             The FALCON QUEST instructions.   Press ENTER to exit.
\
9

                           A) Help on the Main Menu
                           B) Help on the Statistics Menu
                           C) Help on the City Menu
                           D) Help on the Troops Menu
                           E) Brief Introduction
                           F) All about Cities
                           G) All about Troops
                           H) Help on Moving around
                           I) Teams

\
36 {cyan}
                               The Main Menu

<S>tatistics menu:  Pressing 'S' will take you to the Statistics menu where you
   can:  1) get a list of players and teams, 2) get the status of each Falcon,
   3) Check the current prices, 4) Leave/read messages, 5) Make/join/disband a
   team, 6) transfer money to a team-mate, 7) Get a listing of what has
   happened in the last 4 game-weeks.

<C>ity menu:  Pressing 'C' will take you to the City menu where you can: 1)
   View a summary of all your cities as well as examine individual cities, 2)
   View a list of all the important regions that you own or examine a single
   region, 3) move population and goods around, 4) establish a city, 5) adjust
   the set-up of an already existing city, 6) destroy an unwanted city, 7) buy
   and sell goods, 8) set the price of your toll cities, 9) toggle the
   automatic buying/selling.

<T>roop menu:  'T' will take you to the Troop menu where you can view or move
   individual troops as well as order a troop to transform a particular type of
   region into another type altogether.

<A>SCII/ANSI toggle:  If you cannot use ANSI ESC codes, then you should NOT
   have ANSI on, if you see a lot of funny number sequences that don't seem to
   belong, then try pressing 'A' and see if they disappear.  Also, if you wish
   to get things done faster, toggle this switch and operate in ASCII mode (no
   colors).  The main dis-advantage to the ASCII mode comes under the
   "Map-type" heading.

<M>ap type toggle:  There are two modes in which FALCON QUEST displays maps.
   The standard is to use ANSI codes to show any already-searched region in
   color.  If you can not see color--or you are not able to use ANSI codes--,
   then press 'M' and any region which is not already searched will appear as a
   '.' while other regions will show what they normally would.

<E>xpert level:  If you are tired of watching all those words scrolling across
   your screen, then press 'E' until you find a mode which you like better.
   Before you ever touched 'E', you were in NOVICE mode--all menus are
   extra-descriptive.  The next mode in line is the AMATEUR mode--all menus
   only show one word for each choice.  The final mode--PRO mode--not only
   displays just the valid character choices, but also will cause a lot of the
   descriptive text under any given option to be skipped over--making for a
   very fast display.

<Q>uit (Return to BBS):  Once you have done all you wish to do, press 'Q' and
   then 'Q' again to return to the main system.  If you hit 'Q' the first time
   and then decide not to quit, simply press '-' and all will be well.

<G>enocide (destroy yourself):  If you've (heaven help us) decided you no
   longer wish to play FALCON QUEST or if you've no hope left with your current
   civilization, press 'G'.  Pressing 'G' allows you to TOTALLY wipe out your
   current character: do NOT select this option unless you wish to do so.

<?>Help on this menu:  Gives you this handy help text.

\
32 {green}
                            The Statistics menu

<I>nstructions to Falcon Quest:  If you need to find out any information about
   FALCON QUEST, select 'I' and you will be given a list of topics to choose
   from.  Pick the topic you wish to find out about.

<P>layer listing in order:  This option will display the names of all players
   currently in the game.

<S>core (who owns each Falcon):  Selection this option will give you a display
   of the status of each of the 7 Falcons.

<C>urrent prices:  If you need to know what the prices of food, metal, and wood
   are, then use this option.  In addition to displaying the food, metal, and
   wood prices, it will also show your current toll price.

<L>eave message:  This is how you leave a message.  After selecting 'L', you
   will then be asked whether the message will be for a particular player, a
   whole team, or everyone playing (All).  In the case of a player, only that
   player can read the message you send (of course you can read any message you
   send).  In the case of a team, only members of that team will be able to
   read it.  And, if you send a message to All, anyone can read it.  Mail to a
   particular person will be deleted the game-week after it was read, Mail to a
   team or to All will be deleted after 6 game-weeks.

<R>ead message(s):  To read any messages that you are allowed to, use this
   option.  You will be asked to start at the first message, the last message,
   or to read new messages.  Selecting first will start the reading by
   displaying the first message you can read: from then on, you can reply to
   the message, list it again, procede to the next message, or even go
   backwards to the previous message.  Starting from the last message is just
   like starting from the first--except you start by reading the last message
   you can read--if you wish to read the one before that, you still have to use
   the previous option (selecting next will end the message read).  If you
   select to read new messages, the reading will begin with the first message
   left on the day after you were last on.  So if you were on two real-days
   ago, and you selected to read new messages, then the read will be started
   with the first message left one real-day before.

<M>ake a team:  If you are not already on a team, then you have the option to
   make a team.  To do this, you'll have to make up a team name and a password
   for the team.  Just select this option and enter the information as
   requested.  Once you have made the team, you will be asked for a
   remark--include in this remark any information that another player might
   need to join a team.  You probably shouldn't put your team's password in the
   remark, but FQ will not stop you if you do.  There are advantages to making
   your own team (that is, being a team-leader), but only if you have other
   members; however, you will have to find these advantages.  The advantages of
   being on a team are listed under the <I>nstructions topic: "Teams."  One
   last thing about this option: if you are already on a team, selecting
   <M>ake a team allows you to see what the password you set for the team is
   (just in case you forget it).

<J>oin a team:  This lets you join a team.  You will need to know the EXACT
   spelling of the team-name as well as its password.  Enter the information as
   asked and you will be let on the team (if you got everything right AND there
   is enough room on the team).  The advantages of being on a team are listed
   under the <I>nstructions topic: "Teams."  Any attempt to join a team
   is reported to the team's leader.

<D>isband your team:  If a leader decides (s)he no longer wishes to lead a
   team, all (s)he need do is use this option; it will disband all members of
   the team (this means all the former members will no longer be parts of a
   team and the team will exist no longer).  Only a team-leader can use this
   option.

<G>ive money to a team-member:  If you have a lot of money and wish to give it
   to one of your team-mates, then use this option.

<T>eams listing in order:  Gives a listing of the teams and the players on
   them.

<E>vents of past days:  When you want to know what has been happenning for the
   past few days, consult this option.  It will give you a listing of all
   events (in the order that they happened) in a quasi- newspaper format (just
   for the fun of it).  From the information this gives, you can learn such
   things as: how active a player is, who has found a Falcon and near where did
   they find it, who has been attacking people as well as who won the fights,
   and much, much more.

<?>Help on this menu:  This displays this here nifty little help-text.

<->Previous menu:  Will take you back to the main menu.

\
33 {brown}
                               The City menu

<V>iew city/cities/map:  This option will take you to a sub-menu where you can
   choose the following options:

      <S>ummary of cities:  Gives you a brief report on all your cities using
      the following format:

.-----------------------------------------------------------------------------.

     City-Region    Reference number  Toll City?    Food
 x   y  |  name            |     type  | population   |     Troops?
 |   |  | +-^-------------+^----+-^---+^+-^-----+-----^--------+^+
 50,100(A)|       B       |  C  |  D  |E|   F   |      G       |H|
          +---------------+-----+-----+-+-------+--------------+-+

WHERE:
A: A view of the region being looked at and the regions to the right
  and left of it.
B: The City's name.
C: The City's reference number.
D: The type of City here.
E: "Y" if this is a toll city, "N" if it is not.
F: The amount of people in the city.
G: The amount of food in the city.
H: "Y" if there is a troop in the city, "N" if there is not.

`-----------------------------------------------------------------------------'

      <E>xamine a city:  Lets you examine all that a particular city has.

      <Q>uick-view:  Gives you a brief summary of all the important regions
         that you own using the following format:

.-----------------------------------------------------------------------------.

      Here               Food                             Trans&Ship Troops?
 x   y  |  Region Type     |     Metal          Wood            |  City? |
 |   |  | +-^----+---------^----+--^-----------+--^-----------+-^-----+^+^+
150,100(A)|   B  |      C       |      D       |      E       |   F   |G|H|
          +------+--------------+--------------+--------------+-------+-+-+

WHERE:
A: A view of the region being looked at and the regions to the right
  and left of it.
B: The type of region this is (Plain, Mountain, Hill, etc.)
C: The total amount of Food in this region (counting what's held by troops)
D: The total amount of Metal
E: The total amount of Wood
F: The total amount of Transports or Ships (whichever) in this region
G: "Y" if there is a city in this region, "N" if there is not
H: "Y" if there is a troop in this region, "N" if there is not

`-----------------------------------------------------------------------------'

      <V>iew a region:  Lets you look at all a particular region contains.

      <L>ook at map:  Lets you see the portions of the game-map where you or
         your team-mates have cities or troops.  Gives you a brief over-view of
         all the sectors of the map and asks you to pick a particular sector.
         NOTE: FALCONS CAN NOT BE SEEN FROM THIS MAP.  THEY CAN ONLY BE SEEN
         WHEN MOVING A TROOP.

      <->Previous menu:  Takes you back to the City menu.

<M>ove population/supply:  To move population from city to city, or move
   food/metal/wood from a city/troop/region to another city/troop/region,
   select this option.  You will be prompted with where to take the items from,
   where to place the items, and how much of the items to transfer.  Each
   item-type costs a particular amount to move.

<E>stablish a city:  When you need to create a new city, you will first need to
   move a troop to the region where you wish the city to be. You then need to
   select this option and tell it where the city will be and then enter the
   requested information.

<A>djust a city's set-up:  If you want to:

   1) change a city to a toll city (or into a non-toll city),
   2) change a certain type of city to another type of city (i.e. a Farm to a
      Camp),
   3) set the production rate of a city, the production-rate determines how
      well a trooper, transport, or ship is made.  A Camp's production-rate can
      be set from 5 to 80 in 5-people increments, for an Industry, the range is
      25 to 400 in 25-people increments, and for Ship yards the range is 100 to
      1600 in 100-people increments.  To specify a certain production amount,
      simply enter the amount you want and the game will round it to the
      closest available production rate.  The production rate determines how
      many people are needed to make each individual product of a city (i.e.
      Trooper for a Camp, Transport for an Industry, etc.); however, this
      number varies with the type of region you are on.
   4) set where a Ship-yard will place it's ships (NOTE: IT WILL ALWAYS PLACE
      THE SHIP(S) WHERE YOU TELL IT, EVEN IF THERE ARE ENEMY TROOPS THERE.  YOU
      WILL PROBABLY WANT TO KEEP A TROOP IN A SHIP ON THE PLACE WHERE SHIPS ARE
      PLACED).  When Ship-yard is first made, it always produces to the North.
      If there is no water to the North, it will not produce.

   then use this option.

<D>estroy a city:  When you decide that a city needs to be destroyed, use this
   option.  Any population left in the city will be destroyed as well.

<B>uy/sell food, metal...:  If you wish to buy or sell food, metal, or wood or
   if you want to buy population, then use this option, the prices of all the
   goods are listed in the <S>tatistics menu and the price of population is
   always $100 per person.

<S>et prices:  Any time someone who is not on the same team as you are comes
   within 1 square of one of your cities that has been set up as a toll city,
   they will be required to pay a toll (to you) or fight the troops guarding
   the city.  To set the price of the toll, use this option.

<T>oggle selling/storing:  With this option you can toggle whether buying and
   selling of needed items is done automatically or not.  The automatic
   buy/sell will only happen in cities within 2 regions from a Trade city.
   Troops can only be automatically provided for if they are in one of these
   cities.  If (somehow), your treasury isn't large enough, some of the needs
   will not be taken care of...so you will need something to keep your treasury
   growing to support your growing population.  With the automatic buy/sell
   turned on any produce from a Farm, Mine, or Lumber city will be sold for
   what it is worth BEFORE any buying of needed items is done.

<?>Help on this menu:  This displays this here nifty little help-text.

<->Previous menu:  Will take you back to the main menu.

<*>Swap to Troop menu:  To quickly move to the Troop menu, use this option.

To learn more about cities: what they are and how they work, consult the
   <I>nstructions from the Statistics menu and look under the "All about
   Cities" topic.
\
21 {lightred}
                                The Troops menu

<V>iew troop(s)/map:  This option will take you to a sub-menu where you can
   choose the following options:
      <S>ummary of troops:  Gives you a brief report on all your troops in the
      following format:

.-----------------------------------------------------------------------------.

         Reference number   Experience     Food       Ship?  Trans/Ship-level
 x   y Reg |     Head count  |   Condition   |     City?| Trans/Ship |  Time
 |   |  | +^----+-^-----+----^--+--^--+------^-------+^+^+---^---+---^--+-^-+
150,100(A)|  B  |   C   |   D   |  E  |      F       |G|H|   I   |  J   | K |
          +-----+-------+-------+-----+--------------+-+-+-------+------+---+

WHERE:
A: A view of the region being looked at and the regions to the right
  and left of it.
B: The troop's reference number
C: The number of troopers in the troop
D: The average experience-level of this troop
E: The relative Condition of the troop (BAD, FAIR, GOOD, GREAT)
F: Amount of food carried by the troop
G: "Y" if the troop is in a city, "N" if it is not.
H: "Y" if the transport type is a ship, "N" if it is a transport
I: The number of transports or ships carried by this troop
J: The higher this number is, the less time this troop will take in travelling
  this number is determined by the production number of the city that produced
  the transports.
K: The amount of time left for this troop

`-----------------------------------------------------------------------------'

      <E>xamine a troop:  Lets you examine all that a particular troop has
         in detail.
      <L>ook at map:  Lets you see the portions of the game-map where you or
         your team-mates have cities or troops.  Gives you a brief over-view of
         all the sectors of the map and asks you to pick a particular sector.
         NOTE: FALCONS CAN NOT BE SEEN FROM THIS MAP.  THEY CAN ONLY BE SEEN
         WHEN MOVING A TROOP.
      <->Previous menu:  Takes you back to the City menu.

<M>ove/detach troop(s):  Select this option when you need to move around a
   troop or detach a groop of troopers from an already existing troop. The
   number-pad is used to indicate directions while in this mode. This is how it
   works:

        <UP and LEFT>    <UP>   <UP and RIGHT>
                     \    |    /

                      7   8   9
            <LEFT>--  4       6  --<RIGHT>
                      1   2   3

                     /    |    \
      <DOWN and LEFT>   <DOWN>  <DOWN and RIGHT>
   If you move a troop onto an enemy troop or city, you will have to fight them
   or retreat.  That is how you initiate combat.

<T>ransform a region:  If you ever decide you wish to transform a plain into a
   lake, a mountain into a plain, or whatever, select this option.  You will
   need to have $50,000 and a troop consisting of at least 200 soldiers with an
   average of 30 experience and over 119 units of time and condition. Place
   your troop in a region adjacent to the one you wish to change, select this
   option, then answer all the questions.  If you go through with the
   transforming, all the troop's time will be used as well as most of its
   condition.  NOTE: YOU CAN NOT CHANGE A REGION THAT CONTAINS A CITY, A
   FALCON, A TROOP, OR ANY SUPPLIES.

<?>Help on this menu:  This displays this here nifty little help-text.

<->Previous menu:  Will take you back to the main menu.

<*>Swap to City menu:  Use this to quickly move to the City menu.

To learn more about troops, fighting, and so on, consult the <I>nstructions
   from the Statistics menu and look under the "All about Troops" and the "Help
   on moving around" topics.
\
37 {lightgray}

      FALCON QUEST: the new on-line game from Hologra Enterprises

   Welcome, one and all to the fabulous FALCON QUEST!  This program has had a
lot of work and experience put into it's development and programming.
Hopefully, this extra effort will pay-off for you in an easy-to-use yet fun
game.  Enjoy!

NOTE:  To read these general instructions from inside FALCON QUEST, go to the
Statistics Menu, select the <I>nstructions and pick the "Brief Introduction"
option.

GOAL:  The goal in FQ is to find and possess all of the seven magical Falcons
which are hidden in various positions around the board.  Sounds easy?  Well,
when you first start the game, you have a pitifully small civilization--(1
Farm-type Toll-city with 500 people in it and 2500 units of food, 1 military
Troop with 500 troopers holding 2500 units of food and using 4 transports, and
a treasury of $10,000), and if that doesn't make it hard enough, the world is
HUGE (over 15,000 different regions)--so searching will not be the easiest part
of your quest; lumped upon these hindrances come several other players--who are
also searching for the Falcons--each seeking to possess all the Falcons and win
the game!  However, there are some facts you should be aware of.

   1) Each Falcon represents a different type of natural resource...and thus
      will only be located on region-types that contain each particular
      resource.  For example, the Wooden Falcon will be found in a forest,
      while the Ice Falcon will only be found in a lake. 

                      FALCON  | Where it will be found
                    ----------+-----------------------
                      Earthen |         Plain
                      Stone   |         Mountain
                      Iron    |         Hill
                      Wooden  |         Forest
                      Glass   |         Desert
                      Ice     |         Lake
                      Ruby    |         Valley
                    ----------+-----------------------

      NOTE: FALCONS WILL APPEAR AS A '*' WHEN YOU ARE MOVING A TROOP
      AROUND.

   2) Players can make and join teams, letting you work with up to 3 other
      people in finding the falcons, defending against other players, and
      maintaining a civilization.
   3) If a Player possesses a Falcon at the beginning of a week (a game week is
      the same as a real day), (s)he will be rewarded with an extra $10000
      (provided by the Falcon, in return for protecting it from other players).
      In fact, anyone on the team with this someone will also receive $10000.
   4) Occasional hints of where each Falcon is located will appear in the
      Falcon Herald--so keep your eye on it.

   In the meantime, while you're searching for Falcons, you will need to
develop a military as well as a decent civilization; because, as soon as you
find a Falcon, the fact that you found one will be advertised in the Weekly
Falcon Herald.  When some other player sees this, they will probably rush to
your area and try to find and take the Falcon from you (by force of course).
You will then need a large military to keep their hands off your Falcon(s) and
a large civilization to maintain the large military troops (with food,
transports, and ships).

   In FALCON QUEST, you can NOT buy military troops (referred to simply as
"troops"), they are trained ("produced" if you will) in a special type of city
called a "Camp."  The effectiveness of a particular troop is determined by its
size and the amount of experience it has.  You can develop a few troops with
high experience or a lot of troops with little experience, depending on how you
set the production level of each Camp you own.  The more people you assign to
producing a troop, the more experience that trooper will have when (s)he is
produced (for how to assign different production levels, see the <A>djust City
option).

   To develop a good (and large) civilization takes some planning.  An idea is
to keep the Farm city you start the game with, establish a trading City next
to it, and a Camp next to the Trading City (move about 80 people from the farm
to the camp and leave the trading city empty).  When you have this set up, the
Farm will produce food (weekly), sell it (if you have production set to
automatically be sold (see City Menu option [T]oggle selling)), the Camp will
produce as many troops as it can with the given population and production
level, the trading village will then let the Camp and the Farm buy whatever
supplies they need (such as Food for the population as well as for any troops
stationed in either city).  Then, every day or so, you will need to play the
game and buy population with all your money until you get a farm population of
about 4000 people, then you can start expanding your empire.  Of course, there
are MUCH better plans, this is just an example to get you started thinking in
the right direction.  A trading village will supply the needs of every village
within a two-region length from it (diagonally, horizontally, or
vertically)--including itself.

   Transports and ships give a troop the ability to travel farther and with
less effect upon their condition.  In the case of ships, they will even keep
the troops from dying if they are stationed on water.  NOTE: Transports can NOT
be taken over water and ships can NOT be carried across land.  When a troop
with transports moves onto a water-type region, they leave the transports
behind on land.  The same works for ships when a troop leaves water.  When a
ship or transport is produced, it's ability to speed-up travel is determined by
how many people were involved in its production (much like a troop's experience
is determined).

   Here are a few other things you should know:

   1) Messages can be left to other players...individually, by the team, or to
   All.

   2) The statistics menu gives you access to most of the information about
   other players (teams, players, etc.).

   3) The <E>vents of past days option in the Statistics menu (often referred
   to as the Falcon Herald) will give you a brief rundown on the past 3-4 days
   of events in the game.

   4) The game-world is NOT stable...occasional tremours have been reported but
   nothing definite is known about what is causing them.

\
33 {brown}
                              All about Cities

   Cities serve many purposes in FALCON QUEST.
      1)  They produce.
          When it comes to production, there are seven types of cities. each
       type of city will produce better on certain types of regions than others
       (i.e. a Farm produces better on a plain than on a hill, a Mine produces
       better on a hill than on a plain, etc.). The seven types of cities and
       what they need and produce are as follows:
          FARM- needs population which needs food.  It produces food according
             to how much population it has.
          MINE- needs population which needs food.  It produces metal metal
             according to how much population it has.
          LUMBER- needs population which need food.  The population produces
             wood in relation to the number of people.
          TRADE- needs nothing.  Allows all cities within two regions distance
             of it to do automatic buying and selling.
          CAMP- needs population which needs food.  Produces troopers according
             to how much population is in the city as well as how the
             production level is set by the <A>djust City option in the City
             menu.
          INDUSTRY- needs 25 metals for every transport to be produced and
             population (which needs food). Produces transports according to
             how much population is in the city as well as how the production
             level is set.  Any transports made are left in the city until
             picked up by a troop.  If there is a trading village near and you
             have set your cities to automatically buy and sell, then this type
             city will always buy the amount of metals it needs for the next
             week. Since production occurs before buying of metals, production
             will not work if there are no metals present in this type of city
             when the world is updated.
          SHIP YARD- needs 100 units of wood for every ship to be produced and
             population (which needs food).  Produces ships according to the
             amount of population and how the production-level is set.  All
             ships made will be put in a water-type region near the city (you
             can set where via the <A>djust city option in the City menu)--if
             no such water region is available, no ships will be produced.
             Also, if there is a trading village near and you have set your
             cities to automatically buy and sell, then this type city will
             always buy the amount of wood it needs for the next week.   Since
             production occurs before buying of wood, production will not work
             if there is no wood present in this type of city when the world is
             updated.  (NOTE: A SHIP YARD WILL ALWAYS PLACE THE SHIP(S) WHERE
             YOU TELL IT TO, EVEN IF THERE ARE ENEMY TROOPS THERE.  YOU WILL
             PROBABLY WANT TO KEEP A TROOP IN A SHIP ON THE PLACE WHERE SHIPS
             ARE PLACED)

      2)  They defend.
          Any troops stationed in a city when they are attacked will have a
       better defense than when attacked outside a city.  The difference is
       significant and should be considered when attacking or defending a city.

      3)  They can demand toll.
          You can set up a city to demand toll of any non-team-member who comes
       within a one-region distance of the city.  If this happens, the toll
       will be demanded of the trespasser, and if they do not pay, the city
       will send out its troops to attack them.  If there are any of the City's
       troops left after the battle is over, they will return to the City;
       however, if there are none left, the City will be left with no troops
       protecting it.  Once a toll is paid, the player who paid can move around
       the toll city freely until they exit the game.  Once they exit the game,
       all toll cities will start demanding toll again.

      4)  They provide income.
          By selling the produce of a city, you can make money.  This money can
       then be used to further increase your civilization (or perhaps invest in
       food, metals, or wood in hopes of a price increase).  For whatever
       reason, it is advisable that you set up a Farm, Mine, or Lumber city to
       produce goods that you can sell.

   When an un-defended city is attacked, it will take a portion of the
population and form a Local-Militia troop.  This troop will then defend the
city against the attackers--just like a normal troop.  If it succeeds in
defeating the attack, the militia will return to being normal people.

   Automatic buying and selling will cause a Farm, Mine, or Lumber city to sell
what it produces as soon as it is produced.  Any loose food, metal, or wood in
any city will also be sold.  After the produce is sold, then everything that
any particular city needs is bought until all needs have been taken care of or
your treasury runs out--whichever happens first.  If a troop needs food and it
is inside a city, then the city will buy food for it as well.  NOTE: ALL THESE
EVENTS LISTED IN THIS PARAGRAPH WILL ONLY TAKE PLACE IF YOU HAVE SET THE
AUTOMATIC BUYING/SELLINGD TOGGLE IN THE CITY MENU (see <T>oggle selling/storing
in the City menu) AND IF A PARTICULAR CITY IS IN THE RANGE OF A TRADE CITY
OWNED BY YOU OR A TEAM-MATE.

   The actual number of products produced by a particular city can generally be
figured out by simply taking the number of people and dividing that by the
number of people needed for each individual product.  However, since each type
of region affects each type of city's production, here is a generic table which
tells what regions produce best ('+'), good ('.'), and terrible ('-'):

                                             CITY TYPE
                         /-----------------------^----------------------\
                        | FARM | MINE | TRAD | CAMP | LUMB | INDU | SHIP |
          +-------------|------|------|------|------|------|------|------|
   R    / | Plain       |   +  |   -  |   +  |   .  |   .  |   .  |   -  |
   E T  | | Mountain    |   -  |   +  |   .  |   .  |   .  |   .  |   .  |
   G Y  | | Hill        |   .  |   .  |   .  |   -  |   .  |   .  |   .  |
   I P -| | Forest      |   .  |   -  |   .  |   -  |   +  |   +  |   +  |
   O E  | | Desert      |   -  |   .  |   -  |   .  |   .  |   .  |   -  |
   N    | | Valley      |   +  |   +  |   .  |   -  |   -  |   -  |   -  |
        \ | Jungle      |   -  |   -  |   -  |   +  |   -  |   -  |   .  |
          +-------------|------|------|------|------|------|------|------|

So, a Farm on a Plain will produce real good, but one on a Mountain will not.
A Forest is best for Lumber, Industrial, and Ship Yard Cities and is no good
for Mine- or Camp- type cities while it's only so-so for a Farm or Trade type
City.
\
21 {lightred}
                              ALL ABOUT TROOPS

   Troops serve a dual purpose in FALCON QUEST.  They provide military might in
cases where you need to defend or take something.  In addition, they are the
means by which you find Falcons.

   The effectiveness of an attacking or defending troop has several different
factors figured in:
   Condition: The better condition a troop is in, the better it fights.
      Remember this, it is important.  Condition is affected by several factors
      as well:
         FOOD: If the troops haven't had any food for a while, they will be in
            BAD shape.
         REGION: If a troop is left in an Ocean, Lake, or River region for a
            game-week, it will loose condition.
   Experience: The more experience a troop has, the better it will fight.
      Always take note of the defender's experience before you attack them.
   Cities: If the defending troop is in a city, it will be harder for the
      attacker to hit it.
   Ships: If the attacking or defending troop is in ships, they will be harder
      to hit.

   Troops carry around their own supplies.  If you move a troop, its supplies
will go with it.  If you detach a troop from another troop, you will be asked
how much of the goods will be carried with the detached troop.  If one troop
joins with another (by moving into the same region), all supplies will be
combined.  Also, you can move supplies from one troop to another using the
<M>ove command in the City menu; however, this type of supply movement from
troops can not be used on transports or ships, just food, metals, or wood.

   Each Troop has specific time, condition, and experience levels.  If two
troops join together, these specific values will be averaged (according to
group sizes) and the averages will determine how much the values for the
combined forces are.  When detaching, the detached force will have the same
values as the troop it detached from--that is until they are changed by
movement or fighting.

   The experience-level of a troop increases by one each game-week.  In
addition, it will increase by 3 for each successful attack or defense made by
the troop.

   A troop's condition will decrease in accordance to the region it is
travelling through.  For example, mountains will affect it more than plains
will.  Roughly, the less flat and more wooded a region is, the more it affects
the troop's condition.  A troop's condition is renewed at the beginning of each
game-week--how much it is renewed depends upon whether they ate or not and also
upon what type region they are in.

   The time of a troop dictates how far that troop can travel in a day. Moving
through a region always deducts an amount of time appropriate for the region.
Certain regions require larger amounts of time than others. This concept of
"time" has nothing to do with the amount of time you take at all.  It basically
just limits how far a particular troop can travel in a day.  If one of your
troops runs out of time, that does NOT mean all your others have.

   If a troop is on land and has at least 1 transport for every 25 troopers or
it is on water and has at least 1 ship for every 100 troopers, then the amount
of effect a region has on the troop's condition is reduced--depending on the
level of the transports/ships they are in.  The more people assigned to build
a ship or transport, the higher their level and thus the less moving into a
region affects the troop's time.  NOTE: If a troop with transports moves out
onto water, all the transports will be left on land and any ships in the water
will be picked up by the troop.  The same will happen when a troop moves from
water to land.

\
27 {white}

                             The MOVE options

     After you have selected a troop to move you are given the following
display (without the numbers in parentheses of course):

.-----------------------------------------------------------------------------.

7  8  9
 ^-___
 -____
4__+__6  <--(1)
 !_!__
 !!&__        (2)                                  (7)
1  2  3        |                                    |
The Ice Falcon is Here!                             |
Condition: (3) Time: (4) X,Y: (5),(6) Last here: The Red Baron Von Stuebenhienm
<R>edraw,<D>etach,<Z>oom,<K>ey,<M>ap-type,<V>iew,<I>nfo,<Q>uit,<?>Help: _
 ^-(8)(9)-^    (A)-^  (B)-^ (C)-^      (D)-^  (E)-^  (F)-^  (G)-^

`-----------------------------------------------------------------------------'

KEY TO THE DISPLAY:
(1) This shows the immediate regions around your troop (always the "+" in the
   middle of this area)  The size of this area can be changed with <Z>oom.  To
   move it a direction, use the number corresponding to that direction.
(2) If anything important happens, it will be shown on this line.
(3) The condition of the troop.  You will not want to move a troop with a
   condition lower than 20 or attack with a condition less than 64.
(4) The time the troop has left.  If this is too low, the troop will not move.
(5) & (6) The X and Y coordinates of the troop you're moving (respectively)
(7) The last person to move through this area.
(8) - (F) show keys to press.
(8) Press "R" if you want the display redrawn.
(9) Press "D" if you want to move only a portion of this troop.
(A) Press "Z" to make (1) bigger or smaller.
(B) Press "K" to see a key of the map being used.
(C) Press "M" to toggle between the ASCII- and regular- map-types.
(D) Press "V" to view the entire region of the map the troop is in.  NOTE:
   Falcons can only be seen from (1), you cannot see them using this map.
(E) Pressing "I" will list information about the troop's ships/transports.
(F) Pressing "Q" Lets you return to the Troops menu
(G) "?" will get you this handy help screen
\
24 {lightblue}
                                   Teams

   Teams are groups of players (up to 4 in a team) that are all working
together to win the game.  To make a team, one needs a team name as well as a
password.  If you want someone to join a your team, you will need to give them
the password (probably in a private message).

   The advantages of being on a team include:
      1)  Being able to see where your team-mates have searched for Falcons!
      2)  Being able to see the parts of the map where your team-mates can
         see--making for a more complete world view!
      3)  Not having to pay toll to pass by a team-members toll city!
      4)  The ability to send messages to just the people on your team!
      5)  Greater chances of winning because more people are searching for the
         Falcons!
      6)  Sharing of the $10000 for the owning of each Falcon.  If one person
         on your team has a Falcon, then all the team-members get $750 per
         game-week!
      7)  Transferring of money from team-member to team-member!
      8)  And other's that aren't quite so obvious!

   If you are on a team, and all the Falcons are owned by one or more members
of that team, then all of the team-members names as well as the name of the
team will be posted in the WINNERS bulletin.

   As noted before, you CAN see your team-mates holdings on the main map as
well as when you are moving a troop around.  They will be in color just like
your holdings are, however, you can only see them.  There are no restrictions
to attacking team-mates--but I'm sure they would not just sit by and let you
get away with it.

   If--somehow--everyone on a team forgets the team's password, simply press
the <M>ake a team option in the Statistics menu and it'll remind you what the
password is.

   One last thing about teams: ONCE YOU JOIN ONE YOU CAN NOT LEAVE IT AND
JOIN ANOTHER TEAM UNLESS THE LEADER OF THE TEAM YOU ARE ON DIES OR DISBANDS
THE TEAM.
\
