to five players, with one having to play the part of the Evil Wizard Morcar. In this version, however, the Evil Wizard is 'played' by the computer. The computer controls all the movements and actions of the Evil Wizard, and thus saves you the trouble. THE DICE -------- Throughout the game instructions, 'rolling the dice' is referred to. On the screen, the dice is represented by a spinning coin. The coin is automaticaly 'moderated'. So when you have bought a piece of equipment that will increase the number of dice that you roll, the computer will automatically incorparate this into the dice. How to 'roll the dice' will be indicated later. ON LOADING ---------- Following the loading sequence of Hero Quest you will be presented with an icons menu which will offer you the following choices, the icons are, from left to right: Enter the Quest, Buy Equipment, Create a Character, and Load Other. For the moment concentrate on the 'Create a Character' option. When you are to play a new game of Hero Quest it's important that you go to this menu first. to choose any particular option, move the mouse pointer over the option illustrated, and then click on the mouse button. CREATE A CHARACTER ------------------ Having chosen this menu, a new menu will present itself, allowing you to tailor your game. Each of four characters you can play are represented, and for each one a number of actions can be carried out from this menu. Each action is carried out by moving the mouse pointer over the particular option and then clicking the left mouse button. The options availible are, from left to right. ACTIVE/INACTIVE (above character illustration) --------------- Clicking on this option will toggle between the two choices, and will decide whether that particular character will take part in the next quest. Obviously, if four players are taking part, then all four characters will be active. If there are only two players, then they could either choose one character each, or may choose to represent two each. If there is only one player, then that player can choose whether to go it alone as one character, or to involve up to four characters in the quest. RENAME ------ This will obviously allow you to rename your character. So, if you feel that the name allocated to your character isn't quite right, choose this option. You will then be presented with an alphabet. As you move the pointer over each letter, each will become highlighted in turn. Clicking the left mouse button the pointer will add that letter to your name. Click on 'END' once you are happy with the new name you have given your character. FRESH ----- This will restore any body and mind points lost during a quest. LOAD/SAVE --------- LOAD - This option will load a character previously saved to a disk. If you choose this option, the previously saved characters will be presented on the screen. Highlighting one and clicking the left mouse button will load that character. SAVE - Obviously, this will save a character as he or she currently is, and will allow that character to be recalled later for further quests. When you choose this option, you will be presented with a menu which will allow you to save the character at eight points on the disk. The eight points will be shown, and clicking on any of them will save your character to that point. All four characters can be saved onto one data disk up to eight times each. FORMAT DATA DISK ---------------- This will allow you to create a data disk onto which you can save your characters. If you choose this option, simply follow the on-screen instructions, taking care not to format your game disk. EXIT ---- This will take you back to the main menu. ENTER THE QUEST --------------- This option will allow you to begin the new quest, and should therefore be the last option that you choose. If you choose this option, you will be presented with a list of the quests, which are best played in order. Clicking on any of them will present the scenario on-screen. Underneath is a pannel reading 'I understand Mentor'. Click on this once you have read the scenerio and feel ready to begin your quest. BUY EQUIPMENT ------------- As you play the game, you will find gold and jewels which will increase your wealth. This can be spent on better armour or new weapons that will affect what you can achieve in the game. This option will take you to the 'shop', where the new equipment can be bought. Once you are in the shop, buying anything is pretty straightforward. Each of the four player characters is illustrated at the top. Clicking the mouse pointer on any of them will make that character the current 'shopper'. The name will appear to the left on the screen, whilst their current money ststus will be shown on the right. Underneath is a list of all the weapons and armour, along with thier price which is shown to the right. To buy any particular item just click on it. Providing you have enough money, that item and the benefits it carries, will now be yours. Descriptions of all the items available, and their effect upon the attributes of your character are included in the spell book at the end of the instructions. Once you have finished buying your equipment, the next player clicks on his character, buys what he wishes, and so on. Once all players have finished, clicking on 'Exit' will take you back to the main menu. LOAD OTHER  ---------- This menu will be used to load the Scenario and Data Disks which Gremlin will be issuing over the next few months. When you choose this option, make sure you have inserted the expansion disk first, and then just follow the on screen instructions. HEROQUEST - THE RULES OF PLAY ----------------------------- The following rules are primarily the rules of the board game. Veterans of the board game should read this section, however, as some of the rules have been slightly altered to enhance gameplay in the computer version. PLAYING HERO QUEST ------------------ To play the first quest, choose 'The Trial' from the Quest Menu. The scenario will be presented on the screen. The scenarios are also recorded at the end of this manual should you need to refer to them whilst you are playing (are they bollocks i've done enough typing for one day). Before you start to play, read through the following rules. ORDER OF PLAY ------------- In each game, the Evil Wizard is represented by the computer. Each player moves in turn, starting with the player nominated by the Evil Wizard. The character nominated will be shown in the top left hand corner of the screen. Each character begins the game in a square next to the stairway, which is also the exit at the end of any game. When it is your turn, you are allowed to carry out two actions. You are allowed to move, and either fight, search or cast a spell. You may move first, then carry out the other action, or act first and then move. You may not move, then carry out an action, then continue to move. You aren't obliged to carry out any action on your turn, and you may choose to just move. When it is the Evil Wizards turn to play, which will happen after every player has taken his turn, the Wizard may move some or all of his characters. He moves each monster in turn. The movements and actions of the Evil Wizard will be displayed on screen. MOVEMENT -------- The squares in the playing area are divided into two types: rooms and passages. Which is which is pretty self evident. Each character will use the mouse, as instructed later, to determine the number of squares they may move on their turn. A player does not have to move the full distance indicated by the dice total, and may move any number of squares not exceeding the dice total. Monsters have a predetermined maximum number of squares without needing to roll the dice, and again the Evil Wizard can move them any number within the maximum. When moving characters and monsters may not: 1. Move diagonally 2. Move onto an occupied square. Character players and monsters may, however, pass through an occupied square, provided that the player controlling the obstructing character allows you to pass. Otherwise your move must take another route or stop. Once a player has completed their move, it will move onto the next player. How to effect movement on the computer is instructed later. OPENING DOORS ------------- Character players and monsters can only enter and leave rooms through open doors. Monsters cannot open doors. Character players may open doors by moving onto the square in front of it, and clicking on the 'Keys' icon, as indicated later. Character players do not have to open a door if they do not wish to. Opening a door does not count as a move. Having opened a door, a character player may keep moving if he has any movement left on his turn. Once opened, a door remains open for the remainder of the game. Door opening can be done manually, by using the 'Keys' option, or automatically: If you use the pointer to indicate that you wish to reach a square beyond a doorway, then the computer will automatically 'open' the door for you. COMBAT ------ Combat is split into two stages: attack and defence, but both are moderated by the computer. The attacker rolls his dice once to score as many skulls as he can. The defender then rolls his dice once to cancel the skulls out by rolling shields. ATTACKING --------- To attack a monster or a character player, you must be either in front of, behind or directly to the side of that monster or character player. You cannot attack diagonally, except in special instances indicated in the Spell Book at the end of the instructions. Once you are in position to attack another character, click on the combat icon, and the screen will now flip to the map screen. You must indicate the character that you wish to engage in combat by clicking the pointer over the representation of that character. Once this is done, the screen will flip to the combat screen. Although from this point on the battle is moderated by the computer, what will happen is this: You will roll a number of special combat dice (with shields and skulls). The number of dice you roll is dependant upon which character you are representing, and are as follows: Wizard 1 Dwarf 2 Barbarian 3 Elf 2 For each skull you roll your opponant will lose one body point, unless he can successfully defend himself. If you fail to roll any skulls, the attack is wasted and your opponent need not defend. The number of attack skulls rolled are indicated in the bottom left hand corner of the combat screen, and the number of defence shields rolled by the other character are shown in the top right hand corner of the combat screen. DEFENDING --------- To defend, a player rolls the number of special combat dice allowed for his character in the defend category. The character players and the monsters must try to roll shields to defend. Each shield rolled cancels one skull rolled by the attacker. Once the result of the defence has been determined, the computer will update the various scores for the player and the monster he was fighting. When a characters body points reaches zero, the character is eliminated by any roll of a skull for which they fail to roll a shield. Eliminated characters and monsters are immediately removed from play. When a player is eliminated, all the gold and weaponary that the eliminated character was carrying will be returned to the place of origin. In the instance of some special weaponary, this will mean that the players left alive may have to retrace thier steps to an earlier quest and capture that weapon again. If an attacker has successfully defeated the combatant at the start of his turn, he can now continue to move. MAGIC ----- There are two characters in the game who may use magic, the Elf and the Wizard. No other character can use magic. There are four sets of spells, each consisting of three different types. The sets are Earth Magic, Water Magic, Air Magic, and Fire Magic. At the start of each game the Wizard will choose three sets of spells, and the Elf one. The Wizard chooses on set, then the Elf chooses his set, and the Wizard gets the two remaining sets. If either the Elf or Wizard is not playing, then the other character able to use magic will be able to choose which of the spells he wants to use. Again, the Elf is limited to one set of spells, and the Wizard to three. CASTING A SPELL --------------- When it is their turn, the Wizard and the Elf characters will have the option of casting a spell instead of attacking. A spell may be cast either before or after moving. You cannot use part of your move, cast a spell and then move again. Spells can be cast at monsters or characters players providing they are visible to the spell caster, unless the spell indicates otherwise. Characters in the same room are always visible, whilst figures in passages or in different rooms are only visible if an unobstructed straight line can be traced between the caster and his target. If the line passes through a closed door, wall or another character, then the line is obstructed and the spell cannot be cast. The spell caster can always cast a spell on himself. Each spell may be cast just once during the course of each quest. Once cast, the spell card is discarded By now, you will be familiar with enough rules to be able to take part in the first quest. Once you are in the quest, all of the players that are taking part in the game will seen in a room on the screen, on a playing area surrounded by a number of icons, each of which has a particular function, their functions are as follows: (starting at the top, and working anticlockwise around the playing area). 1. Current Character Attributes 2. Current Character 3. Next Character 4. Combat 5. Unlock 6. Search for Traps or Hidden Doors 7. Search for Treasure 8. Inventory 9. Map 10. Move 11. Spinning Coin CURRENT CHARACTER ----------------- The current character. To his right the four numbers indicate, from top to bottom, Cash, Body points, Movement allowed this turn and Mind points. NEXT CHARACTER -------------- This will end the turn of the current character, and move onto the next character. SEARCH FOR TRAPS/HIDDEN DOORS ----------------------------- This will search the location of the current character for any traps or hidden doors. COMBAT ------ This will allow you to fight another character. UNLOCK ------ This will unlock a door provided the current player is in the square directly in front of it. SEARCH FOR TREASURE ------------------- This will search the current player location for any treasure. The result of the search will be presented on the screen. INVENTORY --------- Will provide an inventory of everything the current player has, or is carrying. You can carry out certain actions from the inventory. To the right on the inventory screen are four icons, representing from top to bottom: Potions carrried, Weapons carried, Armour carried, Tool Kit, and underneath these four the 'EXIT' icon. In order to drink any potion, or use the tool kit, for example, click the pointer onto the icon, and follow the on-screen information prompts. MAP --- A map will be shown indicating the current location of all players, and all areas of the map that have been explored. MOVE ---- The four direction keys indicate the four directions that the player can move in. Each direction that the current player can move is highlighted. An alternative way of moving is, once you know how many squares you can move, click on the square you wish to reach, and provided that you have enough movement points, your player will automatically move to that square. SPINNING COIN ------------- At the start of each turn, the dice, represented by the spinning coin will be seen at the bottom of the screen. Clicking on the left mouse button will freeze the coin, indicating the number of squares you will be allowed to move this turn. SEARCHING --------- Characters may also search instead of making an attack or casting a spell. The search can be made either before or after moving. Characters may not search if they are adjacent to a monster or if there is a monster in the same room or passage. Monsters never search. When a player searches he searches the whole room or passage in which he is standing. Players must identify what they are searching for, and will be prompted by the Evil Wizard to identify it on the screen. They may search for either secret doors and traps, or treasure. SECRET DOORS AND TRAPS ---------------------- Secret door tiles are only shown in the dungeon if a character player finds them by searching. Trap tiles are only placed if found by a search or if triggered by a character moving onto the trapped square. Pit traps and falling block traps are shown when found. Spear traps are rendered harmless when found, so they are not represented graphically, but a message will tell you when one is triggered. Trap tiles may be removed from the board if any character who has the tool kit equipment is adjacent to the trap. The Dwarf may automatically remove any trap tile he is adjacent to. He may only remove one trap per turn. Secret doors may be found by searching on either side of the wall in which they are placed. Once found, secret doors remain visible and open for the rest of the game. TRAPS ----- Traps are not shown in the dungeon until a character player either searches for traps or moves into a square containing a trap. Once a player has set off a trap, he can do nothing more until his next turn. Monsters do not set off traps. They may move freely through squares that contain hidden traps. Once a trap has been discovered, the monsters must obey the same rules as the players. PITS ---- Once a pit trap has been triggered, it remains on the board as an obstacle. Any character who stumbles into a pit trap will automatically lose on body point. He will then climb out of the pit but his turn will be over. JUMPING A PIT ------------- Characters and monsters may attempt to jump across a pit trap. They must have enough movement to get across the pit, counting the pit square as one space. There must be an unoccupied space adjacent to the pit for the character to jump onto. In order to attempt a jump, a player simply clicks on the square beyond the trap as the square he wishes to reach. There is a chance, however, that in attempting to jump a pit, a player may stumble and fall. Again, in this instance, the player will lose one body point and his turn will be over. FALLING BLOCK ------------- When a character player moves through a square containing a falling block trap, a block will fall. It will land into the adjacent square, blocking the way. Any character or monster in the square into which the block falls must roll three combat dice. The victim will lose one body point for each skull rolled. SPEAR TRAP ---------- Any player who triggers a spear trap will lose one body point if he rolls a skull on a combat dice. The spear trap will only effect the first character to enter the square. Subsequent characters who move through this square will be unaffected, as the trap can only be triggered once. TREASURE CHEST TRAPS -------------------- Some of the treasure chests contain traps. The effects od these traps will be displayed on your screen. If a player searches for traps in a room that contains a treasure chest the trap is found and rendered harmless. TREASURE -------- Some of the Quests provide details about specific treasures which can be found by searching. If a character searches for treasure in the appropiate room the treasure will be revealed. Monsters may not move treasure chests. Whenever a character collects some treasure, generally in the form of gold or jewels, it's value will be automatically recorded on their inventory. Some of the treasure is not treasure at all. Instead, it could be a ferocious wondering monster. If there is no square adjacent to the character who found the treasure, the monster will appear on any other square in the room or corridor. In this case the monster may not, however, attack other characters. You are now ready to take part in the first quest. You are acquainted with all the rules. Keep these rules by you whilst you find your way around the first quest. Once you have completed one quest, you should be able to find your way aroud the game without the rules to hand. THE QUESTS ---------- Once you have played through 'The Trial', you are ready to undertake the other quests. These should be played in the order they are presented. COMPLETING A QUEST ------------------ The character players complete a quest successfully if they achieve the objectives described in the quest introduction. If they fail to do so, a quest may be attempted again. The Wizard always begins each game with a full complement of monsters. Characters escape the dungeons by stepping onto a stairway tile, which is also the starting point of every quest except the first one. BETWEEN QUESTS -------------- If your character survives, you may keep him and use him again in subsequant quests. In this case, you may keep any Quest treasure you may have found, and you may spend any treasure recorded on your character inventory to purchase better equipment. You may not keep ordinary Treasure cards. The character players may restore their characters body and mind points to their starting value before beginning a new Quest by using the 'Fresh' option. BUYING EQUIPMENT ---------------- The Book Of Magic indicates the spells, and a description of the equipment available for purchase, plus some of the unique weapons and equipment you might find throughout your quests. Buying equipment is fully explained above, and once bought, any advantage that the equipment might have is automatically attributed to the character who bought it. The spear and staff, for example, allow characters to attack diagonally. A character may not buy equipment if he does not have enough money to do so, but money can be accumulated and kept from quest to quest. MISSILE FIRE ------------ Some weapons may be thrown, whilst the crossbow may be fired. When firing the crossbow or throwing a weapon the procedure for rolling combat dice in an attack and defence remains the same. Your opponent must be visible, as with casting a spell. There is no maximum range for firing the crossbow or throwing a weapon. However, you may not use the crossbow or throw a weapon if you are adjacent to your opponent. HEROQUEST - BOOK OF MAGIC ========================= AIR SPELLS ---------- SWIFT WIND ---------- This spell can be cast on any one player. That player will then have the equivalent of twice as many dice the next time he throws. The spell is then disgarded. TEMPEST ------- A small tempest is created which envelops one monster or player of your choice. That monster or player will then miss their next turn. The spell is then disgarded. FIRE SPELLS ----------- BALL OF FLAME ------------- This spell may be cast at any one monster or player. It will inflict two points of Body damage. The victim may roll two defence dice, and for each shield he may reduce the damage by one. The spell is then disgarded. COURAGE ------- This spell may be cast on any one player. That player may then throw two extra dice each time he attacks, until the spell is broken. The spell is broken when there are no more monsters visible to that player. The spell is then disgarded. FIRE OF WRATH ------------- This spell may be cast on any one player or monster, anywhere on the board. It will seek out your enemy and inflict one Body point of damage, unless your opponent can roll a shield on one combat dice. The spell is then disgarded. EARTH SPELLS ------------ HEAL BODY --------- This spell may be cast on any one player. It will restore up to four Body points that have been lost. The spell is then disgarded. PASS THROUGH ROCK ----------------- This spell may be cast on any one player. That player may then move through walls when he next moves. The player may move through as many walls as his movement will allow. The spell is then disgarded. ROCK SKIN --------- This spell may be cast on any one player. That player may then roll two extra combat dice in defence, until the spell is broken. The spell is broken when that player is wounded. The spell is then disgarded. WATER SPELLS ------------ WATER OF HEALING ---------------- This spell may be cast on any one player. It will restore up to four Body points that have been lost. The spell is then disgarded. SLEEP ----- This spell will put one monster or player to sleep. He may try to defend himself by rolling one dice per Mind point. If he rolls a shield he is unaffected. Once asleep he may not defend if attacked. He will awake if he rolls a six at the start of the turn, or if attacked. VEIL OF MIST ------------ This spell may be cast on any one player. That player may then move unseen through spaces that are occupied by other players or monsters the next time he moves. The spell is then disgarded. WEAPONS ------- BROADSWORD ---------- The Broadsword allows you to roll three combat dice in attack. May not be used by the Wizard. BATTLE AXE ---------- The Battle Axe allows you to roll four combat dice in attack. You may not use a shield when using the Battle Axe. May not be used by the Wizard. CROSSBOW -------- The Crossbow allows you to roll three combat dice in attack. You may not use the crossbow against an opponent who is adjacent to you. May not be used by the Wizard. STAFF ----- The Staff allows you to roll two combat dice in attack. The staff may be used to attack diagonally. SHORT SWORD ----------- The Short Sword allows you to roll two combat dice in attack. The Short Sword may be used to attack diagonally. This weapon may not be used by the Wizard. SPEAR ----- The Spear allows you to roll two combat dice in attack. The Spear can be used to attack diagonally. You may throw the Spear, but if you do so you lose it. This weapon may not be used by the Wizard. HAND AXE -------- The Hand Axe allows you to roll two combat dice in attack. You may also throw the Hand Axe, but if you do so you lose it. The Wizard may not use this weapon. ARMOUR ------ PLATE ARMOUR ------------ Plate Armour allows you to roll four combat dice in defense, but you may only roll one dice for movement whilst wearing the Plate Armour. May not be used by the Wizard. CHAIN MAIL ---------- Chain Mail armour allows you to roll three combat dice in defence. May not be used by the Wizard. CLOAK OF PROTECTION ------------------- The Cloak allows you to roll one extra dice in defence. May only be used by the Wizard. BRACERS ------- The Bracers allow you to roll one extra combat dice in defence. May only be used by the Wizard. THE SHIELD ---------- The Shield gives you one extra combat dice in defence. May not be used by the Wizard. THE HELMET ---------- The Helmet gives you one extra combat dice in defence. May not be used by the Wizard. TOOL KIT -------- The Tool Kit enables you to remove any trap that you find. Roll one combat dice. On the roll of a skull, the trap goes off and you lose one Body point. Once you have rolled the dice the trap is removed. SPECIAL EQUIPMENT ----------------- ORCS BANE --------- The sword, Orcs Bane, allows you to roll two combat dice in attack. You may attack twice if you are fighting Orcs. SPIRIT BLADE ------------ Spirit Blade allows you to roll three combat dice in attack or four dice in attack against undead creatures, Skeletons, Zombies and Mummies. BORIN'S ARMOUR -------------- Borin's Armour allows you to roll four combat dice in defence. WAND OF RECALL -------------- The Wand of Recall allows you to cast two spells instead of one during your turn. TALISMAN OF LOVE ---------------- The Talisman of Love allows you to increase your Mind points by two as long as you have the Talisman in your possesion. Typed by Flux/Crystal 01/05/91 SEWER SOFT presents Hill Street Blues Introduction "Welcome to the Precinct, Capt. Furillo. I'd better warn you, Hill Street is a tough neighborhood - the toughest. There's tension on the streets and bad types lurking in dark corners, waiting for a chance to prey on the unsuspecting public, to make a quick buck with an opportunistic bag-snatch, or worse... much worse. Not everyone's on the make - most of the residents in the area are good people, but they are easy pickings for someone with little experience and a real bad attitude. "The public need protecting - not by vigilantes, or self-appointed "keepers of the peace" but by the proper authorities - the men and women trained to do the job - the professionals. And you've got a good team of professionals at the Hill Street Precinct, Captain, they're the best... they need to be." In the role of Capt. Furillo, you have complete control of all the forces and resources of the Hill Street Precinct. The officers, their vehicles, the full power of the Justice system and, if need be, the strong arm of the law are all at your disposal. Use them wisely and efficiently. Keeping the streets safe is important, but people do not want their neighborhood turned into a battle- ground. Start a war on the streets and the Mayor gets edgy, very edgy. Edgy enough to start looking for a new Captain, maybe? Loading the Game Amiga: Insert disk and switch on machine. Controls Hill Street Blues is played by using a mouse, which will enable you to control the mouse pointer. As a general rule, "clicking" the left mouse button will activate an icon or active area of the screen, and "clicking" the right button will exit from current sub-screens. The universal Cancel icon will exit from alternative modes during the game. Introduction Sequence Hill Street Blues will give you a chance to familiarize yourself with the various characters invloved in the game during the introductory sequence. Press a key or mouse button to bypass this section. Playing the Game Hill Street is a simulated city with a high level of realism and complexity. With careful planning and wise use of the police resources, you must control its criminal elements. Crimes will occur and you must act swiftly and efficiently to deal with them. Act too slowly, and you will find that the streets are out of control. Act too hastily and you will make mistakes. The people of Hill Street do not take kindly to this - they are not keen on gun battles and corpses littering their sidewalks. They want a safe and peaceful neighborhood, and will push for a change in the police captain if your popularity falls too low. All the inhabitants of the area are unique, having their own individual appearance and behaving in their own specific ways. Trains are timetabled, commuters will wait on platforms and vehicles will obey traffic regulations. The game has its own "realtime" - night and day cycles are fully implemented and the behavior of the Hill Street inhabitants alters in accordance with their own daily schedules. People react to events in the Precinct in a realistic way - pedestrians finding corpses on the sidewalk will tend to lose confidence in the police force. Traffic follows the rules of the road, but congestion and traffic jams from excessive use of roadblocks will lose the police force popularity. Frequent gunbattles on the streets will also tend to reduce public confidence. Roll Call The game will begin with Roll Call and then you will be presented with an opportunity to organize the patrols. The screen will present a schematic view of the Hill Street Precinct, with the crime rates displayed in the various patrol areas. Click on the officer's name, then the patrol in which you wish to place them. Crime rates will tend to be reduced just by the presence of an officer on patrol, but position them wisely so that they can easily get to one another if any officer should require backup. This Patrol screen can be accessed at any time by going to the office - move the cursor pointer to the door and click on the left mouse button to enter. Click on the right mouse button to exit. The Main Game Screen The top section displays a birds-eye view of the streets and blocks of the Precinct. The game itself is played from this perspective. It will display the area around your currently selected officer, and will scroll to follow his progress. In the bottom left hand corner is either AJ Hill (the radio operator), your police belt, or the dashboard of your car, depending on your current mode of transport. AJ will inform you of crimes as they occur. The game time and date are also displayed. In the bottom right of the screen are the control icons. From here you can access all the various options for Hill Street Blues. These icons are: 1 - Arrest suspect 5 - Use radio (in car) 2 - Enter car 6 - Use radio (on foot) 3 - Exit car 7 - Select officer 4 - Approach suspect 8 - Enter office 9 - Study map 14 - Save game 10 - Park car 15 - Load game 11 - Drive to selected destination 16 - Move left 12 - Assume direct vehicle control 17 - Move right 13 - Assume direct officer control 18 - Move up 19 - Move down 24 - Call out SWAT team 20 - Approach suspect 25 - Siren mode 21 - Send officer to selected destination 26 - Radio for back-up 22 - Cancel 27 - Call out the coroner 23 - Set up roadblocks 28 - Use firearms 29 - Stop 30 - Warn suspect 35 - Savegame4 31 - Load/Save 36 - Savegame5 32 - Savegame1 37 - Savegame6 33 - Savegame2 38 - Radio for paramedics 34 - Savegame3 39 - Radio description back to computer operator 44 - Officer Bates 40 - Officer Coffey 45 - Officer Belko 41 - Officer Hill 46 - Officer Hunter 42 - Officer Washington 47 - Officer Goldblume 43 - Officer Renko 48 - Officer Bluntz Furillo's Office Enter your office by clicking on the office icon at any time. From here you can access the Computer, the Precinct Map, the Patrols and the Officer/Game Statistics. The Police Computer Use this by clicking anywhere on the desktop computer. Stored on the computer are details of all unsolved crimes. From here you can browse through the case details and select a crime to investigate. Use the Previous and Next icons to search through the records. Select the magnifying glass icon to accept a crime for further investigation, then select the officer you wish to handle the case. The computer processes the crimes intelligently - along the base of the screen are displayed other victims of similar crimes who have given a description which matches the current photofit - this should give you help on deciding which cases are worth investigating first, since by solving them you are likely to solve several other unsolved crimes perpetrated by the same person. Additionally, it is possible to radio back to the computer a description of a suspect, so that it may be compared with photofits already stored. The Wall Map This is also accessed from Furillo's offic- click on the wall map. This displays a miniature layout of the Hill Street Precinct. The officers on patrol will be indicated by small highlights. Click on the right mouse button to exit. Officer Statistics By clicking on the filing cabinets you can access a display of all the details of your officers, and an overview of the game as a whole. Click on the portraits of the officers to reveal their details. Click on the upper section of the screen to view an overview of the game - crime rates, your popularity, body - counts etc. Main Game Control Officer Selection Click on the Officer icon, then the portrait you wish to control. A second portrait will then be displayed to the left. Officers who are injured and unavailablee will be deselected. Be careful not to select an officer for an investigation who is required for court duty that day. You have 9 officers at the precinct. Their individual statistics may be examined by use of the filing cabinet in your office. Officer Hunter has access to the SWAT team if you feel that use of this is necessary. The officers can all be used simultaneously by sending them individually to different crimes (or perhaps the same one). The Game Map In addition to the wall-map in the office, there is a game map. This is accessed by clicking on the Map icon. Moving the mouse pointer and clicking on a location will reveal its name. If you have selected a crime for investigation by an officer, and you are using the officer currently, then a highlight will show you the scene of the crime. Click om a location and then exit (right button) to select it. Travelling to the Scene of the Crime Once you have selected a crime to investigate, have chosen your officer and have found and selected the scene of the crime, you must send your officer there. You may send them by car or on foot. This will depend on the location - some areas may be easier to get to on foot. Travelling on Foot Click on the icon with the officer standing in front of a building. This will send the currently selected officer to the selected location on foot. The screen will follow the officer as they make their way. You may take direct control over them by clicking on the Control Officer icon. You will then have four direction arrows to move them, plus Stop and Cancel. Travelling by Car Click on the Enter Car icon, then the Drive to Destination icon. The police cars operate in a similar manner to the walking option, with the exception that they must follow the traffic system. On the way to the scene of a crime, you have various controls over the police vehicle. You may select to switch on sirens (Overtake  icon) in order to arrive more quickly at your destination - other vehicles will allow you to pass. Excessive use of sirens may cost you popularity, though. You may select the Park icon to stop before reaching your destination - useful if you see another crime in progress and wish to stop and deal with it. If you find a suspect in this way, you can radio their description back to the computer (click on the Radio + Photofit icon). You can call for assistance by radio (Radio + Officer icon). At the Scene of a Crime If you have driven, then your car will automatically park once the destination has been reached. Click on the Exit Car icon to get on foot. You must now explore the scene of the crime - click on the Control Officer icon and then use the arrows to move them. If someone is lying injured, call the Paramedics to the individual. If someone has been murdered, call the Coroner. Explore the area and walk up to bystanders to see if they match the description you have for the suspect (red arrows will highlight a recognized individual). Watch out for anyone behaving suspiciously - either avoiding you or running away. If you have a suspect then you can choose to either: 1 Approach and warn them 2 Approach and arrest them 3 Shoot them If you decide on options 1 or 2 then click on the Approach icon, then your suspect. Click on the Ticket icon to warn them. This will have the effect of reducing their likelihood of recommitting. Click on the Handcuffs to arrest them. You will then automatically escort them back to the station (either on foot or in the car depending on which is nearest). If you have a potentially violent criminal, you may decide to shoot them or to call back-up, or both. Click on the Call Back-up icon. Any officers not currently on a case will attempt to rendezvous with your vehicle. To shoot a suspect, click on the Rifle icon, then take aim and fire. Be careful not to shoot any bystanders. If you successfully wound your suspect, then Approach and Arrest them. Do not call Paramedics to them or they may escape. Be careful - particularly dangerous criminals may shoot back. If your officer is wounded, get another officer to the scene as quickly as possible, and then get them to radio for the Paramedics (your wounded officer will be unable to do this for himself). He will be out of action for a period as he recuperates. You can restrict the movement of a suspect by the use of roadblocks - use the Roadblock icon. Place the cursor over a road section and click to place a vehicle block - pedestrians can also be blocked by clicking on the sidewalks. Roadblocks are removed by clicking on them again. You can have a maximum of 16 roadblocks in place at any one time. Be careful though, since they may cause traffic congestion which may slow down the approach of back-ups, ambulances, the coroner and demoralize the general public. Criminal Types The person who commits a specific type of crime will have other characteristics associated with them, their aggression levels and susceptibility to persuasion for example. Additionally, the more crimes an individual commits without being caught, the more likely they are to commit another, and to become more resistant to arrest. For example, a bag-snatcher who has committed just a single crime is likely to be easy to arrest with minimum force. However, a serial-killer who has committed several successful murders will be hard to find (they will not be highlighted as no descriptions will be available since the main witnesses are dead), and may not be very cooperative when questioned - they may even draw firearms if approached. Warning suspects before arresting them may pacify them, and the amount of back-up you have is likely to reduce the likelihood of them resisiting arrest. Shooting them (to wound only) should be used as a last resort, and calling out the SWAT team should only be used in seige situations. However, the successful arrest of a dangerous criminal and their subsequent conviction is likely to increase your popularity a great deal. Criminal types in Hill Street Blues Bag-snatchers -> Muggers -> Pickpockets (least dangerous) Drug pedlars -> Armed robbers -> Random killers -> Serial killers (most danderous) SWAT Team If you have selected Officer Hunter, you may call out the SWAT team. These are highly trained marksmen, and are specialists at dealing with siege situations (bank robberies). If you select this icon and are quick enough to catch the crime in progress, the SWAT team will rendezvous with Hunter's vehicle. Select the Shoot icon and the suspect will eventually be brought out (possibly wounded) for subsequent arrest. The Courtroom Crimes are quickly processed at the Hill Street Precinct. Minor crimes (below drug peddling) are automatically processed and the outcome of these cases will be reported to you. Serious crimes will require a trial, usually on the day of arrest. The relevant officer will attend the court (unless you are currently using him for another crime, in which case the accused will get off since the officer was not able to present evidence). After the initial court proceedings you will be asked to give evidence. You will be required to identify the accused in court - click on the correct portrait. Wrong identification will cause the case to be thrown out. If you have given reliable evidence, the case will proceed and the jury will come to a verdict, hopefully convicting your suspect. If the accused is found guilty, then all the other crimes they have committed will be presented and asked to be taken into consideration (these will all then be removed from the outstanding case file). If he is found not guilty, then you will be unable to arrest him again immediately for the same crime. (this is a constitutional right). You must hope to catch him again later is he commits another crime (which is quite likely). Popularity Your popularity is judged on your clean-up rate, and the way you go about getting results. Your popularity will fall if: A The crime rate rises rapidly B Crimes remain unsolved for too long C Victims of violent crimes are not helped quickly enough D You use firearms excessively E Corpses are left on the street F Traffic congestion clogs the road system G Innocent people are arrested by mistake H Innocent bystanders are injured by gunfire I The guilty are not satisfactorily sentenced in court If your popularity falls below 20% you will be fired. Keep your popularity above 90% for an extened period and you will be rewarded with promotion to Police Chief. The win or lose outcome will only take place after approximately 24 hours of game play. LOAD/SAVE Click on the Officer icon to access the disk operations. Click on the Save icon to save the current game status (DO NOT USE THE MASTER DISK - have a formatted disk ready, or select the Format icon). Choose a savegame number for the file. Loading the same number will restore your game at a later time. Dealing with a Crime - Example Case 1 AJ Hill the radio operator will inform you of a crime that has just taken place. You must decide to either ignore it or deal with it immediately. 2 If you decide to deal with it, note the scene of the crime. Go to the office and use the police computer to get more details - a description of the suspect (if available), the name of the victim, the type of crime. Select the Investigate icon to accept the case, and choose your officer. Exit the computer and then exit the office. 3 Select the relevant officer and examine the Game Map and note the location in question (highlighted). Click on this location to select it. 4 Decide how best to send them - by car or on foot. This will depend on the location - some areas (eg, one-way systems) may be easier to get to on foot. Enter the car if you wish to travel by this means. 5 Send the officer to the scene of the crime (previously selected from the map). 6 Exit the car (if driving). Ensure that any victims with injuries are swiftly taken to hospital. 7 Ensure that any murder victims are dealt with quickly by the coroner. 8 Examine the area and approach passers-by. If you have a description of the suspect, then close inspection will reveal if you recognize them (red arrows). If you do not have a description, then watch out for members of the public who are uncooperative or who are behaving suspiciously (eg, loitering or walking more quickly than normal). 9 If you have a suspect, then approach and arrest them. 10 Take the suspect back to the station (automatic). 11 They will automatically be charged with the relevant crime. Minor crimes will be dealt with automatically, but serious crimes will require a full trial. Keep a note of the details of the case for later presentation in court since your officer will have to be present as a witness. 12 Attend the court on the day of the trial (automatic). You will be expected to be able to identify the defendant in the courtroom. 13 If you have arrested the correct person, and have given satisfactory evidence in court, then the individual will hopefully be found guilty and sentenced. If found guilty, all other crimes that person has committed will be asked to be taken into consideration and will all be transferred from the unsolved to the solved crimefile.  KING'S BOUNTY INSTRUCTION SHEET Supplied by Stark and typed by Mictlantecuhtli Keyboard Equivalents: CONTROL-S will save your game, 'E' will end the current game, 'H' or the Help key will bring up the help box (described in the OPTIONS menu in the manual). Most requesters can be exited with the ESC key. Pressing RETURN or ENTER is equivalent to clicking on an 'OK' button. Pressing the SPACE BAR while a sound is playing will abort that sound. Side Icons Selecting the CONTRACT icon (topmost) will bring up the Contract Information Screen. Selecting the CATAPULT icon will bring up the View Army Screen. Selecting the MAGIC PENTAGRAM will bring up the Use Magic Screen. Selecting the PUZZLE icon will bring up the Puzzle Map Screen. Selecting the CHARACTER GOLD icon (bottom) will bring up the View Character Screen. Copyright 1991 New World Computing, Inc All Rights Reserved. VERY HARD = - HARD = * Logical Passwords 2 THE OTHER SIDE 3 QUADRI QUADRA 4 STONE ROAD 5 NICE COLORS 6 MORE COLORS 7 REAL FUN 8 PINK AND PINK 9 GREEN PATH 10 BAD DIRECTION 11 DONT PANIC 12 COLORMANIA 13 REFRESHMENT 14 FULL MOON 15 RUNNING BALLS 16 GREEN RIVER 17 TWO ISLANDS 18 MORE ISLANDS 19 TIMES CHANGE - 20 OTHER THINGS 21 BE HONEST 22 BLUE N VIOLET 23 THREE PATHS - * 24 DANGEROUS 25 THE WANDERER 26 SECRET CHAMBER * 27 FALCONS FLIGHT 28 BLUE ANGEL 29 FAR THUNDER 30 A SIMPLE ONE 31 BLUE VELVET 32 PARADISE I 33 CLASSIC ART 34 VENI VIDI VICI 35 WE LIKE IT 36 FOREVER HERE 37 WONDERLAND - 38 THE SNARE 39 CURE IT 40 SUN IS SHINING 41 A RAINBOW 42 ARROW ROAD 43 TURNING WHEELS 44 ACCELERATION 45 THE PRESIDENT 46 HE IS MISSING 47 PICKNICK TIME 48 WHO IS CALLING 49 ANCIENT ART 50 SHE IS GONE 51 LOGISTIC 52 TURNING COLORS * 53 PARAMOUNT * 54 THE LADDER 55 BACK IN RED 56 TREASURE ROOM 57 DONT WANT THAT 58 THE FREE FALL 59 CORRADO BEACH * 60 MORE POPCORN 61 WILD AT HEART 62 THE DARK AGE 63 DIMLIGHTS 64 THE FIFTIES 65 PICTURE OF HER - 66 GORDIAN KNOT 67 HIGH SPEED 68 ALEXANDRIA - 69 RUNNING TEARS 70 HER RAINBOW 71 WALK IN CREAM - 72 TOUCH HER 73 SHADOWLAND 74 JACK IN BAG 75 VITAMIN C 76 STUNT BALL 77 MIRRORLAND 78 ACE QUEST 79 BOA BOA BOA 80 DA DA DA 81 HAUNTED HOUSE - 82 THE SECRETS * 83 SMILING JOKE 84 CHILDREN GO 85 IT IS ATLANTIS 86 ON THE ROAD 87 BLUE IS FIRST 88 WOLFS MOON 89 WILD CHINA 90 ITS LOGICAL 91 SHE COMPARES 92 BIG MOUNTAIN 93 TOMORROW 94 TELEPORTER JAM 95 LEVER SUNLIGHT 96 NEW EXODUS 97 THE PEACE PIPE 98 FINAL SURPRISE 99 WHITE MIAMY 100 THE FINAL CUT HintsandtipsforLOGICAL TransferALF.DATfromyourgamedisktoablankformatted disk.RenameALF.DATtoLOGICAL.DAT.LoadyourLogicalgame, withthemouseselectPassword,thentypeTHEFINALCUT.Now youareintheEditormode,fromtheeditormodeselectLOAD, insertthediskthathasonitLOGICAL.DATandthereyou haveit.Nowyoucangoandeditthoselevelsthatyouhad troublewith,byincreasingthetimecounter.Donotforget tosavethechangesyoumade. Yoursfaithfully MarioTito   PREDATOR 2 .............................................................................. THE MISSION ----------- LOS ANGELES, 1997... It's the hottest summer on record. Pollution is choking the city. Rival Jamaican and Columbian drug ganngs are fighting the police for control of the streets. You are Detective-Lieutenant Mike Harrigan, a though street wise L.A Cop who is determined to see justice prevail in a city that is being destroyed by the terribble consequences of drugs. It is your Job to take charge of the situation and bring an end to the street war as quickly as possible. Unfortunately, as bad as things already are, they're about to get worse...much worse!!! A special F.B.I team assigned to the case. Co-Opperation with the F.B.I is expec from your own Captain Pilgrim and his supervising officer, Debuty Chief Heinnema The F.B.I know something else is out there. Something more daedly than all off t Drug Lords put together. Something silent, invisble, invincible...and ALIEN !! It hunts man for sport. It collects human skulls as trophies. It can take out for men armed with mashine guns by hand, and it has now entered by battle.... The following information has been gleaned from various Top Secret F.B.i reports +++ TOP SECRET +++ TOP SECRET +++ TOP SECRET +++ 10 years ago, an alien (fortwith referred to as a 'PREDATOR') stalked and eliminated an elite Special Forces Team in Central Amerika. There was only one survivor from the team. His testimony revealed that the Predator was able to almost completly camouflage itself with a technology far in advance of our own. It was armed with a laser guided energy weapon which could blast through anything. It seemed to be heavily protected against gun fire and was able to move with great speed and agilty. Further investigations have revealed that the Predators have been visiting Earth for centuries, dating back at least 700 years.they appear to be drawn by heat and conflict. they hunt man for sport,but only those worthy of the chase. Latest intelligence reports suggest that the Predators also have nets, razor sharp disks and telescopic spears that can slice a man in pieces.These weapons are constructed from a metal unknown to man which is self lubricating and harder than diamond. Do not attempt to engage a Predator in combat.Until more is known about them, avoid at all costs. CONTROLS ATARI ST / COMMODORE AMIGA The Atari ST and Commodore Amiga versions can be played with either mouse or joystick.However,we recommend mouse control.Mouse owners should note that either mouse button can be used for firing. Keyboard controlls ( ST & AMIGA ) ------ PAUSE ( P ) QUIT ( F10 ) LEVEL 1 THE STREETS OF LOS ANGELES What begun 30 Min ago as a routine traffic citation, Multi-Player Soccer Manager. ----------------------------------------------------------------------------- DOX TYPED IN BY GENIE OF POMPEY PIRATES; ----------------------------------------------------------------------------- General All keyboard entries should be followed by pressing return, except when using the function keys. All other selections should be made by joystick or mouse, depending on which you select (Don't know how the hell you are supposed to use the mouse for this game, as it was DONGLE protected via the mouse port, and I can't find any option to select between mouse and joystick)! Main Menu. To select each player, press the funtion keys 1-8 for each respective player. Loading & Saving. To access these options select the disk icon from the main menu. The number of saves per season is 3 times the number of players involved in the game. But if you use the trainer option, you can have as mabny saves as you like. Saving a game. Before a disk can be used for saving a game it must be formatted by this program, which is found in the disk menu. To save a game, first click on the filename box and type in the filename, then hit return. Click on save. Loading a game. To load a saved game, simply click on DIR, then click on load. Deleting a saved game. Click on DIR, then delete. Note: All messages and errors are displayed at the bottom of the screen. From the main menu. On the performance table option. W = Win L = Lose X = Draw (score) D = Draw (no score) Disciplinary points option. The fifth column of figures indicate the number of games the player is banned for. The sixth column indicates the number of disciplinary points the player has accumulated. Injuries option. When a player is injured, the figure at the right hand edge of the screen indicates the number of weeks an injury will take to heal No I havn't missed out the rest of the instructions. That is all there was. +++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++ has now escalated into a fire fight of incredible scale. Two motor cycles police officers pulled ower a suspic ious truck and stum bled ride into a drug stake out. The downed officers are now trapped in the middle of the ensuing gun fire. YOUR OBJECTIVE Fight your way through to the Drug Lords HQ and apprehend the Leader for Quest ioning. You will receive back up when you have archived your objects. LEVEL 2 THE PENTHOUS APPARTMENT A nummber of Drug Gang members have been brutally killed. The battle between the Columbiens and Jamaicans continues inside the penthouse appartment of one of the biggest Columbien Drug Lords in East L.A. Unfortunatly for them, the Predato has invited himself to the party. YOUR OBJECTIVE The F.B.I know who is responsible for the killings. Your only change of finding out is to question the biggest Columbien Drug Lord Rammon Vega, but you can get to him before the Predator or the Jamaicans do? LEVEL 3 THE LOS ANGELES FREEWAY The special F.B.I Team is onto the Predator, and so are you. Two members of your own police team have been killed by him. Now u'r on his trail in the L.A Subway Tunnels. YOUR OBJECTIVE You are determined to get the Predator for the death of your fellow police officers. The Predator has finaly revealed itself and you must survive long enough to chase the Predator back to his lair. LEVEL 4 THE SLAUGHTERHOUSE Tracers of animal blood and steruids have been found in a sample taken by the F.B.I. This sample together with other evidence leads you to the consolution that the Predator is using a slaughterhouse as it's base. The F.B.I are one step are head of you and have made prepations to capture him alive they hope that wearing specialy insulated suits will stop then for registering on the Predators in fraed vision. They plan to use nitrogen to freeze him. Unfortunatly the plan backfires. The Predator knows they are waiting for him. YOUR OBJECTIVE Despide your dislike of the special F.B.I team, you must go into the slaughterho and save them for the Predator. Fate will lead you to a one on one confrontation with him, or while it .... ? The ultimate aim of the game is to survive throughout all for levels and finaly confront the Predator on his own territory. Only then will the ultimate hunter amerge victorious. WEAPONS M-203 GRANATE ROCKET LAUNCHER This weapon fires a granate rocket and is the most lethal weapon gun available. It will effectly act as a smart bomb, taking out everything on screen at once. As this one fire weapon only, you will have to time when you want to use it. ASSAULT SHOOTGUN MK1 This shoot gun is the most rappid fire weapon available. It used regular ammon clips. SHOOTGUN MK2 This is a reasonable rappid firing weapon, which use regular ammo clips. RIFFLE MK3 This is an average weapon which uses regular ammo clips. .44 MAGNUM AUTOMATIC This is the most basic hand gun and has the lowest firing rate in the force. It uses it's own infinity supply of ammo. COLLECTING PICK UPS Throughout the game, you are able to collect new weapons, ammo clips or body armour. This ittems will scroll by in the game window (A). Weapons are highlighted with an appropriate indictor pointing to them. Simmply aim the cursor and fire at the item to collect in during play. PLAYING TIPS LEVEL I Don't shoot the latine woman, the Taco stand owner or the injured police offices It is bad publicity if you shoot any TV repoters or any one beginn interviewed by them life on national TV ! Concentrate on the Drug Gang members who through granates, knives or rockets, are any who try and attack you from close range or hide in doorways. The Gang Members in doorways can't actually be shoot down, but you can force them to take cover for a while by shooting at them. LEVEL II There are lots of hidden ammo clips to be found withhin this level. Try not to shoot any of Texans! LEVEL III Some people can shoot as acurately when it is dark! LEVEL IV When mixed together, nitrogen in water might interfere with the Predators vision Don't shoot at the F.B.I team! TANGRAM LEVELCODES ~~~~~~~~~~~~~~~~~~ LV : CODE LV : CODE LV : CODE LV : CODE LV : CODE 1 : ----- 11 : 37322 21 : 95912 31 : 61522 41 : 54796 2 : 03797 12 : 26106 22 : 58819 32 : 68875 42 : 96296 3 : 58829 13 : 70473 23 : 58890 33 : 59092 43 : 60897 4 : 73159 14 : 83524 24 : 86239 34 : 74665 44 : 71231 5 : 88530 15 : 86720 25 : 72861 35 : 36338 45 : 98488 6 : 22586 16 : 71990 26 : 47530 36 : 39793 46 : 40965 7 : 64383 17 : 15683 27 : 46574 37 : 43456 47 : 70834 8 : 60037 18 : 24759 28 : 81152 38 : 51499 48 : 46121 9 : 85164 19 : 10439 29 : 72493 39 : 63588 49 : 31089 10 : 07274 20 : 14278 30 : 81093 40 : 47672 50 : 27277 51 : 08439 61 : 47089 71 : 74219 81 : 87792 91 : 73834 52 : 38559 62 : 18554 72 : 31429 82 : 11164 92 : 22120 53 : 18171 63 : 02353 73 : 46659 83 : 34047 93 : 57837 54 : 96018 64 : 27901 74 : 43247 84 : 70917 94 : 14711 55 : 55315 65 : 92505 75 : 05111 85 : 40282 95 : 94330 56 : 48539 66 : 87880 76 : 35359 86 : 73172 96 : 83879 57 : 34714 67 : 44828 77 : 61230 87 : 84157 97 : 67725 58 : 91988 68 : 80294 78 : 54066 88 : 74230 98 : 73777 59 : 29935 69 : 56847 79 : 26317 89 : 00016 99 : 67882 60 : 02675 70 : 47274 80 : 91281 90 : 75232 100 : 93995 101 : 06764 111 : 32222 121 : 26824 131 : 69235 141 : 95850 102 : 59524 112 : 53870 122 : 45888 132 : 88936 142 : 17617 103 : 68744 113 : 99460 123 : 75267 133 : 70104 143 : 75176 104 : 82543 114 : 73185 124 : 63651 134 : 69871 144 : 10622 105 : 69198 115 : 97271 125 : 54485 135 : 84165 145 : 88831 106 : 36627 116 : 07464 126 : 46857 136 : 41160 146 : 01849 107 : 31909 117 : 95544 127 : 75327 137 : 92632 147 : 68389 108 : 36959 118 : 03695 128 : 96721 138 : 62261 148 : 27645 109 : 30712 119 : 15647 129 : 87963 139 : 89064 149 : 44049 110 : 71511 120 : 43330 130 : 64846 140 : 38862 150 : 73412 151 : 58439 161 : 70768 171 : 59006 181 : 01657 191 : 53026 152 : 52147 162 : 16398 172 : 32809 182 : 19019 192 : 79822 153 : 60754 163 : 45576 173 : 77032 183 : 38497 193 : 81648 154 : 78328 164 : 87270 174 : 79354 184 : 96446 194 : 16247 155 : 24249 165 : 27781 175 : 92292 185 : 02971 195 : 61426 156 : 26266 166 : 47137 176 : 55475 186 : 15894 196 : 93278 157 : 31021 167 : 52193 177 : 45759 187 : 00442 197 : 00006 158 : 45039 168 : 96195 178 : 69535 188 : 18380 198 : 26004 159 : 96112 169 : 96438 179 : 25274 189 : 12666 199 : 75258 160 : 78319 170 : 25105 180 : 79164 190 : 90828 200 : 95039 Typed by CRAZY HORSE/LEPROSY ------------------------------ DOX FOR `TOPCAT Starring in BEVERLY HILLS From HI TEC' ------------------------------------------------------ TYPED BY THE UNDERTAKER OF -= A G I L E =- ---------------------------------------------------- When an old lady leaves her worldly fortune to Benny the Ball because her only righful heir,Amy is missing,Top Cat and the rest of the gang end up in Beverly Hills in the luxury of Madam Van Der Gelt's mansion.Snerdly the butler is next in line if he can get rid of Benny.In between rides in the limo and having fun around the pool will T.C and his gang save Benny and find the missing Amy ? THE OBJECT OF THE GAME ~~~~~~~~~~~~~~~~~~~~~~ You play the part of Top Cat. In the 1st area - The Alley - TC must round up the existing members of the gang and find the bone that will distract ' Crusher ' the dog allowing TC to progress to the next area. KEYS ~~~~ P - Pause Escape - Quit F1 - Music & Sound Effects F2 -Sound Effects Only MOVEMENT - JOYSTICK ONLY THE OBJECTS ~~~~~~~~~~~ In order to complete the game,it is necessary to solve certain puzzles by dropping objects in different places e.g a key will open a gate etc. Some puzzles award T.C with bonus points e.g placing litter in the dustbins. Throughout the game energy (milk bottles) must be collected.Watch out for the sour ones.Likewise fruit can be picked up for extra points - be careful it may be rotten. To drop an object enter 'Object' drop mode A flashing cursor will highlight the currently selected object.This can be moved left or right using the appropriate controls.Once the object is chosen Press Fire to drop it! HINTS & TIPS ~~~~~~~~~~~~ Try not to lose too much energy at once as the gang may get scared and decide to run off!.They must be found again before that area can be left. Beware some skateboarders will pinch objects from TC and place them randomly elsewhere. --------------------------------------------------------------------------- ... REMEMBER IF U ENJOY THE GAME THEN PLEASE GO AND BUY THE ORIGINAL !!!... --------------------------------------------------------------------------- T Y P H O O N O F S T E E L Typed and spellchecked by SIDEWINDER of LSD. Manual supplied by SCOOTER. NOTE: these are typed from the Apple-Mac/Commodore 128 docs. I. INTRODUCTION A. OVERVIEW: TYPHOON OF STEEL is a tactical level simulation of small unit actions during World War II. You and your opponent command various units that represent the forces of the major powers of WWII. Each unit is an individual vehicle or a squad of men. At the beginning of each battle you are given a mission to accomplish. You have a certain number of game turns in which to accomplish your mission. Each game turn consists of two phases: an Order Phase and a Combat Phase. You give orders to your units during the Order Phase, and the units attempt to carry out those orders during Combat Phase. You can choose to play just one battle or an entire campaign. A battle (also called a scenario) lasts for either 30 or 60 one-minute turns, depending on the type of battle; a campaign consists of several scenarios played one after another. Beside playing one of the historical scenarios included with the game. You may design your own battles. TYPHOON OF STEEL is a sequel to PANZER STRIKE!, and the rules to both games are very similar.(When a rule for this game differs from one used in PANZER STRIKE!. that change is highlighted.) TYPHOON OF STEEL has no tutorial scenarios; deletion of references to the tutorial are not marked. When playing TYPHOON OF STEEL you will be able to choose one of three fronts (also called theatres) for your scenarios. On each front, one player will command the units of Germany or Japan; the other player will command the units of their opponents on that front. All troops controlled by the Germans or Japanese player are called the Axis forces. Their opponents are called the Allied forces. The time period covered by the game also varies with each front, and has an effect on types of weapons available. The fronts available, the time period covered, and the countries comprising the Allied and the Axis forces are shown in the following chart: FRONT TIME PERIOD ALLIES AXIS Pacific 1942-1945 United States Japan Asia 1942-1945 British Commonwealth Japan Europe 1943-1945 United States Germany The European front includes both North Africa and Europe. The Americans are in North Africa until late 1943. Note that the computer can play either or both sides. In addition, you can choose to turn over part of your own forces to the computer while you control only a portion of your troops. In this way you can command only certain types of weapons if you wish, while still having a balanced force. The game is played over a map that depicts the terrain fought over in the actual battle. The map can be as large as 60 squares by 60 squares, but you can vary the north-south width of the map so that it is smaller. (There are four different terrain sets: Pacific/Asia, European summer, European winter, and North Africa.) (See the Briefing Manual for details). When playing a non-historical scenario, you can have the computer generate the map, or you can build it yourself using the terrain appropriate to the front being played. During play, you can choose to view the map at two different levels. At the tactical level you will see a 20 square by 10 square portion of the map. At the strategic level you will see a 40 square by 20 square portion. You may freely go back and forth between the two levels when the game is in progress. The units and the map are scaled to represent their actual counterparts. Each unit is an individual vehicle or a squad of men. On-map artillery units are one gun; off-map artillery represents a four gun battery. Each square on the map is 50 yards from side to side. Each combat pulse represents 20 seconds, so that each game turn represents a minute of real time. The screen shows a top-down view of the units. B. GETTING STARTED: This section provides the start-up instructions. It also explains the opening menu and how to save the game. If you are playing TYPHOON OF STEEL for the first time you should read this section and the section entitled Playing a Game. Choose an historical scenario and play it scenario several times until you have a good idea how the game plays. You can then progress to building a battle of your own design. Before doing so, you should read the Building a Scenario section. The Formulas section deals mostly with detailed combat procedures and you only need to refer to it if you want to know more on some point. Once you feel that you have a good command of the game, you should proceed to read the Campaign Game section and play a campaign game on one of the fronts. TALKING TO THE COMPUTER TYPHOON OF STEEL is menu driven. This means that you will decide what actions to take by making selections from various menus. Generally, to select an action from a menu or to answer a yes/no question, just press the desired key. In some instances where numbers are being inserted you may also have to hit the RETURN/ENTER key. NOTE: if a screen does not list an exit key, press the X key to quit that screen. SAVING THE GAME You are given an option to view the Save Game Menu at three different points: during the map build routine by pressing the V key; automatically after deploying troops for a new scenario; and after each Combat Phase by pressing the Y key in answer to the question 'Save Game?'. You must have an extra disk initialized to store the saved game. You can initialize a disk using the Save Game Menu. You should use the 'Map Save' option and not the 'Save Game' option if you are saving a map during the map build routines. Never type file extensions when saving or deleting a game or map. THE OPENING MENU: On starting the game you will see the Opening Menu. This menu will allow you to determine certain of the conditions under which the game will be played. The numbers 1 through 5 are associated with the following choices: (1) Whether to play a new game or a saved game; (2) Which side(s) the computer will play; (3) What Handicap Level to play at; (4) How long the message delay length should be, and; (5) Whether to build your own scenarios or to play one of the historical scenarios. The default values for each item are inversed. To make a change, just press the number key associated with the desired condition. GAME DETERMINATION: If you choose to play a new game, you will be asked to choose whether to build your own scenario or to play an historical scenario. See Building a Scenario section of these rules if you wish to design your own battle. On the other hand, if you wish to restart a game from the point that you previously saved it, choose the 'Saved Game' option. Please note that if you restart a saved game you will also have to choose which side will be computer controlled. (This information is not saved with the game. It allows you, however, to switch sides in the middle of the battle or to convert a two-player game into a one-player game or vice-versa.) When you recall a saved game, you will be able to modify it as if it were a new game before continuing to play. COMPUTER CONTROL: TYPHOON OF STEEL may be played by either zero, one, or two players, and this is determined by the options selected on the Opening Menu. For example, if you wished to watch a demonstration game where the computer controlled Axis force faces a computer controlled Allied force, you should select the option BOTH COMPUTER. This determination must be made every time you boot the game, even if playing a saved game. HANDICAP LEVEL: At the beginning of the game you may choose an handicap level from 1 to 5. These levels only make a difference when you are building your own battle. When playing the Tutorial or an historical scenario you do not need to change the level in any way. The effects of an handicap levels are to reduce the number of strength points available to either side by the amount shown below: LEVEL 1: Axis reduced by 40% LEVEL 2: Axis reduced by 20% LEVEL 3: No effect on points LEVEL 4: Allied reduced by 20% LEVEL 5: Allied reduced by 40% NOTE: these levels have no effect in the campaign game. DELAY LENGTH: The delay length affects messages displayed during the Combat Phase. The greater the delay length the longer these messages will be displayed. A delay of 1 will speed up the game, but will cause the messages to be virtually unreadable. A delay of 9 will slow the game down, but will allow you more time to study the various reports provided. (You may vary the delay length during the combat phase if you wish the messages to be displayed for a greater or lesser amount of time. Pressing 1 key during the combat phase decreases the delay length by one increment; pressing the 9 key increases it by one.) CHOOSING A SCENARIO: you may choose to play one of the historical scenarios or to design a scenario of your own to play. If you choose to design your own, you should read the Building a Scenario section of these rules when you are done with this section. If you are playing for the first time you are encouraged to play an historical scenario before building a scenario of your own. LIMITED COMMAND RULE: Before actually beginning to play any scenario, you will be asked whether to use the Limited Command rules. These rules are explained more fully in the Playing a Game section, but in general if you use these rules, a headquarters unit will not be able to issue any orders once the number of orders it has reaches zero. If you don't use them, a headquarters unit will be able to issue all orders except a rally order when it is out of orders. The consequence of answering 'Yes' to the question is that you will not have as much control over your forces. Until you feel comfortable with the game you should answer 'No'. CAMPAIGN GAME: If you choose to build a scenario, and you have chose to have the computer play one side or the other, you will be asked whether you want to play a campaign game. If you wish to play a single scenario, answer 'No'. Once you have become familiar with the game and have read the campaign game rules, you should play a campaign game; answer 'Yes' at this prompt. II. PLAYING A GAME A. PRELIMINARIES: INTRODUCTION: After reading this section of the rules you should be able to play any of the historical scenarios of TYPHOON OF STEEL. This section describes how to give orders to your units to carry out your assigned missions. It also discusses in general terms how the various unit characteristics interrelate. It does not, however, contain all the specific formulas used in the program. If you wish to know one of those formulas, please refer to the corresponding paragraph in the Formulas section. This introduction should give you a brief overview of this section and introduce some of the terms used in the game. All terms and menus mentioned in it will be described more fully later. The central concept of TYPHOON OF STEEL is the proper use of orders. Orders are given by eligible headquarters (HQ) units to eligible subordinate units during the Orders Phase. Eligibility for both types of units depends on the state of the unit and whether it is in command control. There are four major categories of orders: movement, fire, organizational, and cancellation. These are covered in subsections B2 through B5, respectively, of this section. Orders are given by selecting the desired order from a menu. There are two main menus in the Orders Phase. The one you see when you first enter the Orders Phase is called the Map Menu. This menu is mainly used to move the cursor around the map, to view parts of the battlefield or to access a unit. Once a unit is accessed, you will see the Unit Menu. This menu is used to check various aspects of the unit and to give orders or perform actions in an attempt to carry out an order. Both sides give orders to their units during the Order Phase, the Axis first and then the Allies. When both you and your opponent have exited the Map Menu you will begin the Combat Phase. During this phase your units will attempt to carry out the orders which you have given them. Each Combat Phase will follow one after another unless you wish to interrupt for an Orders Phase by pressing the O key. After 30 Combat Phases (60 for an Assault scenario) the game will end.  You will then be given a listing of how many units of each type have been destroyed on each side. ACHIEVING YOUR MISSION: Orders should be given in an attempt to achieve your mission. You and your opponent score points for destroying enemy units and certain geographical objectives. At the end of the game the number of points each side has accumulated is compared. The side with the greater number of points is the winner, and the size of the difference is the size of the victory. Each historical scenario lists two factors which affect how victory points are counted: the type of battle and the assigned mission. (If you design your own battle, you can choose both of these. See the Building a Scenario section of these rules.) There are 5 different types of battles: 1. Axis Assault 2. Axis Pursuit 3. Meeting Engagement 4. Allied Pursuit 5. Allied Assault In each type there is one attacking side (the side who name is mentioned) and one defending side. The exception to this is a meeting engagement, in which there are two attacking sides. (Whether a side is an attacker or defender has an effect on what mission that side may have). The type of battle also determines the relative sizes of the two sides and the length of the game. In a pursuit scenario, the attacking side has about 2 to 1 superiority over the defender, while the forces are about evenly matched in a meeting engagement. In an assault scenario (see the Unit States subsection below for a description of what being dug-in means). Assault battles last for 60 turns; all others last for 30 turns. TYPE OF MISSION AND VICTORY CONDITIONS: The type of mission assigned to one side determines how the victory points will be calculated. For all types of missions, you gain points for destroying enemy units and for exiting your own units off the enemy side of the battlefield. Units exit by moving onto any square adjacent to the east or west edge of the field. Certain missions also may require one side or the other to clear or hold a certain objective area. This area can be seen from the Map Menu by pressing the W key. It consists of an objective square and all other squares within a range of 5 that have a Line of Sight (see subsection so titled below) to the objective square. The actual number of points you get for each unit depends on the missions for both sides and whether the unit is being exited or has been destroyed. The points you get for destroying an enemy unit are a multiple of the cost of the unit; exit points are a fixed number which is given for each friendly unit exited regardless of its cost. Normally, each side will get points equal to the cost of an enemy unit if the unit is destroyed, and 1 point if a friendly unit is exited. The cost of a unit is discussed in Unit Characteristics, below. The mission chosen may affect the points awarded, however. There are 3 missions for an attacking force: Engage, Bypass, and Clear Objective. In an Engage mission, each side gets points equal to 2 times the cost of each enemy unit killed. In a Bypass mission, the attacking player gets 10 points for exiting attacking units off the defenders map edge, but the defender gets 2 times the cost of each attacking unit killed. In a Hold Objective mission, the defender gets 100 points as long as 1 defender is in the objective area. The values are cumulative. Thus if the attacker's mission was a Bypass, and the defender's was a Delay, the attacker would get 40 points for exiting attacking units and the defender would get 4 times the cost of each attacking unit killed. Normally an Abandoned unit counts as a Destroyed unit. However, whichever side has the most points is considered to have retained possession of the battlefield and is able to recover most of the Abandoned units. Thus this side will lose only half the normal number of points for Abandoned units. At the end of the game, victory is determined by which side has the most points. If one side has more points than the other, but not twice as many, it is considered a draw. If one side has more than twice as many points, but less than 4 times as many, that side is considered to have won a marginal victory, it is considered to have won a decisive victory. You can check the current score and see your mission during the Orders Phase by pressing the 9 key from the Map Menu. CHAIN OF COMMAND: Generally, a unit can receive an order only from its immediate superior headquarters. That headquarters in turn may report to an even higher headquarters. There are several levels of such headquarters. this is called the 'chain of command' and is dependant on the organization of your forces. The organizational terms used in this subsection do not appear on the screen when playing the historical scenarios (they do when you design your own battles) and the organization of the forces are preset. The concepts discussed here are important, however, for all scenarios and the terms are used in other sections. Each infantry unit in the game represents a squad of men. Several of these squads are formed into a platoon. All units are identified by a letter and a number. Each platoon has a unique letter, and within each platoon each unit has a unique number. The number for all headquarters units, at whatever level, is 0. Having the same letter as another unit means that the units are in the same formation. Several platoons constitute a company. There may also be troops attached directly to the company headquarters. These units use the same letter as the company HQ. As an example, company headquarters B0 may have squads B1 and B2 reporting directly to it, as well as platoons C, D, and E. In each of those platoons, there would be an HQ and several squads, say 4 for this example. Thus the whole company would consist of units C0 to C4, D0 to D4, E0 to E4, and B0 to B2. This would be four separate formations. Vehicles and guns are organised in a similar fashion, but each individual vehicle or gun is separately identified, and several vehicles or guns constitute a platoon. In addition, part of a platoon (2 vehicles or guns) is termed a section. It is treated for game purposes as if it were a platoon. The terminology used in these rules is based on the general usage of those terms in most western armies. What a formation is called in the game may not actually reflect how it is treated in these rules. Thus Commonwealth tank formations which are called 'squadrons' function in the game as companies, and should be treated as such when reading these rules. Likewise, Commonwealth tank 'troops' should be treated in these rules as platoons. The overall supreme headquarters for your troops is unit A0, and is called the battalion headquarters. All HQ's that do not report to another HQ report to it. All units below an HQ in the chain of command are said to be subordinate to the HQ. All HQ's above a unit in the chain of command are said to be superior to the unit. This applies to intermediate HQ's as well. Thus in the above example, HQ C0 is superior to units C1 to C4, but is subordinate to HQ B0 as well as A0. You can check a unit's chain of command by pressing the H key from the Unit Menu. Doing so will access the next superior HQ, and will list that HQ's morale, its command rating, and the current number of orders it has to spend. In the above example, pressing H from the Unit Menu for C4 will access C0; doing it from C0 will access B0; doing it from B0 will access A0. The chain of command of a unit is important when giving orders. A headquarters can only give an order to a unit in its formation. Conversely, a unit can receive an order from its formation HQ. There are two exceptions to this. Any HQ unit can call in bombardment fire, and a unit can be recipient of a rally attempt from any superior HQ. Finally, the number of orders an HQ receives in a turn may be increased by receiving an order from a superior headquarters. All of these items are explained more fully below. MOVING ABOUT THE MAP: When you first enter the Orders Phase you will see the Map Menu on the screen below the map. This menu will list most of the commands which you can use from this menu. The bottom line of the menu shows the x and y coordinates of the cursor and, if the cursor is over a unit, the type of unit it is. You can move the cursor 1 square in a given direction by pressing the appropriate number key. Each number 1 through 8 correspond to a compass direction: 8 1 2 7 3 6 5 4 Thus to move the cursor one square to the east (right), press the 3 key. The cursor can also be moved in this manner from the Unit Menu and from some other sub-menus (such as Bombardment Menu). ACCESSING UNITS: In order to do something with a unit during the Orders Phase you must see the Unit Menu for that unit at the bottom of the screen; bringing up a Unit Menu is called accessing that unit. The top line of a Unit Menu lists the unit's formation letter and its ID number, the type of unit it is, the number of suppression points it currently has, its state, and the direction it faces. There are several ways to access a unit. One way is to press the key which corresponds with the unit's formation letter. You will then be prompted for the individual ID number for the unit you want to access. Thus if you wanted unit H4, you would hit the H key followed by the 4 key. Note that there is a maximum of 20 formations possible, so that letters A through S on the Map Menu are reserved for accessing formations. You can also access a unit by moving the cursor over the unit. When you do so the type of unit that it is will appear on the bottom line of the Map Menu. You can access the unit by pressing the U key. If there is more than one unit in the square, make sure that the type of unit you wish to access appears on the bottom line of the Map Menu. If it does not, press the Y key until it does, and then press the U key to get the unit. Once you have accessed a unit, you access another unit in one of three ways. First of all, if you press the X key from the Unit menu you will return to the Map Menu, and you can use the ways listed above to access another unit. Secondly, if you press the N key from the Unit Menu you will get the next unit in alphanumerical order. Thus if formation B has only two units,pressing the N key from the Unit Menu for B1 will access unit C0. Finally, if you press the H key from a Unit Menu, you will access the unit's immediate superior headquarters. This is handy when you need to find a unit's HQ for rally purposes. UNIT CHARACTERISTICS There are many values associated with a unit that have an effect on some aspects of the game. The actual values that a unit has depends on many factors, including the type of unit it is, the type of weapon(s) the unit has, the time period of the battle, and the values chosen for some of the variables when a scenario was designed. (These are set for historical battles.) Some of the unit's characteristics will change as the unit takes losses, come in or out of command control, rallies, or follow orders. Do not be concerned if you do not understand everything in this subsection on first reading. After reading it you should, though, know what the abbreviations stand for. The impact of the various characteristics on the game are discussed in the various subsections below. To see a unit's current values you need to access a unit during the Orders Phase. On the top line of the Unit Menu you will see the unit's formation letter and ID number followed by the type it is. The next two items are its suppression value (followed by the S:) and its current state. Finally, the number from the movement compass corresponding to the direction the unit faces is also given. The suppression value is the current number of suppression points a unit has, and is a rating of how affected the unit has been by enemy fire. The unit's state is dependant on the unit's suppression level and on the orders it is attempting to carry out. A unit's state has an effect on how the unit moves and takes losses and whether it can receive orders. The other characteristics for a unit can be seen by referring to its Weapon Page. This is done by pressing the W key from the Unit Menu. A typical weapons page is represented in FIG: 1. This shows that the unit type is a German Panzer IVH tank. It has 3 weapons: a 75L48 gun and 2 tank machine guns. Each weapon has a listing for its ammo, size of shell, shell penetration value, accuracy, maximum range, and infantry attack value. All of these values have an effect when the unit fires at the enemy. On all vehicles the first two weapons listed are considered to be in the turret or upper hull, and the last two in the lower hull. All vehicle units have a listing for the amount of armour in various locations on the vehicle. Infantry and gun units do not show any values for armour. The vehicle's front turret, front hull, side turret, side hull. and top armour's are all given. If a unit has no top armour it is considered an open-topped vehicle. If it has no front hull armour it is considered a soft target vehicle. Halftracks are open-topped; trucks are soft targets. The armour on the back of a vehicle is the same as its side armour. The size listing under the armour values is the silhouette size, and is a rating of how big the unit is. A tank with a size 5 or more is considered a heavy tank. The size affects sighting and fire directed at the unit. The max speed is the maximum speed of the unit in miles per hour and determines how far the unit moves in a pulse. The number of men in the unit has an effect on the unit's fire. The first shot rating is used in fire combat to determine how soon after being ordered to fire that a unit does so and how many shots a unit can fire in a pulse. Whether a unit has a radio has a bearing on how it traces its command control. A unit's skill is a rating of its experience and affects its fire and how soon it discovers enemy units. Its morale is a rating of how much punishment it can take in terms of suppression points before its state changes. The unit cost is used in determining the victory conditions. In the right-hand column are four values. The first is the range and shows the current range at which the unit will open fire. This is equal to or less than the maximum range of its biggest weapon, and you can adjust it during play. The last value states whether the unit is in command control. The two middle values in the right column may or may not apply to the unit. If the unit is a headquarters unit, these numbers are the current number of orders it has to use and its Command Rating. If the unit is not an HQ, the numbers listed are the numbers of orders and the Command Rating of its formation HQ. The Command rating is used to determine how many orders an HQ gets each turn. FIG: 1. PZ-IVH AM SZ PN AC RG IA 75L48 81 4 14 16 50 5 TMG 95 1 0 6 10 8 TMG 70 1 0 6 10 8 FT FH ST SH TP ARMOUR 7 9 4 4 3 SIZE 4 MAX SPEED 13 MEN 5 1ST SHOT 10 RADIO YES RANGE 50 SKILL 5 ORDERS 3 MORALE 4 COMMAND 6 COST 12 CMD-CTRL YES UNIT STATES: The state of a unit is shown on the top line of the unit menu and affects its ability to move, to fire, and to give or receive orders. Note: the state shown on the screen is the unit's state as of its last pulse prior to the Orders Phase. If its suppression value was increased after that point, the suppression value and the current state may not correspond as they should. There are 14 different states possible in the game. Those states and their effects are: DUG-IN: HOW STATE IS ENTERED: A unit can become Dug-in only if it is an assault type battle, and then only during deployment. if you press the * key from the Map Menu during the deployment phase, all of your units will become Dug-in. EFFECTS OF STATE: A unit that is Dug-in receives certain benefits in combat. The unit cannot move and remain Dug-in. Even when its suppression level is high enough, it does not become Pinned or Buttoned. HOW STATE IS EXITED: A unit will remain in this state until ordered or forced to assume another state. POSITIONED: HOW STATE IS ENTERED: This is the normal non-moving state for a unit. It has no effect on any value, but a unit in such a state may be able to take advantage of certain fire benefits it could not otherwise use. A unit must be positioned in order to receive certain benefits in combat, such as being hull-down. HOW STATE IS EXITED: A unit will remain in this state until ordered or forced into another one. CAUTIOUS ADVANCE: HOW STATE IS ENTERED: A unit enters this state when ordered to do so during the Orders Phase. It also enters this state if it was given a Full Advance order but its suppression is at least 2 and it visible to an enemy unit. Warning: when one unit in a formation drops from Full Advance to Cautious Advance, all units in the formation will do so. EFFECTS OF STATE: Infantry type units (including machine gun units) and mobile gun units (mortars) move at 3 miles per hour in this state. These units become Pinned if forced to take a loss. Vehicle units move at 6 miles per hour. If either a firing unit or its target is moving the fire is less effective. If it is not Buttoned it can see in a 360 degree circle. HOW STATE IS EXITED: A unit will remain in this state until it has reached its last movement objective, the Cautious Advance order has not been cancelled, or it has been formed into another state. FULL ADVANCE: HOW STATE IS ENTERED: A unit enters this state when ordered to do so during the Orders Phase. EFFECTS OF STATE: All units move at their maximum speed. If either a firing unit or its target is moving the fire is even less effective than in Cautious Advance state. A unit in this state can only see in a 90 degree arc in the direction it is facing. HOW STATE IS EXITED: A unit will remain in this state until it has reached its last movement objective, the Full Advance order has been cancelled, or it has been forced into another state. LOADED: HOW STATE IS ENTERED: A unit enters this state by being ordered to embark. EFFECTS OF STATE: A non-vehicle unit being carried by a vehicle is considered Loaded. Headquarters units can give orders while Loaded, but cannot execute any movement or combat orders. If the Loaded unit's carrier is eliminated the Loaded unit is also. HOW STATE IS EXITED: A unit leaves this state by being ordered or forced to debark. A unit is forced to debark when its carrier accumulates suppression points equal or greater than the morale of the carrier. When debarked in this manner, the former passengers will gain a number of suppression points equal to that of its carrier. PINNED: HOW STATE IS ENTERED: A non-vehicle unit is forced to enter this state when its suppression level is greater than or equal to its morale and the unit is not Dug-in. A unit in a Cautious Advance state will become Pinned if it takes any losses. EFFECTS OF STATE: Only a non-vehicle unit becomes Pinned. When Pinned, it cannot have an order cancelled. A Pinned unit will not fire as effectively, and fire against such a unit will be as effective unless the firing unit is adjacent to the target unit. HOW STATE IS EXITED: A unit will remain Pinned until its suppression level is less than its morale or until it is forced into another state. BUTTONED: HOW STATE IS ENTERED: A vehicle unit is forced to enter this state when its suppression level is greater than or equal to its morale and the unit is not Dug-in. EFFECTS OF STATE: Only a vehicle unit becomes Buttoned. When Buttoned, a unit will move as if it had been given a Cautious Advance order, even if the order was for a Full Advance. A Buttoned vehicle can only search for enemy units in a 90 degree arc in its direction of facing during pulse three. A Buttoned unit will not fire as effectively. HOW STATE IS EXITED: A unit will remain Buttoned until its suppression level is less than its morale or until its forced into another state. RETREATING: HOW STATE IS ENTERED: A NON-JAPANESE unit is forced into this state when its suppression level reaches twice its morale. A unit can also be ordered to enter a Retreating state. EFFECTS OF STATE: A Retreating unit will use its full movement allowance to move to cover or to its edge of the battlefield. An HQ unit that is Retreating cannot issue any orders, and no Retreating unit can receive an order. A Retreating unit can benefit from a rally order of a superior HQ. Fire against a Retreating unit will not be as effective unless the firing unit is adjacent to the target unit. HOW STATE IS EXITED: A unit will remain in this state until its suppression level is less than twice its morale or until its forced into another state. ROUTED: HOW STATE IS ENTERED: A NON-JAPANESE unit is forced into this state when its suppression level reaches three times its morale. EFFECTS OF STATE: A Routed unit will use its full movement allowance to move to cover or its edge of the battlefield. An HQ unit that is Routed cannot issue any orders, and no Routed unit can receive an order. A Routed unit can benefit from a rally order of a superior HQ. Fire against a Routed unit will not be as effective unless the firing unit is adjacent to the target unit. HOW STATE IS EXITED: A unit will remain in this state until its suppression level is less than three times its morale or until it is forced into another state. HEAVY SUPPRESSION: HOW STATE IS ENTERED: A JAPANESE unit enters this state if its suppression is twice its morale or greater. A NON-JAPANESE unit under these conditions would be forced to enter a Retreating or Routed state. JAPANESE do not retreat or rout. EFFECTS OF STATE: A JAPANESE unit that is Heavily Suppressed cannot move or fire. It will remain in this state for 3 to 9 pulses. Heavy Suppression will not be listed as the state of the unit on the screen; rather, the unit's state will be listed as Pinned, Dug-in, or Positioned, depending on its state prior to being Heavily Suppressed. HOW STATE IS EXITED: When the delay imposed on the unit is reduced to 0, the unit assumes the state listed for it on the screen. OFF-MAP: HOW STATE IS ENTERED: Certain artillery units deployed at the beginning of the game in this state. A unit which Routs, Retreats, or voluntarily moves off its own map edge enters an Off-Map state, and no victory points are awarded for it. EFFECTS OF STATE: A unit in this state can never move onto the map. An Off-Map artillery unit can receive an order from an on-map unit to bombard. Other than that such a unit cannot be fired at, moved, or otherwise give or receive orders. HOW STATE IS EXITED: A unit can never leave this state. ABANDONED: HOW STATE IS ENTERED: A vehicle or a non-mortar gun unit is forced to enter this state if it must Retreat or Rout and it has a max speed of 0. EFFECTS OF STATE: The unit is out of play. If the unit was an HQ unit, all surviving members of its formation become computer controlled. HOW STATE IS EXITED: A unit can never leave this state. DESTROYED: HOW STATE IS ENTERED: A unit is forced to enter this state if it is destroyed in combat. EFFECTS OF STATE: The unit is out of play. If the unit was an HQ unit, all surviving members of its formation become computer controlled. HOW STATE IS EXITED: A unit can never leave this state. EXITED: HOW STATE IS ENTERED: A unit is forced to enter this state if it is on the map edge behind the enemy side. (Be careful: this could happen during play when not desired.) EFFECTS OF STATE: The unit is out of play. If the unit was an HQ unit, all surviving members of its formation become computer controlled. You may gain victory points for the Exited unit, depending on your mission. HOW STATE IS EXITED: A unit can never leave this state. For one of your units in a state which does not preclude it getting orders, you can change the state of the unit during the Orders Phase. This is done by pressing the S key, and then choosing the desired state from the submenu which appears. Thus if a unit is in Full Advance state, hitting S and then C will slow it to Cautious Advance, while hitting S and P will cause it to halt by putting it into a Positioned state. Making a voluntary change of state does not expend any orders, but the formation headquarters must have at least one order left or the change cannot be made. Note that you choose to retreat your unit, its suppression will automatically rise to just above twice its morale. COMMAND CONTROL: If a unit is out of command control (OCC), it may not receive an order. Command control for all units is judged after the Combat Phase but before the Orders Phase begins. Whether a unit is in command control depends on whether it has a radio (see the units Weapons page). If it does not, the unit must be within 5 squares of its immediate superior headquarters to be in command control. If it does have a radio, look at the command rating of the superior headquarters. The higher the number is, the more likely the subordinate unit will be in command control. If a non-HQ unit is out of command control, it cannot receive an order during the Orders Phase. If a subordinate headquarters is OCC, it cannot spot for indirect fire for non-formation units and it will not receive any additional orders to spend from its superior headquarters. Command control for units reporting to an OCC subordinate HQ is judged normally, so a unit may be in command control while its HQ is not. An HQ that is OCC may still issue orders. Headquarters A0 is always in command control. See the Briefing Manual for the percentage chance that a unit will have a radio. B. ORDERS: 1. IN GENERAL RECEIVING ORDERS: After the last pulse of the Combat Phase but before beginning the Orders Phase, the computer performs two tasks. It first checks all units to see which are in command control and which are not. It then looks at all headquarters units in command control. Each such HQ receives more orders which it can spend during the Orders Phase to give orders to its subordinate units. Note that a headquarters unit will never receive more orders if the number of orders it currently has is equal to the number listed for its command rating. Once the number of orders it has is less than its command rating, it is once more eligible to receive more. Headquarters receive orders in two ways. Foe every 10 points of its command rating, the HQ receives one order. If its command rating is not divisible by 10, there is a chance it will receive an additional order in a turn. For instance, an HQ with a command rating of 35 would have a 50% chance of getting 3 orders and a 50% chance of getting 4 orders in a turn. An HQ with a command rating of 8 would have an 80% chance of getting 1 order and a 20% chance of getting no additional orders. A headquarters unit in command control can also receive orders from superior HQ's. A subordinate HQ will receive one order per turn per superior HQ if the subordinate HQ has less than 1/10th the number of orders that the superior HQ has. Thus if A0 has 32 orders, and B0 3 or less orders, B0 will receive one order from A0. GIVING ORDERS: Orders are given during the Orders Phase by headquarters units to themselves or to units in their formation. To enter the Orders Phase from the Combat Phase, press the O key. To give an order to a unit, access the unit you wish to order and press the key which corresponds to the order you wish to give. For some orders, you will need to access the HQ unit and press a key. generally, a headquarters unit can only give orders to a unit in its own formation, with two exceptions: bombardment fire can be called in by the firing unit or by any HQ, and when an HQ orders a rally, any subordinate unit within the rally radius of that HQ can benefit from the rally. (See the rules below for bombardment fire and rally.) Normally, a headquarters expend 1 order when a unit in its formation is ordered to do something. There are some exceptions to this. One is for a rally order: it costs 1 order for an headquarters to press the key to rally, plus an additional order for every unit that actually does rally. Thus if no units were to rally, an HQ would spend 1 order, if 2 were to rally it would spend 3 orders. Another exception is for All-Units Mode. This is a special mode which is entered by pressing the A key. If the current unit is not the formation HQ, the formation HQ will be accessed. The headquarters state will temporarily change to read ALL until an order key is pressed. When in All-Units Mode: cancel orders, change facing, move, and set firing range. You must also place a formation in All-Units mode before turning it over to computer control. Finally, more than 1 order may be spent in the case of indirect bombardment fire. When such fire is ordered, the HQ of the unit making the indirect bombardment fire will expend an order 50% of the time. Ordering such fire will always cost the HQ of the spotting unit 1 order unless that HQ is the HQ of the firing unit; in that case the 50% rule applies. The state of both the headquarters unit and the subordinate unit is important in determining whether a unit can give or receive an order. Refer to the Unit States subsection above for this information. LIMITED VERSUS UNLIMITED COMMAND RULES: Normally, once a headquarters unit is out of orders, it can no longer give any orders until it receives more. This is not true, however, if you choose to play with the Unlimited Command Rules. At the very beginning of the game you will be asked to choose whether to use the Limited Command Rules. If you say Yes, orders will be given and received as discussed in this section. If you say No, a headquarters unit will be able to give all orders EXCEPT A RALLY ORDER even though it has no orders left. COMPUTER CONTROL: At the beginning of the game you can choose which side(s) will be controlled by the computer. Even if you choose to play a side yourself, any or all your units may also be controlled by the computer. Once under computer control you no longer direct the actions of those units: the computer does. Your units may come under computer control either voluntarily or involuntarily. Units in a formation are automatically and involuntarily placed under computer control when the headquarters for that formation is no longer in play. Only those units in the headquarters immediate formation become computer controlled: any subordinate units are not. Once such a formation becomes computer controlled it remains so until the end of the scenario. As an example, suppose C formation and unit B1 reported to B0. If B0 were to be eliminated, B1 would become computer controlled; formation C would not. You may also voluntarily place any formation under computer control during the Orders Phase. This is done in one of two ways. One way is to press the A key to go into All-Units mode, and then press the J key. All units in the formation will have a C- in front of their state; this is an indication that the units are under computer control. You can also press the * key from the map menu. This places all of your forces under computer control, and is handy to use when you wish to quickly finish a scenario that is nearly over. Formations voluntarily placed under computer control will remain that way until the J key is pressed for each formation. This is true even if you used the * key to place your troops under computer control. Of course, should the formation's HQ be eliminated in the interim, the units will always be under computer control. 2. MOVEMENT ORDERS: To have a unit move across the map, you need to first access the unit. Then move the cursor across the map to the square that you want the unit to move to. Hit the M key and choose the state that you wish the unit to be in during its move, either Cautious Advance or Full Advance. The square chosen will become the unit's movement objective and the unit will attempt to move there using the speed appropriate to its state. The cursor will not return to the unit, though its Unit Menu will reappear. If you wish for the cursor to go back to the unit after giving it a movement order, press the L key from the Unit Menu. You can give a unit up to two movement objectives using this method. You can see what the movement objectives are by pressing the O key from the Unit Menu. A unit in a Full Advance state moves at its full movement speed, which is listed on its Weapons page. A vehicle unit in a Cautious Advance state moves at 6 MPH; an infantry or mobile gun at 3 MPH. See Unit States above for more information. The speed of a unit is in effect a movement allowance, from which the cost of terrain moved through is subtracted. The Terrain Effects Chart (TEC) lists movement cost for each type of terrain in miles per hour per pulse. Left-over points are retained. As an example, each clear terrain costs 5 MPH to move through in clear weather. A vehicle in a Cautious Advance state would move through 1 such square every pulse but the fifth, when it would move through 2 squares. Movement allowances may also be accumulated over several turns. As an example, it costs trucks 60 movement points to enter a forest. If a truck unit with a maximum speed of 12 were placed in a Full Advance state and ordered to enter a forest square, it would take 5 pulses to do so. There is always a delay of 1 pulse before a unit begins to move. This delay may be increased if the unit is ordered to perform certain actions. For instance, a unit which debarks in an Orders Phase has a delay of 2; if it is also ordered to move in that same Orders Phase its delay will increase to 3. Thus the unit will not move at all during the turn. Some changes of state change a unit's movement objective, and some do not. A unit forced to enter a Retreat or Rout state will have a new movement objective automatically assigned to it, and this objective will be towards the map edge of that side. On the other hand, a unit that must temporarily halt an advance by entering a Positioned state will not lose its movement objective. (If you wish to delete this objective, see the cancel command below.) This is useful if the unit must hold up for other friendly units to catch it up. MOVEMENT IN ALL-UNITS MODE: Normally, a headquarters unit will expend 1 order for each unit in its formation that is ordered to move. Using All-Units Mode the headquarters expends only 1 command for the whole formation to move. To make such a move, access the formation HQ. Hit the A key to go into All-Units Mode, and make a move as you normally would. You will be asked whether to make a formation move or not. If you say No, all units in the formation will be assigned to move to the cursor location. If you say Yes, the movement objectives of units making the formation move will be in the same position to each other as the units were at the start of the formation move. Thus if one unit were due north (direction 1) from another unit at the start, the first unit's objective would be due north of the second unit's. STACKING: Only a certain number of units move into a square during any one pulse. During the first pulse of a turn, a unit cannot enter a square if there is already one or more friendly units in the square. During pulses 2 and 3, a unit cannot move into a square if there are already 3 or more units in the square. Units already in a square do not have to leave, but no new units can enter over these limits. Stacking also has an effect on unit access. When the cursor is over a square containing a unit that you wish to access, use the Y key until you see the desired unit's type on the bottom line of the Map Menu. You may then use the U key to access the unit. EMBARKING AND DEBARKING OF PASSENGERS: Vehicle units may carry passengers around the map with them as they move. Loading a unit onto a vehicle is called embarking a passenger onto a carrier; Unloading is called debarking from a carrier. Each Passenger unit costs a certain number of transport points (TPs), and each vehicle unit can carry only a certain number of TPs. Prime mover units and heavy trucks and heavy halftracks can carry 15 TPs. All other vehicles can carry 10. Only prime movers, trucks (light, medium, and heavy) and halftracks (light, medium, and heavy) can carry artillery passengers. The number of points each transportation unit costs is listed below (all are per unit except for infantry): Infantry 1 per man Medium MG 2 Heavy MG 4 Light Mortar 3 Heavy Mortar 5 AT Gun 10 Light AA (50mm and less) 10 Heavy AA (51mm and more) 15 Light How (95mm and less) 10 Heavy How (96mm and more) 15 Light IG (95mm and less) 10 Heavy IG (96mm and more) 15 To embark a unit, the unit to be loaded must be in or adjacent to the carrier's square. You then access the carrier unit and press the E key followed by the passenger's formation letter and ID number. The passenger unit will then move on-board the carrier. While a unit is a passenger, its state will read . A loaded HQ can issue orders. A unit that is loaded can receive orders from its HQ, but cannot execute any combat or movement orders. (Other orders, such as changing its firing range, can be done.) You can check which units are embarked on a carrier by accessing that carrier and pressing the P key. You can debark a unit either by accessing the passenger or by accessing the carrier and pressing the D key. This only makes a difference if there is more than one passenger on the vehicle. If done using the passenger's Unit Menu, only that passenger is debarked. If done using the carrier's Unit Menu, all of that carrier's passengers are debarked. An unloaded unit will become Positioned and will have its delay increased by 2. The carrier's delay will be increased by 1. (In essence, these units require that many pulses to get reorganized and cannot do anything during that period.) When embarking. the HQ of the vehicle must expend an order; when debarking, the HQ of the unit ordered to debark expends the order. Units can be debarked in all-units mode. If a carrier unit receives suppression points greater than or equal to its morale, it will automatically debark all passengers. The passengers will gain a number of suppression points equal to that of the carrier. WEATHER EFFECTS ON MOVEMENT: During snow and rain add 2.5 to the movement cost of each square, except for swamps in snow, where the cost is reduced half of normal. These effects are noted on the Terrain Effects Chart. 3. COMBAT AND COMBAT ORDERS INTRODUCTION TO COMBAT: An enemy unit is destroyed or damaged by ordering a friendly unit to have combat against it. Combat orders are given during the Orders Phase, and resolved during the Combat Phase. There are two types of combat: fire and assault. There are two types of fire combat: bombardment and point. There are two types of bombardment fire: direct and indirect. (All terms and conditions discussed in this introduction are explained below.) Combat / \ Fire Assault / \ Bombardment Point / \ Indirect Direct Besides the normal preconditions for giving and receiving orders, there are some preconditions for combat. Assaults are only possible against units in the same square as or adjacent to the assaulting unit. For fire combat, the firing unit must have ammo and the target must be within range of the firing unit. In addition, for point fire and direct bombardment fire the firing unit must be able to see the target unit or square. Indirect bombardment fire is more accurate if the firing unit or a friendly HQ can see the target square. If these preconditions are met a unit can be ordered to have combat against a target. if a unit is ordered to have fire combat, several steps are undertaken to determine whether the target is hit, and if so what damage is inflicted. Units can also fire smoke instead of projectiles. Visibility is blocked through a square containing smoke. COMBAT TERMS: The following terms are used in discussing combat: Combat: a general term, designating both fire and assault. Assault: combat performed by an infantry-type unit against an enemy unit in or adjacent to its square. Fire: combat performed at a range by firing weapons. This term includes both bombardment and point fire. Point fire: fire combat performed against an individual enemy unit in a square. Certain types of point fire may affect other units in the square besides the target unit. Bombardment Fire: fire combat performed against all units in a designated square. This term encompasses direct bombardment fire and indirect bombardment fire. Direct bombardment fire: bombardment fire combat performed against a square at which the firing unit itself chose to fire. Indirect bombardment fire: bombardment fire combat performed against a square not chosen by the firing unit, but by another unit. (Note that while mortar units and Off-Map artillery units can plot their fire in a manner similar to direct fire bombardment, their fire is always considered indirect.) Firing unit: the unit actually performing the fire order. Spotting unit: in indirect bombardment fire, the unit choosing the square to be fired at. Target: for bombardment fire, the square being fired at. For point fire, the unit being fired at. Hard target: a vehicle unit with front armour. Soft target: a vehicle unit with no front armour (trucks and prime movers) and non-vehicular units. Open-topped targets: a hard target with no top armour (halftracks and some self-propelled guns). AP shell: armour piercing shell, fired by point fire units at hard targets. HE shell: high explosive shell, fired by point fire units at soft targets and by all units firing bombardment fire. Primary targets: a soft target that is the target of fire. Certain other terms are values found on a unit's Weapon Page. A sample Weapons Page is set out above, under Unit Characteristics. PRECONDITIONS FOR FIRE COMBAT AMMUNITION: A weapon must have ammo in order to fire. The amount of ammo a weapon currently has is listed on the Weapons Page for the unit. A weapon starts with between 50% and 100% of the maximum amount listed for that weapon on the Weapons Chart, and one round is used each time the weapon fires. If a weapon fires twice in a pulse, it will use 2 rounds of ammo. A unit can never get more ammo during a scenario, but is restocked at the beginning of each scenario during the campaign game. SIGHTING ENEMY UNITS: Except for indirect bombardment fire, a unit must be able to see its target. In addition, indirect bombardment fire is more accurate if either or both the spotting unit and the firing unit can see the target. Sighting is done during the Combat Phase by friendly units searching the map. A friendly unit can see an enemy unit if there is a clear, unobstructed line between the two units. This is called Line of Sight (LOS) and is dependant upon the facing of the sighting unit, the visibility level, and the terrain between the two units. Searching for enemy units is done during all 3 pulses of the Combat Phase. During pulses 1 and 2, only non-moving, non-firing units may search. They only see in a 90 degree arc in the direction they are facing. During pulse 3, all units may search in a 360 degree circle except for Buttoned units, units in a Full Advance state, or self- propelled guns with no turrets. These units search as in pulses 1 and 2. VISIBILITY: For the historical scenarios, the visibility level is set. (This can be modified when you design your own battles. See Building a Scenario.) If a unit has clear Line of Sight and is facing in the right direction, the visibility level multiplied by 10 is the maximum number of squares a unit can see. A unit cannot see past this range, and so generally cannot fire past it. The exception to this is that a unit can conduct indirect bombardment fire if it has a weapon whose range is greater than the visibility level as long as some unit spots for it. There are some modifiers to the visibility range, and these are listed on the Visibility Range Modifiers Table. In brief, the range is less if the spotter is Buttoned, if it fails its skill check, if it is pulse 1 or 2, the target is stationary, or if the target is hull-down, dug-in, or in cover. The range is greater if the spotter is at a higher level than the target. Skill checks and being hull-down or in cover are explained below. In addition, the range may be longer or shorter depending on the silhouette size of the target. The silhouette size of a unit is found on the unit's Weapons Page to the right of 'Size'. The size modifier is such that the visibility range is less for units of size 3 or less, and greater for units of size 5 or more. This modifier is such that it is of less effect when the target is within 5 squares of the firing unit. See the Formulas section for how the calculation is actually made. When you plot a unit to fire, it will become visible. It thus may be hit before it actually fires if the other side goes first in a pulse. LINE OF SIGHT: The line between a sighting unit and a target is known as the Line of Sight (LOS). In order for the sighting unit to see the target, this line must be clear. It is not clear when terrain obstructs the line. Whether the LOS is blocked depends on the height of the sighting unit, the height of its target, and the terrain in between them. The level of all terrain features appear on the Terrain Effects Chart (TEC) which shows that there are 5 levels (0 through 4). A unit is considered to be at the level that it is sitting on. The terrain underlying all units can be viewed from either the Map Menu or the Unit Menu by pressing the 0 (Zero) key. To determine whether a Line of Sight exists between one square and another, move the cursor to the square you wish to sight from and press the V key from the Map Menu. All squares will be inversed. Likewise, to see what squares are in the LOS of any given unit, access the unit and press the V key. All squares that the unit can see will be inversed. You will notice that while a LOS cannot be traced through some squares (such as a smoke square), it can be traced through one or more squares of other terrain types. FACING: Except for indirect bombardment fire, a unit can only be ordered during the Orders Phase to fire at a target it can see in that phase. Generally, a unit can see units in its LOS in a 360 degrees circle. A unit in a Full Advance state, a Buttoned unit, or a self-propelled gun with no turret, however, can only see in a 90 degree arc in the direction that it faces. An anti-tank gun can see in a 360 degree circle but must face the direction that it wishes to fire. Facing is determined by the same compass directions that determine cursor movement. That is, a unit can face one of the following 8 ways: 8 1 2 7 3 6 5 4 You can order a unit's facing to be changed by accessing the unit and pressing the F key. You will then be prompted to enter the new direction to be faced. Orders can be conserved by having an entire formation change facing together. To do this, access the formation headquarters, press the A key to go into All-Units mode, and then press the F key. When ordered to move, a unit will automatically change its facing to point to its direction of travel. There is no cost (besides the cost for the movement order) for the facing change. RANGE: Even if a unit has a valid LOS and is facing the target, the target must still be within range of the firing unit's weapon for the target to be fired at. Both the maximum range of the weapon and the current assigned fire range of the unit appear on the unit's Weapons Page. (See Unit Characteristics, above.) At the beginning of a scenario, the current fire range is set to the maximum range of the unit's weapon with the longest range. You can change this range at the cost of one order by accessing the unit and pressing the R key. You will then be asked to enter a number between 0 and 9 to set a percentage distance for the range. You can press the M key from this submenu to return the fire range to the maximum. You can also conserve orders by accessing the formation HQ, pressing A to enter All-Units mode, and then changing the fire range for the whole formation. Decreasing a unit's fire range is useful in conserving ammo or in laying an ambush. During the Combat Phase, a unit may pick its own target. Whether it does so is dependant on the proximity of the target, its value in victory points, and its appropriateness as a target for the type of weapon the unit has. Thus a tank will usually fire at another tank unless there is an infantry unit close enough to pose a danger. There is no cost in orders when a unit picks its own target. You can prevent a unit from selecting a target at an extreme range by decreasing the unit's fire range. SKILL AND FIRST SHOT ROLLS: Each unit has on its own Weapons Page two ratings which are used in various combat and other calculations. These ratings are its skill rating, which is a measurement of the unit's experience and proficiency, and its 1st shot rating, which is a measure of how good it is in firing rapidly. At various points in the game checks are made against these numbers to see if certain actions can be performed. A skill check is successful if the skill rating is greater than or equal to a randomly generated number between 1 and 10. Thus a unit with a skill rating of 4 will have a 40% chance of making its skill check, with a unit above that rating having a better chance and a unit below it having a worse chance. The first shot check is successful if the first shot rating is greater than or equal to 50 divided by a random number between 1 and 10. Thus a unit with a first shot rating of 10 will have a 50% chance of making its check. Again, higher ratings are better and lower ones worse. Note that for each crewmember lost in a vehicle unit, that unit's first shot rating is halved. Skill checks are used for searching for enemy units, determining a unit's rate of fire, spotting for indirect bombardment fire, and determining a unit's fire accuracy. First shot checks are used in determining a unit's rate of fire. Some infantry anti-tank weapons (AT rifles, panzaschrecks, etc.) must be adjacent to the target unit in order to fire if the unit has less than 3 rounds of ammo left. RATE OF FIRE: A unit's rate of fire is the number of times it can fire in a combat pulse. The rate of fire for a unit depends on its shell size, how many pulses have passed since being ordered to fire. Its skill and first shot ratings, and the type of fire it is conducting. Normally a unit will fire once in a pulse. If a unit is conducting point fire, during the first pulse after being ordered to fire it will fire once if it successfully passes both its skill and first shot checks. If it fails either check, it will not fire at all that pulse. If it is the second or later pulse after being ordered to fire, it will fire at twice the normal rate if both checks are successful and it is not moving; otherwise, just once. An exception to this is that a unit equipped with small arms (that is, its shell size equals 1) can never fire more than once in a pulse. If a unit is firing bombardment fire, the pulse fired and the shell size do not make any difference. Such a unit will not fire at twice the normal rate if its first shot rating (not a check) is greater than or equal to 10. If not, it will only fire at the normal rate. If a unit loses a crewmember, its rate of fire may still be increased but the execution time for that fire may be double. For example, a self- propelled gun with a first shot rating of 10 and a starting crew of 4 will fire for 10 pulses if it has lost 1, 2, or 3 crewmembers. Note that a tank machine gun firing at an enemy unit that is not in the tank's square or adjacent to it must always pass a skill check in order to fire at all. A machine gun that is moving (Cautious or Full Advance) will not fire. Tank machine guns that are moving will not fire at a range greater than 2. HOW COMBAT IS EXECUTED The mechanics of combat execution are the most complex part of TYPHOON OF STEEL. For this reason, the detailed step-by-step procedures that the computer goes through are set forth in the Formulas section which follows. A general knowledge of how the mechanics work is sufficient for play; if you would like more precision, please refer to the formulas. The main difference between bombardment fire and point fire is in determining whether and when an individual enemy unit has been hit. Once a unit has been hit, the procedure for determining the damage inflicted is about the same for both types of fire. An assault is independent of fire, but does use some of the same procedures. Bombardment fire lasts 5 pulses against a square. When you look at a unit's target you will be shown either the delay left until fire commences or the number of times already fired. You can cancel bombardment fire before it has hit or before the end of 5 pulses. INDIRECT BOMBARDMENT FIRE: The distinctive features of indirect bombardment fire are how accurate the fire is in hitting its target square, and how long the delay is from when the fire is ordered. Indirect bombardment fire may be subject to two delays, an administrative delay and, for off-map artillery only, a spotting delay. The administrative delay is dependent on how the fire is called into the target square. Indirect fire must be plotted by a friendly headquarters in command control. (The fire is plotted by moving the cursor to the target square and pressing the B key. See below.) An HQ unit that plots the fire is known as the spotting unit. Fire can be called on any square which no friendly unit can see. The administrative delay, that is the number of pulses before the fire begins, depend on the plotting unit: UNIT PLOTTING DELAY IN PULSES Firing unit 1 Firing unit's formation HQ 3 Battalion HQ (A0) 6 Other HQ 9 Note that these delays will be shown on the screen when you choose which unit to assign to the bombardment after pressing B. There are some exceptions to the delays listed above, and in these cases the administrative delay is only 1. When the firing unit is firing again at a target it just finished firing at, the delay is 1. Both sides in an assault scenario can also plot indirect fire in the first Orders Phase with only a delay of 1. Direct fire bombardments only have a delay of 1 (see below). Besides an administrative delay, there is also a spotting delay when the fire will be done by off-map artillery units. Add the spotter's skill rating to the firing unit's skill rating. The result is the percent chance that the unit will begin fire on any given pulse. The spotting delay does not apply if the unit is firing smoke, if it is firing at an unspotted square, if it is firing at a target it just finished firing at, or on the first turn of an assault scenario. Once a unit begins its fire, it will fire based on its rate of fire discussed above. Accuracy,the probability that the assigned target square is actually hit, is also important for indirect fire. Such fire may scatter a certain number of squares. When this happens, the computer goes to the assigned target square. It then determines the maximum distance the fire may scatter. For each square of scatter, the computer randomly determines one of the 8 directions and moves one square in that direction. Whichever square the computer ends up at becomes the actual target square. The maximum scattering distance depends on whether the firing unit is on- map or off-map and how the target is spotted (that is, the fire is being blindly plotted), the maximum scatter is 9 squares. If it is not blind fire and the firing units fail to pass an accuracy check the scatter is 4; if it passes such a check the scatter is 2. The scatter of rocket unit fire is always 9. This accuracy check which is made is similar to a regular skill check, but you add the firing unit's skill rating and the spotter's skill rating and compare the result to a number between 1 and 20. Thus if the combined skill is 10, the units will have a 50% chance of passing this check. There are some modifiers which will reduce the amount of scatter. If any of the following conditions are met, the scatter is halved: if the firing unit has a Line of Sight to the original target square: if the range to the target is less than 30 squares: or if the firing unit is Off-Map firing HE fire and the target square can be seen by the spotting unit. All modifiers are cumulative. Even if the scatter is less than 1 square, the best accuracy possible is for the fire to hit the assigned target 25% of the time, with it scattering 1 square the other 75% of the time. The fire is considered to hit the assigned target as long as the final square that the fire ends up in is the same as the square assigned. It does not matter how many squares the computer may have looked at to get there. Once a target square is determined, whatever units are in the square (friendly or enemy) are subject to damage. See the damage procedures set forth below. Bombardment fire always uses HE shells and there is never a primary target. DIRECT BOMBARDMENT FIRE: A unit, such as a tank unit, which normally conduct point fire can also conduct direct bombardment fire. The unit itself calls in the fire and so must have a LOS to the target square. There is no spotting unit. Other than that, the fire is conducted as indirect bombardment fire with the exception that the maximum delay is 1, and there is no first round accuracy penalty. Its rate of fire is computed as listed above. POINT FIRE: Whether a target is hit by point fire depends on the accuracy and max range of the firing weapon, the range to the target, and the type of target being shot at. The accuracy of the weapon is listed on the owning unit's Weapons Page. The computer uses this figure, the weapons max range and the range to the target to determine an accuracy figure. This figure will range between 98% if the target is in the same square as the firing unit; to the accuracy listed on the Weapons Page at half the weapon's max range; to 2% of the max range. (The actual formulas are set forth in the Formulas section.) If the target unit is a hard target, the resulting accuracy figure is modified by the hard target modifiers (see the Accuracy Modifications Table). Generally, the accuracy will be better if the firing unit fired the last pulse at the same target. The accuracy will be worse if the firing unit fails a skill check, or is Pinned, Buttoned, or has any suppression points. It is also worse if the target is not adjacent and Retreating, or in cover. The accuracy is worse if either the target or the firing unit is moving, with Full Advance being worse than Cautious Advance. The silhouette size of the target is also a factor; it is figured the same as it was for visibility, above. If the target unit is a soft target, the accuracy is modified by the soft target modifiers for the firing unit only. That is, if the firing unit fails a skill check, or if it is moving, Buttoned, Pinned, the accuracy will be worse. No matter what the target, the modified accuracy can never be more than 99. The lowest the accuracy can be against soft targets is 12, and against other targets is 0. The modified accuracy is the percentage chance that the target is hit, it is then subject to damage. Point fire uses AP shells against hard targets and HE shells against soft targets. DAMAGE CALCULATIONS: The damage done against a unit depends on whether it is a hard target or a soft target, and the type of shell being used. If an AP shell was fired, only the target unit is hit. If an HE shell was fired, each unit in the target square may be hit. When the target is hard, the computer first checks to see if the shell penetrates. If so, it will cause damage. The chance of penetrating is greater the greater the shell size of the weapon and the greater the penetration value listed on the Weapons Page. AP shells penetrate better than HE shells, and the closer the target the more likely the penetration. The likelihood of penetration is also less the thicker the target's armour is in the location hit. When the target is hit, the computer determines the location of the hit. Most likely the lower hull or turret/upper hull will be hit. If the firing unit is at a higher elevation than the target, there is a chance of hitting the top, but a reduced chance of hitting the tracks. To be able to hit the top, the firing unit must be two or more levels higher than the target unit. When the target is hull-down, the chance of hitting it at all is reduced. A unit is hull-down if it is positioned in cover, if it is at a higher elevation than the firing unit, or if it is Dug-in. The armour that a unit has in the various locations is listed on the unit's Weapons Page. A unit cannot be hull-down to indirect fire. A unit on a slope square is hull-down only to adjacent units on level 3 squares; this is the only way a unit on a slope can be hull-down. If AP shells fail to penetrate, they bounce; there is a chance that HE shells that do not penetrate the target unit attack other units in the target square or in an adjacent square. If an HE shell does fail to penetrate, it will never have a primary target. Track hits always penetrate if the shell size of the firing unit is greater than 1. When a shell penetrates a hard target, one of several things might happen: the target may be automatically destroyed; it may lose a track; it may lose its engine; or the crew compartment may be penetrated. If a track or the engine is lost, the unit can no longer move and will be abandoned if forced to retreat or rout. If the crew compartment is penetrated, two things may happen: one or all of the crew may be killed, and the weapons in the area penetrated may be knocked out. Thus, if the turret/upper hull were penetrated, the top two weapons listed for a unit may be knocked out. All fire against soft targets is HE fire. Such fire may hit more than just the primary target in a square. (This is not the case if the primary target is a hard target and it is hit.) The chance of an HE shell hitting a specific unit is greatest if the unit is the primary soft target, less if it is another soft target, and less still if it is an open-topped hard target. The chance is the least if it is a regular hard target. (If a hard target is hit, the procedure explained above is used and not the following.) Generally, the higher the weapon's infantry attack value the more likely it is to hit the target. Non-adjacent fire has a reduced chance, and the soft target modifiers may reduce the chance even further (see the Formulas section). The chance is increased if the target is advancing or is an artillery unit, and decreased if it is Positioned in some kind of cover, Retreating, Routed, Pinned, or Dug-in. Small arms fire against a unit that is Dug-in or in hard cover is additionally decreased. If, given the modified chance, a soft target is hit, it will lose a number of men based on that chance and on the firing unit's infantry attack value. Soft vehicles (trucks, etc.) and artillery units may also be destroyed outright. SPECIAL WEAPONS: Note that no defensive benefits apply to units attacked by flamethrowers or demo charges. only two checks are made when such a weapon attacks: one check to see if the weapon is on target, and another to determine damage. INFANTRY ASSAULTS: Infantry can also be ordered to assault an enemy unit in its square or adjacent to it. (Move the cursor to the square to be assaulted and hit the U key.) The infantry unit will conduct the assault against all enemy units in the assigned square in the first pulse of the next Combat Phase. The infantry unit will not actually move; it will assume a Cautious Advance state. After the assault, it will revert to being Positioned (even if it were Dug-in before). An infantry unit may also carry special assault weapons (flamethrowers, demo charges, etc.) which it can use in an assault. If such a weapon has a range of 1 it can be used against a hard target in an infantry assault. Such an attack is in addition to the normal attack by the infantry unit. If the target of an infantry assault is soft, use the HE procedure given above to determine the damage inflicted. The infantry unit's assault value is 4 times what it normally would be. When the assault target is hard, the infantry unit must first pass a morale check. It passes this check if its morale times a random number is greater than or equal to the number of suppression points the unit currently has. Thus, a unit with a morale of 4 and 1 suppression point will pass the check 75% of the time. If the unit fails, it routs. If the unit passes the check, it may assault. The unit's kill rating is determined; this is either the number of men in the unit or the accuracy of its special assault weapon if it has one. This number is increased if the target is a soft or open-topped vehicle, or if the target is stationary. It is reduced if the target is moving in a Full Advance state or if the assaulting unit fails a skill roll. The resulting kill rating is multiplied by a random number. If the end result is more than 6, the target is destroyed. If it is more than 3 but not more than 6, the target loses a track and so cannot move. Thus if a unit's kill rating were 10, it would have 40% chance of destroying the unit and an additional 30% chance of knocking off a track. SMOKE: In place of projectiles, units can also fire smoke. Smoke in a square blocks the Line of Sight through the square (see the Line of Sight above for how this works). Smoke is ordered in just like bombardment fire with several exceptions. An infantry unit can place smoke only in or adjacent to its square. The smoke appears immediately in the Orders Phase. It costs an order to lay smoke. For other units, only headquarters units can call in smoke; a unit capable of firing smoke cannot decide on its own to do so. (Except a tank HQ with a shell size of 2 or more which can plot its own smoke.) No skill check is made and the delays are slightly different. If neither the firing unit nor the spotter can see the target, it is treated like an unspotted fire. If it is spotted, it is treated like an on-map fire whether the firing unit is off-map or not. The scatter is the same for an on-map fire. The chance that a mortar shell will actually place smoke in a square is the shell size divided by 8. At the start of each pulse, there is a small chance that smoke in a square will be removed. If a vehicle is destroyed and is burning, there is a 50% chance each turn that the square the vehicle is in will have smoke added to it. There is a 5% chance each turn that the fire will go out. Buildings and vegetation on fire burn for the whole scenario and block LOS just like smoke. ORDERING UNITS TO FIRE VIEWING AND FIRING AT ENEMY UNITS: Taking into account facing, visibility, and LOS, the sum total of the area that a unit can see is called its field of vision. The field of vision for a unit on the map can be seen by accessing the unit and pressing the V key. All squares the unit can see given its current facing will be inversed. The range shown is based on the visibility range and does not take into account the fact that a shorter fire range may have been assigned to the unit. You can also move the cursor around the map in the Map Menu and hit the V key from any square on the map. All squares in a 360 degree circle from the square will be inversed. Doing this over an enemy unit lets you know which of your units can see and which of your units can see it. You may check the current target for a unit by accessing the unit and pressing the T key. If the unit has an enemy unit as a target, the cursor will go to the target. If the target is a bombardment square, you will see a message telling you of this fact. It will also tell you either the delay left until fire commences or the number of rounds already fired. If the target is a point fire target, you will see the type and state of the target unit below the screen as well as the range and the number of times fired. (If you wish for the cursor to return to the sighting unit, hit the L key.) To fire at a unit using point fire, access the unit you wish to fire. Press the I key to inspect all enemy units that it can see. The cursor will go to the first enemy unit in range. Below the screen you will see the type and state of the unit and the distance to it. Hitting Q returns you to the Unit Menu. Hitting N moves the cursor to the next enemy unit in range. Hitting T orders the friendly unit to fire at the unit under the cursor. Hitting T costs one order. To fire at a unit using direct bombardment fire, access the unit you wish to fire. Move the cursor to within the unit's field of vision and press the B key. The weapon type and the delay will be listed below the map. Press Q to return to the unit without assigning a target; press the A key to assign that square as a target for that unit. Doing so costs one order. If it is a headquarters unit capable of laying smoke, you can also choose to do that by hitting the S key. This also costs one order. To fire at a unit using indirect bombardment fire, access the unit that will act as a spotter. Move the cursor to any location on the map and press the B key. Those units available to bombard and the administrative delay will be listed below on the map. A unit available if if is not currently assigned a bombardment target and is in command control. Press A to assign the square to the unit shown: press N to move on to the next available indirect fire unit. Press Q if you wish to quit or S if you want the unit to lay smoke in the square. It costs the spotting HQ unit one order to plot fire or smoke; 50% of the time it also costs the HQ of the firing unit one order. Non-infantry units fire smoke as listed above. An infantry unit can be ordered at the cost of one order to lay smoke in an adjacent square or leave it in the unit's square. Press the K key and the smoke will immediately appear on the map. To plot an infantry unit to assault, access the unit that will make the assault. Move the cursor to any adjacent square that contains an enemy unit, or leave it in the infantry unit's square if it is to be assaulted. Press the U key and the assault will be ordered. This costs one order. 4. ORGANIZATIONAL ORDERS: There are two orders which will affect the state of a friendly unit. The first of these is the voluntary change of state order (key S) discussed above under unit states. The second is the rally order. This order lowers the number of suppression points a unit has. SUPPRESSION POINTS: All units start a scenario with 0 suppression points. A unit will gain or lose suppression points for a variety of reasons. See the Suppression Points Table (SPT) for a list of the conditions and the number of points gained or lost for each. Note that the number of suppression points a unit has is adjusted several times in a turn. The SPT list when a condition is important for gaining or losing suppression points. Each unit automatically has 1 subtracted each turn from the number of suppression points it has. The number of suppression points a unit has is listed after the S: on the unit menu. A unit's morale level is listed on the unit's Weapons Page. A unit's morale may be lowered by the elimination of its formation headquarters. (If this happens, the unit will also automatically become computer controlled.) During each combat pulse, the number of suppression points a unit has at that time is checked. Based on this number and on the unit's morale, the state of the unit may be changed. These effects are: When the number of points become greater than or equal to 2, the unit may only assume a Cautious Advance state when ordered to move. This does not apply if no enemy unit can see the unit whose state is being checked. When the number of points become greater than or equal to the unit's morale, if the unit is a non-vehicle unit its state becomes Pinned; if it is a vehicle unit its state becomes Buttoned. This does not apply if the unit is Dug-in. When the number of points becomes greater than or equal to twice the unit's morale, and the unit is not JAPANESE, the unit's state becomes Retreating. If the unit is JAPANESE, its state becomes Heavy Suppression. When a number of points become greater than or equal to three times the unit's morale, and the unit is not JAPANESE, the unit's state becomes Routing. If the unit is JAPANESE, its state becomes Heavy Suppression. If the state of a vehicle is forced to become Retreating or Routing and the unit cannot move, it will be abandoned. This in effect destroys the unit. Note that a unit's state in a Combat Phase is determined during each friendly pulse. If, however, the enemy goes last during pulse 3 and causes the number of suppression points a friendly unit has to increase, that unit's state (as listed on the Unit Menu during the Orders Phase) and the number of suppression points it may not correspond as they should. RALLY: The quickest way to decrease the number of suppression points a unit has is to rally it. To rally a unit, the unit to be rallied must be in command control and must be within the rally radius of a headquarters unit in its chain of command. The number of suppression points the unit has must be at least equal to its morale. Access the HQ unit which will make the attempt and press the G key. The HQ unit will expend one order to make the rally attempt and for each unit it succeeds in rallying, it will expend another order. If the HQ unit succeeds in rallying a unit, the number of suppression points the unit has will be halved. The rally radius of a headquarters unit is based on its command rating. That rating divided by 5 plus 1 is the number of squares within which a unit must be to be rallied. If the command radius is not evenly divisible by 5, there is a chance the radius may be greater at times. Thus an HQ with a command rating of 8 will have a rally radius of 2 for 40% of the time, and a radius of 3 for the other 60%. A unit can be the subject of as many rally attempts as its superior HQ's within range have orders. Thus if C1 reported to C0 who had 2 orders, and then to B0 with 4, and then to A0 with 10, and C0 were within radius of all of them it could be the subject of up to 13 attempts. (Each HQ would be able to attempt one less rally than the number of orders it had, since the last order would have to be left to expend for the rally itself if it succeeded.) You will notice that unlike other commands, headquarters units can affect subordinates of subordinates. It is not only the unit's formation HQ which can make the attempt. The higher a unit's morale, the more likely its chance of rallying. The chance of a unit rallying is its morale divided by 10. Thus a unit with a morale of 4 will rally 40% of the time. As discussed under suppression, the state of a unit is not actually changed until a combat pulse. Thus if a unit is successfully rallied during the Orders Phase, the number of suppression points it has will be halved (fractions rounded down). However, its state will not change. Thus, as an example, the number of suppression points a unit has may be less than its morale, but its state may still read Pinned. A headquarters unit can make a rally attempt if its state is Dug-in, Positioned, Cautious Advance, Full Advance, Pinned, Buttoned, or Loaded. It may not make the attempt if its state is Retreating, Routed, Abandoned, Destroyed, Off-Map, or Exited. Even when playing with the unlimited command rules it will cost an order to attempt a rally and an order for every unit successfully rallied. If an HQ does not have enough orders to expend for the successful rally of all units in its radius, it will rally the closest unit first. 5. CANCELLING AN ORDER: The final category of commands is the cancel command. Access the unit whose orders you wish cancelled and press the C key. This does not cost an order. All of the unit's existing fire and movement orders will be eliminated. The state of the unit will be set to positioned unless the unit was Dug-in, in which case it will stay Dug-in. Cancellation can be done for all units in a formation by entering All-Units Mode and then cancelling. C. THE COMBAT PHASE: Units attempt to carry out the combat and movement orders they have been given during the Combat Phase. The Combat Phase consists of 3 pulses. Which side goes first in a given pulse is randomly determined. In each pulse, fire and assault orders are carried out before movement orders. The Combat Phases will continue one after the other unless you press the O key during a Combat Phase. If you do so, an Orders Phase will occur after pulse 3 of the current Combat Phase. Normally below the map you will see which pulse it is and the number of turns remaining in the game. This number includes the current turn. (You will also see some random numbers: this merely indicates that the computer is still working and has not frozen.) When a fire or assault order occurs, the message display will change to give an indication of what is happening on the screen. You will see the type of weapon that is firing, the accuracy of the fire, and the range. If a non-vehicle is hit, the number of men killed will be listed; if a vehicle is hit, the damage to the vehicle will be listed. During the Combat Phase, the following keys are active and if pressed will perform the following functions: O - Interrupts with an Orders Phase after pulse 3. P - Pauses execution until this key is pressed again. S - Toggles the sound on and off. T - Toggles between seeing the unit symbols and removing them to make the underlying terrain visible. Z - Toggles between the tac map and the strat map. 1 - Decrease the delay by 1 increment. 9 - Increase the delay by 1 increment. D. MISCELLANEOUS COMMANDS AND FUNCTIONS: There are a few key commands from both the Map Menu and the Unit Menu which are not related to the giving of orders, but to movement between menus and to ease of play. In both menus, pressing the 0 (Zero) key removes the unit symbols from the map and reveals the terrain on the map. It does not remove smoke. Pressing this key is useful when determining sighting or when checking the kind of cover a unit is in. As mentioned in the introduction, you can view the map from two different levels. These levels affect how much of the map appears on the screen at once. When playing with the tactical, or tac, map the map will be 20 squares left to right and 10 squares top to bottom. When playing with the strategic, or strat map, the map will be 40 squares left to right and 20 squares top to bottom. There is no change to the map except for how much is displayed, and the fact that some unit symbols may look slightly different. You can play using either map. To toggle back and forth between the different maps, press the Z key. This key can be pressed from either the Map Menu or the Unit Menu. This key is also active during the Combat Phase. When you press the X key you will exit from the menu you are currently viewing. If you are in the Unit Menu, after pressing this key the Map Menu will appear. If you are in the Map Menu, after pressing this key you will exit your Orders Phase and either go to your opponent's Orders Phase or begin the Combat Phase. If you are in the Unit Menu and wish to centre the map on the cursor location, press the Y key. This key performs a different function from the Map Menu. To see how to get a unit in a stack, see the stacking rules, above. Finally, if you are in the Map Menu you can press the / key. The score and the losses for both sides will be displayed and the scenario will end. This is a way to end a game where one side has been eliminated or has exited and there is still time left for the battle. BANZAI CHARGES: The units belonging to the Japanese player may enter banzai mode if Japanese losses are high. For each Japanese unit destroyed, 0 to 3 banzai points are accumulated. At the beginning of each turn, if the number of banzai points accumulated times a random number is greater than the number of surviving Japanese units, then all remaining Japanese units will enter banzai mode. Once a unit has entered this mode, it will only leave it by being destroyed. A non-artillery, non-transport unit in banzai mode will assume a Full Advance state and move towards its current target, if it does not have a current target, it will select the enemy unit with the lowest alphanumeric designation (i.e., most likely A0). It will remain in Full Advance state no matter what its suppression level may be. At the beginning of each combat pulse, all suppression points on units in banzai mode are reduced to 0. Orders are accumulated normally. It does not matter whether a Japanese unit is computer or human controlled; it will still enter banzai mode. If the unit is under human control, however, the Japanese player will be able to choose a new target for it during the Orders Phase. WEATHER: Each front has weather specific to itself. You can choose the weather for a non-campaign scenario. The weather for a campaign scenario is generated by the computer. The rules assume clear weather; if the weather is other than clear it is considered bad and some aspect of the game may be different. The effects of the various bad weather conditions are set forth below. Note that the visibility effects apply only to the campaign game: bad weather does not decrease visibility in a non-campaign scenario. Thus if you choose a visibility of 9 and Dust, the visibility will remain 9. RAIN: Visibility reduced to 40% of normal. Add 2.5 to the cost of entering all terrain features. SNOW: Visibility reduced to 60% of normal. Add 2.5 to the cost of entering terrain features except swamps. The movement cost for swamps becomes half of normal. DUST: Visibility reduced to 50% of normal. Visibility may vary if a dust storm is in progress. III. BUILDING A SCENARIO INTRODUCTION: You can also use TYPHOON OF STEEL as a construction set for building your own battles. These scenarios can be quickly generated for fun, or precisely detailed for accuracy. If you just wish to play a scenario other than the ones included, with only about a dozen keystrokes you can have the computer generate the map and the forces and within a few minutes you will be starting a new battle. On the other extreme, you can select the terrain for all 3600 squares of the map, choose the forces for both sides, custom tailor each unit, and place the units on the map where you wish. Anything in between is possible as well. Building your own scenario is mostly a sequential process, consisted of building the map, selecting the units, and deploying the units on the map. You will also be setting several variables along the way. Many of these variables determine the number of points your side gets. You then use these points to buy your units. Units are purchased by formation. The build process begins on the Opening Menu. You must choose New Game, and whatever delay length you prefer. Of course, you must also choose to build a scenario. Which side you choose the computer to play is important, for you can only choose the units for a non-computer player. (You can edit the computer's forces, however). You can, however, choose two-player, build a scenario, save it, and then recall it as a saved game. In this way you can have the computer play either side while you still have control over the choice of units. You must also choose a handicap level on the Opening Menu. As mentioned in Getting Started, the level chosen may reduce the number of points a side receives. These reductions are: LEVEL 1. Axis reduced by 40% LEVEL 2. Axis reduced by 20% LEVEL 3. No effect LEVEL 4. Allied reduced by 20% LEVEL 5. Allied reduced by 40% Once past the Opening Menu, you must decide whether to use the Limited Command Rules and whether to play a campaign game. See the main rules and the campaign rules respectively for the effect of answering these questions. (The campaign game question will only appear if the computer is playing at least 1, but not both, sides.) BUILDING A MAP: You will next enter the map building routines. You will first be given a chance to have the computer build a map (press A), to recall a previously saved map (press R), or to custom build a map yourself (press B). If you choose to have the computer build you a map, you will be asked several questions to determine the approximate amount of various types of terrain on the map. You will be asked for density amounts of woods, swamp (sand in Africa), town, and rough. You can press any number key from 0 to 9 in response to these questions. Choosing 0 means you do not wish any of that type of terrain on the map: a 9 means you want a lot. There are two things to note about the density questions. One is that the town density also determines the road density, and rough determines rough and depression squares. Secondly, choosing all 0 is not the same as having a blank map; the computer places hills on the map independent of the density questions. If you do not want these hills, you will have to build your own map or delete the hills in the next step. Once you have answered the density question, the computer will build the map. You will then be placed into the Map Edit Menu, and can see and change the generated map. If you decide above to build your own map, you will be placed in the Map Edit Menu with a blank map showing. The following keys are used on the Map Edit Menu: 1-8: Moves the cursor around the map. C: Generates a series of building squares near the cursor position. F: Generates a series of field squares near the cursor position. This is not an option in Africa. H: Generates a hill near the cursor position. Note that the hill will not be built if other terrain blocks it. The shapes of the hills vary; keep pressing the key if you don't want to remove other terrain. Q: Quits the Map Edit Menu and moves on to unit selection. R: Generates one or more roads from the cursor position to another road or the edge of the map. S: Africa: Generates a series of sand squares near the cursor position. Non-Africa: Generates a series of swamp squares near the cursor position. NOTE: this option does not appear on the menu but it is available. T: Changes the terrain in the square the cursor is on. See the next paragraph for how this works. U: Adds rough squares to the entire map. V: Takes you to the Save Game Menu so that you can save the blank map. From the Save Game Menu, make sure to choose 'Map Save'. Important: do this last since you will be placed into the force selection routines when you return from the Save Game Menu. W: Generates a series of woods squares around the cursor position. Z: Toggles to the other map. When you first enter the Map Edit Menu you will see the strategic map. To change a specific square to a specific type of terrain, hit the T key and then enter this number of the desired terrain. This number can be found on the Terrain Effects Chart. Note that the computer will never generate some of the terrain types, and that some types are unique to a specific front. Most of the types which the computer will not generate on its own (rivers, cliffs, escarpments, etc.) are not handled well by a computer player during play, and so are recommended for two-player use only. Terrain types that have various directions (roads, rivers. etc.) have more than one symbol for the type. In each type, the ordering of symbols is as follows: 1st: Left to Right 4th: Bottom to Right 2nd: Top to Bottom 5th: Left to Top 3rd: Left to Bottom 6th: Top to Right Thus, since rivers start at position 42, that position is a left-right river and 43 is a top-bottom river. Note also that for the Europe symbols, all coast type terrain is designed to go on the left side of the screen, while for North Africa, the Pacific, and Asia the coasts are designed for the top of the screen. SELECTING VARIABLES: Pressing Q quits the Map Edit Menu. Once you do so, you will be asked to set several variables. You must first choose a number between 1 and 9 for the visibility. The number you choose times 10 will be the maximum sighting range in squares for the scenario you build. You will also be asked for the weather conditions; choosing a poor weather condition does not affect Visibility when you build your own scenario, but it does affect movement (see the weather rules). Thus Dust has no real effect in a non-campaign scenario. Next, you must choose the type of battle. The type of battle you select affects the following (see the Type of Battle Chart for a summery): - the length of the game; - the base number of points used in choosing your forces; - which missions are available to each side; - the starting deployment line; and - whether units can start the scenario Dug-in. Once you have chosen the type of battle, you must choose the mission each side must achieve. The mission chosen determines the victory conditions for the scenario. See the Mission Chart for details. You will then make two more choices: the size of the battle and the time period. The size of the battle choice is a direct multiplier of the force size generated by the type of battle. For example, if you had selected a meeting engagement and a battle size of 2, you would have 60 times 2 or 120 points available. The time period chosen for the battle affects the weapons available and the morale of the units. The earliest and latest periods of availability for units is listed in the Battle Manual. The time period may also have an effect on the campaign game; see those rules. While there are 10 numbered time periods in the game, the first 3 periods are not used: 1 - 1939 6 - early 1943 2 - 1940 7 - late 1943 3 - 1941 8 - early 1944 4 - early 1942 9 - late 1944 5 - late 1942 0 - 1945 You must next choose the size of the map you wish to play on. The map drawn in the map edit routines is 60 squares in width both horizontally (left to right) and vertically (top to bottom). The number you choose for map size is multiplied times 10. This number becomes the new vertical width of the map. Thus, should you choose 4, the map will be 60 squares horizontally by 40 squares vertically. The lower 20 squares would not be used. CHOOSING YOUR FORCES: You will next enter the force selection routines. (Note that if the Axis side is computer controlled, you will first see the message 'Edit Forces Y/N'. If you say Yes you can edit the computer's forces. See below for how to edit.) You will first be given a chance to have the computer choose your forces for you. If you say Yes to autoselect, the computer will select a force appropriate to the type of mission chosen. You will be able to edit the force selected by the computer. If you choose not to have your forces autoselected, you will need to choose the nationality for the side. The nationalities are: FRONT TIME PERIOD ALLIES AXIS Pacific 1942-1945 United States Japan Asia 1942-1945 British Commonwealth Japan Europe 1943-1945 United States Germany The European front includes both North Africa and Europe. The Americans are in North Africa until late 1943. Once you have determined a nationality, you will be asked to choose the force quality. The quality chosen affects the number of purchase points available as follows: Green: Multiply Points by 1.2 Average & Random: Multiply Points by 1.0 Veteran: Multiply Points by 0.8 Elite: Multiply Points by 0.6 Thus there are three modifiers to the base number of points determined by the size of battle: the handicap level, the size of the battle, and the force quality. Thus in a meeting engagement (60 points) of size 5, with a handicap of level 2 and veteran German troops, the German player would get 192 points. If the opposing force were a green American force, the American player would have 360 points. Once the force quality is chosen, the type of force must be selected. The types of forces available varies by nationality, but the effect is to preclude you from choosing certain types of units. You will only be able to choose formations appropriate to the type of force selected. See the Briefing Manual for how the formations are organized. Certain nationalities do not have different force types. You will then see the Formation Selection Menu. From this menu, you will be able to choose from large, small, or support formations. Defenders in an assault battle can also choose fortification units. When you press a number key of 1 through 4, you will see a submenu listing the formations available. (To get back to the Formation Selection Menu without making a choice, hit the RETURN key.) Each submenu lists the remaining points you have to spend, the number of units chosen so far, and the number of HQ's chosen so far. (Since each formation has its own HQ, this is also the number of formations in play.) You can spend no more than the number of points you have, and can have no more than 19 formations and 100 units. You will see that you have two units when you enter the first submenu; this is your battalion headquarters and its transportation unit. Note that besides the battalion HQ, transportation units must be purchased as a 'pool' and parcelled out amongst your units as needed. Each submenu will also show a series of lines, with each line listing a number, a formation type, a cost for the formation, and the number of units it contains. To choose a formation, just enter the number next to the formation and press RETURN. When you do so, the points remaining will go down, and the formations and units go up. NOTE: The current points left do not usually go down by the cost listed on the page. The costs listed there are for the most expensive formation of that type. There is a good chance in choosing many types that the most expensive formation will not be selected. (It may not even be available for that year.) Thus the number of points remaining will likely be less than the point values shown next to a particular formation. You should also be aware that if your points left are insufficient to purchase the whole formation, you will receive as much of the formation as you can afford. When you wish to go to another submenu, press the RETURN key to get back to the Formation Selection Menu. When you use up all your points you will automatically leave the Formation Selection Menu; if you are finished but still have points left, hit the 5 key to exit. A NOTE ON FORTIFICATION UNITS: Fortification units do not appear in forces generated by the computer and so appear when purchased by defenders in an assault scenario. There are three types of fortifications: dragon's teeth, pillboxes, and minefields. Dragon's teeth are a terrain feature and function as a movement obstacle; see the Terrain Effects Chart for movement cost through them. A pillbox functions as an immobile, well-armoured unit. Its facing deployment and is only 90 degrees. It comes with its own crew and weapons; if you wish to change the weapons in it you must edit the pillbox. There are two kinds of pillboxes available to the Japanese. A regular Japanese pillbox is the same as that which can be purchased by all nationalities as a fortification unit in an assault battle. The Japanese player can also purchase a light pillbox this way, or can buy a section of them as a small fortification. The light pillbox has lighter weaponry than a regular pillbox; see the Briefing Manual for details. If a unit (friendly or enemy) moves over a mine square, that square may attack the unit. If it is a soft target, it is treated like HE fire. If it is a hard target, the attack may kill the tank, cause a track hit, or have no effect. If it has no effect, there is a chance that the unit has discovered a path through the minefield. In this case, the minefield will have no further effect in the game; otherwise the minefield will continue to attack. A unit is less likely to be hit and more likely to remove a mine if it is in Cautious Advance state. EDITING: You will now be able to edit your units. When you go through the edit routines, you can go through and view your units. Enter a formation number to see the units in each formation. (To exit a screen press the X key.) To change some values of a unit, select the individual unit by using the unit's ID number. You will then be able to make changes to the unit. The following can be changed: - The type of unit. A truck can be changed to a tank or a rifle squad; - The weapon in each of the unit's 4 weapon positions and the amount of ammo for each; - The units skill level; - Morale of an HQ unit; and - The command rating for a headquarters unit. The old values are listed at the top of the screen or to the left of the question. The weapon and unit types are listed in the Briefing Manual. Hitting the RETURN key allows you to move on without making a change. The numbers to be entered for the unit types and weapon types are found on the Weapons Chart. The maximum skill that can be entered is 10; the maximum command rating is 40; the maximum morale is 9. When you are done editing a particular formation, press the X key. When you are done with editing, press the X key to move on to deployment. DEPLOYING YOUR UNITS: Both sides will have a chance to deploy their troops, the Axis first followed by the Allies. When you first begin a new deployment, your unit will be on the upper rows on your side of the map. If there are a lot of units, they may be deployed in more than one column. You will not be able to deploy any units on the very east or west edges of the map. Doing so would cause them to exit in the first pulse and so is prohibited. In addition, check the Type of Battle Chart for suggested start lines by mission. (These lines are mandatory in the campaign game.) You will also be able to redeploy units after recalling a saved game, even if that game was saved in the middle of a battle. Such a modification follows the normal deployment routines listed here. There are two main menus in deployment, and they are very similar to the Map Menu and Unit Menu of the Orders Phase. In fact, all the keys function the same except for the following: MAP MENU: 9: - Shows the mission of the force. 0: - Tells the computer to deploy your troops for you. If you choose to autodeploy, you can still change the location of your units. *: - In assault battles, places all units on your side into a Dug-in state. A to S: - Does not automatically move the cursor to the unit chosen. Press the L key to move the cursor over the unit. W: - Besides showing you the objective, allows you to change it. You may do so by moving the cursor to the desired location and pressing the O key. /: - If you have mines or dragon's teeth, you can deploy them by pressing the / followed by one other key: A: Add minefield to square. S: Subtract minefield. P: Place dragon's teeth in square. R: Remove dragon's teeth (you must also specify the type of terrain to be put in its place.) X: Exits the subroutine. Mine icons will disappear. UNIT MENU: M: - Moves unit to cursor position. This is how you self-deploy your units. Remember that the type of battle places restrictions on where you can deploy your troops. See the column called Start Line on the Type of Battle Chart. Note that for non-Campaign scenarios the lines given are suggestions only, and that you can deploy your units anywhere on the map. This gives you flexibility in designing your own scenarios. S: - Only putting units in (and out if need be) of the Dug-in state is allowed. Remember that only units in an assault battle can be Dug-in. When both sides have finished deploying, you will be able to save the deployment scenario. Upon exiting the Save Game Menu you will be placed into the first Orders Phase of a new game. IV. PLAYING A CAMPAIGN GAME INTRODUCTION: Besides playing individual scenarios of PANZER STRIKE!, you can also play a campaign game. In a campaign game, you will initially purchase a force. You will then use this force throughout the war. Between each battle you will have the opportunity to replace units lost in combat or to upgrade your equipment as better weapons become available. The battles you will fight will be generated by the computer, and you will have an overall score for the campaign as well as for each battle. STARTING A CAMPAIGN GAME: On the opening menu, choose to Build a Scenario and choose either Axis Computer (if you wish to play the Allies) or Allied Computer (if you wish to play the Axis). There is no campaign game option for either two humans or two computer players or for the historical scenarios. In addition, only certain fronts are available for each nationality, as follows: Germany (Europe) and Japan (Asia and Pacific) for the Axis and the United States (Europe and Pacific) or British Commonwealth (Asia) for the Allies. Once past the opening menu, decide whether to use the limited command rules. The next question will allow you to start a campaign game. Choose a name for your force and the year you wish to start with. The year chosen determines the nationality of your opponent and the type of equipment you get at the beginning of the game. You will then choose your force. This process is very similar to choosing your force for a scenario, but you do not choose a nationality nor can you choose support troops or fortifications. You begin a campaign game by choosing a core force which costs no more than 250 points in Europe or 80 points in Asia and the Pacific. The organizational structure of this core force will remain with your troops for the duration of the campaign game; the weapons themselves can be changed during battles (see below). Thus if you choose a company which consists of 3 platoons at the beginning of the campaign, you will be able to upgrade all of the units to different types but you will always have a force consisting of 3 platoons. The size of the force you will encounter is relative to your strength. Thus you should start an early war campaign game with a force worth between 75 and 125 points. (Of course, in the Pacific and Asia you will only have 80 points to use in any case.) Do not overbuild. Not only does this allow you to ease into the campaign game, but it allows you to have room for your force to grow as better weapons become available. (You can also give yourself room to grow by not replacing all units in a force when they are destroyed, although the computer will replace some of them.) PLAYING A CAMPAIGN SCENARIO: The campaign game consists of several scenarios generated by the computer. At the beginning of each you will see a page listing the type of battle, your mission, the date, the weather, the visibility, and the location. The location is for historical interest and the affects the terrain on the map. The other items have the same effects as discussed in the Playing a Game section. Note that in a meeting engagement there is a chance that your force may encounter a force twice its size. The mission for each scenario is assigned randomly, but if you won the last decisively the chances are greater that you will be the attacker. Before starting a battle, you will be able to choose support units appropriate to the type of battle being fought. You will get a certain percentage of your force size to spend for these support troops. The number of points you get for this purpose in Europe is 1/6 of your force size (1/3 if an assault battle) plus 10 points. Double these values before adding the 10 points for the Pacific and Asia. These forces are used only for one, and then disappear; they are, in effect, rented for battle. The type of units available will vary by the type of battle. Play of a campaign scenario is the same as with any other scenario with very few exceptions. You cannot change the objective area. If you wish to end a scenario before the standard time period is up, hit the / key. This will give you your score and then end the scenario. Remember also that if you wish to finish a scenario quickly you can use the * key from the map menu to put all your troops under computer control. VICTORY: Victory in the scenarios is calculated normally. There are also campaign points, which are the scenario points plus a number of points for the size of your victory. You will get 500 points if you earned a decisive victory, and 100 points for a marginal victory. These points are added to the points earned in the scenario itself. (Remember that whoever holds the field recovers half of its Abandoned units.) Only your points are accumulated. REFITTING YOUR UNITS: At the end of each battle, you will see a list of units lost by category for that battle. You will be given a chance to replace and upgrade your forces at that time by saying Yes to the question which asks if you wish to view your force or change equipment. You will be able to upgrade/replace your units to a value of 300 in Europe and 100 in the Pacific and Asia. The screen will look very much like the edit units screen from the scenarios, but the number of men, the skill rating, and the morale listed at the top of the screen as well as the current month and delay. In addition, the only value that you can change is the type of the unit. See the Briefing Manual for the unit numbers. The computer will automatically replace destroyed units up to 10% of the force value, and will automatically replace all HQ units even above the 10%. (This is done in alphanumeric order.) Any remaining points may be spent for upgrades. The computer will also double the number of men in all infantry units with less than 5 men left, but the skill rating of the unit will be reduced by 1. This is done at no cost. The number of months that will elapse before the next battle will occur is equal to the ten times the cost of replacing or upgrading your units divided by the force value. (This includes the amounts that the computer used to replace units.) Drop any resulting fractions. The months of delay are also listed at the top of the screen. Whenever a unit changes its type or replaces its equipment it will lose skill. The morale of your units will also change depending on the size of your last victory or loss. If you won a decisive victory, each of your units will have a 50% chance of gaining 1 morale point and a 50% chance of gaining 2 points. The same chances apply if your opponent won a decisive, but your units will lose 1 or 2 points. If you won a marginal victory, all of your units will gain 1 morale point; if your opponent won a marginal victory, all your units will lose 1 point. Morale points do not change if the battle was a draw. CHANGING THEATRE DISKS: After seeing the score for a scenario, you will be given the option to switch your force to another theatre. To switch, put in a different theatre disk at the prompt. Because the size of your force in Europe can be much greater than that allowed for the Pacific, you will get an error message should you attempt to transfer an American force from Europe to the Pacific if the value of that force is more than 100. If you go to another theatre before it is active, you will not fight a battle until the first month that it is active. V. FORMULAS INTRODUCTION: As mentioned in the introduction to the rules, this section sets forth some of the mathematical formulas that the computer uses in playing the game. See the main text of the rules for a more thorough explanation of how each formula works and for restrictions which may not be shown in this section. NOTATION USED: Whenever the notation Rnd(x) is given, it means that a random number between 0 and x should be used. Multiplication is denoted by an asterisk (*), and division by a slash (/). The abbreviation CR stands for the command rating of a headquarters unit. COMMAND CONTROL RADIUS: If unit does not have a radio: Unit must be within 5 squares of HQ to be in command control. If unit does have a radio: Unit is in command control if Rnd(1) * the CR of the HQ > = 2. Thus if a unit's HQ has a command rating of 10, there will be a 20% chance that the unit will be out of command control. If the CR were 8, the chance would be 25%. RALLY RADIUS AND RALLY CHECK: A unit will be eligible to rally if it is within the following number of squares of the superior HQ attempting the rally: Radius = (CR/5) + 1 + Rnd(1) A unit will rally if within rally radius, if its suppression points>=its morale and if its morale > = Rnd(10). SILHOUETTE MODIFIERS: If the range to the target unit is > = 6 squares, Modifier = size of target / 4 If the range to the target unit is < 6 squares, Modifier = (size of target + 6 - range) / (4 + 6 - range). SKILL CHECK: Check successful if skill rating > = Rnd(10). FIRST SHOT CHECK: Check successful if first shot rating > = 50 / Rnd(10). SUMMARY OF INDIRECT BOMBARDMENT FIRE, ACCURACY AND DELAYS: TYPE OF FIRE MAX SCATTER First round, no spotter, or rocket: 9 Spotted but spotter fails accuracy check: 4 Spotted and spotter makes accuracy check: 2 There is no first round accuracy for self spotters or for direct fire bombardment. MODIFIERS: Firing unit has LOS to target: scatter * 0.5 Range from firing unit to target<30: scatter * 0.5 Unit firing HE from off-map: scatter * 0.5 ADMINISTRATIVE DELAYS: Self spotter: 1 pulse delay Spotter is firing unit's formation HQ: 3 pulse delay Spotter is battalion HQ: 6 pulse delay Spotter is another HQ: 9 pulse delay POINT FIRE ACCURACY AND MODIFIERS: Abbreviations used: A = Accuracy rating of gun is given on Weapons Page. MR = Maximum range of gun is given on Weapons Page. R = Range to target. RA = Ranged accuracy of gun. If R < = A, then RA = 50 + 48 * (A - R) / A. If R > A, then RA = 50 - 48 * (R - A) / (MR - A). The following modifiers are given in terms of positive and negative shifts unless otherwise noted. When modifying the ranged accuracy of a gun, each positive shift = RA * 1.42, and each negative shift, and each negative shift = RA * 0.71. Thus two negative shifts = RA * 0.71, which about halves RA. MODIFIERS FOR HARD TARGETS: Firing unit fired last pulse at same target: +1 Firing unit in Cautious Advance state: -3 Firing unit in Full Advance state: -5 Firing unit fails a skill check: -2 Firing unit Pinned or Buttoned: -2 Firing unit has at least one suppression unit: -2 Target unit moving in any terrain: -1 Target unit in cover terrain: -1 Target unit non-adjacent and Retreating: -6 Target unit silhouette size RA * silhouette modifier MODIFIERS FOR SOFT TARGETS: Firing unit moving in any state: -2 Firing unit Pinned or Buttoned: -2 Firing unit fails a skill check: -2 Target unit advancing: +2 Target unit is artillery: +2 Target unit is Positioned in soft cover: -2 Target unit is Positioned in hard cover: -4 Target unit is Dug-in: -2 Target unit is Dug-in in hard cover: -3 Target fired on by small arms and is in hard cover/Dug-in: -1 Target unit Retreating and not in firer's square: -4 Target unit Routing and not in firer's square: -6 Target unit is Pinned: -2 If RA > 99 then RA = 99. (Note that the modifiers for soft targets are applied differently than those for hard targets. Please see below or the main rules for details. in addition, no defensive benefits apply to units attacked by flamethrowers or demo charges.) ARMOUR PENETRATION: P = Penetration rating of gun. R = Range to target. MR = Maximum range of weapon. SS = Size of shell fired. PD = Penetration depth. If HE shell was fired, PD = 2 * SS * Rnd(1). If AP shell was fired, PD = SS + Rnd(1) * (P/2 + P/2) * (MR - R) / MR) VEHICLE HIT LOCATIONS: Point Fire: To determine the location that a vehicle is hit, a random number between 1 and 100 is generated. If the firing unit is at least 2 levels higher than the target, add 10 to the number. If the target is hull down, all numbers less than 51 have no effect. The following list determines where the hit occurs: RANGE OF NUMBER LOCATION 1 - 15 Track 16 - 70 Hull 71 - 100 Turret/Upper Hull 101 - 110 Top Indirect Bombardment Fire: There are 6 possible hit locations: track, front hull, side hull, front turret/upper hull, side turret/upper hull, and top. Each area is as likely as the next to be hit; i.e., a random integer between 1 and 6 is generated to determine the location. PENETRATION: If the depth of penetration > = the thickness of the armour at the location hit, then the shell penetrates. EFFECTS OF PENETRATION: The target vehicle is automatically destroyed if the shell size of the firing weapon * Rnd(1) > target size * 2 * Rnd(1). If the unit survives this, it is determined which aspect (front hull, side hull, front turret/upper hull, side turret/upper hull, top or track) of the vehicle has been penetrated. If it is the track that is penetrated, the unit's maximum speed goes to 0. If it is the front hull, the hull crew compartment is hit. If it is the side hull, there is a 50% chance that the max speed will go to 0, and a 50% chance that the hull crew compartment is hit. If it is the front or side turret/upper hull, the turret/upper hull crew compartment is hit. If it is the top, there is a 50% chance that the max speed will go to 0, and a 50% chance that the turret/upper hull crew compartment is hit. When a crew compartment is hit, there is a 75% chance that each gun in that section is destroyed. There is also a 90% chance that a crewmember is killed; if that 90% is made, check for the next crewmember. Continue to do so until a crewmember is not killed, or the whole crew is killed, which destroys the vehicle. On any penetration, a hard target is destroyed if the shell size of the firing unit * rnd(1) > target size * 2 * Rnd(1). DAMAGE BY HE FIRE: CHANCE OF HITTING UNIT: In determining damage by HE fire, first determine the chance that the unit or units in the square are hit. This chance depends on the type of target the unit is: If the primary target: chance = 100%. If a non-primary soft target: chance = 10 * IA of the gun. If a non-primary, open topped hard target: chance = 2 * shell size. If a non-primary, non-open topped hard target: chance = 1 * shell size. If a hard target is hit, go through the armour penetration routines above. For a soft target, modify the chances by the soft target modifiers given above. this modified number is used below as the ranged accuracy (RA) in determining losses. DAMAGE TO SOFT TARGETS: First determine the number of men killed. use the following formula. RA stands for the modified ranged accuracy of a gun using point fire (described above) or the chance of hitting the square if not point fire. IA stands for the weapon's infantry attack value. (Note that the infantry attack value of a squad is the IA of the weapon multiplied by the number of men in the squad.) Percentage killed = IA * Rnd(1) * RA / 200 + Rnd(1). For each 100% killed, one man is lost. If there is a remainder, that is the chance that another man is lost. Thus if the result were 120%, one man would be killed and there would be 20% chance of another being killed. For weapons with a shell size greater than 1 (i.e., non-small arms), there is also a chance that an additional kill will be inflicted by fire: If RA + 100 > 200 * Rnd(1) then add an additional kill. Once the number of men killed is determined, and if the unit is a gun unit, the unit may be completely destroyed. This occurs if the Rnd(1) * 40 < the shell size of the firing unit * the number of men killed. INFANTRY ASSAULTS AGAINST HARD TARGETS: KR = Kill Rating. KR is the number of men in a squad or the accuracy of a special assault weapon. MODIFIERS: Target unit is soft or open topped +2 Target is stationary +2 Target is in Full Advance state -2 Assaulting unit fails skill check -2 If KR * Rnd(1) > 6 then target destroyed. If KR * Rnd(1) > 3 then max speed of target goes to 0. CHARTS AND TABLES FORCE MODIFIERS QUALITY HANDICAP LEVEL MODIFIERS MODIFIERS: Green: 1.2 Level 1: Axis reduced by 40% Average: 1.0 Level 2: Axis reduced by 20% Veteran: 0.8 Level 3: No effect Elite: 0.6 Level 4: Allied reduced by 20% Level 5: Allied reduced by 40% These numbers are used as multipliers in figuring the number of strength points available for a scenario. The Handicap Level Modifiers do not apply in a campaign scenario. TRANSPORT COST TABLE UNIT COST Infantry 1 * Medium MG 2 Heavy MG 4 Light Mortar 3 Heavy Mortar 5 AT Gun 10 Light AA (50mm & Less) 10 Heavy AA (51mm & More) 15 Light How (95mm & Less) 10 Heavy How (96mm & More) 15 Light IG (95mm & Less) 10 Heavy IG (96mm & More) 15 * All costs are per unit except for infantry, which is per man. Transport capacities: Primemovers, Heavy Halftracks, and Heavy Trucks: 15 points. All others: 10 points. Artillery can only be carried by Primemovers, Halftracks, and Trucks. VICTORY LEVELS MARGINAL: If one side has at least twice the number of points as the other. DECISIVE: If one side has at least four times the number of points as the other. MISSION CHART MISSION UNIT MULT. EXIT PTS. OBJ. CLEAR Clear Obj. 1/1 1/1 100/0 Bypass 1/2 10/1 0/0 Engage 2/2 1/1 0/0 Delay 1/2  4/1 0/0 Hold 1/1 1/1 0/100 Unit multiple is the factor which you should multiply the unit cost by to determine the victory points awarded. Exit points are the number of points (not a multiple) awarded per unit for exiting the unit off the map. Unit multiples are listed as the multiple for defending units killed/multiple for attacking units killed. Exit points are listed as points for attacking units exited/points for defending units exited. Obj. Clear is the number of points (not a multiple) that the attacking side/defending side gets for having the objective area free of enemy units (Clear Objective) or of defending units (Hold Objective). All unit multipliers are cumulative; as an example, if the attacker has a bypass mission and the defender a delay, the attacker will get 40 points for exiting a unit. VISIBILITY RANGE MODIFIERS These number are the number of times that the visibility range in squares is multiplied by 0.71 (for negative shifts) or 1.42 (for positive shifts). SPOTTER: SHIFTS: Buttoned vehicle -2 Fails skill check -2 Higher than target +1 Pulses 1 and 2 -2 TARGET: Stationary -2 Hull down, Dug-in or in cover -2 Silhouette Multiply range size / 4 COMMANDS SUMMARY Please consult the rules if more detail is desired. MAP MENU: (1-8) Move cursor (9) Display current score (0) View terrain only. All units are cleared from the screen so that the underlying terrain can be seen. (A-S) Select unit. Press the formation letter followed by the unit number. That unit will become the current unit and you will be placed in the Unit Menu. (U) Get unit at cursor position. The unit at the cursor location will become the current unit and you will be placed in the Unit Menu. (V) View. All squares that can be seen from the cursor location will be inversed. (W) View mission objective. All squares in the mission objective are will be inversed. (X) Exit Orders Phase. (Y) Inspect stack. The type of the next unit down in the stack will appear at the bottom of the Map Menu. It can be accessed with the U key. (Z) Toggle map. The map changes to whichever (strategic or tactical) is not in use. (/) The score is displayed and the game will end. (*) Places all units on a side under computer control. In Deployment, this key Digs-in all units. UNIT MENU: (1-8) Move cursor (0) View terrain only. All units are cleared from the screen so that the underlying terrain can be seen. (A) Go into All-Units mode. If the formation HQ is not the current unit, it will become the current unit. You will be able to issue certain orders to the whole formation. (B)** Bombard. The cursor location is the target square; the current unit is the spotter. Those units available to bombard and the administrative delay before firing starts will be listed. (C)@ Cancel orders. All movement and bombardment orders assigned to the current unit are cancelled. (D)*@ Debark passenger(s). If the current unit is a vehicle then it will unload all of its passengers; if the current unit is a passenger, then only it will unload. (E)* Embark passenger. When given to a vehicle, you will be asked for the formation and number of unit to be loaded onto the vehicle. (F)*@ Change unit's facing. Use the directions of the movement compass. (G)** Rally. When an HQ unit is ordered to rally, it will attempt to halve the suppression value of all subordinate units within its rally radius. It costs one order to press the rally key, and one order for each unit rallied. (H) Find units HQ. The next superior headquarters becomes the current one. (I)*** Inspect enemy units. All enemy units that can be seen by the current unit will be shown sequentially. The current unit can choose one of them as a target by pressing the T key when the desired enemy unit is accessed. It cost one order to designate a target. (J)@ Toggle computer control. Places a formation under computer control or removes it from that control if already under computer control. (K)* Infantry smoke. An infantry unit can be ordered to lay smoke in an adjacent square. (L) Locate. Moves the cursor over the current unit. (M)*@ Move unit. The unit will be ordered to move to the cursor location. An advance state will have to be chosen for it. (N) Next unit. The next unit in alphanumeric order will become the current unit. (O) Display units movement objective(s). Move the cursor to the location of the movement objectives assigned to the unit. Its state will also be shown. (P) List unit passengers. All units loaded aboard the current unit are listed. (R)*@ Range. The maximum firing range at which the currant unit will automatically select targets can be changed. (S)*@ State. The state of the current unit can be changed. (T) Show units target. (U)* Infantry assault. The current infantry unit will assault the enemy at the cursor location. (V) View. All squares that the current unit can see will be inversed. (W) Weapons Page. The current units Weapons Page will be displayed. (X) Exit Unit Menu. Return to the Map Menu. (Y) Centre screen on unit. (Z) Toggles maps. The map changes to whichever (strategic or tactical) is not in use. NOTES: @ = Can be done in All-Units mode. * = Costs an order. ** = May cost more than one order. *** = Costs an order if an enemy unit is targeted during an inspection. KEYS ACTIVE DURING COMBAT PHASE (1) Decrease message delay 1 increment. (9) Increase message delay 1 increment. (O) Orders. Go to an Orders Phase at the end of the current Combat Phase. (P) Toggle pause. When first hit, will stop the action; when hit again will restart it. (S) Toggle sound. Turns sound on and off. (T) View terrain only. All units are cleared from the screen so that the underlying terrain can be seen. (Z) Toggles maps. The map changes to whichever (strategic or tactical) is not in use. TYPE OF BATTLE CHART Format = Axis:Allied BATTLE PURCHASE MISSION START START TYPE DUR. POINTS CHOICES LINE DUG-IN Axis Assault 60 100:40 Att:Def 14:30 Yes:Yes Axis Pursuit 30 80:40 Att:Def 14:45 No:No Meeting Engmt 30 60:60 Att:Att 14:45 No:No Allied Pursuit 30 40:80 Def:Att 14:45 No:No Allied Assault 60 40:100 Def:Att 30:45 Yes:Yes Dur. is the duration of scenario in game turns (minutes). Purchase Points is the base number of points available per side. To get the final number you must multiply the base number by the handicap level modifier, the size of the battle, and force qualify modifier. The number of Purchase Points listed are the amount available in Europe. Halve these numbers for the Pacific and Asia. Mission Choices shows which list the side can choose from for its mission. Att = Attack; Def = Defender. Start line is the highest (Axis) or lowest (Allied) x coordinates that a square should have for the unit to be deployed in it. For scenarios, these are only suggested numbers; you can deploy anywhere on the map. For campaign battles, however, these lines are mandatory, and you will not be able to set up past these lines. Note that for Western Europe the start lines should be read as Allied:Axis since the Axis forces come in from the east. Start dug-in indicates whether the units of that side can start the scenario in a dug-in state. SUPPRESSION POINT TABLE CONDITION OF CHECKING UNIT SUPPRESSION PTS. GAINED OR LOST PER TURN IMMEDIATELY AFTER PULSE 3 OF THE COMBAT PHASE: Unit in soft cover* and sighted by enemy -1 Unit in soft cover* and not sighted by enemy -3 Unit in hard cover*/Dug-in and sighted -2 Unit in hard cover*/Dug-in and not sighted -4 Unit out of command control +1 Unit within 6 squares of friendly routed unit(s) +1 per unit Unit within 6 squares of friendly aband/dest. units +1 per unit Unit is immobilized vehicle +1 No friendly unit(s) within 6 squares of unit +1 Unit has required number of suppression pts. and is within 6 squares of friendly unit(s) and in good state -1 per unit Automatic loss -1 DURING FIRE PORTION OF COMBAT PHASE: Unit has 0 suppression and is target of fire +1 Unit within 3 of friendly unit(s) when destroyed +4 per unit Unit within 6 of friendly unit(s) when destroyed +2 per unit Soft target unit's square hit by sighted enemy +1 per unit Soft target square hit by non-sighted enemy +3 per unit Hard target unit hit by shell of sighted enemy +1 per unit Hard target hit by shell of non-sighted enemy +3 per unit Unit destroys enemy unit(s) -1 per unit A number of men in the unit are killed +3 per man DURING EACH PULSE OF THE COMBAT PHASE: Unit cannot see any enemy units -1 DURING THE ORDERS PHASE: Unit successfully rallies Halve supp. pts. * Hard cover is stone buildings; soft cover is any other cover square. ** Routed infantry unit do not have an effect on tank units. *** A unit is in good state if the current number of its suppression points is less than its morale. For a unit to benefit from friendly units in a good state, a random number is determined (5 + 10 * Rnd(1)); if the checking unit has more than that number of suppression points, it will benefit. An infantry type unit goes through an additional step. Subtract the number of men in the unit from 14. If the unit's suppression level is greater than or equal to the result, the unit will benefit. SUPPRESSION EFFECTS TABLE Supp. pts. > = 2 & visible to enemy: Unit may only move in Cautious Advance state Supp. pts. > = morale: Non-vehicle is Pinned; vehicle unit is Buttoned. Not applicable if unit is Dug-in. Supp. pts. > = 2 times morale: Non-Japanese unit Retreats. Japanese unit Heavily Suppressed. Supp. pts. > = 3 times morale: Non-Japanese unit Routs. Japanese unit Heavily Suppressed. Note that a unit's morale may drop if its formation HQ is killed. A truck is considered to have a morale of two regardless of what appears on its Weapons Page. End. Sewer Possum presents... ****************** APRIL 1990 * WONDERLAND * * * * 100 % SOL. * * * * BY: * * * AND FIXED BY [RYGAR] * COBRA of AERO * ~~~~ ~~~~~ ~~ ~~~~~~~~ ****************** This superb adventure is made by Magnetic Scrolls (c).You are playing the role as Alice (in wonderland),There is 501 points available and this solution,of course,is with full score! River Bank: I sit together with my sister Emily on a bench,and feel quite bored,so I decide to stand and go to the East,towards the pear groves. Pear Groves: Here I gather a pear (4/4),as I walk around for awhile,all off the sudden a rabbit with pink eyes comes running by. Then the pears starts to glow and turns into small lanterns. I follow the footsteps of the rabbit and comes to a hole,where the rabbit has gone through. Field/Rabbit's Hole: I crawl into the hole,and go South,where I fall in a deep well, during the fall I see a jar glass which I take with me. Passage: Soon after I land on a pile of leaves in a East West passage. Here I see a door with the letter "C" The door is however closed. I get of the leaves and search the leaves,here I find a key,the key is marked with the word: Locker,and the number 10! Long Hall: While searching the table i find a glass box,which contains a piece of cake.On the cover of the glass box I read the words "Eat me",above the letters is a picture of a girl as big as a tree. The bottle I spot,says "Drink me",and shows a very small girl! The bottle seems to contain a kind of magic drink,I bring both things,and continues the adventure. Music Room: Here the chairs are dancinc to the music comming from what seems to be a automatic grand piano.I open the grand piano and finds a key "C" and a key "G" (Music keys NOT regulary keys!). The "G" key however I can't reach.So I wait until a chair is near the grand piano,then I take the music sheet,which makes the music stop playing,and the chairs stop dancing. Now I stand on the chair, opens the bottle with the magic drink,and drinks the stuff. Which right away makes me smaller! Then I climb into the grand piano and get's the "G" key (15/19). Now I leave the grand piano before I regain my normal size. Broom Cupboard: I use the "G" key to open the door to the broom cupboard,where I find a "Cardshoe"(To be used for picking up cards). Besides that I also take the coat hanger and the overall. Long Halls: Here I open the small door with the "G" key,since I'm too big to fit into the overall I open the fan,and wave the fan (5/24). I now have the size of the overall,which I then wear. Then a rabbit arrives to the scene,the rabbit thinks I'm Mary Anne,and tells me to go to it's house and get a pair of pink gloves and a fan,it also tells me that it will wait for me at the Palace gates Then before it leaves it throws me a key (3/27). Enter Wonderland.......... By The Palace Gates: Here I recieve a welcome by the Jack of hearts,which tells me to get the treacle cake (A kind of syrup cake) from the pantry of the Queen of hearts.He also give me the promise to fullfill my dreams and leave Wonderland. On a stick I see an insect,I take it,it disappears,and I get the stick.Then I go to the rabbit's house. Front Garden/Rabbit's House: The brass sign on the door says :"W.RABBIT",I take the clothes peg from the washing line,then I loosen the washing line from the tree.Then I open the door with the key I got from the rabbit. Kitchen: Here I take the breakfast egg,and the cups from the cabinet. Garden Shed: I go across the garden,behind the housse into the shed where I see a vice. I put the clothes hanger in the vice,straighten the coat hanger and open the vice.(8/35).Now I enter the house again and go to the top floor. Landing: Here I open the standing clock,and finds the 6 of diamonds.(This is the first of ALL 13 diamond playing cards you MUST find during the game). As soon as I get the card it disappears into the card shoe.(1/36).Then I take the right hand pouch. The door to the rabbit's bedroom unfotunately is closed,and there is a key in the keyhole,but,from the other side! I notice a gap underneath the door so I decide to do the old trick. I put sheet of music in gap,and sticks the straight coat hanger in the keyhole,so it will force the key out, and it will fall on the paper! Now I pull the paper back,and i'm now the owner of a key to the rabbit's bedroom.I unlock the bedroom door,(6/42). White Rabbit's Bedroom: When I enter the bedroom I see the things I came to get,the pink fan (4/46) and the pink gloves (4/50).I also get the quartz bottle which contains a magic drink. I notice a white fluid which I can't bring,but who knows it might be useful later on. Then I leave the rabbit's bedroom and proceeds to the castle to deliever the goods. Palace Grounds: Here I find a pair of garden gloves,which I bring with me. There is a wooden door in the corner,I examine it,but discover that it is locked,and the keyhole is missing. In Front Of The Palace: The well is surrounded by a mist of sparkling water,to get a bit of the water I hold the cup in the mist(3/53). Then I try to get into the palace,but fails, since I don't have the pass! The pass is hidden in the Duchess' house. On the way to her house I notice a 30 feet tall elm tree,which will be of importance later on in the game. Lounge/Duchess' House: I open the door and enters here house,Then I get the red glasses case,and the card 2 of diamonds,to get the card I must move the "Gazette" from the table, get the card,and return the "Gazette",then the card will disappear into the "cardshoe"(2/55). Dining Room: Here I spot the pass I'm looking for,it's lying in a glass case,however the key for the glass case is not among my belongings,so I proceed to the first floor. Duchess' Bedroom: I go to the bed and find a pair of slippers,then I take of my shoes and put on the slippers(1/56). Now I can sneak around. Cooks Bedroom: To get to the kitchen I have to wear the garden gloves,then I go to the dinner elevator and enters it. Since the smell from the kitchen makes me sneeze all the time,I put a clothes peg on my nose (5/61).Then I pull the rope (2/63).And go to the West into the kitchen. Kitchen: Since the plates are flying around here,I decide it's not a safe place to be in,so I do what I have to do in a hurry! I get the carving knife,opens the refrigerator,get the cream with the help from the jar glass and the jug,and then close the refrigerator! (Before the door closes and compromises me). Now I only have to get the glass key and then go to the dinner elevator and exit the scene. Dining Room: Now in possesion of the glass key,I open the glass case,and get the pass (16/79).I change my shoes,and take my garden gloves off. To the SouthWest of the house there is another gardening fork which I take.Now on the way to the palace I make a halt by the: Horse Chestnut Tree: When they look at the cream,they tell that it is the favorite food of the Cheshire cat.I then put the cream in the saucer,and the cat appears on the scene,it eats the cream and leaves the scene again.By examining the saucer I now find a piece of sugar on it.I get the sugar (6/85). I also find the left hand pouch,and then I move on to the castle. Eastern Hall/Palace: I give the pass to the guard,and then the rabbit appears,I give the fan and the oink gloves to the rabbit (6/91) as a thank you I recieve a paint brush from the rabbit. Central Hall: Here I search coat of arms,and discovers 2 heart cards which is playing croquet with bat and ball. I get the coat hook from where the coat of arms is hanging,and I notice a jury roster in which my playing cards is listed in a certain order.(The order in which I've got them! This is very important towards the end of the game). Then I take a brief look at the Throne room,but enter it I can not. Conservatory: The only thing I can get here is the handle,I have to use it on the clock,so I turn the handle clockwise (6/97). Palace Kitchen: On the way to the kitchen I notice a crystal chest in the banquet room,inside the crystal chest I see a invitation.Since the chest is locked,I need to find the key! in the kitchen I got to the Royal chef which flutters around with a piece of paper. I ask him about the paper and he tells me that he must prepare a treacle cake for the majestys banquet. Although he is missing the ingredients,which is listed on the paper: Sparkling water,Sugar,Flour,Lard, Treacle and Breadcrumbs. Since I already have the sugar I give it to him. (5/102). Before leaving I take the steak with me. Steps: Now I go down the basement stairs,and unlock the basement door with the key hanging there.Since there is something blocking the door from the other side I can't enter,so I proceed to the: Guards Quarter's: Here I see 13 lockers,since I have the key to number 10 locker,I open the number 10 locker and find a key to the number 3 locker. I open the number 3 locker and find 7 of diamonds (3/105),and the key for the number 7 locker,in the number 7 locker I find a pair of boots which I take with me.(Note,don't pass the guards at the entrance carrying the boots!).So now it's time I search the upper floor of the castle. Queens Bedroom: In the queens bedroom I find another card,the queen of diamonds (4/109),and in the queenside drawer I find a wooden key. Bathroom: In the mirror cupboard I get a big lens and a bottle of nail varnish remover. Then I proceed further up. Royal Observatory: Here I find the fifth card the 4 of diamonds (5/114).I open the glasses case where I find a small lens,Which I put here together with the big lens,since I'm not tall enough to look through the telescope. Now I leave the castle, before I do it I however leave the boots in the Eastern Hall,then I go to the: Walled Garden: To get to the walled garden I first go to the tree house,open the door,go to the West out on the limb.where I tie washing line to limb,and then climbs down. Now before I can go on I drop washing line. In the garden I notice a hedgehog,which I at the moment leave alone. The wooden trapdoor has a small hole close to the edge,in which I put the coathook,now I pull hook and the trapdoor opens(10/124). Through a secret passage I now enter the cellar of the palace. Cellar: On the table I spot a green bottle containing the long searced for sparkling water (Don't open the bottle,or else the fizz will all be gone !).Now I also see why the basement door was blocked,there is a wedge,which I remove,then I open the door (11/135) and go up the stairs to the palace. Palace: In the kitchen I give the chef the green bottle (10/145).Then I go through the secret passage and back into the garden. There I get the washing line,climb up and drop the washing line,from then I go to: The Giant Mushroom: The caterpillar which is blocking the way I give sherbet to caterpillar (5/150). Now notice that the mushroom has a left and a right side,now be careful. Cut left side with carving knife,put chunk into left hand pouch I do that 3 times,so I now have 3 slices from the left side in the left hand pouch. I do the same thing on the right side,but ofcourse put the slices in the right hand pouch.It is of outmost importance to separate the right and left chunks, they may look alike but their effect is very different,indeed! Path/Walled Garden: I go the path NorthWest of the walnut tree,by using the carving knife against the wall,I can loosen a brick. So I get brick with knife.(It's important that you slice the mushroom before you use the knife on the wall since doing the knife on the wall makes it blunt!). In the hole in the wall I see the next card,however when I reach for it,it will fall into the garden,so I walk back to the garden (The already described route) and pick up the card the 6 of diamonds (6/156). By The River: Here I find a dog,Who is waiting for me to play with him,so I throw the stick, which the dog will bring back from the water. I notice something shining in the dog's mouth,it's a silver key. To get the key you must give the dog the steak (7/163). Back Garden/Rabbit's House: Now I go for a short visit to the rabbits house,where I search the compost heap with the gardening fork,and I find a card there the 8 of diamonds(7/170).  WigglyWaggly path (Treacle Well): Now I go to the treacle well,where I tie rope to jug and drop jug,then I tie winch to handle,and.turn handle clockwise, the jug now at the bottom of the well being filled with treacle. Then I turn the handle anticlockwise (Also known as counter clockwise) So now here the jug comes,and I get the jug and releases it from the rope (9/179).Then I leave for the river where the beavers at. Mad Hatter's House: At the disused beavers hole I open the hatch and go up in a cupboard,from the vessel I get the lard,in the kitchen I find a tea chest. Then I go to the breakfast room where I fold the napkin (So that the breadcrumbs don't fall out).then I,get the napkin,in the hat room I find a canvas sack. After I get the mentioned things I go to the: Mad Tea Party: In the teapot there is a clormouse,which is sitting on a card ! so to get there I have to become smaller. I eat a bit of the mushroom from the right hand pouch and then I,get on teapot,to get in,I eat another piece of the mushroom from the right hand pouch,then,enter pot (6/185). I notice the mouse is asleep,so in order to wake him up I say something,which could be :Hello!. Now the mouse moves and I get the card,the 10 of diamonds (8/193).Then I climb out of the teapot,get off the teapot,to get off from the table down to the floor I eat a piece of mushroom fromt the left hand pouch. When already down I leave and go to the mad hatter's house. Under The Footbridge: On the return to the palace I get yet another card this time it's the Jack of diamonds (9/202) Then of to the palace. Palace Kitchens: Here I give the chef the jug with the treacle (15/217) and the napkin with the breadcrumbs (20/237) and finally the lard (25/262). Royal Observatory: By using the tea chest I'm now tall enough to reach to the telescope,I put the tea chest down and stand on the chest,and,put the large lens into the large end and the small into the small end (7/269) Now I can look through the telescope (12/281) To get a better view I have to close the left eye however. I then turn the telescope towards the SouthEast until I see the tree house, where I see a card hanging on a nail. Before I leave the Palace I go to the Eastern Hall to get my boots,then I leave through the cellar. Walled Garden: Here I wear the garden gloves,open the canvas sack,get the hedgehog,put's it in the sack and close the sack. Tree House: I put arm through hole and get the 9 diamond (10/291). Old tree: At the old tree I open the silver door with the silver key,and I end up in the Long Hall where I was in the beginnig of the game. Here I eat a piece of mushroom from the right hand pouch,and I can now pass through the small door to the West. Passage: Here I see the three spades (Cards) working as gardeners,they are busy painting the white roses red,I eat a piece of mushroom from the left hand pouch and I help the gardeners (Since I got the paint brush from the rabbit). (13/304).As a gift for my assistance I get a bag of flour.Now I open the bottle of nailvarnish remover and,dip the paint brush into the nailvarnish remover (8/312). The sleeping griffin with head of a eagle,eale feathers and a body of a lion I wake up. Rock Ledge: Now I have to listen to a long conversation between the griffin and the turtle (You have to listen for as long as they talk,it is important).The two are talking about playing cards,and I will get a usefull information for the end of the game here. During the trial of the dormouse a lower value playing card has defended it self,sucessfully against a higher value playing card,it was the 6 of diamonds against the ace of diamonds. The reason for this is,that the 6 of diamonds were in the court prior to the ace , and therefore had more value. Duck Pond: When I am at the duckpond I change my shoes and wear the boots,then i enter the pond (12/324).Then I get the eleventh card which is the 5 of diamonds (11/335).North of the duck pond,in the hedge I spot the door which I can open with the wooden key I've got in the queens bedroom. Before I go to the palace I take off my boots and wear my shoes, remember to go around the duck pond when comming back due to the boots which you now leave here. Throne Room /Tunnel: Here I climb upon the queens throne where I eat a piece of mushroom from the left hand pouch.Now that I'm tall,pull bell pull. The wall behind the throne will now open,and the passage through the tunnel in then free (5/340) here I find the King of diamonds (12/352) and a red key,which I can use to lock the door to the guards room. Palace Kitchens: Now I can give the chef the missing flour (30/382) and he will begin to bake the treacle cake. Before I go he will throw me a crystal key (Type: catch crystal key (TWICE)). Banquet Hall: With the crystal key I open the crystal chest and get the invitation to the royal croquet game (3/385). To play croquet I need a ball and a bat,the ball I already have it is the hedgehog! The bat I now have to get. To get the bat I have to go back to the rabbit's house,once again. White Rabbit's Bedroom: Since I allready have a clean paint brush I put the paint brush in the white liquid and paints the breakfast egg white (7/392) then I go to: Giant Elm Tree: On the quartz bottle there is a picture of a man with a extreme long neck,so I open the bottle and drink the magic liquid then I put the fresh painted egg in the mouth and wait until my neck is so long that my head is in the tree crown. Then I,drop breakfast egg into nest,and waits,until my neck is back to normal size,then I wait until my score is (19/411). Meanwhile the egg is hatched by the pigeon. I open the glass box and eats the cake,I grow and take the flamingo from the nest (8/419) then I wait until I'm back to normal size again,and now I have a bat (The flamingo) for the croquet game. South Of Duck Ponds: I show the guard my invitation and waits until the guests are starting to arrive,then I go SouthWest. Croquet Green/Under The Bramble Hetch: After Ive been listening to the rules,I open the canvas sack and get the hedgehog out,put it down and hit the hedgehog with the flamingo,since my hedgehog has rolled to the SouthEast I follow it and once again hit the hedgehog with the flamingo. This time the hedgehog roles into a hole,in which I find the last card the Ace of diamonds (15/434) I get the card (13/447) and leaves the ground as fast as possible. Tailors Cottage: Now that I'm in possesion of "Suit of Diamods" (Meaning a complete set of diamond playing cards,NOT clothes!).I can go to the tailor,here I find the overall of the chef in which I find the key to the pantry,my playing cards have now turned into a beuatiful suit which I give to the tailor (16/463) The tailor now leaves the house and now I can get the key from the chefs overall, (5/468) and head for the Palace. Eastern hall: Since Im now up to stael the treacle cake I then lock the door to the guards room with the red key,and thereby prevents them of capturing me (4/472). Palace Kitchens/Pantry: I unlock the door to the pantry,enter the pantry,and take the cake (8/480) Then I wait for the Jack of hearts to arrive,he congratulates me and pushes me into the courtroom!!!!!!!!!! They accuse me for stealing the cake,and the list of jury members is being presented,it is the cards of diamonds,in the order in which I collected them (You must write down the order in which they are being presented in).The long text is without importance. The trial goes like this: One of the diamond cards charges me of a certain thing,I then have to choose a card that overrules this charge,if overruled both cards are out of the trial. Remember the conversation between the griffin and the turtle ! You always have to choose the card you picked up before the one card that is now charging you ! Here is an example: This is how I picked up the cards: 6 2 7 Queen 4 9 8 10 Jack 3 5* King Ace. The first charge is brought up by the 7,so you have to select the 2 for defending you "Choose 2 of diamonds" (1/481) The next charge is brought up by the 5 "Choose the 3 of diamonds" (2/483). Now the Jack is charging you "choose the 10 of diamonds" (3/486). Now the 9 is charging you "choose the 4 of diamonds" (4/490). Now the King is charging you "Choose the 8 of diamonds" (5/495). The last charge comes from the Ace "Choose the Queen of diamonds" Now there is only 6 cards left and the trial can not continue,so the case is dismissed and I go back to my sister Emily (6/501). Hereby the game is over with MAXIMUM score! @GADVANCED DESTROYER SIMULATOR@ ----------------------------------------------------------------------------- Full docs typed by Lawz. ----------------------------------------------------------------------------- A.D.S. is the first naval simulator using new techniques of animation in filled 3D. The game portrays the main naval engagements of World War II during which the Destroyers of the Royal Navy played a major part. The different missions you will have to carry out will take place in: 1 - The Mediterranean; from the English base at Malta, located in a zone occupied by the enemy (Italians to the north, Germans to the south). 2 - The English Channel; from the English bases, you will help evacuate Allied forces gathered in Dunkirk. 3 - The North Sea; your mission is to sink the enemy vessels which are hiding in the Norwegian Fjords. You will be in overall control - you will have to manoeuvre to perfection to avoid being sunk, take control of attacking the enemy and defending against them when the situation calls for it. There are 18 available missions preset with a date/time and a precise target; and there are DELTA missions, in which you are the one to choose your target in an environment and date which differs each time. The admiralty and Admiral Walkirie are always on your side to report any ship spotted by the R.A.F. You can alter the level of realism of the simulation, so younger players can have as much fun. But we advise older players not to change the preset parameters so they can get more from the simulation. DESTROYER Category : H.M.S. Onslaught + Launched : 1939 |' | -{]- Type : DD 231 \---------------/ Displacement : 2200 Tons, 3200 Tons loaded \ o o o o o o/ Length : 110m ---------- Breadth : 12m Draught : 4.80m Propulsion : 2 Propellers, Gear Turbines 60,000 HP Speed : 35 Knots Armament : 3 Turrets each with 2 120mm cannons 2 Torbedo Tubes, with 4 tubes each. The DD-231 was one of the first Torpedo-Tube Destroyers of World War II, and 176 ships were built to the same pattern. Easy to recognise by the shape of it's funnel, it participated in battles in the North Sea, in the English Channel and in the Mediterranean. __________________________________________________________________________ THE COMMAND POST From this view you should be able to see the wide open spaces of the ocean. From left to right on the control panel the features are as follows... ------------------------------------------------------------------------ I I I I I I I ^ The blue seas ^ I ^ The blue seas ^ I I I I I I I I I ------------------------------------------------------------------------- Radar fuel & speed compass depth gauge (Green circle) (white circles) [-S---E-] === =-= Transmitter =-= (Big Speaker) =-= RADAR & SONAR =-= O indicators O =-= THE RADIO The radio allows you to receive information from: The admiralty (H.Q.) located in Malta for the Mediterranean and by the Thames for the English Channel and the North Sea. The engine room, about possible damage. The look-out man, to get information about ships spotted THE BINOCULARS Doubles your range of vision. DAMAGE Your destroyer can suffer damage during a battle. This damage can affect:- RADAR - you will no longer be able to spot ships on the radar screen. SONAR - you will no longer be able to spot submarines on the sonar screen. PUMPS - you lose the ability to pump water out of the ship; could lead to the destruction of the ship if a leak occurs at the same time. CANNONS - one or more turrets are no longer operational. Be careful, if the cannons overheat, the turret will explode. RADIO - radio messages become broken and garbled. TORPEDO TUBES - one or more tubes are no longer operational. You'll have to wait until you dock at base to have them repaired. RUDDER - you lose all steering. Most of the time the crew members can repair this type of damage. ENGINE - the ship is without power; a sitting duck until repairs are carried out. NB: All repairs are carried out automatically by the crew members, you do not have to intervene. CANNON FIRE Your destroyer is equipped with 3 turrets, two forward, one aft. Each turret has two 120mm cannons. These turrets can rotate 270 degrees and fire 2 shells simultaneously. 300 shells are in stock. In every turret there is a temperature indicator - do not overheat the cannons or they will explode. TORPEDO FIRE Your destroyer is also equipped with 2 torpedo stations (4 tubes each), one on the port side and one on the starboard side. The tubes can rotate 90 degrees, and each time they fire, 4 torpedoes are launched. 80 torpedoes are in stock. Torpedoes have an impact far more powerful than the cannon shells. One or two torpedoes in the right spot can destroy a ship when otherwise 10 or 20 shells would be required for the same result. _________________________________________________________________________ ATTACK STRATEGY The tactics you should use to attack an enemy vessel depend on the category of the ship. For example, a FREIGHTER is somewhat easier to sink than a CRUISER, for the simple reason that it cannot shoot back, and therefore you can attack it with much more directness, getting closer and sailing slower. To sink an enemy vessel you must bear in mind differences like speed: 15-20 Knots for a freighter or a tanker 30-35 Knots for a destroyer 32-37 Knots for a cruiser You can carry out a frontal attack on an unarmed Freighter or Tanker and sink it with some successful cannon fire. With a Destroyer or a Cruiser it's better to start by launching a torpedo either to port or starboard and by keeping a course parallel with the enemy ship at a similar speed. Keep your distance - the enemy have guns too and are not afraid to use them, and the closer you get, the more accurate they are. Two or three torpedos may be enough to sink a Destroyer whereas you may need four or five to sink a Cruiser. A torpedo launched at the right spot can break the rudder of a ship, or even stop it. Then you can sink it with cannon fire. To rapidly sink an enemy ship you should maintain non-stop firing to keep the enemy crew from repairing any damage you may have caused. But in any case, observe one rule if you want to hit the enemy during your attacks - try to avoid being spotted. To locate a submarine, use the sonar. It is easiest to hit it with a torpedo when it surfaces to renew its oxygen levels. ___________________________________________________________________________ CONTROL GUIDE At all times: joystick in port #1 or Cursor keys and Space. Left/right for steering. Up/Down for speed. Fire (space) to fire weapons. F1 Command Post F2 Binoculars F3 or C Cannons Keys 1, 2 and 3 (main keyboard) to change the turret. Numeric pad 4 and 6 to train the turrets. Numeric pad 2 and 8 to elevate/depress the cannons. Space bar or joystick Fire to fire cannons. F4 or T Torpedo tubes (port side) 2 (main keyboard) for starboard side Numeric pad 4 and 6 to train the tubes. F5 or D Damage and ammunition/fuel indicators (lit bright red means that station is damaged) F6 Map Z or F7 to zoom in the map. Cursor keys or joystick to move the map. Space bar in zoom mode centres the map on your ship. Esc to exit the map display. F8 Accelerated time Only available in map mode and when more than 1 mile from the coast and any other ships. F10 or P Pause R Selects Radar S Selects Sonar _________________________________________________________________________ Enemy Shipping Characteristics. ------------------------------------- Type Description Specifications ------------------------------------------------------------------------- Tanker Looks like a tanker Max speed :N/A Long flat forward decks. Cruise speed :18 Knots Armament :N/A Freighter Very similar to Tanker but Max speed :N/A Bridge is set nearer to Cruise speed :18 Knots the mid-ships then flat deck Armament :N/A Cruiser Has 2 funnels and 4 gun Max speed :N/A turrets. Cruise speed :32 Knots Armament :8 cannons of 200mm each. Protection :armoured deck & hull,resis- tant to shell impact. German Torpedo Single funnel,has guns set to Max speed :38 Knots Boat rear of vessel. Cruise speed :28 Knots Armament :4 cannons 150 mm each, & 80 torp. tubes on deck. British Destroyer Single funnel, set mid-ships Max speed :34 Knots 3 gun turrets, 2 to front and Cruise speed :27 Knots 1 to the rear of vessel. Armament :6 Cannons of  120mm each. Italian Destroyer single funnel, with bridge in Max speed :35 Knots front, 3 gun turrets, 2 to Cruise speed :28 Knots rear, 1 to front. Armament :6 cannons 120mm each. German Destroyer Twin funnels set midships, Max speed :35 Knots 2 gun turrets both on the Cruise speed :28 Knots rear of ship, bridge at front. Armament :6 cannons of 150mm each. Submarine Well look for a conning Max speed(subm) :8 Knots tower in the water that just Max speed(surf) :17 Knots could be it. Armament :4 Torpedos. _________________________________________________________________________ THE MISSIONS Mediterranean missions 1: Training mission. This mission is an easy introduction into the battle. At 6:30 am, you leave the base of LA VALETTE on Malta (E3). Your mission is to destroy a freighter cruising off LINOSA ISLAND (D3). You must then return to your base before 8:00 am. 2: You sail from the base of LA VALETTE on Malta (E3). Your mission is to intercept and destroy a convoy of enemy ships spotted at 9:15 am by the R.A.F. to the south of PANTELLERIA ISLANDS (C3) on its way to the enemy base of TRIPOLI. This convoy consists of of 2 freighters and 1 tanker. It has an approximate speed of 10 Knots. Once your mission is over, you must return to your base. 3: You sail from the base of LA VALETTE on Malta. Your mission is to sink an Italian cruiser already heavily damaged by the R.A.F., off SYRACUSE (F3). The last report from the Admiralty states that the vessel was at cruising speed on its way to the italian base of TARANTO. You must intercept it before enemy destroyers arrive to escort it. 4: You are cruising off TUNIS. A reconnaissance aircraft reports 2 Italian cruisers spotted close by PANTELLERIA ISLAND (C3). Alerted to the threat, the cruisers are now sailing in the direction of CAP BON to escape the R.A.F. Your mission is to launch a surprise attack upon them and then to immediately head for MALTA. 5: You sail from the base of LA VALETTE in MALTA (E3). Your mission is to protect a supply convoy coming from GIBRALTAR and now cruising off TUNIS (B3). You must rendezvous with it and destroy any enemy ships heading in its direction. Watch out, the R.A.F. have spotted an enemy destroyer in the sector (C3). DELTA MISSION A surveillance mission. You sail from your base, fully laden with fuel and munitions. You must patrol in the area demarcated by the map. You may stop in Allied ports to repair and resupply. The Admiralty counts on you to inflict heavy losses on the enemy, but make sure that you have identified your target before firing. English Channel missions 1: You are patrolling south of DOVER. Your mission is to identify 2 vessels which our coastal Radar stations have spotted to the North of DUNKIRK (G2). Then head back to your base in the THAMES estuary. Be careful, they are probably enemy vessels, in which case, your mission is to sink them. 2: MONDAY, MAY 27th 1940: You sail from your base in the THAMES estuary. Your mission is to protect the evacuation of the Allied forces gathered in DUNKIRK (G2). You must protect the transport ships sailing between DUNKIRK and the THAMES from the attacks of German destroyers. As soon as you are short of fuel or munitions you must dock at DUNKIRK. 3: You are cruising off PORTSMOUTH (E3) (ah! our beloved city, play up Pompey) Your mission is to attack an enemy convoy of freighters and tankers which the R.A.F. has spotted close by CHERBOURG (D4) sailing EAST. You must inflict heavy losses on the enemy before heading back to PORTSMOUTH. (When you're back, pop by my place for a pint!!!!!). 4: You sail from the base of PORTSMOUTH (E3). An enemy submarine has been seen off CHERBOURG (D4). Your mission is to find it with the sonar and to shadow it until it surfaces, and then you're to sink it. 5: JUNE 4th, 1940. DUNKIRK (G2) is surrounded by the enemy. Fortunately the evacuation of allied troops is almost complete. Your mission is to protect the last two ships transporting Allied troops about to leave DUNKIRK. DELTA MISSION: A surveillance mission. You sail from your base, fully laden with fuel and munitions. You must patrol in the area demarcated by the map. You may stop in Allied ports to repair and resupply. The Admiralty counts on you to inflict heavy losses on the enemy, but make sure that you have identified your target before firing. North Sea missions 1: You are cruising west of STAVANGER (E4); the radio informs you that a light enemy cruiser damaged by our artillery has taken refuge in the fjords close to SAUDA (E3) to repair. You must spot it and, if possible, attack. Be careful, enemy destroyers are probably coming in as reinforcements. 2: You are sailing off NORWAY. You must patrol along the shores, up to BERGEN (D1) to spot and destroy enemy ships which are hiding in the FJORDS zone (E2). 3: You sail from EGERSUND (E5) in NORWAY. You are the only allied ship in the sector with an offensive capability. Your mission is to run the blockade set up by the German destroyers at the fjords' exit. You must sink every enemy ship, to allow our supply convoy to sail in safety. If you are badly damaged, you can head to EGERSUND to be repaired. 4: The enemy is in possession of heavy water, used in the construction of atomic bombs. A freighter transporting the containers and 5 warships escorting it have been spotted south of BERGEN (D1). Your mission is to attack the convoy and to sink the freighter, at all costs. 5: The Luftwaffe have badly damaged your ship. You took refuge in the FJORDS (E2) to repair. The radio informs you that enemy ships are heading for you at full speed. You have no alternative, you must confront them and then sail back to the base at BERGEN (D1). DELTA MISSION: A surveillance mission. You sail from your base, fully laden with fuel and munitions. You must patrol in the area demarcated by the map. You may stop in Allied ports to repair and resupply. The Admiralty counts on you to inflict heavy losses on the enemy, but make sure that you have identified your target before firing. ___________________________________________________________________________ Some Advice From Admiral Walkirie: Sailing within sight of land: Reduce your speed to half and carefully watch your depth gauge. In these areas of the map, the bottom depth varies a lot and you might run aground. Reduc ing speed when sailing into port: To promptly reduce speed you must reverse the engines. Go from 1/2 or full forward speed to FLANK in reverse speed, then when the ship speed is at it's lowest go to the stop position. Flank speed: This is attained with full engine power. You can stay at flank speed for only a few minutes. When the engine room crew detect the engines overheating, power is reduced to FULL position. For security reasons, it is better to use the FLANK position during an emergency withdrawal. Rudder damage: If your rudder is damaged, reduce speed to minimum, to allow the crew to repair it. Sudden change of course: Reduce your speed (1/2 position) and change your course. Any type of manouevering is more easily carried out at low speed. Attack from enemy aircraft: When you are sent on a mission close to an enemy base, the Axis forces may launch STUKAS to sink you. These divebombers are extremely accurate, and very dangerous to Allied forces without air cover. 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