home
***
CD-ROM
|
disk
|
FTP
|
other
***
search
/
La Bible Des... Jeux
/
La Bible des... Jeux.iso
/
Anti-sèches & Niveaux
/
Pour Doom II
/
+ de 125 WADs
/
Invade 2
/
TECHMAN2.TXT
< prev
Wrap
Text File
|
1995-10-20
|
7KB
|
128 lines
Union Aerospace Corporation SECURITY ACCESS 1
OFFICERS' EYES ONLY
INQUISITOR (LV-426)
Technical Guide of the Upper Decks
WARNING: Possible Spoilers Below.
* Standard Features of Most Rooms:
Doorway heat sensors turn on the room's lights.
Service paths gives access to various rooms.
+++ Pressing F1 will access the General Security Access Map +++
Air Locks: These usually connect to an escape pod/craft or provide access to
the external hull. Switches operate the doors so an enclosed,
secure environment is possible.
Blast Doors: Are automatically activated if the ship gets damaged or when
the final self-destruct sequence has been initiated. This is
to prevent the crew from entering possible damaged areas.
Service paths could bypass some blast door locations.
Computer Core: The computer room in the Engineering section is secondary
compared to the Main Computer Core. With access ramps, you
can get access to the heart of HAL 2000. Here, approximately
10,000 kiloquads of data are stored and accessed. A high
voltage electrical grid provides power for HAL.
Data Entry Terminals: They are located in various places throughout the
ship. On the upper decks, there are two main areas.
The one in the Rec-Deck controls part of the service
paths forcefield de-activation. The one near the
Computer Core activates one of the access ramps to the
core.
Elevators: Are located in various sections of the upper decks. They provide
access to various floors and can be activated with switches. The
main Inq-Lift can carry more than four marines at a time and can
stop at either of the two floors with a flip of a switch.
Emergency Room: When the abandon-ship order has been given, this is the room
to report to. Here, one can get fresh medical supplies and
equipment. The airlock to the escape pod is also located
here. Emergency transporters will teleport you to the
closest planet within transporting range. A fusion battery
needs to be activated to provide power for the transporter.
Escape Pod/Craft: These are vessels that can transport crew members off the
ship in case an abandon-ship situation. They are
connected to an emergency room by an air lock system. A
large launch switch is provided for rapid launching during
dire circumstances.
Main Bridge: The control room of the ship. Here one may activate the
Thermonuclear Self-Destruct Sequence... provided, of course,
they have the access keys. The color sequence for the access
key is: Blue, Yellow, and finally Red. On the Bridge, one may
watch the viewscreen for various information about the ship.
The bridge has an emergency override switch for the main door,
in case the door mechanism gets damaged.
Med-Lab: Medical supplies and equipment are located here. The Chief Medical
Officer and staff provide constant health services. Here, one can
find a complete biohazard isolation room with containment systems,
bioscanners, and biobeds. Medkits and stimpacks can be found in
abundance here.
Rec-Deck: This dome located at the very top of the ship provides a great
view of space. Officers and crew members often come here to
relax. The target range and a data entry terminal can be accessed
through here.
Security/Brig: Here is where criminals or mutineers are held during any
space mission. One must first pass through a metal detector
and the guard on duty will then operate the door for you to
enter. Inside one will find the brig, where a forcefield is
used to keep the prisoners in the cell. The security chief's
room is near the brig and contains monitors displaying the
various ship rooms.
Service paths: These are tunnels which the service crew use to get from one
location to another. Various objects are usually stored in
lockers or shelters along the way in case of a crisis. For
emergency situations, a rocket launcher is provided in a
forcefield protected room. The entrances to some rooms may
be covered with wires and pipes which hinder their
visibility. Maps are valuable here.
Shield Generator: This is where the protective field around the ship is
created. Part of the same energy grid that powers the
Computer Core also provides power for the shields. The
Shield Generator has a protective steel barrier that
is activated when any metallic object (such as the 10mm
explosive-tipped caseless standard light-armor piercing
rounds) hits the shield power beam. The ship's vault is
also located near here and is protected by a forcefield
controlled in the Shield Control Room.
Target Range: This is where one may test their shooting skill. Below is an
excerpt from the target range rulebook:
1) Only pistols may be used.
2) Select a target bar (if two players, each player selects a
color for their target).
3) Aim and fire at your target bar.
4) If you hit the target bar, the score indicator for that
particular colored bar will rise. If you miss your shot,
a protective steel barrier will rise to block it off.
5) If two players, alternate between players, only targeting
your particular color.
6) When all the bars have been shot at, read the score from
the score box by tallying all the raised score indicators.
The maximum score is 6 out of 6 for one player or 3 out of
3 per player when two players are playing.
7) Only one round is possible per game.
Thermonuclear Detonator: This is the detonator for the self-destruct system.
Each one of the codes in the self-destruct sequence
lowers a protective barrier around the fusion core.
When all the barriers are lowered, the core is
flooded with antimatter, causing it to overload and
collapse. The protective barriers themselves
cannot be damaged by any conventional weapon.
WARNING: Standing too close to the Thermo Detonator
could be hazardous to your health.
---------------