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You take charge of a STRIX fighter, an advanced long range raider in which you embark on a journey to find fame and forture. Working for the Agency as a freelance buccaneer, you venture forth to earn Credits for your daring deeds and with them purchase the energy and weapons to tackle some of the most deadly adversaries in the known universe. Negotiate meteor clusters and storms, clear minefields, steal communication satellites from out of their orbits, dog fight with Kogon interceptors, encounter the awesome Vexon mothership. These and other adventures await in Deep Space. AGENCY GUIDE FOR FREELANCE OPERATORS Automatic bounty allocators have now been fitted to all ships. All have been calibrated so any claims for extra credits because of inaccuracy will not be accepted. Anti personnel devices have been fitted to them so tampering must be a deep philosophical decision for anyone contemplating interference. Agency scientists can now confirm that the indiscriminate firing of QUARK bombs through Stargates into alien systems serves no useful purpose as no damage ever appears to be inflicted. The agency is therefore not prepared to pay bounties for this feat. For those who consider alien observation posts to be easy target practice at 1500 Credits each, the Agency would hasten to remind you that their purpose is observation and they do have sub-ether coms links. The Agency is currently extremely keen to examine captured aliens. A bounty of 500 credits will be paid for any specimens. Operators are expected to clean their own scoops. Alien satellites are the subject of intense Agency interest. Bounties of 1000 Credits will be paid for communications equipment, 2000 Credits for observation equipment and 4000 Credits for military hardware. Recent reports now indicate that most civilized worlds now have this technology. Alien skirmishers have been messing up the star lanes with mines again. A bounty of 500 Credits will be paid for each one destroyed. Recent analysis has shown that ramming, whilst being effective is not the most efficient method of mine clearance. The Agency will under no circumstances pay extra bounty to those heroes who attempt to clear homing mines or those with long-range proximity fuses. The Agency recommends that all rookie operatives should operate entirely within the Al-Nair Star System. Vexon scout ships are now pretty obsolete in their weapons technology and carry a bounty of 2500 Credits. An increasing number of Vexon fighters have been reported in the Giobek system and some even in the Al-Nair system. It is believed these heavier craft are using a system of disposable fuel pods to increase their effective range. Vexon fighter ships are worth 5000 Credits each to the Agency. A number of Vexon Killer class ships found operating in the Kogon system have been found to be fitted with anti-matter screens. This class of craft is now only surpassed by interceptor class star ships which have so far not ventured beyond the Inogal system. Killer class ships are worth 7500 Credits while Interceptors earn a bounty of 10000 Credits. Losses of Agency operatives has been highest among those who have penetrated the Vexon system. It is believed that the Vexon have finally perfected their much heralded mothership. Destruction of this vessel will be rewarded by 250,000 Credits. Our scientists assure us that the new QUARK bombs are capable of demolishing planetary bodies and so this fabled edifice should be no problem (once it is reached). STRIX FIGHTER The STRIX fighter is a deep space raider produced specifically for long range seek & destroy operations. It is a highly sophisticated craft with many specialized functions which require detailed study and practise to ensure success. this manual is required reading for all trainees wishing to gain profficiency in the piloting and efficient use of this machine. ACTIVATING CONSOLE SWITCHES Console buttons and switches may in all cases be activated by moving the mouse pointer over them and depressing the left hand button on the mouse. A successful activation will then always be indicated by a change in the color or the graphics of the button. All buttons also have keyboard equivalents. The table at the end of this document will give a complete listing of keyboard commands. ALERTS AND MESSAGES Messages from the ship which are of such importance that they may require your attention are imaged on the status display. An audible warning will announce their presence. The small square underneath give an indication of the importance of the message: Red for 'urgent', Yellow for 'may require action', and Green for 'information which may be of interest'. The readout below this is the ships master energy display. If this ever reaches zero, the ship will cease to function and will self destruct. The communications computer, which is selected by pressing the central button on the bottom row of an activated ships computer console, will always give an expanded explanation of status messages as well as any extra information that is not deemed appropriate to be presented on the status display. MOVEMENT Movement of the STRIX fighter may be accomplished in any one of three ways. Using the mouse you simply move the pointer over the graphic of the control column and while keeping the left mouse button depressed drag the column in the direction toward which movement is desired. Movement with a joystick is a case of pushing the stick in the direction required. The joysticks only function is to fire weapons or change direction and may be used in parallel with the mouse and/or keyboard. Movement from the keyboard is accomplished by using the arrow keys. Press the key which corresponds to the direction in which you wish to move. In all cases, the longer you hold a directional change, the faster your ship will move in that direction. Providing of course, that you have forward movement. It is possible to detach the viewing window from the direction of motion and look in other directions while not disturbing the direction of the ship. To achieve this press the top left button on the pod. When it locks and the button changes color, viewing direction will be independent of the ships direction. You may now look around without disturbing your course. Clicking the button off will immediately return the window to looking forward (or direction of ship). To perform this function from the keyboard, press the 'W' key. A further option is the "rear-view" button located in the bottom right positon on the pod. When activated the window is automatically freed and instantly swung round to look behind you. The 'Backspace' key on the keyboard will also activate/de-activate the rear window function. SPEED CONTROL The Thrust lever is located to the left of the center console. Downward movement of the lever slows you down, upward increases thrust. The display above the lever has eight lights showing the amount of speed being applied and a sliding bar which registes current velocity. To move the lever, move the pointer on the lever, press the left mouse button and slide the mouse forward for more speed, backward for less. Also, the keyboard may be used. 'Return' will increase speed, while the 'Shift' key underneath 'Return' will slow you down. The ship can be stopped quickly by pressing the retro thrust button the pod. This requires twice as much energy as using the thrust lever but is much faster at killing the ships motion. NAVIGATION Navigation uses two special computer functions. The long range map and the navigation computer. The map shows all large objects within the confines of the navigable system and their spatial relationship with regards to your ship. It also allows a specific location to be pin pointed. The navigation computer then displays graphical info to help find this location. The long range map is activated by pressing the ship's computer's top left button while it is switched on. Two screens will now be visible framed by a green border. Each screen show the same data but from a different viewpoint. Your position is indicated by a white square in the center of both screens. The leftmost screen is imaged as if looking down on your ship from a great height (ie- an overview). There is no indication of above/below in this screen. The other screen shows your ship from behind, with above at top of the screen, below at bottom, left at left, etc. All large objects are displayed as dots and positions are updated in real- time. As your ship moves and changes direction the dots follow suit. The meaning of the dots is: Yellow The system's Sun Shimmering color Stargates Pale Red Alien mothership Dark Red Alien space ship White Alien observation post Pale Blue Planet Dark Blue Planetary moon Dark Green Energy Drone Green Repair Drone Pale Green QUARK Drone Black Alien missile There is also a small white cross displayed. This is the destination point for the navigation computer. Clicking in either screen with your mouse moves this cross. Click in the left screen to set its left/right/front/back position and in the right screen to set its up/down left/right position. The navigation computer is selected by pressing the computers top right button. This displays a screen with two important components both of which are to help reach the destination point set with the long range map. On the left is an indication of the distance to the point plus an estimate of the energy units required to reach the point. On the right are a series of squares. The course you are steering is correct when all squares line up perfectly. Your destination is reached when all squares are the same size. The normal color of the squares is yellow but if your destination is behind you then they will be red. The exact course to steer is marked most accurately by the smallest square which should be followed (if it's to the left, then steer left, etc). SCANNERS The Short Range Scanners are activated by pressing the up arrow button on the right side of the pod. This will cause a screen to rise. The scanners will not be active unless on of the range buttons (labeled 1-5 underneath) is also selected. The scanners may be deactivated by pressing the same button (now a down arrow) again. The range of the scan is selected by the buttons (labeled 1-5) with 1 being the lowest range and 5 being the highest. Each increase in range doubles the effective area which is scanned and double the scanners energy consumption. The scanner screen shows a cube with your ships position signified by a central white dot. The scan is imaged looking forward. Any large object within scanning range will be represented within this cube by a stalk with a dot on top. The dot is the object while the stalk gives an indication of depth by the position it joins the floors of the scanner. All scanned objects have their positions updated in real time. DEEP SPACE REFUELLING Deep Space refuelling of A STRIX fighter is most easily accomplished by the use of automatic drones. Three types are available and can be ordered using the ships computer. An energy drone carries 25000 units of energy. A Repair drone carries all needed spare parts to repair or replace any vital ship functions which may have become damaged ro destroyed. It also carries 10 missiles which automatically replenish ship board stocks. A QUARK drone carries 2 QUARK bombs. This is the only way to gain possession of such weapons. These drones have to be purchased from the Agency who will then despatch them on auto-pilot providing that you have enough credits for the purchase. Drones are ordered through the computer by pressing the left most button of the computer consloe while the computer is activated. The display shows your current credit rating with the Agency. To order, select the type of drone you require by clicking with the mouse on the required line until it is highlighted. Then click on the order line. If you have the required credits the cost will be debited from your account and the drone will be dispatched. You must then use your scoops to retrieve it. The drone will travel to the location you occupied when you ordered it. The time the drone takes to reach this position and its cost in credits are directly proportional to the number of Stargates it must traverse to reach this position. For any impoverished and fueless pilot, there is another option which can be take to replenish energy stocks. This invloves scooping the surface of any nearby gaseous star. This process is hazardous in the extreme and totally beyond description. AUTO SCOOPS To retrieve objects from space the auto scoops must be used. To activate, first turn on the ships computer and then select the second button from the left on the top row. The screen will show an image with your STRIX fighter in the center. The yellow square underneath is a representation of your extended scoop. All object in the vicinity will now register their location on this screen. The nearer the object is the whiter it will be. Only object in front of you will register. With the scoops extended satellites, drones and even life forms may be taken within your ship by ensuring that their image falls within the yellow square while it is at its whitest. The scoop will then automatically detect their presence and tractor beams will draw them in. The scoop's imaging system is also a very good aid for negotiating meteor clusters, mine fiels, and for dodging enemy fire. WEAPONRY Your shields are your most important aid to staying alive. Without them you will take massive damage and possibly be destroyed by an enemy weapon. The shields absorb energy and so will protect you fron individusl hits from energy weapons but they can be overloaded by multiple strikes in a short space time. The shields may be switched on by pressing the center right button on the pod. Unless they are destroyed they will automatically repair themselves over a period of time. shields are heavily energy intensive while in operation and will draw large amounts of extra energy to deflect potential impacts. Normally standard Pulse weaponry is selected. The only limit to how often they are used the amount of energy you have in store. They are however of limited effectiveness against shielded ships requiring multiple hits to break down their shields. Missiles which are selected by the center left button on the pod have far longer ranges and can pierce shields. The QUARK bombs re the only things able to pierce the shields of alien mother ships. QUARK's are selected by activation the lower left button on the pod. Weapons are fired with the right mouse button, the space bar or the joystick button. BATTLE DAMAGE Whenever damage is inflicted upon your ship the damage control computer will use energy to orotect vital areas at the expense of others. The shields will absorb whatever energy they can if they are active and not destroyed. The damage allocator then allocates damage in the following order-scanners, computer, pulse weapons, engines. A visual indication of the ships status may be obtained by activating the right most button on the bottom row of the computer console while the computer is on. The display shows each major area of the ship and its percentage functionality. 100% means perfect working order. Generally things are regarded as damaged and not to be trusted as reliable when their effectiveness drops below 50%. Also shown on this display are weapon quantities and current energy comsumption. ENERGY USAGE All ships functions require energy. Without it your ship will perish. Energy is used by your ship in the following way: Basic ship functions 10 units per second Shields on 15 units per second Pulse weapons 30 units per firing Acceleration/deceleration 5* rate(1-8) units per second Scanners 10 units per second if on Scanner ranged 5* range(1-5) per second Computer 5 units per second if on Map computer 20 units per second Scoop computer 10 units per second Navigation computer 5 units per second Drone computer 10 units per second Communications computer 10 units per second Status computer 5 units per second Stargate Entry 50000 units per passage Remember also that any damage inflicted will also use energy. KEYBOARD OPTIONS All ship control functions may be controlled directly from the keyboard. The following table summarizes the keys to use: MOVE UP Up arrow key MOVE DOWN Down arrow key MOVE LEFT Left arrow key MOVE RIGHT Right arrow key INCREASE SPEED Return key DECREASE SPEED Right shift key FIRE WEAPON Space bar SELECT MISSILE M SELECT QUARK BOMB B WINDOW LOCK/UNLOCK W LOOK BEHIND Backspace key RETRO-THRUST R SHIELDS ON/OFF S COMPUTER ON/OFF F1 SELECT MAP DISPLAY F2 SELECT SCOOP DISPLAY F3 SELECT NAV DISPLAY F4 SELECT DRONE DISPLAY F5 SELECT COMMS DISPLAY F6 SELECT STATUS DISPLAY F7 SCANNERS ON/OFF F10 SET RANGE 1 1 SET RANGE 2 2 SET RANGE 3 3 SET RANGE 4 4 SET RANGE 5 5 PAUSE Esc key GAME OPTIONS Help keysing the ship's computer's top left button while it is switched on. Two screens will now be visible framed by a green border. Each screen show the same data but from a different viewpoint. Your position is indicated by a white square in the center of both screens. The leftmost screen is imaged as if looking down on your ship from a great height (ie- an overview). There is no SOFTWARE presents another doc by DR.J DEFENDER OF THE CROWN By Cinemaware REFERENCE CARD FOR THE ATARI ST LOADING INSTRUCTIONS Boot your ST with DEFENDER "REEL 1" in drive 1. If you have a second drive load it with DEFENDER "REEL 2". Move the arrow cursor to the file drawer marked A and click the left mouse button twice. Then double-click on the file marked "DOC.TOS". Now, just follow the on-screen directions. NOTE: DOC automatically sets up a RAM DISK for ease of play. Machines with extra memory will take longer loading the game. HOW TO PLAY Choose your character on the character selection screen by moving the sword cursor to one of the four Saxons and pressing the left mouse button. When the game begins, choose your actions by moving the cursor to highlight options on the game menus. Click the left mouse button to make your selection. Note that the following main menu actions end your turn: HOLD JOUST, GO RAIDING, BUY ARMY, END TURN, and attacking a territory. You may escape from some options (like GO RAIDING) by clicking away from the map when prompted to Select a Territory. To build your home army choose BUY ARMY from the main menu. Then click on soldiers, knights, catapults or castles. (Clicking the right button will allow you to buy 5 items at a time.) To refund a purchase simply click on the word "cost" at the top of the menu. Now you may exchange any items you just purchased for gold. TOURNAMENTS You need at least five gold to host a jousting tournament. When other lords hold tournaments, the code of chivalry requires you to attend, but for free. (Your first joust will always be with the host of the tournament.) You have control in the joust when your opponent begins charging toward you. Aim the tip of your lance at the center of the "x" in his shield. When you hear the clank of metal on metal, you must IMMEDIATELY push the left mouse button. If you don't push the button at the right item, or the lance isn't lined up correctly you will miss, and you risk killing his horse! (The message following the joust should give you valuable clues about your performance.) Your opponent may also miss (especially if he has a low joust rating), giving you another chance. NOTE: You must have spare land to joust for territory! CONQUEST Your campaign army is represented on the map by the mounted knight. from the SEEK CONQUEST menu, select MOVE ARMY to capture hostile or undefended territories, and to move through friendly ones. (MOVE ARMY is the default option and need not be highlighted - just click on a territory.) You may get Robin's help before attacking by choosing SEE ROBIN, or by clicking on Sherwood Forest on the map. To transfer forces between your army and your territories select TRANSFER MEN. The arrow at the top of the menu shows you the direction of the transfer. To move men back into your campaign army click on the arrow to reverse its direction, and then repeat the transfer process. RAIDING Move the mouse left or right to move your character forward or send him retreating back. Click the left mouse button to attack and use the right button to parry. (A successful thrust will cause your opponent to jump back.) You want to thrust at your opponent when his sword is pointing up; this is when he is most vulnerable. Defend yourself by parrying and keep an eye on the strength bar at the bottom of the screen. Escape to the left if your strength is running low. (To ask for Robin's help during a raid, select Sherwood Forest at the SELECT A TERRITORY prompt.) CATAPULTS You must buy a catapult AND TRANSFER IT TO YOUR CAMPAIGN ARMY before you can attack a territory occupied by a castle. To begin the siege simply choose your ammunition. But remember, you must first knock a hole in the wall with a BOULDER before you can fire DISEASE or GREEK FIRE into the castle. Push the left mouse button once to pull back the catapult arm. (It moves back automatically.) Then push it again to fire. The farther the arm is pulled back the farther the object will travel; aim for the top of the wall first, then lower your aim to destroy it piece by piece. An undamaged castle nearly doubles the defending army's effectiveness in the battle following the siege. The advantage decreases proportionately with each hit to the wall. Launch GREEK FIRE and DISEASE over the wall to reduce the size of the defending garrison. (Disease is more effective the earlier it is used in the siege.) Select BEGIN BATTLE if you want to end the siege early. NOTE: The battle will begin automatically after 7 days. To completely knock the wall down you must hit it with a boulder 7 times in a row. BATTLES Animated figures on the screen represent the armies. Move the highlight to change tactics during the battle. (To retreat you must highlight the option WILD RETREAT and press the left mouse button.) Your tactic determines how both armies fight according to the strength table below. For example, you might choose OUTFLANK ENEMY if you think your leadership rating is higher than your opponent's. Knights outlast soldiers and provide an army's striking power - avoid losing them at all costs. NOTE: The battle will proceed on its own but you may speed up the action by repeatedly clicking the left mouse button on a tactic. SOLDIERS KNIGHTS CATAPULTS -------- ------- --------- Stand and fight 1 6 0 Knights charge 1 8 0 Outflank enemy * 1 6 0 Catapult barrage 1 6 16 * Outflank doubles the effect of leadership. * Leadership can turn the tide of the battle. A strong leader increases an army's effectiveness while a weak leader has no effect. You can increase your chances in battle by jousting to improve your leadership rating. * Raiding in a good way to weaken a stronger opponent, especially in the later stages of a game. Try to steal his gold with a raid--immediately after he attacks you. QUESTIONS & ANSWERS HOW IMPORTANT ARE THE CHARACTER RATINGS? To win the game you must know your opponents, and that means knowing their ratings. One of your first actions in each game should be to use the READ MAP option from the SEEK CONQUEST menu. Look at the opposing lords' home territories and look at their ratings. BE WARNED, the SPY option yields valuable information but it isn't cheap. Be sure to use it sparingly or you may find your coffers empty. HOW CAN I PRACTICE JOUSTING AND SWORDFIGHTING? To learn how to joust, choose Wolfric as your character and spend a game holding tournaments. To practice swordfighting, choose Geoffrey and spend a game raiding castles. CAN I WIN THE GAME IF I ATTACK OTHER SAXONS? Many strategies can lead to victory, and a strategy that works in one game may not work in another. Observe the ebb and flow of battle in each game and set your strategy accordingly. Remember, the Saxons are a nervous lot and some games may require an alliance by force of arms. IF ALL THE NORMANS ARE DEFEATED IS THE GAME OVER? If Saxons have captured all the Norman castles, the game isn't quite over. To win, you must attack and capture all three Norman castles, even if they are being held by Saxons. DO YOU HAVE ANY TIPS FOR WINNING THE JOUST? Try moving the lance in a circular motion and be sure to keep it in motion. The important thing to remember though, is to push your button as soon as you hear the CLANK. IT IS A TIME OF LEGENDS. A time for heroes. A time of bitter strife, when great men rise above their peers to perform great deeds. A chapter of history is in the making. Your liege the king is dead, the throne vacant. Britain enters a season of destruction, a winter of killing that can end only when the last brave Saxon knight lies dead or the castles of the Normans lie in heaps of rubble, emptied of the foul oppressors who have enslaved your people. It is a time when foreign invaders shall learn truths administered by the shining blades of Saxon swords. It is a time when heroes are made, and legends are born. THE MAP THE CASTLES - Six great lords will vie for the throne; their castles dominate the island nation. In the south are the three Norman castles, to the north are the homes of the three Saxons. If a Saxon lord captures every one of the Norman fortresses, he will win the throne. READING THE MAP - Your advisors will decipher the map for you. Indicate to them what interests you -- they know the value of the lands t======== SORRY, THIS SECTOR CANNOT BE READ FROM FLOPPY DISK BY ST RECOVER. ======== ======== SORRY, THIS SECTOR CANNOT BE READ FROM FLOPPY DISK BY ST RECOVER. ======== ======== SORRY, THIS SECTOR CANNOT BE READ FROM FLOPPY DISK BY ST RECOVER. ======== ======== SORRY, THIS SECTOR CANNOT BE READ FROM FLOPPY DISK BY ST RECOVER. ======== ======== SORRY, THIS SECTOR CANNOT BE READ FROM FLOPPY DISK BY ST RECOVER. ======== ======== SORRY, THIS SECTOR CANNOT BE READ FROM FLOPPY DISK BY ST RECOVER. ======== == You need stout men-at-arms, and the more the better. The army you build here defends you castle when you're at home, and spearheads campaigns of conquest. When your army is on the march, the ranks will be bolstered by vassals from the lands in your possession, but the vassals are too far away to be called upon when your castle is under attack. BUILDING NEW CASTLES - After successful campaigns, income from new dominions fills your treasury, but the burden of defense will be greater as well. Build castles to defend your lands. Without castles to stop them, invaders will sweep through your territories before you can respond. A line of imposing castles along your borders will make a potential invader think twice before entering your domain. "SAGE ADVICE" 1. Familiarize yourself with your surroundings. Select "Read Map" from the menu. Inspect the territory around your castle, then size up your opponents. 2. Select "Build army" from the menu. Two columns show the cost of men and weapons, and the size of your home army. Your home army is the garrison of your castle -- add knights, men and catapults to this force as your treasury allows. 3. Men-at-arms are the least expensive military commodity, and the core of an army's strength, valuable at home for defense or in fields of conquest. Fighting on horseback, knights are useful mainly for attack -- they can splinter a defending army with a single terrifying charge. YOUR INCOME - Although you start with a modest income from your feudal estates, one or two forays of conquest can exhaust the treasury. Increase your income by adding new lands to your domain -- some territories are richer than others, but each one contributes wealth to the treasury. At first, turmoil caused by the death of the king presents an opportunity to those who act quickly. Throughout the land there is anarchy -- how can sheriffs collect taxes without the power of a king behind them? None of the lands has an overlord, and those surrounding your castle can be taken quite easily, indeed. Move too slowly, and the other lords may grab the lion's share of the territories before you've passed through your castle gates. -------------------------------HISTORY BREAK------------------------------ THE NORMAN CONQUEST William the Conqueror understood the art of medieval warfare and knew the importance of castles; in fact, he might not have been able to subdue the Anglo-Saxons without superior weapons and tactics. Englishmen could rise with great courage to meet a national emergency, and in the dark months of 1066 they fought two great battles in the north against viking invaders before meeting William and his Normans at Hastings. William defeated the English at the end of a long bloody day, his men fighting on horseback with swords and lances against an enemy that still fought on foot and favored the battle-axe. But Saxons were slow to accept defeat, and rebellions led by Edgar the Aetheling and Edric the Wild upset the Normans' plans. William set about building castles. He constructed dozens of fortresses to consolidate his gains and provide bases for further advance. Again the Normans demonstrated superior skills erecting the powerful castles on well- chosen sites. Towering above the landscape, William's castles controlled the countryside for miles around with their mere presence. Saxon resistance continued for many years, but the Normans' hold on England was secure. -------------------------------------------------------------------------- CONQUEST THE CAMPAIGN ARMY - In medieval Europe, land was held by vassals in exchange for military and other services given to overlords. When you venture from your castle in search of conquest, vassals from your lands form the foundation of your campaign army. Bolster the ranks by shifting men and weapons from your home army, but remember -- the careful general leaves behind a strong garrison to protect his castle unless he plans to stay close to home. What path will you take on the road to conquest? Should you strike early at the Normans, or capture lands in the north and take time to build an invincible army? The course of your campaign may take you through Saxon land, Norman Territory or unoccupied areas, but remember -- if enemy territories lie across the path to your chosen destination, you'll have to capture them before continuing on your way. BATTLE AND SIEGES - Capturing undefended territory is easy, laying siege to a castle much costlier and far more difficult. When you begin a siege, remember that boulders can reduce a castle wall, but only Greek fire and disease will reduce the numbers of the castle's defenders. Operating a catapult requires a steady hand and an eye for distances. Ammunition can vary in weight, and a catapult setting that launched a great boulder directly into the castle wall may hurl a smaller stone over the highest tower. -------------------------------HISTORY BREAK------------------------------ FROM WARWOLF TO GREEK FIRE Castles were built to be impregnable, and there are many examples of tiny garrisons holding out against large armies for months on end. Capturing a castle required a great deal of preparation, including the construction of great siege towers and stone-throwing engines to bombard the castle walls. The catapult, or mangonel, was probably the most common of these and was very much a standard feature of siege warfare. The larger catapults could hurl stones weighing up to 600 pounds. The owners of giant siege engines were fond of giving them nicknames -- in 1304, a stone-throwing device known as Warwolf was used at the battle of Stirling. Philip Augustus, a warlord who preyed on the luckless King John, called his favorite siege weapon Mal Voisin (which means Bad Neighbor). Ammunition for catapults was by no means limited to stone balls. Greek fire was the secret weapon of the period -- thought to have been mixed from ingredients like oil, pitch, resin, sulphur and quicklime, it started fires that could not be extinguished with water alone. In a siege, almost anything was fair game for hurling over a castle's walls, including diseased meat. Many an attacker loaded his catapult with a dead horse, hoping the projectile would spread disease among the defenders. -------------------------------------------------------------------------- TACTICS - If you meet the enemy in the field, keep tight control on your men - issuing the correct orders at the proper time is the key to success as a general. Attacking with ferocity is a gamble. It can save a day that appears to be lost, but it can also be the undoing of a great army that might have won with a more conservative approach. Also, know when to give up the field. Dishonor is preferable to the loss of your last knight. VASSALS - Each territory in your domain contributes vassals to your army when you begin a campaign. They will fight with valor, but can't be expected to stick around for extended campaigns. Desertions begin to mount as one battle follows another. After you return home from a campaign, the ranks of your vassals -- depleted by combat and desertions -- will be replenished over time. "SAGE ADVICE" 1. Any castle or territory may be attacked, Normans or Saxon. The reverse is also true -- you may be attacked by Saxons, even though they are allies in the fight against Norman rule. Chivalry was a club, and some lords did not belong. 2. Select "Seek Conquest" from the menu. The two columns show the size of your Home Army and Campaign Army. If you have any vassals, their numbers appear in the Campaign Army column. Use this menu to assign additional forces to the campaign. 3. Of your three tactical choices in combat, "Ferocious Attack" is the greatest gamble. It gives you a better chance of victory against stronger opponents, but it also means far greater casualties among your ranks. THE MEN OF SHERWOOD - Embarking on an important campaign may bring Locksley's promise to mind. He pledged his aid three times in your quest to restore the Kingdom to Saxon rule. If you wish to seek his help in a campaign, go to Sherwood before marching on any territories. The men of Sherwood will join your ranks and your army will be formidable, indeed. -------------------------------HISTORY BREAK------------------------------ KING JOHN AND THE BARONS Trust and confidence between a king and his subjects were things greatly to be desired. King John had neither. Of all the rulers of England, John perhaps best deserved the humbling he received at Runnymede, where the English barons forced him to sign Magna Carta on June 15, 1215. While they held London during their revolt against King John, the barons needed a means of keeping the forces opposed to John under arms while they waited for help to arrive from France. It wasn't long before someone came up with the idea of holding a tournament. Not only would a tournament keep the barons' men ready for the coming war with John, but it could also figure in a secret message they were sending to their French conspirators. In the carefully-worded letter, the barons urged their friends to attend a tournament near London and bring enough horses and arms to insure "honor" on the field, promising that the knight who carried the day would have the "bear" which a certain lady was sending to the tournament. The plan worked, and in June, the barons had their "bear." THE TOURNAMENT JOUSTING FOR LAND - Knights often journeyed to tournaments in hopes of gaining a settlement in land from a fallen opponent. The joust can be used as a means of expanding your domain, but if you fail to choose your opponents with care, they may strip you of your most prized holdings. WINNING THE JOUST - The tournament is accompanied by a much fanfare, and novice knights can be carried away by the heady atmosphere of this courtly event. Be not deceived by the pageantry preceding the joust -- the vital instant before the combatants collide is the briefest of moments. You have no more than a handful of precious seconds to steady your lance. All of your concentration and skill must come together for that moment. In a joust there is no second chance. Know also that knights with highly-refined skills in the tournament are extremely difficult to unseat. Your aim must be precise - anything but a direct blow at the center of the shield may fail to knock a practiced opponent from his saddle. "SAGE ADVICE" 1. Your character's skill in the joust can vary -- you will find it easier to win jousting matches if your character has a higher rating. Be wary of risking valuable land with a character who is unskilled in the joust. 2. The other Saxon lords are, in principle, your allies. This does not mean, however, that they will treat you as a friend on the jousting field. 3. The laws of chivalry forbid a knight from striking anything but the shield or helmet of his opponent. Aim your lance at a horse, and the tournament will be your last. -------------------------------HISTORY BREAK------------------------------ Jousting was one of the earliest knightly sports. Dangerous for the participants and popular with spectators, it usually marked the beginning or end of a tournament. Brutal incidents are common throughout the 700- year history of tournaments -- mock battles could turn into the real thing when tempers flared. The year 1240 saw a particularly violent tournament near Cologne in which sixty knights and squires perished. Abhorred by the church and banned by responsible monarchs like Henry II, the tournament nevertheless was an enjoyable pastime for nobility and became the accepted training ground for war. On more than one occasion, jousting became an integral part of a war. His coffers depleted by a war with France, Richard I held tournaments to raise money. At the height of the hundred Years War, Edward III invited the enemy to tournaments, issuing guarantees of safe conduct to any Frenchmen who would meet his knights in courtly combat. -------------------------------------------------------------------------- RAIDING NORMAN CASTLES - Most lords are proficient in the science of swordplay and they train their castle guards very well. If you elect to raid an enemy castle, be prepared for a fight. Slipping over a castle wall without being detected is easy enough in the dead of night, but the heart of a castle -- the keep -- is more difficult to penetrate. When the alarm is raised and guards appear, act quickly to force your way inside the keep. Time is of the essence, so waste not a moment. SWORDSMANSHIP - The courtyard of the enemy's castle is not the best place to learn the secrets of swordsmanship. Lessons learned here are learned the hard way. Keep two things in mind and you should live long enough to reap the benefits of experience: first, the moment to thrust is when your opponent is off balance, his sword in motion away from yours; second, you must always keep moving. Keep your opponent off balance and he'll be unable to anticipate your blows. And one last piece of friendly advice. It is best not to allow the eye to wander from the flashing blade of your opponent's sword -- not even for a moment. No matter what catches your attention in the moonlit sky. "SAGE ADVICE" 1. It is possible to strike once with your sword, then strike again so quickly that your opponent may find it impossible to parry your blow. Learn this trick, and you can use it to great advantage. 2. Try "mixing it up" by jiggling your character back and forth -- this technique can enhance your ability to keep an opponent off guard. 3. Like all movie heroes, you can keep fighting after you've been wounded. But even heroes run out of steam sooner or later, so remember that you can always get out the same way you came in.... LOCKSLEY & THE FRIAR - Just as you did before campaigning, you may seek help in Sherwood Forest on your way to a night raid. When asked to select a castle for your destination, first journey to the forest. Friends abide there, and they are renowned for their prowess with a well-forged blade. -------------------------------HISTORY BREAK------------------------------ THE REAL ROBIN Was there a real Robin Hood? People have been telling stories and singing songs about the outlaw of Sherwood Forest since the 13th century. Scholars have written books trying to pin him down as one historical figure or another. But like all good legends, Robin refuses to be pinned down. Cambridge history professor J.C. Holt theorizes that if there was a real Robin, he was probably Robert Hood, a yorkshire outlaw mentioned in court records of 1225. Other historians have tied Robin to a "Robyn Hod" named in pipe rolls from the reign of Edward II. Still other accounts would have us believe that he was Robert Fitz-Ooth, the rightful Earl of Huntingdon who became an outlaw when unjustly deprived of his title. More than likely, the truth is that all of these men -- and others -- contributed to the legend as we know it today. Scholars like Holt point out that the original stories about Robin lacked many of the trappings we associate with the legend. In the first ballads he was indeed an outlaw, he did live in Sherwood and he wore a suit of Lincoln green. But as the stories were handed down, the tellers magnified the tale by adding new characters and the deeds of other men. History records that a man named Friar Tuck led a band of outlaws in the forests of Sussex and Surry between 1417 and 1429. Storytellers couldn't pass up the opportunity to include a stout friar in their tales about Robin. Writers invented much of Robin's story, giving him a birthplace (Locksley), a girlfriend (Maid Marian) and a worthy foe (the Sheriff of Nottingham). Perhaps in the 21st century, Robin will get married and have kids. Who knows? It really doesn't matter if we can still enjoy the story of our most cherished hero - the noble outlaw of Sherwood Forest. -------------------------------------------------------------------------- ROBIN HOOD IN THE MOVIES DEFENDER OF THE CROWN is a tribute to those magnificent Hollywood costume adventures that transport audiences to a world of dashing heroes, and damsels in distress, where kingdoms fall at the drop of a drawbridge. Perhaps no character sums up this spirit of adventure than Robin Hood. Although five motion pictures about the outlaw of Sherwood Forest were made before 1920, the definitive Robin Hood for the silent era was the 1922 production of "Robin Hood", starring Douglas Fairbanks. His athletic prowess, daredevil stunts and light hearted approach to adventure made Fairbanks an audience favorite. Prior to "Robin Hood", he had starred in "The Three Musketeers" and "The Mark of Zorro". "Robin Hood" is one of the most lavish productions of all time, costing over $1,400,000, a staggering sum for those days. Its massive, elaborate sets included a full scale medieval castle! The most memorable sequence features Robin breaking into Nottingham castle, dashing along the battlements fighting off literally hundreds of armed men. Trapped in the minstrels gallery, beset on both sides, he dives over the balcony and slides down a huge curtain to freedom. Fairbanks surrounded himself with an excellent cast of players, including Alan Hale as the burly Little John in the first of his three film appearances as Robin Hood's lieutenant. 1938 saw what is still hailed as the definitive Robin Hood film, Warner Brothers' "The Adventures of Robin Hood", starring swashbuckler supreme, Errol Flynn. The studio pulled out all the stops and shot the film in the 3-color-negative Technicolor process. The casting was nothing short of inspired. Dashing, daring, and courageous, flynn would always be identified with the role..and justifiably so. As Maid Marian, Olivia De Havilland was a perfect counterpart to Flynn. So much so that Warners subsequently teamed them up in several other features. Villainy was placed into the matchless hands of cinematic rotters Basil Rathbone (Sir Guy of Gisbourne) and Claude Raines (Prince John). Melville Cooper played the Sheriff of Nottingham as a comic figure. Alan Hale made his second appearance as Little John, the addition of sound allowing his roaring voice and bellowing laughter to add new dimension to his character. Rotund, gravel-voiced Eugene Pallette played Friar Tuck and Patrick Knowles was Will Scarlett. The film featured Robin storming into a Norman castle to defy Prince John; the bank of outlaws attacking a gold train; the archery tournament; the daring rescue of Robin from the gallows; and the final storming of Nottingham castle by Robin's men and the newly returned King Richard the Lionheart. "The Adventures of Robin Hood" is probably the finest costume adventure that Hollywood has ever produced. Alan Hale made his final appearance as Little John in "Rogues of Sherwood Forest" (1950), probably the best of the 'Son of Robin Hood' films. As is true of the others, the actor portraying Robin could make or break the film. Fortunately, John Derek's (25 years before Bo) hero of Sherwood was a worthy champion of the poor and oppressed and was more than capable in the derring-do department. Reportedly, he did most of his own stunts. 1952 saw two Robin Hood related films hit the screen. The first was Walt Disney's "The Story of Robin Hood". Shot entirely in England, disney's live-action feature starred Richard Todd as Robin, Joan Rice as Maid Marian and Peter Finch as the Sheriff of Nottingham. The second was MGM's mega-production of Sir Walter Scott's classic novel, Ivanhoe. Robert Taylor accepted the part of Sir Wilfred of Ivanhoe after Errol Flynn and Laurence Olivier turned it down. He acquitted himself nobly in one of the most colorful and complex costume dramas every filmed. Midway through the film, Robin Hood aids Ivanhoe by leading his men in the exiting siege of the Norman castle of Torquilstone. The Saxon outlaws swarm out of the forest and launch themselves against the sheer castle walls, darkening the sky with a rain of arrows. The tremendous box-office success of "Ivanhoe" set the pattern for the studio's subsequent 'knights of old' swashbucklers, "Knights of the Roundtable" (1955) and "The Adventures of Quentin Durward" (1955). In 1955 Robin received his first television exposure in the series "The Adventures of Robin Hood". From 1955 through 1958, the denizens of Sherwood battled the oppression of Prince John and company for 165 half hour episodes. Richard Greene's Robin Hood was more mature than Flynn's, cheerful and resourceful, rather than dashing and athletic. He became the Robin Hood for an entire generation of Baby Boomers. 1960 saw Greene reprise his Robin Hood for the big screen in Hammer Film's "Sword of Sherwood Forest". Disney released a new animated version of "Robin Hood" in 1973. It featured animals as the characters. Robin was a fox; Prince John a thumb- sucking Lion; and Little John a bear; etc. In 1976 Richard Lester directed a much different type of Robin Hood film. "Robin and Marian" explored the legend during the disillusioned, declining years of Robin and the other characters. Interest in Robin Hood is apparently undying and universal. The Showtime Cable Network began broadcasting a new, English produced television series in 1984. And, although they have not been exported, a number of Japanese films have been produced, featuring the Rogue of Sherwood. The appeal of Robin Hood will remain a timeless joy to those who love adventure, whether revisiting an "old friend" or entering the magic greenwood of Sherwood Forest for the first time. It is these last lucky ones who are to be envied. Read More About It... Baker, Timothy. THE NORMANS. New York: Macmillan, 1966. Brown, R.A. ENGLISH CASTLES. London: Batsford, 1976. Brown, R. Allen, Michael Prestwich and Charles Coulson. CASTLES A HISTORY AND GUIDE. New York: Continum, 1981. Falkus, Malcolm, and John Gillingham (ed). HISTORICAL ATLAS OF BRITAIN. New York: Continum, 1981. Funcken, Liliane and Fred. THE AGE OF CHIVALRY (3 volumes). New Jersey: Prentice-Hall, Inc., 1983. Hogg, Ian. THE HISTORY OF FORTIFICATION. New York: St. Martin's Press, 1981. Holt, J.C. ROBIN HOOD. London: Thames and Hudson, Ltd., 1982. Kenyon, J.P. (ed). A DICTIONARY OF BRITISH HISTORY. Stein and Day, 1983. Kighly, Charles. STRONGHOLDS OF THE REALM. London: Thames and Hudson, Ltd., 1979. Linklater, Eric. THE CONQUEST OF ENGLAND. New York: Doubleday, 1966. Oman, Sir Charles. A HISTORY OF THE ART OF WAR IN THE MIDDLE AGES AD 378- 1515. Ithica: Cornell University Press, 1960. DESIGNER'S NOTES MEDIEVAL BRITAIN was a crucible of heroes. Our most famous legends originated in "merrie olde England," during that romantic time of chivalrous knights, when all the women must have looked like Elizabeth taylor. That single period in history gave us King Arthur, William the Conqueror, Richard the Lionhearted, the fictitious knight Ivanhoe and, of course, Robin Hood. The story of the noble outlaw who robs from the rich and gives to the poor is the best known legend in the English-speaking world. A survey conducted during the hero-starved 1970's showed that Robin is the second most famous figure of fact or fiction. What name was above Robin's at the top of the list? Jesus of Nazareth. So in February 1986, on the soggy Pacific Northwest morning when Bob Jacob's voice on the telephone said, "Let's do a compute game with knights and castles and jousting and damsels in distress, "I knew instinctively what he had in mind. This would be a tale of heroes. To bring those heroes to life, we took great care in recreating 12th century England. History buffs will note that none of the knights or horses wears armor, and that the main character is lightly protected by chain mail. Knights began wearing pieces of plate armor to protect parts of the body around 1300 and full suits of armor didn't become common until the latter part of the century. The castles are authentic, based upon scrutiny of the books listed herein as well as first-hand experience. As I marvel at Jim Sachs' magnificent Norman castle looming out of my computer screen, I compare it to the snapshot I took of the castle that served as the model for my original sketches of the scene. And somehow, I find reality lacking. None of our drawings or imaginings would have amounted to much without the skills of an inventive programmer. When R.J. Mical joined the project, he brought more than his consummate technical skills, he brought ideas and solutions. He literally willed the Amiga version into existence. Finally, we dedicate this interactive movie to our wives: our ultimate collaborators in life. Kellyn Beeck September, 1986 history professor J.C. Holt theorizes that if there w SOFTWARE presents another doc by THE SCRIBE .... *** DIVE BOMBER *** THE FACTS: The date: May 24, 1941. The place: The Denmark Strait between Iceland and Greenland. The circumstances: World War II. The event: The mighty German battleship, BISMARCK, sinks HMS HOOD. Within minutes, nearly 1,400 British seamen are sent to a watery death. THE FANTASY: In the middle of the night on May 26, under the cover of darkness, a U. S. Navy prototype torpedo plane is secretly rushed to the ARC ROYAL. All hope rests on the prowess of this new secret weapon from America. The name of the flying fighter? The Grumman AVENGER -- soon to become the world's best-known torpedo bomber. The AVENGER sneaks up on the mighty BISMARCK before dawn. Within a few hours, it knocks out the BISMARCK'S two main forward gun turrets as well as the two aft turrets. The BISMARCK quickly becomes a sitting target and begins sinking into the icy North Atlantic. THE MISSION: DIVE BOMBER is part history, part fantasy. Historically, the AVENGER did not take part in the sinking of the Bismarck. DIVE BOMBER lets you experience what would have happened if one of the world's greatest torpedo bombers, the AVENGER, had taken part in one of the most important events of WWII. FLIGHT TRAINING: In 1941 the AVENGER was only a prototype. Even the most experienced pilots needed to familiarize themselves with its controls. Before you venture into the war zone, it's a good idea to practice flying the AVEMGER. On the selection screens that appear, choose an option by pointing to it and pressing the left mouse button. Then use the controls to practice your take-offs, landings, and torpedo runs on the BISMARCK. THE REAL THING: Once you've had some flying practice, you're ready for real combat. And the German Navy is ready to protect the BISMARCK -- with DORNIER aircraft, mines, E-boats, even U- boats. On the ARC ROYAL the captain has you pick straws. Each straw is a different mission. The short straw is the most difficult mission. You can either accept your mission or reject it and choose another straw. Once you accept a mission, get ready to take on the German naval forces. Be sure you know what you're doing when you choose to attack the BISMARCK. You only get one chance to torpedo the ship. And if you fail, the game ends. SURVIVAL: Return to the ARC ROYAL frequently. This will give you a chance to refuel your tanks and restock your ammunition. Also, any damage done to your plane will be repaired. Fly trial runs to see how far a full load of fuel will take you. This will give you an idea of how long you can stay out before returning to the ARC ROYAL. When landing, keep the nose of the AVENGER up, keep your airspeed under 175 mph, and keep your vertical descent at less than four feet per second. Don't worry about your direction when coming in for a landing. As soon as you turn on the landing lights the ARC ROYAL will orient itself to your position. Regularly check your status screen (press S) to see the extent of damage inflicted on the ARC ROYAL and on your AVENGER. If you run out of fuel or if your plane experiences engine failure, ditch your AVENGER in the ocean. To ditch, land very softly at the lowest possible speed (under 100 mph) with your landing gear up. Once you hit the water, switch off the engine immediately and wait for the rescue team. You can only drop a torpedo on the BISMARCK. When releasing a torpedo, fly very low (about 100 feet). Drop the torpedo when you are close to the BISMARCK. The torpedo will skim the water, increasing your chances for a perfect hit. Fly under 2,000 feet as often as possible to avoid being picked up on enemy radar. This is a valuable tactic when attacking the BISMARCK. If a spotlight is tracking you, lose it by changing direction quickly. Keep your engine lights off except when direly needed. Enemy flak increases when the Germans can see you. Eliminate as many enemy U-boats and E-boats as you can before trying to torpedo the BISMARCK. Otherwise the ARC ROYAL will be in danger when you're not there to defend it. Keep your eye on the BISMARCK. If it sails off the map you may not be able to raise it again and complete your mission. If you fail to hit the BISMARCK with a torpedo, the game ends. Protect the ARC ROYAL at all costs. If it's destroyed you have nowhere to go for repairs and refueling. PILOT'S SCREEN: The pilot's screen is the cockpit. Here you actually fly the plane. You can also shoot down the enemy with machine-gun fire and drop a torpedo on the BISMARCK from this screen. Airspeed - (dial on right side of panel) Your airspeed is shown in hundreds of miles per hour. To increase or decrease airspeed, display the engineer's screen and adjust the throttle and fuel mixture settings. Altimeter - (dial on left center of panel) Red needle indicates altitude in tens of feet. Grey needle indicates altitude in hundreds of feet. White needle indicates altitude in thousands of feet. Artificial Horizon - (right center) Shows your attitude and the angle of your wings relative to the fixed horizon. This is especially valuable when flying at night, in clouds, or in other low-visibility situations. Artillery Rounds Remaining - (upper left) Shows how much ammunition you have left. When the indicator reaches zero, you've run out of fire power. To fire, press SPACEBAR (right mouse button) to toggle into gun control. A gunsight appears in your windshield. Move the gunsight to aim, then press the fire button (left mouse button) to fire on enemy aircraft, boats and mines. Brake - (far right lever) Stops the AVENGER on the runway. During take-off, release the brake by pressing the K key. Compass - (right side) Shows your direction of flight. Inverted T-Bar - (left side) Gives the position of your ailerons and rudder, reflecting how far up or down and right or left the yoke is set. Screen Selection Box - (bottom center) Flashes when you're needed at another position. On the keyboard, press the number that's flashing to display the position. Torpedo - (right lever) When the lever is forward,a torpedo is waiting. To ready the torpedo, move the lever to the middle by pressing the L key. To drop the torpedo, press the L key again. Vertical Speed - (top center) Numbers indicate up or down speed in tens of feet. ENGINEER'S SCREEN: The engineer's screen is where you prepare your AVENGER for take-off and landing. It is also where you make sure all systems are in order. When your plane is damaged you can continue flying, but the risks are high. Your best bet is to return to the ARK ROYAL for repairs. Arrester - This hook dangles from the rear of your plane and catches the landing cables on the ARK ROYAL's runway. Be sure it is down during a landing. Camera - Switch the camera to ON before dropping a torpedo. When it's all over you'll see a playback of your attack on the BISMARCK. Fuel Gauges - (PORT - MAIN - STRBD) Measure the fuel level of their respective tanks. Fuel Mixture - Adjusts your fuel and air ratio. Use a richer mixture for take-offs and fast get-aways. Use a leaner mixture for cruising. Fuel Tanks - The three numbered quadrants represent your three fuel tanks. When one tank is empty (watch your fuel gauge), switch to another tank. Main tank 2 holds three times as much fuel as wing tanks 1 and 3. When a tank is almost empty the engine starts to stall out. Immediately switch to a full tank and the engine will restart itself automatically. Ignition - Starts your engine. Never turn off your ignition during flight. Landing Lights - Controls the lights on the runway of the ARK ROYAL. Unless the lights are on, you can't land. Once they are on, the ARK ROYAL will orient itself to you for a successful landing. Light Switch - Turns the engineer's light on and off. Always turn off the light before leaving the engineer's screen since your lights make it easier for the enemy to spot you. Oil Pressure/Oil Temperature - Indicate the condition of your engine. If the oil pressure gets too low, the engine fails. If the oil temperature gets too high, the engine overheats. Either circumstance is perilous. Ditch the plane before it crashes. RPM - Your engine's rotations pert minute. To adjust the RPM's, move the throttle up or down. Avoid overrevving the engine. Redline (danger) is 5,000 RPM. Screen Selection Box - Flashes when you're needed at another position. Tail Wheel and Landing Gear - For landing, switch both of these levers to the down position. Otherwise, keep them up during flight. Throttle - Controls your engine speed. During flight it should usually be set at medium. Torpedo - If you are planning to attack the BISMARCK, carry a torpedo. Otherwise, it's added baggage that weighs down your AVENGER. To load the torpedo, flick the torpedo switch to Y (yes) before take-off. Wing Lock - Always set wings to the L (locked) position during take-off and flight. NAVIGATOR'S SCREEN: From the navigator's screen you'll create flight plans and monitor reports of enemy locations. The navigator's screen has four views, or quadrants, making up a complete map. To move from quadrant to quadrant, push your cursor against any edge of the screen. To set a flight pattern from the navigator's screen, move to a quadrant. Position the cursor in the quadrant and press the fire button (left mouse button). A destination cursor drops onto the map. To set a flight pattern from the pilot's screen, fly in the direction indicated by the vertical red bar on the compass. TAIL GUNNER'S SCREEN: From the tail gunner's screen you'll be firing at the enemy -- especially at targets you may miss from the pilot's screen. Artillery Rounds Remaining - Shows how much ammunition you have left. When the indicator reaches zero, you've run out of fire power. Gunsight - Use joystick handle (mouse ball) to move the gunsight and aim your gunfire at the enemy. Press the fire button (left mouse button) to fire. Screen Selection Box - Flashes when you're needed at another position. ~~The Scribebethe flying fighter? The Grumman AVENGER -- soon to become the world's best-known torpedo bomber. The AVENGER sneaks up on the mighty BISMARCK before dawn. Within a few hours, it knocks out the BISMARCK'S two main forward gun turrets as well as the two aft turrets. The BI****************************************************************** DIVE BOMBER QUICK REFERENCE ****************************************************************** THE CONTROLS COMMANDS : MOUSE : JOYSTICK ============================================= ascend : back : back ............................................. descend : forward : forward ............................................. bank right : right : right ............................................. bank left : left : left ............................................. fire gun : left button : fire button ............................................. switch between : : gun and yoke : right button: spacebar ............................................. reset a : point and : move cursor control : click left : and press : button : button ............................................. KEYBOARD COMMAND KEYSTROKE ======================================= mouse or joystick : M brake : K pilot's screen : 1 engineer's screen : 2 navigator's screen : 3 tail gunner's screen : 4 drop a torpedo : L (twice) pause : P status screen : S return to selection screen : ESC TAKING OFF 1. press 2 2. turn on light switch 3. lock your wings 4. set arrester to up position 5. select fuel tank 6. set fuel mixture to 2/3 rich 7. set throttle to 3/4 full 8. click on ignition switch 9. press 1 10. press k 11. nose up gently (back) 12. press 2 after clearing deck a. set fuel mixture and throttle to medium b. lift landing gear and tail wheel c. turn off light switch d. press 1 LANDING 1. press 2 2. landing lights on 3. tail wheel down 4. arrester down 5. landing gear down 6. reduce airspeed to under 175 mph 7. press 1 8. descend to between 50 and 100 feet 9. keep vertical speed at four feet per second or less 10. adjust nose to level or slightly up ~~The Scribeou run out of fuel or if your plane experiences engine failure, ditch your AVENGER in the ocean. To ditch, land very softly at the lowest possible speed (under 100 mph) with your landing gear up. Once you hit the water, switch off the engine immediately and wait for the rescue team. You can only drop a torpedo on the BISMARCK. When releasing a torpedo, fly v An oldie but a goodie ... Thanks to Dr. J Sewer Software presents INTO THE EAGLE'S NEST INTRODUCTION: Date: March 8, 1945 Time: 12:43 Issued By: Army Intelligence, 9th Division Mission: Destroy the Eagle's Nest Briefing: Six key divisions are in your area - the main force is believed to be quartered in the Nazi fortress codenamed Eagle's Nest. command is concerned that the increase in number of axis troops may represent preparations for a new counter-offensive. Three allied saboteurs sent into the Eagle's nest have failed to report back. Intelligence indicates limited success by the third man: The explosives were planted prior to his capture. Orders: Penetrate the Eagle's Nest. Rescue captives before they break. Destroy Eagle's Nest using hidden explosive caches. In process, save as many stolen art treasures from destruction as possible. Good luck. -END- WHAT YOU NEED: -> Atari 520ST or 1040ST computer -> Single- or double-sided 3.5 inch disk drive -> Color monitor -> Joystick LOADING INSTRUCTIONS: 1. Plug a joystick into port 1 of your computer. 2. Turn on the monitor and your disk drive (if it is external). 3. Insert the disk, label side up, into the disk drive. 4. Turn on the computer. The program will load into your computer's memory. INTRODUCTORY SCREEN: After you load the program (and after a game ends), a series of instruction screens and a high score screen appear. These screens are timed, so simply let them go through their cycle in order to view them all. Use the instruction screens to help you identify items that will be of use to you in the castle. Specific uses of many of the items are provided later in the manual. STARTING OUT: A variety of options, which are explained in the next section, are available to you before you begin the game. To reach the Options screen, press the CONTROL key while the "Welcome to the Eagle's Nest" screen, high score screen, or any of the instruction screens are displayed. If you don't wish to make changes in the options, you can simply press the fire button from any of the introductory screens to begin the game. OPTIONS SCREEN: To reach the Options screen, press CONTROL while any of the introductory screens are displayed. An explanation of the options available to you on the Options screen follows. DIFFICULTY EASY/HARD: If you select EASY, only one shot is necessary to kill an enemy soldier. If you select HARD, two shots are necessary. CASTLE ONE/TWO: You can play the game in either of two castles. Castle TWO is more difficult. SOUND ON/OFF: You have the option to play with or without sound. MESSAGES ON/OFF: You can choose whether you want messages that appear during the course of the game (such as "You've found a key") to be displayed or not. START GAME: Select this option when you are ready to play. For each option (except START GAME), the underlined choice on the screen is the one that is active. To change an option, first push the joystick forward or pull it back to move the pistol icon until it points to the option you wish to change. Then, each press of the fire button moves the "underliner" from one choice to the other. When you are ready to start the game, use the joystick to align the pistol with START GAME and press the fire button. CHOOSING A LEVEL: When you begin the game, you are prompted to select a level (1-4). You can undertake the levels in any order you choose. Your choice will determine the mission you will attempt to complete as follows: LEVEL 1: Destroy the castle by activating the explosives planted by a captured saboteur. LEVEL 2: Rescue one prisoner and then activate the explosives to destroy the castle. LEVEL 3: Rescue two prisoners and then activate the explosives. LEVEL 4: Rescue three prisoners and then activate the explosives. Note: To activate the explosives, shoot each of the four detonators. There is one detonator on each floor of the castle. To choose a level, push the joystick to the left or right until the level number of your choice is displayed on the screen. Then press the fire button. GAME CONTROLS: During the game, use the joystick to control your character and the fire button to shoot in the direction you are facing. to pick up an object, simply walk into it. shoot chests to open them. To open yellow- orange doors (wooden), shoot them. You'll need a key to open grey (steel) doors. Once you have a key in your possession, simply walk through a steel door to open it. Kill enemy soldiers by shooting them. Prime explosives by shooting the detonator. To PAUSE during a game, press the CONTROL key. Press CONTROL again to resume. To ABORT a game in progress, press and hold down CONTROL and ALTERNATE and then press the LEFT SHIFT key. PLAYING THE GAME: As the game begins, you have smuggled yourself into the Eagle's Nest and are safe - for the moment - in a small storage room on the ground floor. You are armed and have 99 rounds of ammunition - hardly enough to make a dent in the Nazi hordes you hear in the hallway outside. You are in good health, and, luckily, the key to the steel door in front of you is in easy reach. You need to explore the four floors of the castle in search of prisoners that you must free (Levels 2, 3, or 4 only) and the four detonators needed to explode the hidden dynamite caches. In the process of exploration, you will find various objects designed either to help or to hinder you. They are: Nazi Soldiers: Very unhealthy. They shoot you and do great damage. You must shoot to kill. Be careful, you won't know you've been shot unless you watch the hits indicator. You can take 50 hits before you die. At 50, the game ends. Hits can be cured with first aid and food. Drunken Officers: Harmless, but kill them anyway. Keys: Needed to unlock steel doors. Chests: Closed or open. Open closed chests by shooting them. Be careful not to shoot an open chest as it may contain fragile and valuable items. It may also contain explosives (also fragile). Elevator Pass: Needed to operate the elevators. First Aid: Heals hits. Cold Food: Heals hits. Ammo: Useful for killing Nazi soldiers. You can carry 99 rounds at a time. Each box holds 15 rounds. Steel Door: Locked and impenetrable without a key. Wooden Door: Can be shot open. In addition, you'll find lots of art treasures scattered about the castle, such as paintings, jewels, pendants, and vases. You'll get extra points when you collect these treasures. The various art objects are depicted in the introductory screens before you begin to play. If the level you have chosen requires you to rescue one or more of your fellow soldiers, find them and bring them back to the starting point. Be careful not to lose them though; their fatigue makes them travel more slowly than you do. If they seem to be dazed and refuse to move, you may even have to fire a warning in their direction. The final task in each level is to blow up the castle. TIPS: 1. Always fire from a covered position. Remember, you can't see incoming fire, so you had better stay covered and watchful as much of the time as you can. 2. Explore only as much of a level as you need to. Once you have found what you need, move on. 3. Use the elevators only when you are certain you are done with the current level. All open doors will be relocked once you leave a floor. 4. Don't waste: keys, bullets, your life. 5. Only shoot at a known target. It is awfully easy to hit a dynamite crate by accident, especially when you consider that some dynamite crates are located outside the viewing area! 6. Have fun!E ****************************************************************** THE CONTROLS COMMANDS : MOUSE : JOYSTICK ============================================= ascend : back : back ............................................. descend : forward : forward ............................................. bank right : right : right ............................................. bank left : left : left ............................................. fire gun : left button : fire button ............................................. switch between : : gun and yoke : right button: spacebar ............................................. reset a : point and : move cursor S O F T W A R E A N D T H E S C R I B E p r e s e n t =- E M P I R E -= 1. INTRODUCTION EMPIRE is a strategic simulation of global conflict, conquest, and empire building between two or three opposing forces. You start with one city in a large unexplored world. Your armies must capture cities to produce your war materials. As part of your overall strategy you must decide what each of your cities should produce to best aid your war effort. As your production capacity grows, you will soon command armies, fighters, destroyers, troop transports, submarines, aircraft carriers, and battleships. You will maneuver your armies, fighters, and ships to try and smash your opponent(s). There are no compromises -- each player must strive to annihilate the other until all opponents are wiped out or surrender. THE COMBAT UNITS There are eight different combat units in EMPIRE: armies, fighters, troop transports, submarines, destroyers, cruisers, aircraft carriers, and battleships. Armies can only move on land. Fighters can move over land and water. Ships can move at sea, or dock in occupied cities. ARMIES: Armies are of primary importance. Only armies can capture cities and conquer continents. Armies move on land at a rate of one space per turn. Movement across water is done by boarding a troop transport. To board a transport, simply move the army onto it. Armies will be destroyed after receiving one damage point from an enemy unit. Armies attack enemy units with one damage point per hit. Your armies have normal attack and defense factors, which are one and one, respectively. However, armies have a defense factor of 1/2 when bombarded by a cruiser or battleship. To produce your first army in any city requires six turns. After that only five turns are required to produce an army. FIGHTERS: Fighters are fighter-bomber aircraft which are suited for multiple roles, including reconnaissance, attacking armies and ships, and air-to-air combat. Fighters can move over land and sea at a rate of five spaces per turn. They have a maximum range of 20 spaces before they must be refueled. Fighters are refueled by landing in any of your cities or on one of your aircraft carriers. Attempting to land in a city which is not yours is futile. If a fighter runs out of fuel while in flight, it will crash. Fighters will be destroyed after receiving one damage point from an enemy unit. Fighters attack with one damage point for each hit on enemy units. Fighters cannot detect enemy submarines when located in an adjacent square, but will attack one if the fighter tries to move onto the square where an enemy sub is located. To produce your first fighter in any city requires 12 turns; after that only 10 turns are required to produce a fighter. TROOP TRANSPORTS: Troop transports are used to carry armies from one continent or island to another. They can carry a maximum of six armies, less if they are damaged. Troop transports move two spaces per turn. If they have received two damage points they can move only one space per turn. Troop transports will be destroyed after receiving three damage points from enemy units. Each damage point suffered by a transport reduces the number of armies it can carry by two. Thus a transport with one damage point can only carry four armies. Any excess armies over the ship's capacity when it is hit will be destroyed. Your transports attack the enemy with one damage point per hit. Your transports have attack and defense factors of 1/2 and 1/2, respectively. Transports cannot attack armies, and cannot see submarines in an adjacent square. To produce your first troop transport in any city normally requires 30 turns; after that 25 turns are required to produce one. SUBMARINES: Submarines are undetectable by armies, fighters, troop transports, aircraft carriers, and battleships when located in an adjacent square. Besides being hard to detect, they are particularly strong in attack, but weaker in defense. When a submarine scores a hit against an enemy ship, three damage points worth of damage is done instead of the usual one point. This is enough to sink the smaller ships (such as troop transports) with a single hit. Only the battleship is as powerful in attack as the submarine. Submarines move at the rate of two spaces per turn unless damaged. Submarines will be destroyed after receiving two damage points from enemy units. They have attack and defense factors of one and 1/2, respectively. Submarines cannot see or attack armies, and cannot see adjacent fighters. Note that cities can detect submarines. To produce your first submarine in any city normally requires 24 turns; after that only 20 turns are required. DESTROYERS: Destroyers are small, fast, and highly maneuverable warships armed with guns, torpedoes, and depth charges. Because of their speed and maneuverability, they move at a rate of three spaces per turn. These ships are often used to protect your own troop transports, menace the enemy's ships, and find submarines. Destroyers make excellent scout ships, especially early in the game. Simply move one or more destroyers in different directions away from your home island or continent. Destroyers are fast moving, and can quickly scout an island or continent shoreline, showing the coastal cities. In addition, you may find the enemy's location before they find yours. Destroyers can withstand three damage points from enemy units before being destroyed. They attack the enemy with one damage point per hit. Your destroyers have attack and defense factors of one and one, respectively. Destroyers can see all combat units, including submarines, abut cannot attack armies. To produce your first destroyer in any city normally requires 24 turns, after that only 20 turns are required. CRUISERS: Cruisers are fast and powerful warships of medium size but with less firepower and armor than a battleship. Cruisers move at a rate of two spaces per turn. These ships are typically used to protect your shipping lanes, attack enemy ships, and bombard enemy armies on land. Cruisers will be destroyed after receiving eight damage points from enemy units. They attack the enemy with two damage points per hit. Your cruisers have attack and defense factors of one and one, respectively. Cruisers can see and attack all combat units, including submarines and armies. To produce your first cruiser in any city normally requires 42 turns; after that only 35 turns are required. AIRCRAFT CARRIERS: These are extremely large vessels designed as mobile air bases at sea. Aircraft carriers can carry and refuel fighters. They can carry a maximum of eight fighters, less if they are damaged. Each damage point suffered by a carrier reduces the number of fighters it can carry by one. Thus a carrier with three damage points can only carry five fighters. Any excess fighters over the ship's capacity when it is hit will be destroyed. Aircraft carriers move two spaces per turn. Aircraft carriers will be destroyed after receiving eight damage points from enemy units. They attack the enemy with one damage point per hit. Your carriers have attack and defense factors of 1/2 and one, respectively. Aircraft carriers cannot see adjacent submarines, and cannot attack armies. To produce your first aircraft carrier in any city normally requires 48 turns; after that only 40 turns are required to produce each one. BATTLESHIPS: Battleships are large, heavily armored warships of destruction. They possess the largest guns and most fire power of any sea vessel. They move at a rate of two spaces per turn. These ships are best used to attack enemy shipping and to bombard enemy armies on land. Battleships are especially effective in attacking enemy cruisers and aircraft carriers. Battleships will be destroyed after receiving twelve damage points from enemy units. They attack the enemy with three damage points per hit. Your battleships have attack and defense efficiencies of one and one, respectively. Battleships cannot see submarines in an adjacent square. To produce your first battleship in any city normally requires 60 turns; after that only 50 turns are required to produce each battleship. PRODUCTION All your combat units are produced by your cities. The initial production turns are longer because time is required to build the factories and set up the production line. Each city will continue to produce the same type of unit until you change it. (SET PRODUCTION command) Inland cities can only produce armies or fighters. Coastal cities can produce any type unit. At the beginning of each turn, you will be informed by a pop- up window of each unit whose production was just completed during that turn. The screen will show the section of the world map in which the unit was produced. All army and fighter units will be given a unit designation by your computer. As each of your ships is produced, you will be given the chance to name it. Simply type the name in the box provided, and click the "OK" box once with the left mouse button or press [RETURN]. Names can be up to 16 characters long and consist of more than one word. If you don not wish to name the ship, simply click the "OK" box; your computer will name the ship for you. MOVEMENT Each of the combat units can be moved in any of eight directions: NW N NE \ | / W -- -- E / | \ SW S SE Each combat unit is moved by issuing commands through the pull-down menus, keyboard, or clicking the unit on the screen with the mouse. During a turn each combat unit will try to execute its current orders. Your combat units will attempt to move around obstacles, but if the unit cannot easily do so, it will stop and wait for you to give it a single move command. If the unit has orders and cannot move or it is not sure if it should continue moving (as when next to an enemy unit or city), your computer will flash the unit's symbol and wait for you to give the unit a move command or new orders. This is called "waking up", and it allows you to command an attack, move around an obstacle or continue with its current orders. Each combat unit will wake up if it encounters an enemy unit. The computer will not allow you to run your ships aground, or drown your armies. If you try to make an illegal move, your computer will "ping", and wait for a valid response. There can only be one combat unit in a square at a time, except for the following: Any number of units may be in a city, such as several fighters,armies, and/or ships under repair. However, these units DO NOT help the city's defense and will be destroyed if the city is captured by the enemy. Up to six armies may board a troop transport. If the transport is destroyed while carrying armies, they will be lost along with the ship. Up to eight fighters may board an aircraft carrier. If the carrier is sunk while carrying fightenrs, they will be lost along with the ship. Fighters, troop transports, aircraft carriers, and battleships cannot detect enemy submarines when located in an adjacent square, but can attack one if they try to move onto the square where the enemy submarine is located. Armies also cannot detect submarines, but unlike the units mentioned previously, armies can never attack enemy submarines. armies can, however, attack all other enemy ships. Submarines cannot detect armies and fighters, but will defend themselves from fighter attacks. Ship's movement is reduced to one space per turn if it is damaged 50% or more (e.g., a cruiser with four damage points out of a possible eight will have its movement reduced to one space per turn). COMBAT COMBAT BETWEEN UNITS: You attack an enemy unit by attempting to move one of your units onto it. Damage points are traded off for each hit until one unit is totally destroyed. Only one of the units will survive the conflict. Each unit can withstand only so many "damage points" before it is destroyed. Damage points are registered whenever a unit suffers a hit. For example, three damage points are required to sink a destroyer. These damage points could be three hits from a fighter or fighters, or one hit from a submarine. If you attack an enemy destroyer with one of yours, "hits" will be traded until one of them receives three damage points. That destroyer is sunk, but if your ship took two "hits", then one more from any other enemy combat unit will sink your destroyer. Damage sustained by a unit is cumulative until it is either destroyed or repaired. The probability of a combat unit receiving a hit is based on the owning player's combat efficiency rating. The higher a player's combat efficiency, the greater the chance that player will survive the conflict. A 50% combat efficiency is normal. REPAIRING SHIPS: Your ships can be repaired by docking them in one of your ports. One damage point will be restored for each turn the ship remains docked. Ships carrying armies or fighters will automatically unload when they dock. ATTACKING CITIES: A city is attacked by attempting to move one of your armies onto it. Your army's chances of conquering the city is a function of your combat efficiency. Capturing cities is crucial to building up your production base and destroying your opponent(s). ONLY ARMIES CAN CAPTURE CITIES. The army itself will be dispersed as a garrison to control and defend the city once it is captured. BOMBARDMENT: Your battleships and cruisers can bombard enemy armies on land. To be bombarded, the enemy army must be in an adjacent square on a coast. To start the bombardment, click the adjacent army symbol as if you wanted to move the ship onto it. Do not worry, your ship will NOT run aground. The bombardment is like a normal unit attack, except that after the army is destroyed, your ship will not move onto its space. The bombardment takes the place of moving one space, so you can either move two spaces, bombard two armies, or move one space and bombard one army. Cruisers and battleships docked in a city can still bombard enemy armies that come next to the city. START-UP SECURITY: After the title and credit screens, the SECURITY VERIFICATION screen appears. You are required to enter a certain word from the EMPIRE manual per the instructions on the screen. These code words are found in the CODE.DOC file on this disk. After entering the security word, move the cursor arrow to the "OK" box and click the left mouse button (or press RETURN). You may wish to run a demonstration game by clicking the "RUN DEMO" box. You may stop the demo by pressing any key. STARTING/RESUMING: After passing the security check, the screen will clear and the opening EMPIRE desktop will appear. To start a new game, move the cursor to the FILE pull-down menu and click on the NEW GAME option. To continue a previously saved game, click on the LOAD option. You now choose the file you wish from the ITEM SELECTOR box that appears. PLAYER SELECTION: If starting a new game, you will now be asked to select the number of players and whether they will be human or computer controlled. To select the players, move the cursor to either the "Human" or the computer ("Standard" or "Expert") opponents boxes and click the left mouse button. An "Expert" computer opponent is much smarter, and thus harder to defeat. If you decide to battle two computer opponents, they will not know of each other. The two computer opponents will battle each other just as they would fight you. If you are fortunate, they will fight and weaken each other, or one will be eliminated and you can (easily?) defeat the remaining computer opponent. However, they may just as easily involve you in a deadly "two- front" war. The computer operated player(s) play by the same rules and under the same conditions that you do. Your computer has no special advantages, though it may appear otherwise at times. SETTING EFFICIENCY RATINGS: PRODUCTION: CITY PRODUCTION is proportional to the set production efficiency. That is, a setting of 100 percent produces units at twice the normal rate (50 percent); whereas 25 percent produces units at half the normal rate. For example, fighters normally require 10 turns to manufacture. If your production efficiency is 25, 50 (normal), or 100 percent, it will take 20, 10, or 5 turns to complete each fighter, respectively. COMBAT: Your combat efficiency is the probability of hitting your opponent. If both opponents have 50 percent combat ratings, then each has an even chance to cause damage to or destroy his opponent. To increase or decrease the efficiencies, move the cursor to the scroll bar of the item you want to change, and drag the scroll box in the desired direction. Clicking the left or right arrows will change the efficiency in one percent increments. WORLD MAP SELECTION: After leaving the NEW GAME OPTIONS display, you will be asked if you wish to select a particular world map, or have one chosen at random. If you wish to select a map, you will click one from the ITEM SELECTOR window that appears. Clicking the box labelled "Random" will cause the program to randomly select the map from your directory. Randomly selecting a world is more fun because you will not know what it looks like. SIGNING ON: You will now be asked to enter your name. Your name will be used to keep a service record of your success at playing EMPIRE. In addition, the records of all other players using your disk will be stored. Player's names are used to create a Commanders Report. After passing the name check, you will be told to report to your command post. At your command post (your initial city) you will be asked for your production demands. Use the ITEM SELECTOR window to set the city's production. THE PLAYING SCREEN The world is shown on your screen as a map of 60 rows by 100 columns. The rows are numbered 0 to 59, the columns 0 to 99. All coordinates are given as row, column; e.g. 32,78 means row 32, column 78. Location 0,0 is the upper left corner of the map. After completing your initial production selection, your screen will show a portion of the world map that is 20 rows by 36 columns. COMMAND MENUS: (top left) This row shows the command pull-down menus. To execute a command, move the cursor to the menu title (e.g. "Reports"), and after the menu appears move the cursor down the command list and click the one you want. MODE INDICATOR: (top) This indicator tells you what mode you are in. TURN COUNTER: (top right) This counter is increased by one each time a turn is completed. One turn is completed after all the combat units have had a chance to move. MESSAGE LINE: (2nd line from top) This line is where you will receive messages and command acknowledgements from EMPIRE. As you are prompted to give each unit a command or order, the unit name, location, and any current orders will be displayed on this line. MAP DISPLAY: (center) This the map area of your screen. Because of the resolution and size limitations of your monitor, only 20 rows and 36 columns can be displayed at a time during moves. You can move the map display to see more of the world. The screen moves automatically to the unit to be moved. ROW NUMBERS: (left side) This far left column gives the map row numbers. These row numbers will scroll and change with the map. ROW SCROLL BARS: (right side) To move the map up or down, move the cursor to the scroll bar in the far right column and drag it up or down, respectively. If you wish to move the map one row at a time, click the up or down arrow at the top and bottom of the column. To move the map half a screen at a time, click the cursor in the grey shaded area above or below the scroll bar. COLUMN NUMBERS: (bottom - just below map) This bottom row gives the map column numbers. These column numbers will scroll and change with the map. COLUMN SCROLL BARS: (bottom) To move the map left or right, move the cursor to the scroll bar below the column numbers and drag it left or right, respectively. If you wish to move the map one column at a time, click the left or right arrow at the left or right ends of the row. To move the map half a screen at a time, click the cursor in the grey shaded area left or right of the scroll bar. PLAYING THE GAME Except for the spaces adjacent to your initial city, the entire world map is unknown (blank) until you start to explore it. You cannot detect enemy units unless one of yours is next to them. The actual map you see on your screen is a summary of all the most recent information that you have about the world. BE CAREFUL!! The enemy unit symbols shown on the map are their last known location. These locations may not be accurate, as they have probably moved since you detected them! Remember that the map displays only the most recent information you have. The basic time unit of EMPIRE is the turn. Each turn consists of the following phases: 1) production, and 2) movement/combat. These phases are repeated for each player in turn. When a new game is started, it may take as many as 100 or 200 turns of play before you discover the other player(s) or they discover you. Be patient, the enemy is out there. You are playing on a large world. The first part of the game should be spent exploring and expanding your production base. EMPIRE will prompt you to move each unit which does not have any active orders or cannot move. The prompt consists of a short message in the message line of your screen, and a blinking cursor will be positioned over the piece to be moved on the map. Completion of one turn occurs when each combat unit has either executed its orders or had a chance to move. You will receive a message with the results of each combat involving any of your units. The last computer opponent will attempt to surrender when you have beaten it to the point where it can no longer win. You do have the option of refusing their surrender and continuing until you have completely wiped them out. THE GAME MODES EMPIRE has ten different modes. The screen shows which game mode you are in. The modes are: Move Survey Group Survey Direction Move To Escort Patrol To Mark FlPth Production View MOVE MODE: Most of the game will be spent in move mode. In fact, the entire game can be played without ever leaving it. In this mode, a blinking cursor will be positioned over the combat unit, and the message line of the display will show what the unit is, its grid location, and any orders previously received. You can enter either a move or an order (such as LOAD SHIP or SENTRY). There are three ways to move a combat unit. The first is to press one of the four "arrowed" keys indicating the direction you want the unit to go in. The second method is to use the numeric key pad on the keyboard. This method allows you to move in all eight directions. KEY DIRECTION 7 NW 8 N 9 NE 4 W 6 E 1 SW 2 S 3 SE The third method is to place the cursor on one of the eight squares surrounding the unit, and clicking the left button. (This can be extended to a line of several squares by holding down the left button and dragging the cursor.) If you do not want the unit to move, press the SPACEBAR or select the Wait order. Combat units can only attack by giving a Move command. Orders will never cause one unit to attack an enemy unit. Move mode can be entered through the "Commands" menu, keystroke, or pressing the right mouse button when in survey or group survey mode. SURVEY MODE: This mode allows you to travel around and look at the current map of the world, alter the orders assigned to your units, change the production demands of your cities, etc. It is entered by pressing "V" from move mode, executing the Survey command on the "Commands" pull-down menu, or pressing (not clicking) the right mouse button while in move mode. A special cursor shows you are in survey mode. You move the cursor around the map by using the direction keys, or by simply placing the cursor arrow over the desired location and pressing the left mouse button. Each time you move the cursor over one of your units or cities, information about that unit or city will be displayed. Note that orders in Survey mode operate only on the unit under the cursor. GROUP SURVEY: This is the same as Survey mode except that you can assign the same command to many units at once. DIRECTION: Direction mode is entered whenever you request a unit to move in a particular direction, such as up or down. MOVE TO: Move To mode is entered whenever you request a unit to move to a particular location. ESCORT: Escort mode is entered whenever you request a ship to escort another ship. PATROL TO: Patrol To mode is entered whenever you request a unit to patrol between two selected locations. MARK FLPTH: This is short for "Mark Flight Path". Flight paths apply only to fighters. PRODUCTION: This mode is entered whenever you view the Production Map. To change a city's production, place the cursor over the city and click the left button. The production menu will appear, allowing you to change the production demands. VIEW: This mode is entered when the computer is playing itself or in a demonstration game, and you stop the game. It is also entered at the end of one of your games. View mode allows you to view the current world map, examine the computer player's units, or quit the game. COMMANDS AND ORDERS All EMPIRE commands and unit orders can be executed from pull-down menus. Commands apply to game functions, like SAVE, CENTER SCREEN, SURVEY MODE, etc. Orders apply to combat units, e.g. SENTRY, MOVE, UNLOAD SHIP, etc. To execute a command or give an order, place the cursor over the menu title. After the menu appears move the arrow down the menu, and select the desired command or order by clicking the left button once. Commands/Orders you cannot execute will be light grey, and will not change to reverse video when the cursor passes over them. Commands and orders can be executed from the keyboard. The keys are shown to the right of the command/order in its menu. Not all commands and orders are available in all game modes. COMMAND: ABOUT EMPIRE... MENU: DESK KEYSTROKE: ALT E Executing this command displays the EMPIRE copyright notice and version number. Click the "OK" box to return to the game. COMMAND: CENTER SCREEN MENU: COMMANDS KEYSTROKE: C This command centers the screen about the current cursor position as much as possible. To center the screen about a combat unit, press "C" when prompted to move the unit. You can also enter survey mode, place the cursor over any square, click the left mouse button, and press "C" to center the map. Executing this command does not affect moving the unit, nor any other command or order you can give the unit. ORDER: CLEAR ORDERS MENU: ORDERS KEYSTROKE: O This order cancels any orders given previously to the unit. This order is especially useful in changing orders, or removing a unit from sentry duty. After executing this command, "Orders Cleared" will appear in the message line of the screen. COMMAND: COMBAT REPORT MENU: REPORTS KEYSTROKE: ALT R This command will replay all attacks which occurred on your units in the last turn. This "instant replay" is especially important when there is more than one human player, since you may not know about battles which happened during your opponent's turn. A message will be displayed if you were not attacked on the last turn. COMMAND: COMMANDERS MENU: OTHER KEYSTROKE: ALT C This command lists the service record of all the current players, showing how well they have done playing EMPIRE. This report presents the number of wars, wins, losses and average game difficulty for each player. Click the "OK" box to exit the display. COMMAND: DELAY MENU: OTHER KEYSTROKE: ALT D This command allows you to modify the message and battle time delays. You can increase or decrease the time between messages or battles by moving the scroll bars. Move the bars to the right to increase the delay time, move them to the left to decrease the delay time. When finished click the "OK" box. If you do not want to have the completion of each new army and fighter reported to you, click the box labelled "OFF" at the bottom of the delay screen. ORDER: ESCORT SHIP MENU: ORDERS KEYSTROKE: E This order can be given to ships only, and allows you to assign a ship to escort another (target) ship. The escort ship will follow the target ship as the target ship moves. With the cursor on the escorting ship, execute the ESCORT SHIP order, then move the cursor to the ship to be escorted and click the left button. If you used the keyboard to move the cursor, execute the ESCORT SHIP order again after selecting the ship to be escorted. After selecting ESCORT SHIP, the screen will change to Escort mode, and any current escort assignments in the screen area will show as bold white lines going from the escorting ship to the ship being escorted. COMMAND: EXIT GAME MENU: FILE KEYSTROKE: CONTROL E This command allows you to exit the current game without leaving EMPIRE. You will be returned to the main EMPIRE Desktop where you can start a new game, get information, or quit. If the current game has developed far enough, the results will be recorded in the commanders log. If you resume the game later, the new results will overwrite the old results in the commanders log. COMMAND: FLIGHT PATHS MENU: COMMANDS KEYSTROKE: F This command sets a flight path from one city to another. Once designated, any fighter landing or created in a city with a flight path will automatically accept orders to fly to the destination city of the flight path. Flight paths appear as bold white lines with an arrowhead pointing to the destination city of the path. Upon executing this command, you will enter Mark Flight Path mode and all existing flight paths will appear on your screen. When the blinking cursor is on the city which you want the flight path to start from press (F) or use the menu to execute this command. Then designate the target city using the cursor keys or the mouse by clicking on the city. If you use the keyboard direction keys to select the target city, execute this command again to accept the target. To remove or cancel a flight path, just target any non-city square after selecting the FLIGHT PATHS command on the city where the flight path starts. Flight paths are very useful when cities are producing fighters far from the battle front; the fighters can be "chained" from city to city to the front without having to give them orders every turn. You cannot set a flight path that will exceed a fighter's fuel supply. ORDER: GO DIRECTION MENU: ORDERS KEYSTROKE: D This order gives the unit orders to move in a specified direction. After executing this order, a direction cursor will appear over the unit. Press one of the arrow keys, click one of the eight squares surrounding the unit in the direction you want it to go, or use the numeric keypad to s pecify the direction. Once moving, the unit will temporarily wake up if its route is blocked or it moves next to an enemy unit or city. When a fighter is ten spaces out, it will temporarily wake up to give you a chance to return it to a city or aircraft carrier for refueling. ORDER: GO HOME MENU: ORDERS KEYSTROKE: H this order applies to fighters and ships only. In move mode, this order applies only to the unit currently under the blinking cursor, whereas in survey mode it applies to the unit currently under the survey cursor. In group survey mode, it applies to all units in that group. Executing this order gives the fighter or ship orders to automatically find the nearest friendly city or aircraft carrier (for fighters) and move to it. Fighters will not move to a city that is out of fuel range, and will follow aircraft carriers as they move. Be careful in sending a fighter to an aircraft carrier! It is possible that the carrier could move out of the fighter's fuel range between the time the fighter starts moving towards the carrier and when it should arrive. ORDER: GO RANDOM MENU: ORDERS KEYSTROKE: R This order commands the unit currently under the blinking cursor to move in a random pattern. The unit will temporarily wake up if it moves next to an enemy combat unit or city. You cannot give this order to a fighter. The unit will move at random subject to the following conditions: (1) The unit will not do anything that may cause it to be destroyed. (2) If the unit is an army, it will board a partially or unloaded troop transport. COMMAND: GROUP SURVEY MENU: COMMANDS KEYSTROKE: G This command allows you to select a block of combat units to give a single order or command to at the same time. You designate the units by forming a box around them. Then select the one command or order to give to all the units in the box. When you execute this command, the box will appear around the unit currently under the cursor. To enlarge the square, put the cursor arrow on the box, press and hold the left mouse button, drag the cursor arrow such that the enlarged box encloses all the units you wish, then release the button. You can also enlarge the box with the cursor arrow keys. You can change the fixed corner of the box by clicking elsewhere and dragging the box again. One excellent use of this command is loading a troop transport. After selecting a group of armies, you can issue a single MOVE TO order to all of the armies in the group, sending them to a troop transport. COMMAND: INFO(RMATION) MENU: REPORTS KEYSTROKE ALT. I This command gives information on the designated unit or square. Press (Alt.)(I) or use the pull-down menu when the blinking cursor is over the unit or city (including the enemy's) in either move or survey modes. You can also obtain information by double clicking the square during move and survey modes. When executed over a combat unit, you will be given the unit name, map location, and current orders. Executing this command over a city gives the city's name and status of production. You will be given information on all combat units within the city. If you move one of your fighters next to an enemy city, it will perform a photo reconnaissance. You can then tell the production of that enemy city. After that, you can always view the information again by executing this command over the same enemy city. Be aware that this information is like a snapshot and is valid only at the time your fighter flew past. The enemy could change the city's production without you knowing it. To get a production update, you will have to send a fighter back to the same enemy city and execute this command again. COMMAND: LOAD MENU: FILE KEYSTROKE: CONTROL L This allows you to resume a previously saved game. When the File Selector Box appears click on the file you wish to load. You will be returned to where you saved the game. COMMAND: LOAD SHIP MENU: ORDERS KEYSTROKE: L This order commands the designated troop transport or aircraft carrier to go on sentry duty until fully loaded with armies or fighters, respectively. Whenever an army moves next to a loading troop transport, it will automatically be taken aboard. If you move a transport next to armies on sentry, executing this command will cause the transport to load those armies adjacent to the transport. When the ship is fully loaded, it will automatically wake up and wait for your next command. Whenever a troop transport has any armies aboard, a small lighted bar will appear on the ship symbol. Aircraft carriers have "tick marks" on the deck when fighters are aboard. These indicators disappear when the last army or fighter leaves the ship. COMMAND: MAP EDITOR MENU: FILE KEYSTROKE: CONTROL M This command allows you to build a world of your own, edit an existing world, or let the computer generate a new world. COMMAND: MOVE MODE MENU: COMMANDS KEYSTROKE: M This command will remove you from the current mode, aborting any commands you are in the process of entering, and set you in move mode for the next combat unit to be moved. If the combat unit is not on the current screen, the display will recenter about the unit. Commands executed in move mode only apply to the current unit under the blinking cursor. Pressing the right button (press, not click) will also change you to move mode, unless you are already in move mode. If you are already in move mode, then pressing the right button takes you to survey mode. ORDER: MOVE TO MENU: ORDERS KEYSTROKE: T This order commands the current unit to move to a designated target square. The unit will temporarily wake up if it moves next to an enemy unit, or city, or is blocked from reaching its target. If this order is given to a fighter and the target is an aircraft carrier, the fighter will chase down the carrier. There are three methods by which you can give a unit orders to move to specific location: Method 1 - This can be done in survey or move mode. Place the cursor over the unit, press the left button, and drag the cursor arrow to the target square. A thin line will follow from the unit to the target square. Then release the left button. The map will scroll if you select a target location off the current screen. Note that in move mode, the unit you give the order to does not have to be the unit which is flashing. Method 2 - In move mode only, press the left button while the cursor arrow is not over another friendly unit. Your computer will automatically assume you want to give the current flashing unit a MOVE TO order and will draw a thin line from the flashing unit to the cursor arrow location. Drag the cursor arrow to the target square (if not already there) and release the button. Method 3 - In either move or survey mode with the flashing cursor over the current unit to be moved, execute MOVE TO order from the pull-down menu or keyboard. Then using the keyboard direction keys, move the thin line to the target square. Select MOVE TO order again to execute the order. For all three methods, as the thin line follows the arrow, the distance to the current arrow location will be displayed in the message line of your screen. The combat unit will continue to move until it reaches its target location. You will not be prompted to give the unit another order until it reaches its destination or comes in contact with an enemy unit or obstacle. If you change your mind, you will have to enter survey mode to cancel the order. You can abort this order before execution by designating the current combat unit location to be the target square. If something is in the way that prevents the unit from easily moving around, you will be asked to move the unit. Once around the obstacle, the unit will continue to its target location. If you are giving this order to a fighter, the new location's distance from the fighter cannot exceed the fighter's existing fuel supply. COMMAND: NEW GAME MENU: FILE KEYSTROKE: CONTROL N This command allows you to start a new game. You will be asked to select the number of players and whether they will be human or computer controlled. You can select your computer opponent(s) to be "standard" or "expert". A display will then be presented where the combat and production efficiencies of each player can be individually selected. The game will then start, asking each human player his/her name. ORDER: PATROL TO MENU: ORDERS KEYSTROKE: P This order commands the unit to repeatedly patrol between its current location and a designated target square, for as long as the order is in effect. When this order is executed, all patrol routes will be drawn on the map. Select the target square by moving the cursor arrow to the target square and executing PATROL TO again, or hold down the left button and drag the cursor arrow to the target square, then release the button. To cancel a patrol route, enter survey mode over the unit and execute CLEAR ORDERS. When this order is given to a fighter, it must be in a city or on an aircraft carrier. Fighters are restricted to a range of ten squares. Fighters on patrol from an aircraft carrier are restricted to a range of six squares. This is so they can always return to the carrier. In addition, the target square is always kept relative to the carrier's position. For example, a patrol route straight up (north) will always remain straight up as the carrier moves. COMMAND: PRODUCTION MAP MENU: REPORTS KEYSTROKE: ALT. X This command changes the current map to show the production of each of your cities. All combat units will disappear from the screen, and only cities will be shown. Each of your city symbols will be replaced by the icon of the combat unit it is producing. Cities can be selected and have their production changed while the production map is displayed by double clicking the left button over the city. The city production selection menu will then appear. You must return to move mode to continue the game. COMMAND: QUIT MENU: FILE KEYSTROKE: CONTROL Q This command allows you to quit your current game and leave EMPIRE. If you are currently playing a game, the game results will be recorded in the commanders file. COMMAND: SAVE MENU: FILE KEYSTROKE: CONTROL S This command allows you to save the current game. If you have previously saved or loaded the current game, the last file name you entered will be used. If no file name is available, you will be taken directly to the SAVE AS command. After saving the game, you will be returned to the game in progress. COMMAND: SAVE AS MENU: FILE KEYSTROKE: CONTROL A This command is identical to SAVE except you will always be asked for a file name using the file selection box. DO NOT ADD AN EXTENSION TO THE FILE NAME! EMPIRE will add the extension ".EMP" to the file for you. ORDER: SENTRY MENU: ORDERS KEYSTROKE: S This order commands the designated unit to go on sentry duty. The unit will not move, nor will you be asked to give it an order until the unit is ordered off sentry duty. Units will wake up whenever an enemy combat unit moves next to them. Your armies on sentry duty will appear as tents, but ship symbols don not change when they are put on sentry duty. To remove a unit from sentry duty, you will have to enter either the survey or group survey mode and execute CLEAR ORDERS over the unit. Armies in troop transports and fighters on aircraft carriers require the UNLOAD SHIP order to wake up. COMMAND: SET PRODUCTION MENU: REPORTS KEYSTROKE: X This command displays the current assigned production for a city and allows you to change the production demands. You can select a city during move mode by placing the cursor over it and double clicking the left button. To select your production demands, move the cursor onto the line with the symbol and name of the unit you want and click the left button. After making your selection, click the box labelled "OK". The start time is the number of turns required to produce a unit for the first time. The continuing time is the number of turns required to produce subsequent units. If you change production demands of a city before it has completed its current unit, the partially completed unit will be discarded. If the message "Over Population" appears in an alert window on your screen, the game is saturated with too many units. All city production will stop until some existing units are destroyed. COMMAND: SHIP REPORT MENU: REPORTS KEYSTROKE: ALT. H This command will give a list of all your ships, their names, current positions, and damage. If you have more than ten ships, use the scroll bar on the right to move the list up and down. ORDER: SKIP MOVE MENU: ORDERS KEYSTROKE: SPACEBAR Pressing the SPACEBAR tells the unit not to move this turn. You will not be asked to give the unit another command until the next turn. COMMAND: SOUND MENU: OTHER KEYSTROKE: ALT. O This command is a toggle switch used to turn the game sounds on and off. COMMAND: STATUS MENU: REPORTS KEYSTROKE: ALT. S This command opens a status window presenting you with a War Report. This report gives you the number of cities you have captured and their production status. It also tells you how many enemy units you have destroyed, and how many units you have lost. Note that the number of armies lost includes the armies lost in unsuccessfully attacking cities, but not those armies that capture and occupy the cities. These latter armies become the garrisons that defend the cities. They never take to the field again as a mobile army. COMMAND: SURVEY MODE MENU: COMMANDS KEYSTROKE: V This command takes you out of your current mode and allows you to move about the world giving orders to any of your units or cities. Upon entering survey mode, the blinking cursor will change to the survey cursor. To select a unit to give an order, just move the cursor to the unit and click the left button. ORDER: UNLOAD SHIP MENU: ORDERS KEYSTROKE: U This order wakes up all the armies or fighters aboard the designated troop transport or aircraft carrier. You will then be asked to give each army or fighter an order. The army/fighter will blink over the current ship location. Be careful, do not mistake this for moving the ship! Whenever a transport is next to land, press U when asked to give the transport a move command. You will receive a message telling you the armies are preparing to unload. You may have to press SPACEBAR to stop moving the transport if it is where you want to unload. COMMAND: VIEW MENU: OTHER KEYSTROKE: ALT. V Using this command, you can change your "view" of the world. VIEW allows you to see the whole world or see the world as one of your opponents. Upon completion of a game, you will automatically be placed in view mode. This is the ONLY time you as a player can execute this command while you are playing. However, you can stop demonstration games and games between computer opponents and execute this command to check on the status of those players. COMMAND: WAIT MENU: COMMANDS KEYSTROKE: W This command tells your computer that you want to wait before giving the combat unit an order this turn. After all other units have asked for an order, your computer will return to this unit for its orders. COMMAND: WORLD MAP MENU: REPORTS KEYSTROKE: ALT. W This command will open a window showing you the entire world as you currently know it. This is a smaller display which will appear in the center of you screen. Your cities and combat units will appear as small white dots, whereas your enemy and unknown cities or locations will appear as black dots. The INFORMATION command can be executed from the world map. To select the city or unit, place the cursor arrow over the city or unit and click the left button. The information box will be displayed on your screen. The following commands are available while the world map is displayed on your screen: ABOUT EMPIRE, EXIT GAME, QUIT, WORLD MAP, SHIP REPORT, SOUND, INFORMATION, and DELAY. ~~The Scriben be done in survey or move mode. Place the cursor over the unit, press the left button, and drag the cursor arrow to the target square. A thin line will follow from the unit to the target square. Then release the left button. The map will scroll if you select a target location off the current screen. Note that in move mode, the unit you S E W E R S O F T W A R E ...... 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As a bonus, you will learn something about how the computer opponents play. You need not watch a demonstration game until it ends, watching about 50 - 100 turns will be enough to help you get started. INITIAL PRODUCTION: For the first couple of games, you should use armies as your very first city production. But let's face it, moving at one space per turn, armies are terribly slow. It can take many turns for them to just move the length of a land mass. And searching for additional cities can take what seems like an eternity. To speed up your search for more cities, set your first city's production demands to fighters. Then after you produce one or two fighters, change the city production to armies. Now you have a fast moving unit to do your initial exploration, followed by armies to capture the cities you find. To be effective, you should send the fighter(s) out in all directions, like spokes on a wheel. This way you will get a general layout of your home continent, plus discover additional cities to conquer. You may even discover another land mass nearby. As you capture more cities, you can send your fighter outward to find even more neutral cities to conquer. BE CAREFUL!! Do not move your fighter more than ten spaces from any city, and have them come straight home (using the GO HOME command). TROOP TRANSPORTS: You will start out on an island or continent. You must build troop transports to get your armies across the sea to other land masses in order to expand. The sooner you start producing transports, the better. Usually you should have the first coastal city captured produce transports. Then start moving armies towards the city so that when the transport is finished, you will have armies nearby to board it. You can then send the loaded troop transport to the nearest land mass (usually discovered by your fighter). Troop transports should be the first ship type you produce. They are the most valuable ship. There is no way you can win the game without troop transports. INITIAL EXPANSION: Your initial expansion is important, and is the backbone of your planetary conquest. With your fighter(s) leading the way, you should start with a few cities producing armies and at least one producing transports. The first order of business is to explore the land mass you start on and capture as many cities as possible. Since armies are slow and are necessary to conquer cities, newly captured inland cities should produce more armies. As an inland city gets further away from the front, its production can be changed to make the faster fighters. As soon as you get a loaded transport, start shipping your armies to nearby land masses. The first city you capture on any new land mass (unless it is a small island) should produce armies. This should help strengthen you hold on the land until reinforcements arrive. EXPLORATION: One of the first ports captured should produce destroyers. These fast ships are especially good for exploring the coastal outlines of land masses. You might even send one destroyer on a long-range reconnaissance mission using GO DIRECTION until it finds something. This "something" can be another land mass, or even the enemy. BUILDING SHIPS: After exploring your initial land mass and capturing several cities, you are ready to begin production of the larger ships. One strategy sometimes used is to start building a battleship as soon as possible, maybe with you second or third port city. This will get a powerful warship into the battle sooner, but at the cost of a city being nonproductive for many turns. After destroyers, you should produce submarines, cruisers, battleships, and aircraft carriers. Always try to have at least two cities producing transports since heavy transport losses can leave your armies stranded where you do not want them, or prevent an invasion from being reinforced at a critical time. However, keep in mind that your primary fighting units are armies and fighters. Do not sacrifice these units at the expense of heavy ships. LARGE SCALE EXPANSION: As you expand, you will be moving outwards in all directions from your home continent. As you do so, your army, fighter, and destroyer or submarine production should lead; change your rearward coastal cities to making the other ships. The flight path command is perfect for getting fighters to the battle front. Remember to leave a few armies behind on sentry duty near your cities producing ships. They will provide immediate defense in case the enemy sneaks a troop transport to your rear area. You can also have forward cities producing warships and transports. But be careful, cities close to the front are more likely to be attacked by the enemy. INVASIONS: You will eventually come in contact with the enemy. Either you will find them first, or one of their units will suddenly show up next to one of yours. Taking and holding enemy land masses is not easy, especially since both of you will contact each other on heavily populated battle fronts - lots of armies, fighters, and supporting ships. When you invade the enemy's land, he will do everything possible to push you back into the sea. His armies and fighters will counterattack your armies, and his ships will try to sink your transports bringing over reinforcements. Conducting a successful major invasion of an enemy land mass is the most important and complex operation in EMPIRE. A large invasion is a combined arms operation that requires careful planning and coordination. You need transports to land and reinforce your troops, warships to soften up the beaches and protect your transports, and fighters for close-air support and attacking enemy reserves. You will need fighters (and possibly aircraft carriers), destroyers, and submarines to clear a path and escort your transports. Cruisers and battleships should bombard enemy beaches to clear the way for your armies to unload. Fighters are great for attacking inland enemy armies that could be used to counterattack your invasion, and protecting the beachhead against enemy fighters. Troop transports can carry up to six armies, but six is usually not enough to capture and hold an enemy land mass. You should plan on using at least two or three transports loaded with six armies each for a full scale invasion. Hold back leading transports so that all armies unload near the same turn (in other words, swamp 'em). Unload the armies and get those transports away from the battle and back to pick up reinforcements. If you have enough transports, try and have a second wave to quickly follow the first. Chain fighters to your newly captured cities. Be prepared for a fight, your invasion may be hotly contested. OTHER HINTS: Games are sometimes started with the enemy in a land mass next to yours. These games are wild and usually end quickly (less than 150 turns). Other games can last several hundred turns. Here are a few more hints to remember. 1. Submarines are powerful enough to destroy cruisers, battleships, and aircraft carriers by themselves. They attack with three damage points per hit, but they are weak on defense. 2. Armies can attack all ship types except submarines when the enemy ship is in an adjacent space. Attacking ships with armies is usually a losing proposition -- count on losing the attacking army. However, sometimes the army will get lucky and destroy a small or heavily damaged ship. 3. Never attack with a troop transport or aircraft carrier. Their attack factors are halved, and transports are too valuable. 4. Fighters can destroy more than one enemy unit per turn, especially armies and fighters. This is because the fighter can move up to five spaces per turn and can attack up to five units as it moves. Fighters are also great for harassing enemy ships. You may lose a lot of fighters, but destroying an enemy transport loaded with six armies near one of your land masses or a large and expensive warship could make it a worthy expense. There is always the chance that the ship is damaged to start with. 5. You can hide your combat units in your own cities. This is a good way for transports to escape enemy warships and fighters. The big disadvantage is that if your city is captured you will lose the ship. 6. If you encounter the enemy on a different land mass fairly early in the game, do not spend all your efforts on trying to invade him. Keep sending some transports and armies away from the enemy to capture neutral cities. This will enable you to increase your production base and gather enough strength to eventually attempt a full-scale invasion of the enemy. 7. Keep the enemy off balance -- in other words, keep the initiative. Do not always attack the enemy at the front. Try sending a couple of escorted troop transports around to attack the enemy in the flank or rear. He will have to shuffle forces around to meet your threat. Your armies might also capture enemy cities that were producing major warships. 8. Use judgements, and be prepared for anything. You are playing on a large world. ~~The Scribe================================================================== 61 : individual with table map blotch build center 62 : command menu your the not new will 63 : command menu this first command menu this 64 : command menu this name before information command 65 : command menu your position like 1 land 66 : command menu this exists monitor .... .... 67 : final interstel chased complexity a or of 68 : background for information empire 1979 assembl Proudly Present yet another doc from DR. J (USA) Docs for Flight Simulator II NOTE: These are limited docs. The documentation for Flight Simulator II is so extensive that a complete reprint here and now would be an impossibility. However, with the help of this file, you should have an overall understanding of the simulator, with respect to the controls, the airport coordinates, and the multi-player mode. I. Aircraft Controls YOKE MODE: In yoke mode, the mouse acts as the aircraft's control yoke or stick. You may toggle between yoke mode and cursor mode by clicking the right mouse button. You are in yoke mode when the mouse arrow is not visible. In yoke mode movements forward and backward control aircraft pitch (nose up and nose down), and left and right movements control bank. Throttle and brakes are also mouse-controlled in yoke mode. Holding the left button down and dragging the mouse forward and backward increases and decreases throttle. Dragging the mouse to the left applies brakes, and dragging to the right releases them. Brakes are only effective on the ground and are automatically released when you are in the air. (Note: the mouse control sensitivity is adjustable by selecting CONTROL SENSITIVITY under the SIM menu.) CURSOR MODE: In cursor mode, the mouse is used to select menu items similar to the GEM Desktop procedure. A pointer moves about the screen and you can click on items in the drop-down menus. KEYBOARD CONTROLS: It may be easier to fly using many keyboard commands instead of the mouse. There is no keyboard mode. The keys are active at all times, regardless of which mode your mouse is in (yoke or cursor). Following is a list of keyboard commands: Function Keys: F1...Select/deselect main 3D window F2...Select/deselect 2nd 3D window F3...Select/deselect map F4 thru F8...not used F9...Coarse zoom out F10...Coarse zoom in Keys: 1...Magneto switch (left) 2...Magneto switch (right) 9...Nose up trim 0...Nose down trim Minus Key...Fine zoom out Plus Key...Fine zoom in Backspace...1 x Zoom Tab...Sound on/off Q...Save flight situation U...Gear up/down I...Carb heat O...Toggle shader P...Pause [...Flaps up ]...Flaps down A...Recall current flight situation S...View spot mode D...View track mode L...Lights Z...Auto pilot on/off X...View cockpit mode C...View tower mode <...Rudder pedal >...Rudder pedal R,T,Y,F,G,H,V,B,N: This group of keys makes up the view selector, with G showing the view directly below the aircraft, F showing the left, B the rear, etc. HELP...Select online help cursor Arrow Keys: Fine View Adjust -- Up arrow...pan up, down arrow...pan down, left arrow...pan left, right arrow...pan right, clr home...reset pan. NUMERIC KEYBOARD: 1...Apply brakes 2 and 8...Nose up and nose down 3 and 9...Decrease throttle and increase throttle 4 and 6...Left roll and right roll 5...Center ailerons and rudder 0...Left yaw Decimal key...Right yaw WW I ACE ONLY: Shift W...Declare war Shift E...War report Shift X...Bomb Space bar...Machine guns SLEW MODE CONTROLS (Note: Use slew mode when you want to get from one area to another freely and quickly. <...left >...right Q...increase altitude A...decrease altitude (...pitch nose up )...pitch nose down [...left bank ]...right bank Z...turn on/off NORTH and EAST digit readout II. Multi-player Mode To communicate through modems, you must first make a telephone connection. You can do this entirely within the FS II program. From the menu bar, click on FILE to bring up file options and then select MULTI PLAYER. Select baud rate by clicking on the appropriate box on the right side of the menu. Make sure the other player will be communicating at the same baud rate. Now, one of you must make the phone call and the other must answer it. THERE ARE TWO DIFFERENT PROCEDURES. ONE FOR HAYES AND 100% COMPATIBLE MODEMS AND THE OTHER FOR NON-HAYES COMPATIBLE MODEMS (For the Avatex 1200, use the instructions for the NON-HAYES modems below.) If you are both using Hayes-compatible modems, use the following procedure. The person answering need only click on the WAIT FOR RING box and wait for the phone call to come through. The person making the call may click on the DIAL box and then enter the phone number in the message box which will come up. (Note that there is a " > " symbol to the left of the message line. This signifies that characters will be sent to the modem, rather than to the other player. More on this below.) Press [Return] to make the phone call. If all goes well the number will be dialed and, when a connection has been established, the message "CONNECT" will be displayed on the bottom line of the message box. This means that the computers are ready to communicate. Now both players must click on the ON-LINE box to begin multi-player communications. This tells FS II to begin sending information (such as coordinates) between machines. It also disables the modem echo feature which displayed the "CONNECT" message earlier. If you are NOT using a 100% Hayes compatible modem, the DIAL and WAIT FOR RING options may not work for you. In place of these, click on the MESSAGES/TALK TO MODEM box to talk to the modem. A message box will come up which will accept text to be sent either to the modem or the other player. In order to talk to the modem, enter " > " as the first character. Then, after pressing [Return], all characters entered on that line will be sent to the modem rather than to the other player. (Example: if you are using a modem that uses AT commands like the Avatex 1200, to call the other player you would click on the MESSAGES/TALK TO MODEM box, and then type >ATDTxxxxxxx [cr]. To send a message to your partner while you are flying, DO NOT use the ">".) Note that the person answering SHOULD NOT click on the WAIT FOR RING box. After you are connected with your partner, you both should click on the ON-LINE box and then the SEND AIRCRAFT box. A final note: make sure you both are in the same general area of each other because if you aren't you won't be able to see each other. III. Airport Coordinates To get to a precise position (such as airports), select the POSITION SET item from the NAV menu and manually set your destination coordinates. North, east, and altitude coordinates can be set by clicking on the NORTH, EAST, or ALTITUDE box and typing in the desired value followed by [Return]. You can move between items by using the [cursor up] and [cursor down] keys. To place yourself on the ground, just enter a zero as the altitude. CHICAGO AREA AIRPORTS City Airport North East _______________________________________________________________________ Aurora...............Aurora Muni..................17152...........16393 Bloomington..........Bloomington-Normal...........16593...........16246 Champaign-Urbana.....U. of I Willard..............16400...........16465 Chicago..............Chicago Midway...............17156...........16628 Chicago.......... ...Chicago-O'Hare Intl..........17243...........16578 Chicago..............Lansing Muni.................17049...........16697 Chicago..............Merrill C. Meigs.............17189...........16671 Crestwood............Howel........................17100...........16627 Schaumburg........ .Schaumburg Air Park..........17247...........16515 West Chicago...... .Dupage Co. Airport...........17213...........16466 Danville.............Vermillion Co................16471...........16685 Dwight...............Dwight.......................16874...........16404 Frankfort............Frankfort....................17025...........16596 Gibson City..........Gibson City Muni.............16594...........16461 Joliet...............Joliet Park District.........17038...........16490 Kankakee.............Greater Kankakee.............16846...........16597 Monee................Sanger.......................16980...........16646 Morris...............Morris Muni..................17004...........16413 New Lenox............New Lenox-Howell.............17025...........16571 Paxton...............Paxton.......................16578...........16507 Plainfield...........Clow Intl....................17116...........16502 Romeoville...........Lewis University.............17081...........16518 Urbana...............Frasca Field.................16448...........16482 NEW YORK and BOSTON AIRPORTS City Airport North East _________________________________________________________________________ Block Island.......Block Island State.............17352.............21749 Boston.............Logan Intl.....................17899.............21853 Bridgeport.........Sikorski Memorial..............17287.............21249 Chester............Chester........................17404.............21434 Danbury............Danbury Muni...................17360.............21120 Danielson..........Danielson......................17617.............21607 Farmingdale........Republic.......................17089.............21177 Hartford...........Hartford-Brainard..............17551.............21371 Islip..............Long Island MacArthur..........17132.............21278 Marthas Vineyard...Marthas Vineyard...............17490.............22043 Meriden............Meriden Markham Muni...........17447.............21327 New Haven..........Tweed-New Haven................17339.............21322 New York...........John F. Kennedy Intl...........17034.............21065 New York...........LaGuardia......................17091.............21026 Oxford.............Waterbury-Oxford...............17422.............21229 Southbridge........Southbridge Muni...............17733.............21543 White Plains.......Westchester Co.................17226.............21065 Willimantic........Windham........................17573.............21521 Windsor Locks......Bradley Intl...................17638.............21351 SEATTLE AREA AIRPORT CHART City Airport North East _________________________________________________________________________ Alderwood Manor.....Martha Lake...................21502.............6670 Arlington...........Arlington Muni................21616.............6737 Auburn..............Auburn Muni...................21290.............6586 Bremerton...........Bremerton National............21407.............6470 Everett.............Snohomish Co..................21525.............6665 Issaquah............Issaquah......................21362.............6668 Monroe..............Flying F. Ranch...............21481.............6738 Olympia.............Olympia.......................21218.............6343 Puyallup............Pierce Co.-Thun Field.........21206.............6534 Port Angeles........William R. Fairchild Intl.....21740.............6375 Port Orchard........Port Orchard..................21373.............6483 Renton..............Renton Muni...................21351.............6612 Seattle.............Boeing Fld./King Co. Intl.....21376.............6596 Seattle.............Henry M. Jackson Intl.........21343.............6584 Shelton.............Sanderson Field...............21353.............6316 Snohomish...........Harvey Field..................21505.............6711 Spanaway............Shady Acres...................21201.............6501 Spanaway............Spanaway......................21215.............6491 Tacoma..............Tacoma Narrows................21300.............6480 LOS ANGELES AREA AIRPORTS City Airport North East __________________________________________________________________________ Carlsbad............McClennan-Palomar..............14931.............6112 Carlsbad............Catalina (PRIVATE).............15149.............5744 Chino...............Chino..........................15319.............6079 Compton.............Compton........................15334.............5859 Corona..............Corona Muni....................15280.............6083 El Monte............El Monte.......................15397.............5952 Fallbrook...........Fallbrook Community Airpark....15023.............6144 Hawthorne...........Hawthorne Muni.................15358.............5831 Huntington Beach....Meadowlark.....................15244.............5911 LaVerne.............Brackett Field.................15378.............6038 Los Angeles.........Hughes (PVT)...................15386.............5808 Los Angeles.........Los Angeles Intl...............15374.............5805 Oceanside...........Oceanside Muni.................14974.............6095 Ontario.............Ontario Intl...................15347.............6099 Riverside...........Riverside Muni.................15288.............6141 San Diego...........San Diego Intl-Lindbergh Fld...14761.............6102 Santa Ana...........John Wayne/Orang County........15211.............5961 Santa Monica........Santa Monica Muni..............15402.............5799 Torrance............Torrance Muni..................15308.............5815 Van Nuys............Van Nuys.......................15498.............5811 SAN FRANCISCO AREA AIRPORTS City Airport North East ___________________________________________________________________________ Alameda NAS.........Nimimtz Field...................17402.............5102 Antioch.............Antioch.........................17407.............5295 Chico...............Chico...........................18158.............5567 Columbia............Columbia........................17269.............5753 Concord.............Buchanan Field..................17449.............5214 Fremont.............Fremont.........................17226.............5177 Fresno..............Chandler Downtown...............16671.............5752 Fresno..............Fresno Air Terminal.............16679.............5795 Garberville.........Garberville.....................18514.............5010 Half Moon bay.......Half Moon Bay...................17312.............5004 Hayward.............Hayward Air Termnial............17329.............5145 Little River........Mendocino Co....................18174.............4895 Livermore...........Livermore Muni..................17304.............5247 Lodi................Kingdon.........................17408.............5460 Lodi................Lodi............................17447.............5503 Marysville..........Yuba Co.........................17840.............5550 Merced..............Merced..........................16980.............5608 Minden..............Douglas Co......................17584.............6104 Modesto.............Modesto City....................17172.............5518 Monterey............Monterey Peninsula..............16862.............5069 Mountain View.......Moffett Field NAS...............17220.............5134 Napa Co.............Napa Co.........................17571.............5187 Oakland.............Oakland Intl....................17365.............5124 Oroville............Oroville........................18003.............5592 Palo Alto...........Palo Alto.......................17245.............5119 Placerville.........Placerville.....................17591.............5748 Porterville.........Porterville.....................16294.............5898 Red Bluff...........Red Bluff.......................18347.............5500 Reno................Reno Cannon Intl................17788.............6176 Reno................Reno-Stead......................17875.............6169 Sacramento..........Sacramento Metro................17681.............5477 Sacramento..........Sacramento Exec.................17595.............5482 Salinas.............Salinas.........................16856.............5161 San Carlos..........San Carlos......................17281.............5084 San Francisco.......San Francisco Intl..............17340.............5060 San Jose............San Jose Intl...................17185.............5164 San Jose............Reid-Hillview...................17160.............5194 San Rafael..........Hamilton Army...................17534.............5082 Santa Rosa..........Sonoma Co.......................17756.............5066 Santa Rosa..........Santa Rosa Air Center...........17711.............5066 South Lake Tahoe....Lake Tahoe......................17570.............6016 Stockton............Stockton Metro..................17312.............5467 Tracy...............Tracy Muni......................17258.............5366 Truckee.............Truckee-Tahoe...................17761.............6031 Visalia.............Visalia.........................16454.............5831 Watsonville.........Watsonville.....................16995.............5138 Willows.............Willows-Glenn Co................18087.............5409er because if you aren't you won't be able to see each other. III. Airport Coordinates To get to a precise position (such as airports), select the POSITION SET item from the NAV menu and manually set your destination coordinates. North, east, and altitude coordinates can be set by clicking on the NORTH, EAST, or ALTITUDE box and typing in the desired value followed by [Return]. You can move between items by using the [cursor up] and [cursor down] keys. To place yourself on the ground, just enter a zero as the altitude. CHICAGO AREA AIRPORTS City Airport North East _______________________________________________________________________ Aurora...............Aurora Muni..................17152...........16393 Bloomington..........Bloo SOFTWARE presents ... GRIDIRON Codes by The SCRIBE *** GRIDIRON: VALIDATION CODE LIST *** A B C D E F G H I J 0 : A5A EB5 DC4 837 DFE 949 D88 A6B 2E2 81D 1 : 88C 2DF D06 F31 2D0 593 06A 285 054 687 2 : 10E 619 518 9BB 2F2 DED 51C 32F A16 E01 3 : 460 6E3 A7A A55 6E4 8D7 81E 6E9 0A8 D0B 4 : 702 7BD 5AC 77F B26 0D1 9F0 C33 88A 625 5 : 174 F27 32E BB9 038 45B F12 58D A3C FCF 6 : 036 7A1 380 583 A9A 5F5 004 977 23E 489 7 : 3C8 FAB B22 75D 2CC C1F 946 271 110 2D3 8 : 0AA 9C5 294 7C7 54E 159 B58 EFB B32 D2D 9 : F5C C6F 656 141 2A0 423 ABA 195 924 A17 10 : C5E 229 6E8 24B F42 6FD FEC 0BF 766 411 11 : 830 973 8CA D65 3B4 067 76E 6F9 678 99B 12 : 752 4CD 47C 90F C76 AE1 1C0 2C3 ADA D35 13 : 244 AB7 67E FC9 A08 4EB 362 69D D0C 55F 14 : 586 5B1 F50 013 0EA 105 4D4 907 98E C99 15 : 198 43B 372 C6D 99C 5AF 296 481 0E0 163 16 : AFA 8D5 B64 B57 09E D69 D28 78B 782 63D 17 : A2C 9FF 3A6 751 670 6B3 90A 4A5 5F4 1A7 18 : BAE 239 CB8 EDB F92 40D EBC 24F 8B6 E21 19 : 000 003 B1A 475 484 BF7 ABE B09 048 A2B 20 : BA2 5DD 74C E9F 1C6 8F1 D90 D53 12A 845 21 : 714 A47 DCE 7D9 7D8 97B BB2 BAD 3DC EEF 22 : ED6 7C1 F20 EA3 B3A 015 DA4 C97 4DE 8A9 23 : 368 CCB FC2 57D 46C 33F FE6 A91 4B0 3F3 24 : 94A BE5 834 2E7 FEE D79 2F8 41B 7D2 34D 25 : 8FC B8F 4F6 161 E40 D43 B5A BB5 6C4 D37 26 : EFE 649 688 F6B 3E2 51D 18C 7DF E06 C31 27 : BD0 A93 16A F85 954 B87 20E 319 E18 EBB 28 : 3F2 AED E1C 82F B16 B01 D60 BE3 B7A 755 29 : FE4 DD7 91E 3E9 9A8 20B 802 4BD EAC C7F 30 : C26 DD1 2F0 133 98A 325 A74 427 42E 8B9 31 : 938 95B 012 28D 33C 4CF 136 4A1 C80 A83 32 : B9A 2F5 904 E77 33E 189 CC8 4AB C22 45D 33 : BCC 11F A46 F71 A10 7D3 1AA 6C5 B94 CC7 34 : 64E E59 458 3FB C32 A2D 85C 16F 756 E41 35 : BA0 923 BBA E95 224 F17 D5E F29 FE8 74B 36 : 042 3FD 8EC 5BF 866 111 130 E73 9CA A65 37 : CB4 567 86E 3F9 F78 E9B 852 1CD D7C E0F 38 : D76 7E1 AC0 7C3 BDA A35 B44 FB7 77E CC9 39 : 308 9EB 462 39D 60C A5F 686 2B1 850 513 40 : 1EA E05 DD4 E07 A8E 999 A98 93B 472 96D 41 : 29C AAF 396 181 9E0 663 BFA 5D5 464 057 42 : 19E A69 628 C8B 882 33D 32C EFF 4A6 451 <<< PAGE 42 >>> *** GRIDIRON: VALIDATION CODE LIST *** A B C D E F G H I J 0 : F70 BB3 A0A 1A5 EF4 6A7 CAE F39 5B8 3DB 1 : 092 10D 7BC 74F 9B6 B21 900 503 C1A 175 2 : D84 0F7 BBE 809 948 F2B CA2 2DD 04C 39F 3 : 2C6 5F1 690 253 22A 545 014 F47 ECE 4D9 4 : 0D8 E7B CB2 8AD CDC 3EF FD6 4C1 820 3A3 5 : C3A D15 6A4 197 5DE 5A9 C68 1CB 0C2 27D 6 : D6C 83F 0E6 791 DB0 8F3 A4A 8E5 134 7E7 7 : 0EE A79 BF8 91B 8D2 04D 1FC 08F 5F6 E61 8 : 740 243 C5A 8B5 FC4 237 FFE 349 F88 46B 9 : 4E2 21D A8C CDF F06 931 4D0 F93 26A C85 10 : 254 087 30E 019 718 3BB 4F2 7ED 71C D2F 11 : C16 801 660 0E3 C7A 455 8E4 2D7 A1E 0E9 12 : 2A8 70B 902 1BD 7AC 17F D26 AD1 BF0 633 13 : A8A 025 374 927 52E 5B9 238 E5B 112 F8D 14 : C3C 9CF 236 1A1 580 F83 C9A FF5 204 377 15 : 43E E89 5C8 9AB D22 15D 4CC 61F B46 C71 16 : 310 CD3 2AA 3C5 494 1C7 74E B59 D58 8FB 17 : D32 72D 15C 66F 856 B41 4A0 E23 CBA B95 18 : B24 417 E5E C29 8E8 C4B 142 0FD 1EC ABF 19 : 966 E11 A30 373 ACA 765 5B4 A67 96E 0F9 20 : 878 39B 952 ECD 67C 30F E76 4E1 3C0 CC3 21 : CDA 735 444 4B7 87E 9C9 C08 EEB 562 09D 22 : F0C F5F 786 FB1 150 A13 2EA B05 6D4 307 23 : B8E 699 398 E3B 572 66D B9C FAF 496 E81 24 : 2E0 B63 CFA 2D5 D64 557 29E 769 F28 18B 25 : 982 03D C2C 3FF 5A6 151 870 0B3 B0A EA5 26 : 7F4 BA7 DAE C39 EB8 8DB 192 E0D 0BC C4F 27 : AB6 821 200 A03 D1A E75 684 5F7 CBE 509 28 : 248 42B DA2 FDD 94C 89F 3C6 2F1 F90 753 29 : 32A 245 914 447 FCE 1D9 9D8 37B DB2 5AD 30 : 5DC 8EF 0D6 1C1 120 8A3 D3A A15 FA4 697 31 : 6DE 2A9 568 6CB 1C2 F7D 66C D3F 1E6 491 32 : 6B0 DF3 B4A 5E5 A34 CE7 1EE 779 4F8 E1B 33 : 9D2 D4D AFC 58F 6F6 B61 040 743 D5A 5B5 34 : 8C4 737 0FE 049 888 96B 5E2 F1D 38C 1DF 35 : 006 631 DD0 493 36A 985 B54 587 40E D19 36 : 018 8BB 5F2 4ED 01C 22F D16 501 F60 5E3 37 : D7A 155 1E4 7D7 B1E DE9 BA8 C0B A02 EBD 38 : 0AC 67F E26 7D1 4F0 B33 B8A D25 C74 E27 39 : 62E 2B9 B38 35B 212 C8D 53C ECF 336 EA1 40 : E80 483 D9A CF5 B04 877 53E B89 EC8 EAB 41 : E22 E5D DCC B1F C46 971 C10 1D3 3AA 0C5 42 : D94 6C7 84E 859 658 DFB E32 42D A5C B6F <<< PAGE 43 >>> *** GRIDIRON: VALIDATION CODE LIST *** A B C D E F G H I J 0 : 956 841 DA0 323 DBA 895 424 917 F5E 929 1 : 1E8 14B 242 DFD AEC FBF A66 B11 330 873 2 : BCA 465 EB4 F67 A6E DF9 178 89B A52 BCD 3 : F7C 80F F76 1E1 CC0 1C3 DDA 435 D44 9B7 4 : 97E 6C9 508 3EB 662 D9D 80C 45F 886 CB1 5 : A50 F13 3EA 805 FD4 807 C8E 399 C98 33B 6 : 672 36D 49C 4AF 596 B81 BE0 063 DFA FD5 7 : 664 A57 39E 469 828 68B A82 D3D 52C 8FF 8 : 6A6 E51 170 5B3 C0A BA5 0F4 0A7 EAE 939 9 : 7B8 DDB 292 B0D 9BC 14F BB6 521 B00 F03 10 : E1A B75 F84 AF7 DBE 209 B48 92B EA2 CDD 11 : 24C D9F 4C6 FF1 890 C53 42A F45 214 947 12 : 0CE ED9 2D8 87B EB2 2AD EDC DEF 1D6 EC1 13 : A20 DA3 E3A 715 8A4 B97 7DE FA9 E68 BCB 14 : 2C2 C7D F6C 23F 2E6 191 FB0 2F3 C4A 2E5 15 : 334 1E7 2EE 479 DF8 31B AD2 A4D 3FC A8F 16 : 7F6 861 940 C43 E5A 2B5 1C4 C37 1FE D49 17 : 188 E6B 6E2 C1D C8C 6DF 106 331 6D0 993 18 : 46A 685 454 A87 50E A19 918 DBB 6F2 1ED 19 : 91C 72F E16 201 860 AE3 E7A E55 AE4 CD7 20 : C1E AE9 4A8 10B B02 BBD 9AC B7F F26 4D1 21 : DF0 033 C8A A25 574 327 72E FB9 438 85B 22 : 312 98D E3C 3CF 436 BA1 780 983 E9A 9F5 23 : 404 D77 63E 889 7C8 3AB F22 B5D 6CC 01F 24 : D46 671 510 6D3 4AA DC5 694 BC7 94E 559 25 : F58 2FB F32 12D 35C 06F A56 541 6A0 823 26 : EBA 595 D24 E17 05E 629 AE8 64B 342 AFD 27 : 3EC 4BF B66 811 C30 D73 CCA 165 7B4 467 28 : B6E AF9 A78 D9B B52 8CD 87C D0F 076 EE1 29 : 5C0 6C3 EDA 135 644 EB7 A7E 3C9 E08 8EB 30 : 762 A9D 10C 95F 986 9B1 350 413 4EA 505 31 : 8D4 D07 D8E 099 598 83B 772 06D D9C 9AF 32 : 696 881 4E0 563 EFA CD5 F64 F57 49E 169 33 : 128 B8B B82 A3D E2C DFF 7A6 B51 A70 AB3 34 : D0A 8A5 9F4 5A7 FAE 639 0B8 2DB 392 80D 35 : 2BC 64F CB6 221 400 403 F1A 875 884 FF7 36 : EBE F09 448 E2B FA2 9DD B4C 29F 5C6 CF1 37 : 190 153 52A C45 B14 E47 1CE BD9 BD8 D7B 38 : FB2 FAD 7DC 2EF 2D6 BC1 320 2A3 F3A 415 39 : 1A4 097 8DE CA9 768 0CB 3C2 97D 86C 73F 40 : 3E6 E91 8B0 7F3 D4A FE5 C34 6E7 3EE 179 41 : 6F8 81B BD2 74D CFC F8F 8F6 561 240 143 42 : F5A FB5 AC4 137 2FE A49 A88 36B 7E2 91D <<< PAGE 44 >>> *** GRIDIRON: VALIDATION CODE LIST *** A B C D E F G H I J 0 : 58C BDF 206 031 FD0 E93 56A 386 D54 F87 1 : 60E 719 218 2BB 7F2 EED 21C C2F F16 F01 2 : 160 FE3 F7A B55 3E4 1D7 D1E 7E9 DA8 60B 3 : C02 8BD 2AC 07F 026 1D1 6F0 538 D8A 725 4 : E74 827 82E CB9 D38 D5B 412 68D 73C 8CF 5 : 536 8A1 080 E83 F9A 6F5 D04 277 73E 689 6 : 0C8 8AB 022 85D FCC 51F E46 371 E10 BD3 7 : 5AA AC5 F94 0C7 A4E 259 858 7FB 032 E2D 8 : C5C 56F B56 241 FA0 D23 FBA 295 624 317 9 : 15E 329 3E8 B4B 442 7FD CEC 9BF C66 511 10 : 530 273 DCA E65 0B4 967 C6E 7F9 378 29B 11 : C52 5CD 17C 20F 176 BE1 EC0 BC3 FDA E35 12 : F44 3B7 B7E 0C9 708 DEB 862 79D A0C E5F 13 : A86 6B1 C50 913 5EA 205 1DA 207 E8E D99 14 : E98 D3B 872 D6D 69C EAF 796 581 DE0 A63 15 : FFA 9D5 864 457 59E E69 A28 08B C82 73D 16 : 72C 2FF 8A6 851 370 FB3 E0A 5A5 2F4 AA7 17 : 0AE 339 9B8 7DB 492 50D BBC B4F DB6 F21 18 : D00 903 01A 575 184 4F7 FBE C09 D48 32B 19 : 0A2 6DD 44C 79F 6C6 9F1 A90 653 62A 945 20 : 414 347 2CE 8D9 4D8 27B 0B2 CAD 0DC 7EF 21 : 3D6 8C1 C20 7A3 03A 115 AA4 597 9DE 9A9 22 : 068 5CB 4C2 67D 16C C3F 4E6 B91 1B0 CF3 23 : E4A CE5 534 BE7 4EE E79 FF8 D1B CD2 44D 24 : 5FC 48F 9F6 261 B40 643 05A CB5 3C4 637 25 : 3FE 749 388 86B 8E2 61D E8C 0DF 306 D31 26 : 8D0 393 66A 085 654 487 70E 419 B18 7BB 27 : 8F2 BED B1C 12F 016 CO1 A60 4E3 07A 855 28 : CE4 6D7 E1E 4E9 6AB B0B D02 5BD BAC 57F 29 : 126 ED1 FF0 A33 E8A 425 774 D27 92E 9B9 30 : 638 25B 512 38D 03C DCF 636 5A1 980 383 31 : 09A 3F5 604 777 83E 289 9C8 DAB 122 55D 32 : 8CC A1F F46 071 710 0D3 6AA 7C5 894 5C7 33 : B4E F59 158 CFB 132 B2D 55C A6F C56 F41 34 : 8A0 223 0BA F95 F24 817 25E 029 CE8 04B 35 : 542 4FD 5EC EBF D66 211 E30 773 ECA B65 36 : 9B4 E67 D6E 4F9 C78 79B D52 2CD A7C 70F 37 : 276 8E1 7C0 0C3 0DA B35 844 8B7 C7E DC9 38 : 008 2EB 962 49D 30C 35F B86 3B1 550 E13 39 : 6EA F05 AD4 707 F8E A99 798 23B 972 A6D 40 : F9C 3AF 896 281 6E0 F63 0FA 6D5 164 957 41 : 69E B69 328 58B D82 43D 02C 7FF 9A6 551 42 : C70 4B3 F0A 2A5 BF4 FA7 1AE 039 2B8 CDB <<< PAGE 45 >>> *** GRIDIRON: VALIDATION CODE LIST *** A B C D E F G H I J 0 : 592 20D 4BC 04F EB6 C21 600 E03 11A 275 1 : A84 9F7 0BE 909 648 82B 1A2 3DD D4C C9F 2 : 7C6 6F1 390 B53 72A 645 D14 847 3CE 5D9 3 : DD8 77B 1B2 9AD 9DC CEF 4D6 5C1 520 CA3 4 : 13A E15 3A4 A97 ADE 6A9 968 ACB 5C2 37D 5 : A6C 13F 5E6 891 AB0 1F3 F4A 9E5 E34 0E7 6 : 5EE B79 8F8 21B DD2 14D EFC 98F AF6 F61 7 : 440 B43 15A 9B5 CC4 B37 4FE 449 C88 D6B 8 : 9E2 31D 78C 5DF 406 A31 1D0 893 76A D85 9 : F54 987 80E 119 418 CBB 9F2 8ED 41C 62F 10 : 116 901 360 9E3 17A 555 5E4 BD7 F1E 1E9 11 : FA8 00B E02 2BD 4AC A7F 226 BD1 8F0 F33 12 : F8A 125 074 227 A2E 6B9 F38 75B 612 08D 13 : 93C 2CF 736 2A1 280 883 19A 0F5 F04 C77 14 : 93E F89 2C8 2AB 222 25D 1CC F1F 046 D71 15 : 010 5D3 7AA 4C5 194 AC7 C4E C59 A58 1FB 16 : 232 82D E5C F6F D56 C41 1A0 723 1BA C95 17 : 824 D17 35E D29 5E8 54B 642 1FD EEC 3BF 18 : E66 F11 730 C73 FCA 865 2B4 367 E6E 1F9 19 : 578 C9B E52 FCD 37C C0F 376 5E1 0C0 5C3 20 : 1DA 835 144 DB7 D7E AC9 908 7EB A62 19D 21 : C0C 85F C86 0B1 E50 313 7EA C05 3D4 C07 22 : 08E 799 098 73B A72 76D 89C 8AF 996 F81 23 : FE0 463 1FA 3D5 A64 E57 79E 869 C28 A8B 24 : E82 13D 92C CFF AA6 251 570 9B3 00A FA5 25 : 4F4 4A7 2AE D39 BB8 1DB 692 F0D DBC 54F 26 : FB6 921 F00 303 21A F75 384 EF7 1BE 609 27 : F48 D2B 2A2 0DD 64C 19F 8C6 3F1 C90 053 28 : 82A 345 614 D47 4CE 2D9 6D8 C7B 2B2 6AD 29 : 2DC 1EF 5D6 2C1 E20 1A3 23A B15 CA4 F97 30 : BDE 3A9 268 FCB 6C2 07D 36C 63F 6E6 591 31 : 3B0 6F3 04A 6E5 734 5E7 6EE 879 1F8 71B 32 : ED2 E4D 7FC E8F BF6 C61 D40 043 25A 6B5 33 : 5C4 037 5FE 149 588 26B AE2 01D 08C ADF 34 : 506 731 AD0 D93 86A A85 854 E87 90E E19 35 : D18 1BB AF2 5ED D1C B2F 216 601 C60 EE3 36 : 27A 255 EE4 0D7 01E EE9 8A8 50B F02 FBD 37 : DAC F7F 326 8D1 1F0 433 08A E25 974 727 38 : B2E 3B9 838 C5B 712 D8D 23C 7CF 836 FA1 39 : B80 D83 29A DF5 804 177 A3E C89 BC8 7AB 40 : 322 F5D ACC 41F 146 A71 910 AD3 8AA 1C5 41 : A94 FC7 D4E 959 358 6FB 332 52D 75C 46F 42 : E56 941 AA0 C23 2BA 995 124 217 45E A29 <<< PAGE 46 >>> *** GRIDIRON: VALIDATION CODE LIST *** A B C D E F G H I J 0 : EE8 A4B 742 EFD 7EC 8BF F66 C11 030 173 1 : 0CA 565 BB4 867 F6E EF9 E78 19B F52 CCD 2 : C7C 10F 476 2E1 9C0 AC3 2DA 535 A44 2B7 3 : E7E 7C9 208 CEB B62 E9D 50C D5F D86 DB1 4 : 750 813 8EA 905 CD4 107 18E 499 998 C3B 5 : B72 46D 19C DAF A96 C81 8E0 963 2FA 0D5 6 : 364 357 89E 569 528 F8B F82 E3D 22C 1FF 7 : BA6 F51 E70 EB3 10A CA5 DF4 9A7 3AE A39 8 : 4B8 6DB 792 C0D 6BC A4F 0B6 621 800 803 9 : 31A C75 C84 3F7 2BE 309 848 22B 3A2 DDD 10 : F4C 69F 9C6 0F1 590 553 92A 045 F14 247 11 : 5CE FD9 FD8 17B 3B2 3AD BDC 6EF 6D6 FC1 12 : 720 5A3 33A 815 5A4 497 CDE 0A9 B68 4CB 13 : 7C2 D7D C6C B3F 7E6 291 CB0 BF3 14A 3E5 14 : 034 AE7 7EE 579 AF8 C1B FD2 B4D 0FC 38F 15 : CF6 961 640 543 35A 3B5 EC4 537 6FE E49 16 : E88 76B BE2 D1D 98C FDF 606 431 3D0 293 17 : 96A 785 154 387 A0E B19 618 6BB BF2 2ED 18 : 61C 02F 316 301 560 3E3 37A F55 7E4 5D7 19 : 11E BE9 1A8 A0B 002 CBD 6AC 47F 426 5D1 20 : AF0 933 18A B25 274 C27 C2E 0B9 138 15B 21 : 812 A8D B3C CCF 936 CA1 480 283 39A AF5 22 : 104 677 B3E 989 4C8 CAB 422 C5D 3CC 91F 23 : 246 771 210 FD3 9AA EC5 394 4C7 E4E 659 24 : C58 BFB 432 22D 05C 96F F56 641 3A0 123 25 : 3BA 695 A24 717 55E 729 7E8 F4B 842 BFD 26 : 0EC DBF 066 911 930 673 1CA 265 4B4 D67 27 : 06E BF9 778 69B 052 9CD 57C 60F 576 FE1 28 : 2C0 FC3 3DA 235 344 7B7 F7E 4C9 B08 1EB 29 : C62 B9D E0C 25F E86 AB1 050 D13 9EA 605 30 : 5D4 607 28E 199 298 13B C72 16D A9C 2AF 31 : B96 981 1E0 E63 3FA DD5 C64 857 99E 269 32 : E28 48B 082 B3D B2C 6FF CA6 C51 770 3B3 33 : 20A 9A5 6F4 EA7 4AE 739 DB8 BDB 892 90D 34 : FBC F4F 1B6 321 100 D03 41A 975 584 8F7 35 : 3BE 009 148 72B 4A2 ADD 84C B9F AC6 DF1 36 : E90 A53 A2A D45 814 747 6CE CD9 8D8 67B 37 : 4B2 0AD 4DC BEF 7D6 CC1 020 BA3 43A 515 38 : EA4 997 DDE DA9 468 9CB 8C2 A7D 56C 03F 39 : 8E6 F91 5B0 0F3 24A 0E5 934 FE7 8EE 279 40 : 3F8 11B 0D2 84D 9FC 88F DF6 661 F40 A43 41 : 45A 0B5 7C4 A37 7FE B49 788 C6B CE2 A1D 42 : 28C 4DF 706 131 CD0 793 A6A 485 A54 887 <<< PAGE 47 >>> ~~The Scribe EBD 38 : 0AC 67F E26 7D1 4F0 B33 B8A D25 C74 E27 39 : 62E 2B9 B38 35B 212 C8D 53C ECF 336 EA1 40 : E80 48 Thanks Dr J (USA) for these docs ..... GATO WARNING IF YOU HAVE GATO, BY ALL MEANS HAVE A WRITE PROTECTED BACK UP COPY MADE IMMEDIATELY. BECAUSE, IF YOU PLAY THE GAME, AND THE LOG IS ALTERED IN ANY WAY, THE FIRST FEW TRACKS WILL HAVE BEEN CHANGED A LITTLE AND THE PROGRAM WILL NO LONGER BOOT. <[=---------------------------------=]> | GATO Documentation | <[=---------------------------------=]> COMMAND LIST - PART 1 MAIN MENU SELECTIONS 1) Normal Play 2) Demonstration 3) History 4) Exit Selecting NORMAL PLAY begins the GATO game. A DEMONSTRATION is displayed illustrating how GATO is played and will keep playing until you press ESC to quit. It is possible to turn the sound OFF during the demo by pressing S. The HISTORY selection will give you a brief description of the GATO class of submarine, its specifications and function during World War II. EXIT will take you out of the GATO program. Note - After exiting GATO it will be necessary to turn off the computer or reboot another program. KEYS LIST SPEED KEYS: DEPTH/HEADING: [1] - All Ahead Flank [Up Arrow] - Surface [2] - All Ahead Full [Down Arrow] - Dive [3] - All Ahead 2/3 [<=-] - Left Full Rudder [4] - All Ahead 1/3 [-=>] - Right Full Rudder [5] - All Ahead Slow [ - ] - Center Rudder and [0] - All Stop dive planes [9] - All Back POWER TORPEDOES [E] - Engine (Diesel) [T] - Open/Close Torpedo Door [B] - Battery (Electric below 20 Feet) [X] - Fire Torpedoes (or switch 0 on the Joystick) PERISCOPE SCREENS [^] - Up Periscope [C] - Chart of Patrol Area [6] - Down Periscope [Q] - Quadrant Chart [F] - Forward View [L] - Captain's Log [A] - Aft View (Rear) [D] - Damage Report [P] - Port View (Left) [M] - Mission Assignment [S] - Starboard View (Right) [R] - Radar/Clear Radar Scope JOYSTICK +-------------------------------------------------+ | Surface While + Surface While | | Turning Left Surface Turning Right | | + + | | Center | | Left Rudder Rudder Right Rudder | | + Dive + | | Planes | | + + | | Dive While Dive Dive While | | Turning Left + Turning Right | +-------------------------------------------------+ OTHER KEYS [TAB] - Game Control Parameters (sets difficulty level, night/day, sound on/off, player number, and clears captain's log) [ESC] - Escape (end game? [Y] - Yes [N] - No) [DELETE] - Spreadsheet: The spreadsheet is a fake screen display; it freezes the game while making it look as if you're busy with financials - just in case you're using GATO at work. [Z] - Rapid Submarine Deployment RAPID SUBMARINE DEPLOYMENT (RSD) This function is primarily used when your sub is damaged and you want to get it repaired and back into the action, quickly. Note - This function is not used by the "True Simulationists," who have perfectionist's patience and are easily identified when operating GATO. They're the ones with wet shoes and the water logged fingers. You must be looking at the Chart screen (C) in order to make this function work. Once in the Chart, press Z. At the top of the screen a message will appear asking you to enter the password...type in JYTR and press [RETURN]. You will now be asked to enter coordinates X,Y. For an explanation of how to plot these coordinates see the illustration below. 20,000 +-------------+------------+------------+------------+-----------+ | 16 | 17 | 18 | 19 | 20 | | | | | | | | | | | | | 15,000 +-------------+------------+------------+------------+-----------+ | 11 | 12 | 13 | 14 | 15 | | | | | | | | | | | | | 10,000 +-------------+------------+------------+------------+-----------+ | 6 | 7 | 8 | 9 | 10 | | | | | | | | | | | | | 5,000 +-------------+------------+------------+------------+-----------+ | 1 | 2 | 3 | 4 | 5 | | | | | | | | | | | | | 0 +-------------+------------+------------+------------+-----------+ 0 5,000 10,000 15,000 20,000 25,000 The X coordinate is represented by the 5 Quadrants illustrated at the bottom of the Chart and numbered 0 to 25,000 (from left to right), each quadrant having a value of 5000. The Y coordinate is represented by the 4 Quadrants illustrated at the left of the Chart and numbered 0 to 20,000 (from bottom to top), again, each quadrant having a value of 5,000. You do not have to tell the system where you are, just where you want to be. For example, if you are in Quadrant 1 (as seen from the Chart screen), and want to get to the upper right hand corner of quadrant 8...press [Z], enter the password [JYTR] and press [RETURN], enter the X coordinate [14,500], and the Y coordinate [9,050] (typed in as: 14500,9050), and press [RETURN]. The Chart will now show you positioned in your new location. You may choose any number from 0 to 25,000 for X, and any number from 0 to 20,000 for Y. Numbers higher than those specified for X and Y will not be accepted; if you make a mistake the system will give you another blank field to enter the correct coordinates. It will take some time to orient yourself on the Chart so keep experimenting - you'll get it down in no time. Oh yes...if you try to use the RSD function to escape an enemy who has you spotted with sonar...forget it! You got yourself into that mess, you'll have to figure a way out of it...the hard way. MORSE CODE TABLE [A] . _ [B] _ . . . [C] _ . _ . [D] _ . . [E] . [F] . . _ . [G] _ _ . [H] . . . . [I] . . [J] . _ _ _ [K] _ . _ [L] . _ . . [M] _ _ [N] _ . [O] _ _ _ [P] . _ _ . [Q] _ _ . _ [R] . _ . [S] . . . [T] _ [U] . . _ [V] . . . _ [W] . _ _ [X] _ . . _ [Y] _ . _ _ [Z] _ _ . . [0] _ _ _ _ _ [1] . _ _ _ _ [2] . . _ _ _ [3] . . . _ _ [4] . . . . _ [5] . . . . . [6] _ . . . . [7] _ _ . . . [8] _ _ _ . . [9] _ _ _ _ . INTRODUCTION GATO is a real-time simulation of a World War II attack submarine. All objects (ships, island, torpedoes) are tracked simultaneously with an accuracy greater then one ten thousandth of a unit in an area of 500 million square units. "Three Dimensional" object perspective provides depth of field and may evade and flee - or attract the sub - if you are detected. Each mission begins with a coded radio message assigning your objective: An enemy convoy or fleet to intercept, the position of friendly forces needing rescue or resupply, or a coastal position for landing a spy or commando unit. Then, you are somewhere in your patrol area in the Pacific - and you are on your own! The success of your mission, and the safety of your submarine and its crew, are in your hands. You will navigate the submarine in a patrol area divided into 20 quadrants, some of which contain islands, as shown on your Patrol Area Chart and Quadrant Chart screens. Your primary strategic objective is to efficiently complete as many missions as possible with the supplies your carry on each patrol. You may choose to receive your next mission assignment message at any time. You may set the level of technical difficulty, and chance will play some small part at critical moments, but the main factor for the success is the captain's skill operating and navigating the submarine to achieve mission objectives, using radar, charts, and all the other realistic GATO-class sub capabilities. You learn and use the strategic, tactical, and operations skills of a GATO-class submarine captain to win. Your record of enemy tonnage sunk is automatically entered in the Captain's Log and can be saved for future games. It all goes into your efficiency rating at COMSUBPAC - Commander Submarine Force Pacific Fleet - If you return from your mission... OPERATING INFORMATION KEYBOARDS/JOYSTICK Before starting the game, set the Caps Lock key so that all the letters are in CAPITALS. You only need to press a key once to activate its function. If you have a joystick hooked up to your computer it will be active automatically. See Part 1 for keyboard and joystick operating instructions. SCREENS There are 3 introductory screens (the title screen, author/copyright screen, and main menu), and 9 game screens (date inquiry, game control parameters, mission assignment, main control screen, chart, quadrant, radar, damage, and captain's log). DATE INQUIRY: Ships sunk will be logged with the month and day that you enter here. The year will always appear as 1943. GAME CONTROL PARAMETERS: (GCP) This screen appears after the Date Inquiry; It may also be selected during play by pressing the [TAB] key. 1. Level of Difficulty - (0 to 9, 0 = Easiest; 9 = Most Difficult) Ship Traces show on quadrant charts at difficulty level 5 or lower, and on patrol area chart only at the levels less than 3. At levels about 7 the Morse code message is not printed and you can only listen (it helps if you know Morse code) 2. Sound On/Off - (1 for sound, 0 for no sound) 3. Time of Day - (1 for day, 0 for night) 4. Player Number - (1 through 4. This is NOT the answer to "How Many Players?" but to "Which number player is up next) Up to 4 players are allowed - one player at a time. Each player should be assigned a number (1 through 4). Each time a player completes a mission (or is sunk), the next player "up" must enter the GCP [TAB] to "log on" his/her player number. The program then assigns that player a separate Captain's Log for tallying scores. 5. Reset Captain's Log - Erases the scores in the log for whichever number player is shown in #4. Each player's Captain's Log is automatically reset when that player is sunk...it goes down with the ship. MISSION ASSIGNMENT: Messages are assigned at the beginning of each game or at the request of the player (press M). A message is "received" in Morse code and printed on your screen one letter at a time as it is being deciphered. Should you prefer to receive the message quickly, turn the sound OFF, and the message will appear on the screen all at once. MAIN CONTROL SCREEN: The main screen shows the submarine instrument panel, with the view from the bridge or through the periscope. Crosshairs will appear when the periscope is up. THE INSTRUMENT PANEL DISPLAY DEPTH: Down to 399 feet, as measured from the sub's deck. The gauge stops when the sub goes beyond this depth (although the radar screen will show actual depth reached), and the sub will be crushed due to pressure if depths below 399 are maintained for more then a few seconds. SPEED: Between 0 and 20 knots, or nautical miles, per hour (1 nautical mile - 1.15 land miles. HEADING: Present course in degrees (magnetic compass bearing). The subs direction is due North at a heading of 0 degrees, due East at 90, due South at 180, and due West at 270. FUEL: Remaining diesel fuel in tons. A flashing light will show when the fuel level is critically low. BATT: Current charge of batteries for electric motors. A blinking light and beeping sound indicate when the battery charge is dangerously low. CHARGING: A light indicates that the batteries are charging. O2: Remaining air (breathing oxygen), which is used at a constant rate when the sub is below 20 feet. A triangular pointer slides up and down to show the amount of air in the tanks. TORPEDOES: The number of torpedoes remaining. A circular light indicates that the outer torpedo doors are open. Square indicator to the right show which torpedo tubes (1 to 4) are ready to be fired. POWER: Shows current mode of propulsion, either ENGINE or BATT, or that the diesel engines and electric motors are OFF. DAMAGE: A light indicates that the submarine has sustained damage. When you sustain new damage a beep will sound. Press the [D] key for a damage report. SUBMARINE OPERATIONS The submarine itself is run with the controls described below. SPEED: Number keys 1,2,3,4, and 5 set forward speed. 0 stops the engines or motors. Your actual speed depends upon whether you are using diesel or electric power, as well as damage conditions and drag from open torpedo doors and raised periscope. 9 reverses engines. POWER: You may switch between electric ([B]attery) and diesel ([E]ngine) power by pressing the [B] and [E] keys. You have a much greater range and speed while using diesel power, but you cannot run the diesel engines at a depth below 20 feet. If you don't switch to electric power when diving below 20 feet, power goes off. If that happens, turn on the electric motors, press a speed key, and center the drive planes. With each increase in speed, especially when submerged and under electric power, and even greater increase in drag occurs and battery or fuel consumption increases dramatically. (Silent running underwater is possible only at 1/3, with low noise at 2/3 speed.) PERISCOPE: The [^] and [6] keys send the periscope up and down respectively. When the scope is up a crosshair appears in the middle of the screen. You can use the periscope at depths of 0 to 45 feet. You may look in the different directions, Forward, Port (left), Starboard (Right) and Aft (backward), by typing the first letter of each of these directions. (The scope view is 90 degrees wide and each command turns the scope 90 degrees. TORPEDOES: Before firing a torpedo (which is done with the X on the keyboard or button 0 on the joystick), you must open the outside torpedo doors by pressing the [T] key. A light indicates the doors are open (Your speed will then diminish slightly due to an increase in drag.) To close the doors press the [T] key again. (At great depths doors will not open due to pressure.) You begin with a supply of 24 torpedoes. After each torpedo is fired the number in the square indicator disappears and the tube is temporarily out of commission until the crew in the torpedo room can reload it. The number reappears in the square indicating when each of the 4 forward tubes is loaded. Torpedoes travel at a speed of 60 knots and can take several seconds to reach the target, so you must aim ahead of moving ships at long range - and, of course, the periscope must be turned forward. The vertical crosshair is aligned on the target by using left or right rudder. (The horizontal crosshair never moves. It is used for range estimates.) At low difficulty levels you will usually sink the enemy ship with one torpedo hit, if not, his speed and maneuverability will be reduced. OXYGEN: The oxygen supply is used at depths below 20 feet. When you surface and turn on the diesel engines, the air compressor starts automatically and refills the tanks within a few minutes. DAMAGE REPORT: The sub's damage can be checked by pressing the [D] key ([D]amage). The affected area will be highlighted in red on the sub diagram and a trouble light will appear next to the name of the damaged are on a checklist. Damaged submarine functions are crippled or rendered useless. There are certain areas which are more critical than others such as the control room, torpedo room, or the bridge. When heavy damage accumulates, chances of survival are slim, and you should return to the subtender for repairs. NAVIGATION Navigation and game control are accomplished with the following functions. RADAR: Radar (the [R] key) shows the relative angle and range between the sub and other objects such as ships and islands. Ships are tracked as single dots which move across the radar screen, and islands are displayed as circles. The top of the screen shows what is in front of you, what is on the right of the sub, and so on. The sub's radar has a range approximately 10 percent longer than that of the periscope or visual sighting from the conning tower. The radar scope is positioned atop its own mounting tube and may be used to a maximum depth of 45 feet. To clear the radar scope press the R key. Press the [Space Bar] or any unused key to return to the main program. (You may fire torpedoes, dive, or surface while using radar.) Remember, both you and the other ships may be moving. CHART OF PATROL AREA: The patrol are chart (the C key) displays your position (in blue dots) and traces your present course within the entire patrol area. It is most useful to see which quadrant you are in and how deep you are into enemy territory, as well as island position and general patrol area geography. The subtender (in blue) and enemy ships (in red) are also displayed at game difficulty levels less than 3. Press C again to clear your trace. Press any unused key to return to the main screen. QUADRANT OF OPERATIONS: The quadrant chart (The Q key) traces your position and course in the quadrant where you are currently located. (Allow at least ten points to be plotted if you want an accurate course trace.) Subtender and enemy positions are shown at a game difficulty level of 5 or lower. The position of any island is also shown. Shoals and reefs are indicated by a dotted red line. The chart changes automatically when the sub moves from one quadrant to another. Press Q again to clear your trace. Press any unused key to return to the main screen. MISSION ASSIGNMENT MESSAGES: Pressing the M key brings a new mission assignment message. This is normally done when your current mission is complete, but you may call for a new mission at any time. The patrol area will change accordingly. Messages are preceded by the level of classification, and the Date Time Group (DTG). This DTG gives the day of the month (entered at the beginning of the game), and Zulu time (Greenwich Mean Time, Greenwich, England). ISLANDS: Take care when approaching islands. If you get too close you may run aground on a shoal. In that event, you will drift free on the tide in a short time. Reverse engines to back away from the island (hold 9 key down until off of shoal) before going forward on a new course. DAMAGE REPAIR AND RESUPPLY: When you have accumulated significant damage or are low on supplies, you should return to the allied subtender, which cruises among four allied-controlled quadrants (1,2,6, and 7). When you approach, the subtender's speed will decrease to about 3 knots. Once you are close enough, and parallel course and speed, damage will be repaired, torpedoes replaced, and fuel tanks refilled. Do not shoot your own subtender! You will have no way of resupply, and it will get you in hot water with COMSUBPAC!!! CAPTAIN'S LOG: Use the L key to display the Captain's Log - the record of each ship sunk and the total tonnage accumulated for all the sub's missions since the log was last cleared. The log is not reset when you begin the game, so you may continue to play where you last left off (unless you were sunk). You may clear the Log with the game control. The Log is also cleared when the list of known enemy ships is exhausted. Press any unused key to return to the main routine. (The program pauses when you display the Log.) BEGINNING THE GAME When you have received your first mission assignment and have pressed a key to begin, you will see the main screen with the instruments indicating full supplies and zero depth, speed, and bearing. You will be in a friendly quadrant, usually quadrant 7, which you can verify by pressing the [C] key to view the patrol area chart. The sub and (at difficulty levels less than 3) the subtender will be plotted as blue dots on the chart. Enemy ships will be plotted in red (at level 2 or lower). The patrol area is divided into 20 quadrants. Of these, 1,2,6, and 7 are occupied by allied forces. Quadrants 11 and 16 are relatively neutral. Enemy ships are not often found there. The rest of the area is dominated by the enemy. Your missions are to infiltrate this region to cut off enemy supply lines, rescue and resupply allied forces, and perform reconnaissance and espionage support. Use the chart to determine the course necessary to reach your objective, and use the main screen display to monitor your use of the controls as you set the sub in motion on the proper course. Use the charts to track your progress until the objective is in view.er. The program then assigns that player a separate Captain's Log for tallying scores. 5. Reset Captain's Log - Erases the scores in the log for whichever number player is shown in #4. Each player's Captain's Log is automatically reset when that player is sunk...it goes down with the ship. MISSION ASSIGNMENT: Messages are assigned at the beginning of each game or at the request of the player (press M). A message is "received" in Morse code and printed on your screen one letter at a time as it is being deciphered. Should you prefer to receive the message quickly, turn the sound OFF, and the message will appear on the scree SOFTWARE presents HIPPO BACKGAMMON The original disk must be used to start up the program, but after one command is used (such as "About Hippo..." from the DESK menu), it is no longer needed. Eject the original disk and replace it with the backup copy. Using the backup copy for file storage will decrease the chances of damaging the original. HippoBackgammon allows the human player to play against any of several different computer "robots," or can be used to watch twample, if you wish to move a product from the cargo hold to shuttle 2, select shuttle 2. PRODUCTS: TRANSFER -- Transfers the currently selected cargo item (in the Cargo manifest window) to the currently selected area. The currently selected area will be inverted on the Shuttle/Hold Data window. Note: Products of the weapon (weap) or lifeform (life) type may occasionally injure one of the crewmembers moving them. UNLOAD ALL -- orrectly to that situation. In this way, robots can be developed to play intelligently in various board situations. Playing Two robots are available to play against, called Robot A and Robot B. Data for customized robots can be saved to files ondisk with the "Save Robot A" and "Save Robot B" commands from the FILE menu. Robots can be loaded back to be used as either Robot A or Robot B with the "Load Robot A" and "Load Robot B" commands from the file menu. There are three standard robots found in the "ROBOTS" folder: "EXPERT," "MEDIUM," and "NOVICE." Both Robot A and Robot B default to the "EXPERT" robot found in the "ROBOTS" folder. Selecting one of the first three items in the OPTIONS menu determines who plays who. The human player can play either Robot A or Robot B, or the robots can play against each other. If the robots play each other, Robot A plays the bottom side of the board and Robot B plays the top side. The robot vs. robot game can be stopped by hitting any key on the keyboard. The program gives the option to have the robots play a 21 game match against each other, play a single game, or play game after game until stopped with the winning robot being mutated after each game. The latter option allows the robot players to be modified automatically by the program. If a human player plays against a robot, the human plays on the bottom side of the board and the robot plays the top side. Both inner tables are always on the right hand side of the screen. The human player is always given the option to play first. To give the robot the first move, place the mouse cursor on top of the dice and click the mouse button. To move a piece on the board, place the mouse cursor on top of the piece, push the left hand mouse button, move the piece to its destination while holding the mouse button down, then release the button. During normal play, only legal moves are allowed. However, the numbers on the dice can be changed by typing the digits 1-6 on the keyboard. If doubles are typed into a dice roll which was not originally doubles, only two moves are allowed rather than the four allowed for real doubles. If pieces are moved at the beginning of a turn, and the player decides to change the move, the "Undo" key can be used to place the pieces back to their original positions. Also, the "Undo" key can be used to move back in the game for a few turns, allowing previous plays to be reviewed or replayed. After "Undo" is used to review previous plays, the "Return" key can be used to advance the plays back to the current position (provided none of the moves were changed). When finished with a turn, move the mouse cursor over the dice and click the left hand mouse button. Doubles can be offered to a robot player before a move by moving the mouse cursor over the doubling cube and clicking the left hand mouse button. The dice are automatically re-rolled after a double is accepted. When robot plays robot, no doubles are offered. Commands Selecting "About Hippo..." from the DESK menu causes a dialog box to appear with two options: FASTER or SLOWER. These change the speed of the graphic movement (i.e., the movement of the pieces and the dice passing), and have no other effect on game play. The "New Game" command from the FILE menu simply starts a new game. Everything currently on the screen is forgotten. The "Save Game" and "Load Game" commands from the FILE menu allow games to be saved and replayed from the position at which they were saved. The robots are not automatically saved or loaded with these commands. Also, these commands do not keep track of whether a player has already used the current dice roll. Data for the robots can be saved to files on disk with the "Save Robot A" and "Save Robot B" commands from the FILE menu. Robots can be loaded back to be used as either Robot A or Robot B with the "Load Robot A" and "Load Robot B" commands from the FILE menu. There are three standard robots found in the "ROBOTS" folder: "EXPERT," "MEDIUM," and "NOVICE." Use "Quit" from the FILE menu to return to the Desktop from the HippoBackgammon program. For normal playing, "Play" should be selected in the EDIT menu. To edit the arrangement of the pieces on the board, select "Game Board" from the EDIT menu. In this mode, pieces can be moved to any position on the board to set up interesting situations. When done editing the game board, select "Play" again for normal play. To edit the neurons of a robot, meaning the data that tells the robot how important each board position is, select "Robot A Neurons" or "Robot B Neurons" from the EDIT menu. To edit the cortex of a robot, meaning the data that gives the robot its overall strategy, select "Robot A Cortex" or "Robot B Cortex" from the EDIT menu. See the next section of documentation for information on how to edit these. Click in the close box (at the upper left of the screen) to go back to the game. There are two color schemesavailable for the backgammonboard if it is used on a color monitor. Select "Switch Colors" from the EDIT menu to change between the two. Selecting "Statistics" from the OPTIONS menu gives information on the current board positions and dice roll. The first line of information given is for the player on the top side of the board. This line gives the total number of pointsrequired to move all of that player's pieces around and off of the board, and also gives an evaluation number for all blots that the player has left open. The blot evaluation number increases with the number of blots and with their distance from the opponent's inner table. The next line gives the same information for the player on the bottom side of the board. The third line tells how many different moves are possible for the player with the current dice roll. Each following line gives the robot's evaluation of one of the possible rolls, in the form of a number which is larger for better plays. Selecting "Change Sides" from the OPTIONS menu causes the positions of the players to be reversed, after which the robot player takes its turn. Selecting "Show Score" from the OPTIONS menu displays the number of games won by the human player and the number of games won by the robot player. Selecting "Clear Score" from the OPTIONS menu will clear the score and you will start fresh. Robots The "robots" which play against a human player and against each other can be modified to play with a wide variety of different strategies. There are two parts to the data which defines the strategy of each robot. One part is called "Neurons" and contains the information to determine the strategic importance of each point on the game board. The other part is called the "Cortex" and contains information which directs the robot's overall strategy. The robot plays by evaluating all moves possible with its dice roll, creating a number for each possible move. It then chooses the move with the highest number, which it considers to be the best move. Each number is calculated using the values found in the neurons and the cortex, which can be modified to vary the robot's playing style. Cortex To modify a robot's cortex, select "Robot A Cortex" or "Robot B Cortex" from the EDIT menu. A screenful of information will appear, with a number on each line. To modify the number on a line, first click on the line with the mouse. The number can be increased by pressing the '+' key on the keyboard, and can be decreased by pressing the '-' key. Also, it can be doubled by pressing the '*' key or halved by pressing the '/' key. There is more than one screenful of information; use the scroll bar on the right hand side of the screen to access all of the data. In general, the robot considers items with large numbers to be more important than items with small numbers. Negative numbers can be used to have the opposite effect of positive numbers. Items with a '+' character at the beginning of the line are things which the robot avoids if the the number for that item is large (such as open blots). Items with a '-' character at the beginning of the line are things which the robot tries to increase if the number for that item is large (such as bearing off pieces). The first two lines of the robot's cortex contain the number of wins and losses for a robot vs. robot match. They do not affect the robot's game play. The next four lines contain the values at which the robot will accept and offer doubles with the doubling cube. When faced with a decision to offer or accept doubles, the robot evaluates both its position and its opponent's position. If the difference lies between the low and high values for doubling, the robot will offer or accept the double, otherwise it will not. The next line determines how important the absolute distance is in relation to other game factors. The absolute distance is simply the total of how far the robot's pieces have to move to be borne off. Increasing this value tends to make the robot try to get its pieces into its inner table, while decreasing it tends to make the robot concentrate on good board positions. The next set of six lines contain information with which the robot determines how important it is to avoid leaving blots open. The first of these numbers tells how reluctant the robot is to leave a blot if the opponent has no points covered on the board. If this number is increased, the robot becomes less likely to leave a blot. The next number tells how averse the robot is to leaving a blot if the opponent has one point covered on the board, and so on, with the last number in the set showing how reluctant the robot is to leave a blot when the opponent has six points covered. These numbers are used in conjunction with the blot value (which can be seen by using the "Statistics" command) to determine the effect that leaving blots has on value of a move. The next line of the cortex contains a percentage which tells the robot how favorable it is to place a single piece on a point as opposed to covering the point with two or more pieces. This is useful when the robot has an option to place only one piece on an important point, since it will be easier to cover that point if there is already one piece on it. The number on the next line tells the robot how important it is to bear off a piece from the board. The next two screenfuls of information in the cortex contain the information used by the robot to determine the optimum number of pieces to keep on a point. It is generally desirable to have two or three pieces on a point, but not more than four or five. The first of these screenfuls of information is used when players still have contact (meaning that a blot can still be hit by the opponent), otherwise, if the players are past each other and just running a race to bear off men, the second screenful of information is used. The reason for two sets of information is that it is important to avoid blots while there is still contact, but it is not important in a rungame. All following information in the cortex is used to determine how important each point on the board is during a rungame (when players can no longer hit each other's blots). This information replaces the neurons when player contact is broken. Points labeled with a 'T' stand for points on the top of the board (the robot always considers itself to be playing from the bottom, so the top is the opponent's side) and points labeled with a 'B' stand for points on the bottom side of the board. These should be set so that the robot is encouraged to move pieces out of its opponent's inner table (to avoid a backgammon) and into its own inner table (points T1-T6). The robot tries to move pieces away from points with high numbers. When done modifying the cortex, click in the close box at the upper left of the screen to return to the game. Neurons To edit the neurons of a robot, select "Robot A Neurons" or "Robot B Neurons" from the EDIT menu. The neurons of a robot are a list of points on the game board, with each point having seven numbers to determine its importance. The numbers on each line can be edited in the same manner as the numbers in the cortex, by selecting the line with the mouse and using the +, -, *, and / keys. Use the scroll bar on the right hand side of the screen to move around, since all of the data does not fit on one screen. The points are labeled T1-T12 and B1-B12, standing for points 1-12 on the top of the board and points 1-12 on the bottom side of the board. The robot always considers itself to be the bottom player, with its opponent at the top of the board. The robot tries to cover points whose neuron numbers are large, while avoiding points with negative neuron numbers. If a point is covered within a distance of six points of the current point being evaluated, then one of the "distance" neuron numbers is added to the value of the point, according to how far away the other point is. Assigning positive numbers to the distance values for points encourages the robot to cover points which are close together. The neurons are only used if the players still have a chance to hit each other's blots. Once players have broken contact, the game is considered to be a "rungame," and the rungame part of the cortex is used in place of the neurons. This allows the robot to change strategies when the game situation changes. To return to the game after modifying the neurons, click in the close box at the upper left of the screen. OPTIONS menu sets both the human and robot scores back to zero. Backgammon Rules Backgammon is played by two players on a board which is divided into four tables. Each table of the board has six triangular points which are alternately colored. The points on each side of the board are numbered from 1 to 12. The points numbered 1 to 6 on each side are called the inner table, and the points 7 to 12 are called the outer table. Each player has fifteen pieces which are set up at the beginning of the game onto the following points: Number of Pieces Point --------- ----- 2 Opponent's 1 point 5 Opponent's 12 point 3 Player's 8 point 5 Player's 6 point Players take turns movingt heir pieces according to the roll of two dice. The two players move their pieces in opposite directions, each moving away from the opponent's inner table toward their own inner table. The object of the game is to first move all fifteen pieces into the inner table, then to remove the pieces from the board in a process called bearing off. The first player to bear off all of his or her pieces wins the game. For the opening roll of the game, each player throws a single die. If the players roll the same number, they roll again. The player with the higher number goes first, using the two dice already thrown as his or her roll. HippoBackgammon always allows the human player to go first with the roll showing on the dice. To make the computer play first, click the mouse button while the cursor is on top of the dice. At the beginning of all following turns, a player rolls two dice. Pieces are moved from one point to another, according to the numbers on the dice. For example, if one die is a 5 and the other is a 3, either one piece is moved 5 points and another is moved 3 points, or one pieced is moved 5 points plus 3 points, for a total of 8 points. If doubles are rolled, then each die counts twice. For example, if double 3's are rolled, four pieces could be moved 3 points each, one piece could be moved 3 points four times (for a total of 12 points), two pieces could each be moved 3 points twice (6 points), or any other combination of four 3's could be moved. A player must use the numbers of both dice if possible. If a player can use either of the two numbers, but not both, then the higher number must be used. If a player rolls doubles and cannot use all four numbers, then as many of them as possible must be used. Once all numbers from the dice have been used that can be used, the dice are picked up from the board to signify the end of that player's turn. A move can be changed as long as the dice have not been picked up yet. Any number of a player's pieces may be placed on a single point. One point can never hold pieces of both players. Whenever a point has two or more pieces on it, it is covered by those pieces and cannot be moved to by the opponent. If a player manages to cover six consecutive points, it is called a prime and cannot be moved past by the opponent. When there is only one piece on a point, it is called a blot, and is vulnerable to attack by the opponent. If a player moves a piece onto the opponent's blot, the opponent's piece is moved away onto the bar, which is in the middle of the board. If a player has one or more pieces on the bar, then that player must move the pieces off of the bar before any other pieces can be moved. Pieces are moved off the bar into the opponent's inner table, so that they must move all the way around the board to reach their own inner table. When a piece is moved off of the bar, it is placed on the point whose number corresponds to the number on the die. For example, a piece moved off the bar with a die roll of 1 moves to the opponent's 1 point. Once all of a player's pieces are in the inner table, they can be borne off (moved off of the board and out of play). A number from the die roll can either be used to bear off a piece from the point with that number, or to move a piece that many points within the inner table. For example, if there is a piece on the 2 point and a piece on the 5 point, then a die roll of 2 can either be used to bear off the piece from the 2 point or to move the piece from the 5 point to the 3 point. If a number is rolled which is higher than the highest-numbered point which still contains a piece, then a piece from the highest numbered point must be borne off. When bearing off, either number from the dice may be used first; however, the rule still applies that if a roll allows either number to be used, but not both, then the higher number must be used. Finally, if a piece is hit by the opponent and moved to the bar during the process of bearing off, then it must be moved back around into the inner table before bearing off can be resumed. The game is won by the player who bears off all pieces first. If the loser is able to bear off any pieces, then the winner is awarded a single game. If the loser fails to bear off any pieces, then the game is a gammon and the winner scores a double game. If the loser has not borne off a piece and still has pieces on the bar or in the winner's inner table when the game is over, then the game is a backgammon and the winner scores a triple game. HippoBackgammon only awards multiple game scores for a gammon or backgammon if the game was already doubled with the doubling cube; a common variation which gives some protection against very bad luck. At the beginning of a game, the doubling cube is placed at the edge of the board with its highest number, 64, face up. This indicates that the game currently counts only as a single game. The cube can be used by the players to increase the value of a game, doubling it each time the cube is used. (The first time it is used, its face value is moved from 64 to 2.) Many players move the cube to the next double value every time that they tie in rolling to see who goes first. A player can decide to double the game only at the beginning of his or her turn, before the dice have been rolled. To do so, the player advances the cube to the next value and places it at the opponent's side of the board. The opponent can then either accept or refuse the double. If accepted, the value of the game is doubled and play continues as normal. If refused, the game is not doubled, but the game ends and the declining player loses. If the double is accepted, the cube is kept on the accepting player's side of the board, and then only the player with the cube has the option to double again. Doubling is normally done only by a player that has a good chance of winning. A gammon or backgammon counts for two or three times the value shown on the doubling cube.e first of these numbers tells how reluctant the robot is to leave a blot if the opponent has no points covered on the board. If this number is increased, the robot becomes less likely to leave a blot. The next number tells how averse the robot is to leaving a blot if the opponent has one point covered on the board, and so on, with the last number in the set showing how reluctant the robot is to leave a blot when the opponent has six points covered. These numbers are used in conjunction with the blot value (which can be seen by using the "Statistics" command) to determine the effect that leaving blots has on value of a move. The next line of the cortex contains a percentage which tells the robot how favorable i Software presents another DR J doc HYDRAULIC SYMBOLS LIBRARY For use with FirstCADD or Generic CADD Level 1 USING THE VIDEO MENUS Two video menus have been included on the disk with the Hydraulic Symbols Library. They list all of the hydraulics components, arranged into groups of similar symbols. When you load one of these menus into a drawing, it allows you to load and place any component in the Symbols Library by choosing it from the menu with a pointing device. The menu called HYDRDISK.MNU is for FirstCADD users (Generic CADD Level 1). It lists the hydraulics components under their "disk name," which has a maximum length of eight characters. This is the same name you would type in from the keyboard when using the Component Place (CP) command to put a component into a drawing. If you use the HYDRDISK MENU, you can ignore any references in this manual to a component's "menu name" and simply use the disk name all the time. Generic CADD (Level 3) users can choose between the HYDRDISK menu and the menu called HYDRL.MNU. The HYDRL menu lists all of the hydraulics components under a menu name that has a maximum of 12 characters. The extra letters allow this menu to be more descriptive than a menu which uses eight-character names. If you use the HYDRL menu to load and place all your Symbols Library components, you will not need to know their eight-character disk names. However, the components are still loaded into a drawing under their disk name, and they will appear on the Component List that way. You will also need a component's disk name if you wish to bring a component into a drawing using the Component Place (CP) command. Both the disk name and the menu name for every component in this library are included in the Glosssary and the Defined Components Charts of this manual. INSTALLATION GENERIC CADD USERS: When a video menu is loaded, the new menu is added to the original Generic CADD menu. The length of the combined menu is limited, however, and the HYDRDISK and HYDRL menus are too long to be used with the Original Generic CADD menu. For this reason, a compressed version of the CADD menu, called VIDHYDR.MNU, has been included on the Symbols Library disk. This menu contains all the same commands as the original Generic CADD menu, but the extra spaces have been eliminated. To load one of the hydraulics menus, begin a CADD drawing and choose the Menu Remove (MX) command from the Utilities Menu. The CADD menu will disappear from your screen. Now type LV (Load Video Menu) and enter VIDHYDR when CADD asks for a menu name (you will need to give a pathname if you are retrieving this menu from a different drive or directory). CADD will load the compressed menu. Give the Load Video Menu (LV) command again and choose either HYDRDISK or HYDRL as your second menu. Select the HYDRL MENU option from the root menu on your screen, and the initial screen of the hydraulics menu will appear. - 1 - You may choose to use the compressed CADD menu all the time. To do this, you should first rename the original Generic CADD menu to VIDEO.BAK. This allows you to retrieve the original menu if you want to use it again later. Rename the VIDHYDR menu to VIDEO.MNU, and copy it onto your Generic CADD disk or into the GENERIC directory of your hard disk. When Generic CADD is started, it always looks for the menu named VIDEO.MNU FIRST CADD USERS (Generic CADD Level 1): To load the HYDRDISK menu, give the Load Video (LV) command and enter HYDRDISK when CADD asks for the menu name (give the pathname if you are loading the menu from a drive or directory other than the one FirstCADD is in). FirstCADD will retrieve the new video menu from the Symbols Library disk and add it to your CADD menu. From FirstCADD's root menu, press the Page Up key until the hydraulics menu appears on the screen. SUBMENUS The initial screen of the Hydraulic Menu is a root menu called HYDRL. It lists the available submenus as follows: SUBMENU SYMBOL GROUP ------------ -------------------------- LINE COMP LINE COMPONENTS CYLINDERS CYLINDERS MOTOR/PUMP MOTORS AND PUMPS VALVE COMP VALVE COMPONENTS VALVE OPER VALVE MODES OF OPERATION VALVE EXAM VALVE EXAMPLES MISC COMP MISCELLANEOUS COMPONENTS Each submenu contains the names of all the components in its symbol group. (The components are more fully described in the Glossary and Defined Components sections of this manual.) When you pick a component off the menu with a pointing device, it will automatically be loaded, and you will be asked where to place it. To return to the CADD menu, select ROOT MENU from the list of options on the initial screen of the hydraulics menu. When you quit the drawing, CADD automatically reloads its original menu for use in the next drawing you begin. Users who wish to make their own menus or who want to create components and add them to one of the Symbols Library menus should refer to their Generic CADD or FirstCADD operator's manual for more information. - 2 - HYDRAULIC SYMBOLS LIBRARY GLOSSARY Components listed in order of appearance on the video menus. MENU NAME DISK NAME DESCRIPTION SUBMENU: LINE COMP (LINE COMPONENTS) CONNECTION HCP Hydraulic connection point LINE PASS LINEPASS Line passover symbol PLUGGED LINE LINEPLUG Plugged line FLEX LINE FLEXLINE Flexible line QUICK DISCON QD Quick disconnect QD W/CHECK QDWCHECK Quick disconnect with check valves ABOVE RES LTRESAFL Line to reservoir above fluid level BELOW RES LTRESBFL Line to reservoir below fluid level TEST CONNECT TESTSTN Test station connection VENT MAN LVENTMAN Line to vented manifold FIX RESTRICT RSTRCFXD Restriction, fixed VAR RESTRICT RSTRCVAR Restriction, variable SUBMENU: CYLINDERS DBL ACTING CYLDACT Cylinder, double acting DBL ENDED CYLDEROD Cylinder, double ended rod DIFFER. ROD CYLDIFRD Cylinder, differential rod SGL ACTING CYLSACT Cylinder, single acting rod 2 CUSHIONS CYLCBE Cylinder, cushions both ends SUBMENU: MOTOR/PUMP (MOTORS AND PUMPS) HYDRAUL MOT HMOT Hydraulic motor OSCIL HYD HMOTOS Hydraulic motor, oscillating BI-DIR HYD HMOTBD Hydraulic motor, bi-directional AIR MOTOR AIRMOT Air (pneumatic) motor BI-DIR AIR AIRMOTBD Air (pneumatic) motor, bi-directional UNI-DIR ARO ROTARO2 Rotation arrow, bi-directional VAR-DISP ARO VARDISAR Variable displacement arrow ELEC MOT EMOT Electric motor COMPRESSOR COMPRESS Compressor SGL PUMP PUMPSFD Pump, single fixed-displacement COMBIN PUMP PUMPCOMB Pump, combination 2 STG PUMP PUMPTS Pump, two-stage DBL PUMP PUMPDUBL Pump, double SUBMENU: VALVE COMP (VALVE COMPONENTS) FLOW ARROW VCFA Valve component, flow arrow BIG FLO ARO BFA Big flow arrow AIR FLOW ARO PNFA Pneumatic flow arrow BI-FLO ARO VCABF Valve component arrow, bi-flow CROS-FLO ARO VCACF Valve component arrow, cross-flow DWN LEFT ARO VCADL Valve component arrow, down to the left DWN RHT ARO VCADR Valve component arrow, down to the right UP LEFT ARO VCAUL [3] - Submarine Attack [4] - Battle Fleet War [=] Map Select - Select your battle ground from these choices: [1] - Strait of Hormuz (Middle East, between Persian Gulf and Gulf of Oman) [2] - Persian Gulf (Middle East, between Iran and Saudi Arabia) [3] - Falkland Islands (group of British Islands close to Cape Horn in SoutSPRINGAJ Spring, adjustable CENTER 0 VCCT0 Valve component center, type 0 CENTER 1 VCCT1 Valve component center, type 1 CENTER 2 VCCT2 Valve component center, type 2 CENTER 3 VCCT3 Valve component center, type 3 CENTER 4 VCCT4 Valve component center, type 4 CENTER 6 VCCT6 Valve component center, type 6 SUBMENU: VALVE OPER (VALVE MODES OF OPERATION) AIR PRES VMOAP Valve mode of operation, air pressure BUTTON VMOPUBUT Valve mode of operation, pushbutton COMPENSATOR PRESCOMP Pressure compensator DETENT VMODETNT Valve mode of operation, detent ELEC MOTOR VMOMOTOR Valve mode of operation, electric motor LEVER VMOLEVER Valve mode of operation, lever MANUAL VMOMANUL Valve mode of operation, manual MECHANICAL VMOMECAN Valve mode of operation, mechanical PEDAL VMOPEDAL Valve mode of operation, pedal or treadle PILOT PRES VMOPP Valve mode of operation, pilot pressure SERVO VMOSERVO Valve mode of operation, servo control SOLENOID VMOS Valve mode of operation, solenoid control, air SOLENOID/AIR VMOSCAPO Valve mode of operation, solenoid control, air pressure operated SOL/PILOT VMOSCPPO Valve mode of operation, solenoid control, pilot EXT TEMP VMOTCOMP Valve mode of operation, external temperature INT TEMP VMOTHERM Valve mode of operation, internal temperature compensation SUBMENU: VALVE EXAM (VALVE EXAMPLES) AIR REGULAT PPRESREG Pneumatic pressure regulator valve AIR SHUTOFF PSHUTOFF Pneumatic air shutoff CHECK CHEKVALV Check valve COUNTER BAL VCOUNBAL Valve, counter-balance DECELERATION VDECELNO Valve, deceleration, normally open FLOW CONTROL FCPCTCIC Flow control, pressure & temperature FLOW DIVIDER FLODIV Flow divider, rotary MAN SHUTOFF VMANSHOF Valve, manual shutoff PRES REDUCING VPRESRED Valve, pressure reducing RELIEF VRELIEF Valve, relief (maximum pressure) SEQUENCING VSEQUENC Valve, sequencing SGL - CLOSED VALVSFNC Valve, single flow path, normally closed SGL - OPEN VALVSFNO Valve, single flow path, normally open - 4 - MENU NAME DISK NAME DESCRIPTION SUBMENU: MISC COMP (MISCELLANEOUS COMPONENTS) ACCUMULATOR ACUMBOTL Accumulator bottle GAS ACCUM ACUMGASC Accumulator bottle, gas charged SPRING ACCUM ACUMSPRL Accumulator bottle, spring loaded COOLER COOLER Cooler or heat exchanger AIR EXHAUST EXHAUST Pneumatic exhaust FILTER FILTER Filter or strainer FLOW METER FLOMETER Flow meter GAGE - PRES GAGEPRES Gage for pressure reading GAGE - TEMP GAGETEMP Gage for temperature reading HEATER HEATER Heater INTENSIFIER INTNSFIR Intensifier LUBRICATOR LUBRICAT Lubricator for pneumatic system PRES SWITCH PRESWICH Pressure switch SEPARATOR SEPARATR Separator for pneumatic system TEMP CONTROL TEMPCON Temperature controller THERMOMETER THERMOM Thermometerhoose between the HYDRDISK menu and the menu called HYDRL.MNU. The HYDRL menu lists all of the hydraulics components under a menu name that has a maximum of 12 characters. The extra letters allow this menu to be more descriptive than a menu which uses eight-character names. If you use the HYDRL menu to load and place all your Symbols Library components, you will not need to know their eight-character disk names. However, the components are still loaded into a drawing under their disk name, and they will appear on the Component List that way. You will also need a component's disk name if you wish to bring a component into a drawing using the Component Place (CP) command. Both the disk name and the menu name for every component in this library are included in the Glosssary and the Defined Components Charts of this manual. INSTALLATION GENERIC CADD USERS: When a video men SOFTWARE and DR. J present JUPITERPROBE by MicroDeal BOOTING: Jupiter Probe is an autoboot disk. Press 1 for a one player game, and key 2 for a two player game. Your high scores will be saved to the Honors Table during play, but will not be saved to disk. INTRODUCTION: On behalf of mankind, we welcome you to Jupiter Probe. Your ship automatically relays photographic data to earth. This is guarenteed. Your survival is not. You have three ships equipped with twin cannons and limited Ultra-Sonics. Use your Ultra-Sonics wisely. Remember, the information is vital to the continuation of life on earth. GOOD LUCK !! JUPITER PROBE SPECIFICATIONS: BATTLE COMPUTER: Your only friend. It can see beyond the viewing area of your radar screen. Its Voice will warn you of approaching Mutations and Formations. Heed its guidance. ULTRA-SONICS: These bombs cause a massive disturbance in the viewing area and destroy all enemy fighters and formations in the area of the radar viewing screen. They will not harm the larger mutations (See below). You may earn an additional Ultra-Sonic by destroying a formation. SHIELDS: These make your ship immune to destruction for a limited time. Shields are activated by pressing the left mouse button or the space bar; the same device that activates the Ultra-Sonics (shields take precedence over Ultra-Sonics and are activated first.) Your earn a Shield by wiping out an entire formation (See below) and touching the star that appears on the screen afterwards. Your battle computer will tell you if you have earned a Shield or an additional Ultra-Sonic. ENEMY FIGHTERS: These Drones attack you constantly with cannons similar to your own. They come in two shapes, one of which is faster than the other. They are easily destroyed with cannon fire and Ultra-Sonics. MUTATIONS: Mother ships of the Drones. The Mutations are heavily armored, and will not be affected by your Ultra-Sonics. It will require several cannon hits to take out one of these monsters. FORMATIONS: Enemy fighters attacking in groups. Your Battle Computer will alert you to the approach of an Enemy Formation (They will be a diff- erent color from normal fighters). If you are skillful enough to destroy every ship in the formation, a star will appear in front of you. By flying into the star you will be awarded an advanced feature (either a Shield or and Ultra-Sonic). Your Battle Compputer will inform you of which feature has been added to your arsenal. PLAYER CONTROLS: F1 ABORTS GAME F2 MUSIC ON/OFF F8 PAUSE F9 RESTART JUPITER PROBE GUIDANCE: KEYBOARD: LEFT ARROW MOVE LEFT RIGHT ARROW MOVE RIGHT UP ARROW MOVE UP DOWN ARROW MOVE DOWN SPACE BAR ULTRA-SONICS or SHIELDS ALT KEY FIRES CANNON CAPS LOCK KEY FIRES CANNON JOYSTICK: JOYSTICK LEFT MOVE LEFT JOYSTICK RIGHT MOVE RIGHT JOYSTICK DOWN MOVE DOWN JOYSTICK UP MOVE UP SPACE BAR ULTRA-SONICS or SHIELDS FIRE BUTTON FIRES CANNON MOUSE: MOUSE LEFT MOVE LEFT MOUSE RIGHT MOVE RIGHT MOUSE FORWARD MOVE UP MOUSE BACK MOVE BACK LEFT MOUSE BUTTON ULTRA-SONICS or SHIELDS RIGHT MOUSE BUTTON FIRES CANNON HYDRAULIC SYMBOLS LIBRARY GLOSSARY Components listed in order of appearance on the video menus. MENU NAME DISK NAME DESCRIPTION SUBMENU: LINE COMP (LINE COMPONENTS) CONNECTION HCP Hydraulic connection point LINE PASS LINEPASS Line passover symbol PLUGGED LINE LINEPLUG Plugged line FLEX LINE FLEXLINE Flexible line QUICK DISCON QD Quick disconnect QD W/CHECK Leaderboard Quick Guide, Instructions and Game Tips...Courtesy of THE SCRIBE <<< LEADER BOARD >>> BY ACCESS ===================== QUICK REFERENCE ===================== APPROXIMATE LENGTH IN YARDS CLUB SHORT LONG 1W 1 Wood ------------------ 156 ----------- 271 2W 2 Wood ------------------ 135 ----------- 245 3W 3 Wood ------------------ 128 ----------- 234 1I 1 Iron ------------------ 110 ----------- 220 2I 2 Iron ------------------ 100 ----------- 210 3I 3 Iron ------------------ 88 ----------- 202 4I 4 Iron ------------------ 70 ----------- 189 5I 5 Iron ------------------ 67 ----------- 181 6I 6 Iron ------------------ 55 ----------- 169 7I 7 Iron ------------------ 50 ----------- 153 8I 8 Iron ------------------ 36 ----------- 138 9I 9 Iron ------------------ 26 ----------- 117 PW Pitching Wedge ---------- 11 ----------- 83 Putter*** --------------- 1" ----------- 64' ***The computer automatically selects the putter when you are playing the green (within 64 ft.) *** EXCEPTIONS *** SHOTS FROM THE ROUGH - any club will function as if it were 2 sizes smaller. SANDTRAPS - Irons and pitching wedge are recommended. The club will function as if it were 2 sizes smaller. AIM YOUR SHOT - Use the cursor to aim the direction of the flight of the ball. Hold down the left button and move the mouse left or right to move the cursor. WIND - (Pro level only) Check the wind stick before hitting the ball. WHITE > the white stick indicates wind velocity (taller the stick the faster the wind is blowing): BLUE > the blue line indicates the direction the wind is blowing. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ *** SWING THE CLUB AND HIT THE BALL *** 1. Hold down left button and move mouse left or right to aim your shot. 2. Move the mouse forward or back to choose a club. 3. Start your swing by holding down the right button. 4. Set the power by releasing the right button during the back- swing (watch the golfer or indicator). Power is at maximum only at the top of the backswing (indicator) and releasing early will reduce the power. 5. Set the snap by pressing the right button at or near con- tact with the ball. Snapping just as the club hits the ball (or at the Tee Bar near the bottom of the indicator) will produce a straight hit. Snapping too soon will cause the ball to "hook" (go left). Snapping too late will cause the ball to "slice" (go right). When the button is pressed, the point of the snap will be locked on the indicator. *** PUTTING *** Once you get within 64 feet of the hole the computer will automatically place you on the green and remove the pin (the pole with the flag). You cannot change clubs at this point since the putter is the only club you can use on the green. To putt the ball, you need to do only two things; aim your shot and set the power. Use the cursor as before to aim the shot (hold down left button and move the mouse left or right). The ball will start out in this direction. The ball may break left or right depending on the slope of the green. To determine the amount and direction of break, you must learn to read the slope indicator which appears on the green to the left of the golfer. The slope indicator is a stick with a shadow. The length of the stick indicates the degree of slope and the shadow, its direction. Estimate the power needed by noting the distance to the hole. Press the right button and hold it until the power level is sufficient to reach the hole and then release it. The golfer will putt automatically. The power indicator is the vertical bar with eight sections. Each section represents 8 feet of putt. ~~The Scribe L E A D E R B O A R D *** LOADING INSTRUCTIONS *** (1) Plug the mouse into the front port on the 520, and the left port on the 1040. (2) Turn on the disk drive and monitor. (3) Insert the disk in drive A and turn on the computer. (4) First you will see the title screen. Press any key or the button on the mouse to continue. (The security key has been bypassed so ignore this prompt.) *** SETTING UP THE GAME *** LEADER BOARD allows you to play from 18-72 holes with computerized scoring. Select: (1) 18 holes (2) 36 holes (3) 54 holes (4) 72 holes Club selection is made by moving the mouse forward or back. (Check the Quick Reference Docs for club selection.) Position the aiming cursor by holding down the left button and moving the mouse left or right. Use the right button of the mouse to swing the club and hit the ball. Either observe the golfer or use the Power/snap Indicator to determine the power and timing of your stroke. (Check the Quick Reference Docs for details.) The scoring indicator is displayed on the right of the screen. The indicator shows which player is hitting, which players are in the hole, how many strokes each has taken this hole, and how each player's total score compares to par for the course. (1) You receive 1 point (stroke) each time you hit the ball, regardless of the distance it travels. (2) You receive a distance penalty (ball returned to last spot) if you hit a ball out of bounds, into a water hazard, or into the mud. (3) Low score wins. *** RULES OF THE GAME *** (1) PLAY IT AS IT LAYS. You must play the ball from the position in which it lands. Exceptions are: out of bounds and those that land in the water or mud. (2) OUT OF BOUNDS (water holes only). If your swing takes the ball out of bounds, you will hear a BUZZER. On holes played over water a shot which leaves the screen is ruled "out of bounds". You are penalized distance and the ball is returned to its original position. It is still your turn. (3) IN THE WATER. If your ball lands in a water hazard, you will see and hear a SPLASH. You are penalized distance and the ball is automatically placed at the point from which you took your shot in the first place. (4) IN THE MUD. If your ball hits the side of an island, it will stick in the mud and have to be replayed. (5) THE COMPUTER will take the same point of view as the player in determining the playability of a ball that has come to rest. If, after moving up closer, the ball is found to be in mud or water, the computer will place a small pad under the ball so the player can hit it. Just consider it a "lucky bounce". *** METHODS OF PLAY *** In this game you play alone either against par or your own best score. You do not play against the computer. (1) After each player has teed off on Hole 1, the player who is farthest away from the hole shoots first, the player who is next farthest away shoots second, etc. If, after your shot, you are still away (farthest from the hole), it is still your turn. You continue until you are no longer away. (2) When a player has hit his ball and his turn is over, the ball will not appear on the screen again until it is his turn. (3) Decide the order in which players tee off when names are typed in at the beginning of the game. This order will determine which score readout is yours throughout the game. If you tee off second on Hole 1, the second readout will always indicate your score. (4) After a hole has been played, the player with the lowest score on the hole tees off first on the next hole. This is called "having the honor". Since the score is kept on each hole, you will be able to determine from it who has the honor. The computer also keeps track and automatically changes the color of the score readout for the player who has the honor. *** METHODS OF SCORING *** Compete against your best score and the golf course by trying to come in under par. Depending on the course, a very skilled player can score 10-20 strokes under par on eighteen holes. MEDAL PLAY (Singles or Partners). Winner is determined by total of all strokes (points) for entire game. Low score wins. MATCH PLAY (Singles or Partners). Each individual hole is awarded to the player or team with the lowest score on that hole. At game's end the player or team with the most holes won takes the game. BEST BALL (Partners only). Method of scoring for either MEDAL or MATCH Play. Best score by either partner on a team is used as the team's score. NOTE: If you decide on a Match Play or Best Ball game, you will need to keep track of your scores on a separate sheet of paper. The computer does not keep score in this manner. *** GAME TIPS *** (1) Be sure to CHECK YOUR CLUB - Check to make sure the golf club you want to use is displayed. When you are making final direction adjustment, the golf club can sometimes change accidently. (2) Always go to the Driving Range before starting. This allows you to get the correct timing on your swing. (3) Remember that the wind can make a substantial difference in your shot, especially short irons and your pitching wedge. (4) Try to avoid hitting your ball onto the edge of the green far away from the hole. The greens are large with downhill and uphill breaks and if you are too far from the hole, you may require 2 putts to get to the hole. Remember: You MUST use your putter on the green. (5) Be extra careful in judging distance over water. If your ball falls short and lands in the water, it'll cost you a distance penalty. (6) Learn to use the hook and slice. They can be used to your advantage on difficult shots around trees and when the wind is in play. *** ADDITIONAL FEATURES *** Driving Range - To get to the Driving Range Press (R) when the "Select Player" screen appears. Exit by pressing (/). Abort Feature - You can return to the "Select Player" screen from almost any point in the game by pressing (/). This will cancel the game in progress. Automatic Demo - If left unattended for one minute the computer will start the demo. You may start it manually by pressing (D) from the "Select Player" screen. Course Feature - Pressing (H) while on any tee will take you to the next hole. This will, of course, invalidate the scoring system. *** TROUBLE SHOOTING *** If Your Shots Have No Power - Either you are releasing the button too soon, too late, or not at all during the backswing. Press the button to start the swing and hold it down until the club is at the top (highest point) of the backswing and then release. If Your Shots Curve Badly Left Or Right - You are not pressing the button just as the club hits the ball. Practice your timing on the NOVICE level and on the Driving Range. ~~The Scribehe Tee Bar near the bottom of the indicator) will produce a straight hit. Snapping too soon will cause the ball to "hook" (go left). Snapping too late will cause the ball to "slice" (go right). When the button is pressed, the point of the snap will be locked on the indicator. *** PUTTING *** Once you get within 64 feet of the hole the computer will automatically place you on the green and remove the pin (the pole and Dr J present this golden oldie.... MARBLE MADNESS by Electronic Arts GETTING STARTED 1. Remove all cartridges and turn off your peripherals. 2. Plug mouse or joystick into port 0. In a two-player game, only port 0 will support the mouse. Player two must use a joystick. 3. Insert the boot disk into the internal drive. 4. Turn on the computer. Game will boot automatically. 5. Two-drive system users: Insert boot disk into drive A and game disk #2 into drive B. NOTES: Marble Madness will not boot from the GEM desktop. COMMAND KEYS The following command keys allow you to choose an option, or toggle between two options. F1 or 1 Single-player game. choose this option to start the game. F2 or 2 Two-player game. Choose this option to start the game. F3 or ESC Pauses game. Hit any key to resume play. F4 Sets # of joysticks. F5 Sets mouse speed! (Slow or fast) MOUSE AND JOYSTICK CONTROL Joystick - Move the joystick to move your marble. Press the FIRE button to give your marble extra speed. Mouse - Roll the mouse to control the direction of travel and the speed of your marble. Roll the mouse faster to increase the speed of your marble. Pressing the mouse button has no effect.or. (3) Insert the disk in drive A and turn on the computer. (4) First you will see the title screen. Press any key or the button on the mouse to continue. (The security key has been bypassed so ignore this prompt.) *** SETTING UP THE GAME ***