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1995-10-14
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33KB
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805 lines
MAGIC FLY
BIRTH OF THE FLY:
THE SECURITY PASS CARRIED BY GENERAL BY GENERAL JOHN PARRAMORE HAD A
LARGE YELLOW LABEL. IT READS `WEAPONS RESEARCH`-GRADE 10. IT WAS THIS
SLIP OF SILICON AND PLASTIC THAT HAD MADE HIS JOURNEY INTO SUCH A
SENSITIVE PLACE POSSIBLE.
`AH` GENERAL PARRAMORE, GLAD YOU COULD SPARE THE TIME, A VOICE ECHOED OUT
OF A DARKNESS WHICH SHROUDED UNWELCOME EYES FROM RESEARCH HANGAR NUMBER
7.
FROM THE SHADOWS CAME AN OUTSTRETCHED HAND FOLLOWED CLOSELY BY A WHITE
COAT WORN BY ZED SNELL, CHIEF DESIGNER AT DEL-VARIANT.
They are just putting the finishing touches to......HE STARTED TO
EXPLAIN.
BEFORE HE COULD FINISH THE GENERAL HAD MOVED AWAY AND WAS PEERING EAGERLY
INTO THE HANGAR. SNELL THOUGHT HE HAD BETTER COVER THE SILENCE.
When your very specific request came through, i immediately thought of
our original fly concept. it embodied many of the charcteristics that you
specified so --we evolved the fly into something radically different from
any other fighting machine, we think.
A NOT SO DISTANT COUGH TERMINATED SNELLS DIATRIBE. ah lights please.
THE HANGAR INSTANTLY BECAME FULL OF EQUIPMENT,TECHNICIANS AND ONE VERY
DISTINCTIVE LOOKING SPACECRAFT.
this is the T2..the MAGIC FLY..snell took on a paternalistic gaze as
parramore moved towards the hardware for a close inspection.
PARRAMORE RECOGNISED VARIOUS EXTERNAL FEATURES, THE GP7 RIPPLE FIRE
LASER, THE MULTI LASER DEFLECTIVE ARMOUR.
this?. HE POINTED AT AN OCTANGAL POCKET WHICH APPEARED IN FOUR PLACES ON
THE REAR OF THE CRAFT.
a multi various weapon launcher--it can fire almost anything that you
could feasibily carry. the power plants are 4 olympus 972`s with turbo
modifications. speed is hover to 2200 metres per second and...SNELL DREW
BREATH..it can turn on a credit card.
TO SNELLS AMAZEMENT PARRAMORE TURNED AND BEGAN WALKING AWAY.
THE GENERAL KEPT WALKING.
i want another 9..you have 65 days.
this is only the prototype!!, PROTESTED SNELL.
no, this is mission day minus 64....your pilots will be here in 8 days, i
suggest you get a move on.....
SNELL LOOKED AT THE TECHNICIANS. THEY LOOKED AT HIM. THEY ALL LOOKED AT
THE MAGIC FLY.
ITS NAME IS ....... T2 ..... (CODENAMED THE MAGIC FLY)
CARRYS A CREW OF 1
WEAPONS 1 GP7 RIPPLEFIRE LASER CANNON,MULTI WEAPON
LAUNCHER.
POWERPLANT OLYMPUS 972 WITH TURBO MODIFICATIONS.
SPEED HOVER TO 2200 METRES PER SECOND.
THE BRIEFING:
Xv squadron had been recalled 2 weks into a months rest segment. they
returned to their carrier to find that not only had orders changed but
all their t1 craft had been replaced. In the days that followed they were
involved in an intensive training programme. They were all amazed at the
agility and firepower the `magic fly` supplied. Together with the odd
fright. everybody got caught out by the turbo at some stage. now they
were ready--for what?.In the 8 weeks of training they had no indication
as to their target. All they knew was that it involved confined space
flying and fighting. A challenge for which they all agreed the `magic
fly` was superbly suited.
8 hours previously all craft and support equipment had been stowed abaord
the carrier `acheon` and they had left gateway for deep space. The pilots
concerned themselves with the weapon profiles of their craft and waited
for the call to mission briefing. It came soon enough.
Parramore waited until all pilots had controlled their pre-flight fidgets
before beginning his presentation.
The target is a small ore planetoid in an obscure system on the edge of
the 7th spiral arm- calledlb-400-21. It was previously mined for precious
metals and contains an extensive network of tunnels. Intelligense reports
suggest that this is the primary base for the ceti triads. It is our
belief that they are using it to service a large selection of military
hardware. We also understand that they are devolping a super fighter, the
`moth`.
We need to know the harware they have, and its capability. So - nobody is
carrying any nuclear weapons, we must have this data before you destroy
the complex.
If we can`t carry nuclear - how do we pickle the place once we have all
the data we need?..CAME THE OBVIOUS QUESTION.
Even if all your t2`s carried nuclear weapons you could not deliver the
tonnage necessary to destroy lb-400-21. Your only chance is to use the
nuclear stockpile they have collected. You need a `trigger` to detonate
these weapons-somewhere inside that complex is an atomic sledge hammer.
once fired this will fly to the neaarest atomic device and detonate it.
The end result is a nuclear explosion which will obliterate lb-400-21
Here are your mission objectives. read them well. The drop is scheduled
for 1300 hours. Good luck!.
MISSION OBJECTIVES.
To complete the mission you must navigate your `magic fly` through a vast
3d under ground complex, overcome its defenses and achieve these
objectives.
1. Locate and neutralise the communications centre,reactor
core,missile defense system and computer centre.
2. Find the inner sanctum,get inside and scan the prototype `moth`
before destroying it.
3. Find the atomic sledgehammer and use it.
4. Scan all enemy craft you encounter to obtain information about
their capabilities.
5. Escape from the planetoid before it explodes.
You must fulfill the first 2 objectives before you destroy the entire
complex.
The means to do this and possible escape lie within the complex.
The asteroid is protected by a large number of enemy craft which patrol
the tunnels. These are the forces of the ceti-triad,who will attempt to
hunt you down,destroy your ship and terminate your mission.
The ceti triad have also placed static defense structures and buildings
into the tunnels to prevent enemy aircraft penetrating the complex. most
objects you find have some function,either defensive,obstructive or both.
FLIGHT GUIDE:
The magic fly is simple to navigate and has many defensive and offensive
options, these include three types of laser, three types of missiles and
a range of `super` weapons designed to overcome `hardened` foe or
objects. If you come under attack you have a craft which can manoeuvre in
the smallest of spaces,launch defensive `webs` and out-run the enemy with
turbo engines.
MAIN SCREEN:
The main screen is a combination of the view of the view from the magic
fly as much information as can be easily be digested while you are
controlling the magic fly. The key areas on the main screen are numbered
on the main screen graphic. You will find a full description of these in
the follwing sections.
ACTION TRIANGLES:
There are 5 extra info screens which give you access to extra information
and features of the `magic fly` they are:
. MAP (SEE SECT 2.1)
. DAMAGE CONTROL (SEE SECT 4.1)
. DATABASE (SEE SECT 12.1)
. ENERGY (SEE SECT 5.1)
. WEAPONS (SEE SECT 3.1)
To see the screens,click on the action triangles on the main screen with
the left mouse button, to exit the extra info screens, press the right
mouse button or space bar..See your magig fly reference card for the
keyboard shortcuts to activate the action triangles..Action triangles are
located near the area they provide extra info for.
1. THROTTLE AND THRUSTERS:
The throttle and thruster display is replicated in each corner of the
screen,showing the positioning on your craft. The throttle part will
illuminate to show you how much power your engines are outputting. The
thruster elements will become active when you turn,flip or roll.
2. MAP RADAR:
This is a miniture 3d map of your local area,with you at the centre. Enemy
craft are overlaid as dots. A full map showing all the tunnels you have
flown through can be seen by clicking on the `action` triangle in the
corner of the map radar.(This is the largest screen to the left of the
main screen..and the action triangle is the small triangle..top left of
this)
SECT 2.1
EXTRA INFO---MAP:
The navigation computer on the `magic fly` has an auto mapping function.
This will help you to orientate yourself in the tunnel system and gauge
your progress. Only tunnels you have flown through are shown on the map.
when you activate the map the centre of the map display shows the current
position of the `magic fly`. Your cordinates (x,y and z under cursor) are
also shown as are the cordinates of the last docking bay you entered.
Click the arrow icons to scroll
The map in one of six directions. In representing this 3d world on a 2d
screen, the tunnels travelling in each of the 3 planes are coloured
differently, the large 3d image on the left is supported by three 2d
views in the top right. If the point at very centre of the map images
lies on the tunnel it is shown in white.
Two other icons are also provided,a takes the map back..(shown on the
extra info map..bottom right of the screen..square next to the down
key.)to the start position.(where the magic fly is located).b goes to the
position of the last docking bay you entered.(b is shown on the extra
info screen..far right hand side..3 central squares.
3.
CURRENT WEAPON:
This is both a weapons selector and indicator showing the quantity of an
item you are carrying(except for laser bolts of which you have a limited
supply.) to change current weapon click on the triangles located above
and below current weapon..(shown on main screen top left corner .2nd box
down--has a triangle above and below it)..this will cycle through your
availabe weapons. The quantity of each type of weapon available is
indicated by the number of red dots below the weapon name.
The only weapons which are always be available are lasers. These have
unlimited shots as long as the laser unit remains undamaged and you have
the energy to fire them.(see energy section)
All other weapons are carried in the multi-various launcher. This can
carry a limited number of special weapons. You will find these weapons
stored in the docking bay,if you want to familiarise yourself with what
each weapon looks like, use the action triangle to get`extra info` on
weapons. the only other time you will have a chance to view them is when
they are fired at you!.
THE RANGE OF POSSIBLE WEAPONS ARE:
LASERS 1,2, AND 3 -/- CAT
MISSILES 1,2, AND 3 -/- WEB
MINES 1 AND 2 -/- ATOMIC SLEDGEHAMMER
As a particular weapon is selected the targetting system which overlays
the targeting window will change to reflect the type of deployment the
weapon has. Some weapons are not targeted.
At the start of the game you will only have lasers and missiles. You can
replace the missiles from the stick piles which are accesed through the
docking bays.
In addition to all the destructive items you have,you also have the
scanner, this has no offensive capability but is used to collect data
about the ships you encounter..(part of your mission) any ship which is
succesfully scanned can be viewed in the database. this will give you
information on how to fly and combat the craft thereby contributing to
your completion of magic fly.
3.1
EXTRA INFO-WEAPONS:
All the available weapons are shown here in 3d. To change the selected
weapon click on the weapon displayed down the right side of the screen.
The chosen weapon can be rotated through various positions by clicking on
the rotate icons,located at the bottom of the screen. The web cannot be
rotated, and the scanner cannot be viewed, as it is part of your ship,
and not a weapon.
4
DAMAGE CONTROL:
This part of the main screen de[picts a view of your ship. When one or
more segments flash this means you have sustained damage in those areas.
If you wish to access the damage or activate the damage control
systems,click on the damage control action triangle(on the far right of
the screen..has a piccy of the fly in it)...
4.1
EXTRA INFO--DAMAGE CONTROL
From the small indicator on the main screen you will know if your craft
is damaged. The extra info for the damage control will tell you how badly
each area id damaged and also give you the opportunity to set repair
systems to cure the damage. The repair systems can be set to one of four
levels:priority-/-high-/-low-/- or forget(leave damaged). Set the desired
level; of repair by clicking alongside the damaged part in the appropiate
column. The repair system has a limied amount of resources, by setting high
or low levels of repair you are specifying the proportion of the effect
which goes into repairing the system. The priority setting will set all
other reapairs to forget, with all the repair resources going into fixing
that item.
For a better understanding of where precisely you are damaged, the screen
displays a 3d model of the magic fly which can rotate. Overlaid on this
are yellow circles which show the site and extent of damage.
EXTRA INFO SCREEN--DAMAGE CONTROL:
HERE`S A DESCRIPTION OF THIS SCREEN:
LETTERS P/H/L/F ..TOP RIGHT OF THE SCREEN....GIVEREPAIR SETTINGS....THESE
ARE P = PRIORITY....H = HIGH....L = LOW....F = FORGET.
The icons on the right hand side are all the flys systems..as described
click on the small box(far right) to choose repair level.
The icons running from the bottom left of the screen(there are 7 of them)
(of which the first 6 of them are the are rotate icons) the last in the
line is to reset to the startin position.
5.
ENERGY BANKS:
This gives you a graphical display of your current energy status. (Right
hand side of screen..2nd row..set of three icons) These are the 3 main
tanks..with the next icon along being the reserve. as you use energy, the
tanks will empty from right to left. When you have no energy left, the
magic fly will self destruct. the technolgy is to sensitive to be left
floating around. Refurel with energy at docking bays.
5.1
EXTRA INFO--ENERGY
To check the fuel status of the magic fly, refer to the extra info-energy
screen, this shows exactly how much flying time is left at the current
level of power use. Additional information on the amount of energy units
used by various systems and weapons is also displayed.
The energy shown for weapons is the amount expended per shot. The energy
shown for scanner-/-turbo-/-ecm and systems is the amount expended during
each minute of use. In an emergency situation, it is possible to de-
activate the front and rear sheilds. This is accomplished by clicking on
the sheild values above and below the ship graphic. By dropping the
shields, you will prolong flight time and this may also give you energy
to repair or fire weapons. but beware--if you hit an obstruction or are
struck by a weapon with your sheilds lowered, the magic fly may be
destroyed.
6.
ZONE INDICATOR:
The magic fly is navigated through junctions by means of `zone flying`
this instrument shows you which zone you are in. (Octangal type shape..at
bottom right of the main screen)
To make navigation of magic fly as simple as possible, zone flying has
been designed. This means that it is not neccesary to turn corners, as
the navigation computer will do this for you. All that the pilot needs to
do is to get the magic fly into the correct zone and make the turn he
wants.
Imagine the tunnel is split into 5 zones..top-/-left-/-right-/-bottom and
middle. by flying in one of these zones you are making the decision as to
which direction you wish to go at any intersection. Flying the top zone
would be selecting the exit upwards if a tunnel goes in that direction at
the next junction.
To help you get acquainted with using the zones, a zone indicator is
located on the main screen, this illuminates the current zone and also
shows your position within the zone. If you roll the ship, the zone
indicator moves with you.
While moving betwen tunnels(at a junction or kink) you have no control
over the magic fly, until you enter the next tunnel section. The
disabling of the control and weapon launching is for your own protection.
7.
DOCKING AID:
To replenish your fuel tanks and weapons, you must find and use the
docking bays located within the tunnel complex. The docking aid will give
you a visual and audiable signal when you are in the same tunnel as a
docking bay. depending on the distance from the bay, the aid will ping
at a varying rate. The closer the pings are, the nearer you are to the
dicking bay,if the sound is continuous and the indicator is still, then
you are directly above the docking bay, a blue door in the floor of the
tunnel.
From this position you can auto dock..enter the bay,refuel,repair and
rearm and also save the game.
8.
TURBO COUNTDOWN:
The engines of the magic fly have a special modification for turbo speed.
this is an ultra high speed escaspe or pursuit mode. It does however have
its drawbacks. the turbo must reach a set pressure level in the engine
before it is engaged. It takes approx 5 seconds to achieve `turbo`
pressure before it is engaged. It takes 5 seconds to shut down and
disengae. For this reason we recommend that you use turbo in areas where
you know the layout of the tunnels..once the turbo countdown has been
started it cannot be aborted. your turbo fire and sped of the fly will
increase dramatically..in order to help you judge turbi ignition, the 5
second pressurisation and shutdown periods are displayed as a countdown
in the turbo area of the main screen(just below radar..shown as a
sextangol shape) if you have a collision whilst using turbo speed, the
turbo will automaticallt shutdown to prevent further damage to your ship.
9.
COMBAT INDICATORS:
The six combat indicators are warning lights to highlight certain
situations.
THESE ARE:
LIGHT 1. MISSILE 1 OR 2 IS COMING IN YOUR DIRECTION.
LIGHT 2. A MINE IS NEAR YOUR SHIP.
LIGHT 3. THE `CAT` IS FIRING.
LIGHT 4. MISSILE 3 HAS BEEN FIRED AT YOU.
LIGHT 5. A WEB IS NEAR YOUR SHIP.
LIGHT 6. ECM (ELECTRONIC COUNTER MEASURES) IS ACTIVE.
Activating ecm sends out a pulse of energy, any guided missile entering
this pulse will become confused. The most likely result is that the
missile will travel on in a straight line. Thus giving you an opportunity
to move out of its path. Sometimes the effect is less predictable. Each
use of the `ecm` will use a large amount of energy.
10.
TARGETTING WINDOW:
In the centre of the main screen is the targetting window, through which
you can view out of the magic fly. Through the targetting window you will
see a computer enhanced image which enables you to view the tunnel
structure as a transparent. This makes seing enemy ships and obstacles
easier. you can activate normal vision, but in this type of enviroment we
suggest you use enhanced vision for fighting. Enhanced vision is the
default mode. The targetting window is overlaid with line graphics which
are there to help you fly the ship and target weapons. Depending which
weapon you have selected, a targetting cross will appear in various
shapes and sizes. The default weapon is the laser. If you experiment with
the laser you will discover the lasers always fire in the direction
marked by the centre of the targetting window. The targetting cross is
used to line the ship up with the target. So aim you ship--not the
weapons.
Due to the layout of magic flys layout,lasers can fire in either
direction(front or rear) missiles always fire in either direction
forwards and most of the super weapons fire backwards. Switch to a rear
view to target behind.
11.
VIEW DIRECTION INDICATOR:
This small indicator shows which way the view from the fly is pointing.
the arrow inside the can poit in 1 or 2 directions: up for front view and
down for rear view.
12.
DATABASE:
All the data collected when an enemy ship is scanned and stored in a
database, where you may view it at your liesure. filling the database is
one of your secondary objectives as it will give you the invaluable
information if you face that enemy again.
12.1
EXTRA INFO--DATABASE
When ever a ship is scanned it will be scanned and stored in the
database, click on a ship in the grid to show all information gathered by
the scan. This includes a 3d model of the ship which you may examine by
use of the 3d model of the ship which you may examine by use of the
rotate icons at the bottom left of the screen. To begin with the only
ship stored is yours.
13.
FAILURE INDICATOR:
If at any time you attempt to launch a weapon you dont have or fire a
laser which is damaged and the fly cannot carry out that operation, the
`x` on the failure indicator will flash to signal a failed operation.
This may be due to a failed weapon or not being able to increase in speed
due to damaged engines.
FULL SCREEN:
The main screen has an alternative mode for those magic fly pilots who
want a full screen image when hunting down their prey. The full screen
mode makes the whole screen an external view.
To give the best view,only limited information is overlaid onto this
screen, the 12 areas on the main screen are reduced to a vital 4.
-/- WEAPON INDICATOR
-/- PROBE DOCKING AID
-/- TURBO COUNTDOWN
-/-TARGETTING
FLIGHT AND ACCESS:
From the main screen you can toggle between two distinct modes--flight
and access. In `flight` mode the mouse movement changes the attitude of
the magic fly and enables you to fly the craft. If lasers are your
current weapons, the target in the centre of the screen will move with
the mouse and the craft will pitch and yaw in response. In the `access`
mode a pointer appears which enables you to click on one of the 5 action
triangles on the main screen. these takes you to one of 5 sub screens
displaying important information.
THE FLIP:
As magic fly uses `zone` flying you have no normal way of reversing your
route should you take a wrong turn or enter a dead end. To change a
direction in a tunnel, you can flip the fly over and move off in the
opposite direction. This requires perfect timing and engine control. so
the navigation computer handles this in the same way as moving through
junctions. Again all control and weapons are disabled for your safety.
This manoeuvre can be a life saver when being pursued by enemy flying
craft.
However be careful, if you flip with an enemy craft too close it may not
be able to take evasive action and will collide with you.
WEAPONS:
Each of the different weapons fired by the macig fly has a different
effect in the terms of its destructive capability. Some are more
effective against ground targets and others more effective against
airborne craft. Through experimentation you should be able to work which
device suits a given situation best. The number to the right hand side of
each weapon indicates the energy level required to fire the weapon.
LASERS:
The lase cannon mounted under the nose of the magic fly fire pairs of
laser bolts in three power settings which are selected by using
lasers..1/2 and 3..laser bolts will bounce off smooth surfaces so avoid
firing at walls directly ahead of you.
As well as performing a destructive function, lasers are used to activate
some tunnel structures. The amount of energy needed and the result of the
activation is specific to the structure.
Remember--using laser 3 all the time may not be necessary and it drains
your energy. the lasers always fire directly ahead, so hit a target you
will have to position in the centre of the targetting area. sometimes it
is easier to attempt `deflection` shots than get a direct alignment with
ground targets.
MISSILE 1: UNGUIDED.
Misile 1 is an unguided high explosive device. it always fires in the
direction the fly is pointing. it is very effective against slow ground
targets.
MISILE 2: PROXIMITY MISILE.
This proximity missile will sense the energy feild of any enemy craft and
explode. if several ships are close together you have a good chance of
hitting more than one with this weapon.
MISSILE 3: GUIDED MISSILE
This is a guided version of missile 1..to lock the missile onto a
specific target you must cover the target with the targetting cross and
hold it over the target until the missile is locked. when the cross is
first placed over the enemy craft you will hear a beep, during this time
a second targetting cross will move out from the right of the display. if
this reaches your first targetting cross the two will combine to indicate
that the missile is locked on target.
Once locked the missile can be fired. The percenatge of misses with this
weapon is very small.
MINE 1: LIMPET MINE
The limpet mine is dropped from the rear of the fly and then attaches
itself to the nearest surface. Once in position the mine will then arm
itself and wait for the craft to come near before exploding. It is not
recommended that you drop this weapon and then perform the flip.
MINE 2: SPINY NORMAN.
The mine is launched an a cube package. Once away from the releasing
craft it grows long spines, if the spines are touched, the mine explodes.
CAT:
The cat is a form of automatic rear defense. Once activated it will
position itself behind the fly and act as an automatic rear gunner. It
has a shot mechanism limited to 100 rounds.
WEB:
There may be an occasion when you want to block a tunnel, The web is
fired from the back of the fly and expands to form a tunnel wide barrier.
Any craft flying into the web will become entangled, that is if not
destroyed by the intial collision.
ATOMIC SLEDGEHAMMER:
A weapon of ultimate destruction, one of these devices is capable of
destroying the entire tunnel complex, by locating the nuclear stockpile
and acting as a trigger to detonate it. The intelligent systems built
into the hammer will try to find the exact centre of the complex before
detonation. to help you in this task a clock countdown begins once the
hammer is released.
SCANNER:
Use the scanner to examine enemy craft. The information the scanner
gleans will then be stored in the database for you to refer to, this
gives you a invaluable information on your enemies and will allow you to
fight tham more effeciently..remember part of your mission brief is to
bring back as much information about the ceti-triads ships as possible.
DOCKING BAY PROCEDURES:
You cannot enter the docking bays in `flight mode` switch to access mode
bvefore you attempy to dock. Once you have entered a docking bay a probe
is launched to communicate your needs. it is spherical in appearence and
floats outside the fly. Due to the large number of different craft using
the bays and the communications problems between different computer
systems, this proved to be the most reliable means of servicing all
craft. The docking bay probe will float in front of your targetting cross
until you fire. It will then fly to the end of the docking bay and bounce
off the wall. The probe is used to make choices and activate systems. The
docking bay has a selection screen at either end each with unique options
to select.
FORWARD VIEW:
Has two options: refuel and communications..if you activate refueling
the screen will display refueling in progress until the transfer of fuel
is complete.
REAR VIEW:
While your waiting for the energy to come onboard you may want to restock
weapons. the supply of your craft is done through the rear screen.
You again have two options: repair and rearm.
The repair systems in a docking bay will quickly restore all damaged
areas to 100% functionality.
The rearm option is your means of replacing your missiles and other
weapons. it offers you two choices: missiles and special. Most docking
bays will have some missiles of the three standard types. You can load
these onboard if you wish by choosing the missile type you want. You will
be presented with a screen showing the number of missiles in stock. By
using the probe on the `down arrow` you can move one missile into your
ship. If you want to dump missiles in preference for other items, you can
move missiles from the fly to the bay by using the up arrow.
If you choose to load special weapons you will be informed of which type
is available, each docking bay only carriers one special item in stock at
any one time.
The multi various weapon launcher can only carry a limited number of each
number, usually ten. you can leave the docking bay at any time, though if
you leave before repair and refuelling are complete you will have an
unprepared craft.
LEAVING THE BAY:
Once you have made the repairs and refuelled you will want to continue
your mission. You can either press the `docking bay eject` key or open
the doors with the exit button, either way you will be placed back in the
tunnel ready to continue your mission.
THE ENEMY:
Within the tunnel complex you will encounter a wide range of enemy craft,
they will range in their offensive and defensive capabilities, by using
the scanner and database you can identify dangerous craft and take
suitable action. The hardware of the ceti-triad falls into 5 categories.
-/- AIRBORNE ASSAULT
-/- GROUND ASSAULT
-/- GROUND DEFENSES
-/- AIRBORNE RECONNAISSANCE
-/- GROUND RECONNAISSANCE
AIRBORNE ASSAULT:
The majority of craft are airborne craft, given that they were mainly
designed for space and high atmosphere work, they can manoeuuvre
remarkably well in the confinmes of the tunnel. They will use the hit and
run tactics to wear you down, as well as multiple attacks from different
directions. Do not expect an under gunned fighter to turn and run, he is
more likely to to go `head to head` or lead you into an ambush. Most
flying ships can fire lasers and missiles.
The amount of punishment they can take is very much dependent on the type
of craft. some of the `heavy assault` fighters can take as much damage as
ground based craft.
AIRBORNE RECONNASSIANCE
In support of the airborne fighters are airborne reconnassance, known as
ar ships, these patrol all parts of the complex looking for you. if you
come across an ar ship and it escapes, then there is a good chance that
the fighters will be despatched to your present location.
GROUND ASSAULT:
These craft have substantial firepower and are heavily armoured, they are
located around sensitive areas as guards, they fire lasers,missiles,webs
and mines...the rate of fire on some is so high that you if do not
succeed in destroying the craft on the first pass you may not get the
opportunity for another. If the craft is a `walker` the legs and
underbelly are the best target.
GROUND RECONNASSAINCE:
The gr craft are scout and supply platforms, they move throghout the
complex, some are automated. As well as supplying the docking bays, they
also gather information in a similar fashion as the ar ships. though they
make good target practise, destroying to many gr ships may affect your
ability to get weapons from the docking bays.
GROUND DEFENSE:
To back up the ground assault craft some locations have a laser turrets
and other defensive structures. They are often placed near doors or other
obstructions which cause craft to slow down. They can put out of action
by repeated use of laser bolts.
KEYBOARD CONTROLS:
SPACE BAR: TOGGLES BETWEEN MAIN SCREEN AND FULL SCREEN MODE.
F PERFORMS A FLIP--TURNS THE CRAFT AROUND
C ACTIVATES THE `E.C.M`
TAB TOGGLES BETWEN NORMAL AND ENHANCED VISION
T STARTS THE TURBO OR SHUTS IT DOWN
B STARTS THE AUTO DOCKING SEQUENCE(YOU MUST BE STATIONARY AND
IN
ACCESS MODE TO DOCK)
A ARMS ATOMIC SLEDGHAMMER
EXTRAS INFO SCREENS CONTROLS:
E DISPLAYS ENERGY
D DISPLAYS DAMAGE CONTROL
M DISPLAYS MAP
W DISPALYS THE WEAPONS
S DISPLAYS THE DATBASE GRID(NOTE YOU CANNOT DISPLAY THE GRID
WHILST
IN REVERSE VIEW)
V REVERSES THE VIEW
(Pause)...More(y/n/ns)?
+ INCREASES THE THROTTLES(ON KEYBOARD..NOT NUMERIC)
- DECREASES .............(........................)
SPACE OR RIGHT MOUSE BUTTON--EXITS FROM EXTRA INFO SCREEN.
ARROWS UP AND DOWN...CYCLES THROUGH WEAPONS
<> ROLLS THE CRAFT LEFT OR RIGHT
F3 TOGGLES THE SIGHT ON/OFF IN THE CENTRE OF THE
TARGETTING
WINDOW
F10 ABORTS THE GAME
AMIGA KEYS PAUSES THE GAME WHEN HELD DOWN.
SOUND IF YOU HAVE A MEG..ITS BETTER FOR YER!!!
SAVING THE GAME:
You will need a blank formatted disk, to save your game position, saving
can only be done within the docking bay.
1. ENTER A DOCKING BAY. IF NOT ALREADY SELECTED, SELECT THE FRONT VIEW BY
PRESSING `V`.
2. FROM THE INTIAL MENU MOVE THE PROBE OVER COMMUNICATION AND PRESS THE
LEFT MOUSE BUTTON.
3. INSERT THE WRITE ENABLED BLANK,FORMATTED DISK
4. IF YOU HAVE MORE THAN 1 DRIVE AN OPTION SCREEN WILL APPEAR ALLOWING YOU
TO SELECT DRIVE.
5. WAS PART OF THE PROTECTION...IF YOUR USING A PIRATED COPY...YOU ARENT
ARE YOU?.....JUST PRESS ANYTHING ON PASSWORD REQUEST...AND REMEMBER IF
YOU LIKE THE GAME BUY THE ORIGINAL...KEEP THE SOFTWARE COMPANYS IN
BUSINESS FOR MORE OF THIS COOL SOFTWARE.
End.