Star Crusader Installation CD-ROM version Put the Star Crusader disk into your CD-ROM drive. Type D: (or whatever drive letter your CD-ROM drive is) Type INSTALL The install program will now install a few files to your hard drive. Follow the instructions that come up on the screen. This is a good time to fill out your registration card. We’d like to hear from you so please send it in. When Star Crusader finishes installing the setup program will start. The setup program will need your help configuring Star Crusader to run on your system. The up and down arrows move through the menus, the Return or Spacebar will select the highlighted item. The F10 key will save and exit, the Esc key will exit without saving. If you need help just use the F1 key. You will need to rerun the setup program if you change sound cards or system configuration. To run the setup program type SETUP from the SC directory. To start Star Crusader type SC from the Star Crusader directory. Disk version Put disk 1 into your floppy drive. Type A: (or whatever drive letter your floppy is) Type INSTALL . The install program will now install the files to your hard drive. Follow the instructions that come up on the screen and swap disks when asked. This is a good time to fill out your registration card. We’d like to hear from you so please send it in. When Star Crusader finishes installing the setup program will start. The setup program will need your help configuring Star Crusader to run on your system. The up and down arrows move through the menus, the Return or Spacebar will select the highlighted item. The F10 key will save and exit, the Esc key will exit without saving. If you need help just use the F1 key. You will need to rerun the setup program if you change sound cards or system configuration. To run the setup program type SETUP from the SC directory. To start Star Crusader type SC from the Star Crusader directory. Quick Start To start the game type SC from the Star Crusader directory. When beginning a new campaign you will be given the option of choosing the difficulty level. The game starts at the Main Hall. Left click on the red jewel at the bottom of the screen. This will take you to the Mission Briefing room. Here you see the mission briefing after which you will be directed to the mission tactical map. You can click on a ship on the tactical map to get a description of it. Just left click on a description to get back to the tactical map. If you click on the door on the right side of the screen it will take you to the computer room. This is where you configure your squadron once you become sector commander. For the first several missions, the only thing that you can access here is the General Topics Data Base. The three buttons on the right side of the computer screen will let you set up your squadron. If you are flying a solo mission go to the Combat Resources menu and choose a ship that you want to fly. If you are leading a fighter wing you will need to pick other pilots to fly with you. When finished you can assign pilots to the ships you chose. If you do not assign pilots and ships they will be chosen for you. If you move the cursor to the right of the screen you can go fly the mission. There will be a cinematic take off scene here. For now you will just go into flight. The first thing you should know is the “P” key pauses the game. When you complete your mission use the “J” key to hyperjump back to base. You must be stationary to activate the Singularity Field Generator. Trouble Shooting My computer crashes when I try to play Star Crusader from Windows or Desqview. 1. Multitasking environments like Windows and Desqview can conflict with Star Crusader in the way they use your computers memory. When you want to play Star Crusader you must completely exit any multitasking programs and start the game from the DOS prompt. You get error message: Not enough memory. 1. Are you running Star Crusader from windows or dosshell? You must start the game directly from DOS. Exit windows or dosshell, then go to the game directory and type SC to start the game. 2. Star Crusader requires at least 513K of free core memory. That means the largest executable program size must be at least 525,000 Bytes. Type “MEM” to find out what your largest executable program size is. 3. If your largest executable program size is less than 513K then you have to load some of your programs high or make a boot disk. If you are using DOS 6.0 you can type “MEMAKER” to generate more memory. If you are using another memory manager run their memory maximizing program. The game runs very slowly. 1. The configuration of the game at startup is optimized to run on a IBM compatible 486SX-33. On slower machines it may be necessary to turn off the texture maps and light source shading. See the quick reference card for the proper keys. 2. Certain monitor functions will also slow the game down. On certain missions if you are using the trackcam, rear view or scanner monitor screens your system may slow down. If this is a problem limit their use on those missions. The game runs but there isn’t any sound. 1. Check the installation of your sound card. Does it work with other games? If not then reinstall the sound card software. 2. Run the Star Crusader setup program. Type “setup” from the C:\SC directory. Is the correct sound card enabled. Use the “Autodetect” feature to determine your computers sound configuration. Note: The “Autodetect” routine may cause some systems to lock up. If your computer won’t respond to the mouse or keyboard please reboot your computer. You will have to set your sound card manually n the setup program. 3. Check the settings in the setup program against those for your card. Do the IO port, DMA channel and IRQ channels match? 4. If some or all sound is missing in the game’s 3D section, you may be low on expanded memory. Star Crusader requires a minimum of 768K of expanded memory to run any of its sounds and 1 megabyte of expanded memory to run all of them. The joystick doesn’t work or works erratically. 1. Check the installation of your joystick. Is it plugged in to the right port? 2. Run the Star Crusader setup program. Type “setup” from the C:\SC directory. Is the joystick enabled? 3. Choose calibrate in the setup program and follow the instructions. Technical Assistance You can reach Take 2 by: Phone Please review the Trouble Shooting Tips before you call. For customer service and technical support you can call Take 2 at (412)539-6407 between 9:00 am and 5:00 pm Eastern Standard Time. We want to get you playing the game as fast as possible so for greatest speed and efficiency please be at your computer when you call. If you can't be at your computer then please write down the following information about your computer: Brand name/type, sound card type, largest executable program size, mouse type and joystick type. FAX If you would like to reach Technical Support by FAX call (412)539-3195. Please include on your fax your phone and fax number, you computer information and as many details about the problem you are having with the game. Mail If you would like to contact us by mail. Write to: Take 2 Interactive Software Technical Support 1004 Ligonier ST. 3rd floor Latrobe, PA 15650 Please include your return address, your computer information and as many details as possible about the problem you are having with the game. For Hints and Strategies call: 1-900-28TAKE2 Quick Reference Sheet Cockpit Controls Thrust(keyboard controls) 0 - no power - decrease power by one 1 - 1/3 power + or = increase power by one 2 - 2/3 power #2 joystick button while depressed up/back - thrust 3 - full power 4 - match target speed Combat Controls E or Shift + T - nearest target Shift + A - nearest ally L - locks on to target in cross-hairs W - toggles through weapons T - toggles through targets Enter - fires heavy weapon fires active weapon S - toggles shields Alt + T - previous target #1 joystick button fires active weapon A - toggles through allies #2 joystick button while depressed left/right - roll Alt + A - previous ally Tab - Toggles After Burners Shift + S - overcharges shields Shift + L - overcharges lasers Cockpit Systems alt + 1 - toggles left monitor on/off (some ships) shift + 1 - changes function of left monitor alt + 2 - toggles center monitor on/off (some ships) shift + 2 - changes function of center monitor alt + 3 - toggles right monitor on/off (some ships) shift + 3 - changes function of right monitor 7 - Toggles through all left monitor functions 8 - Toggles through all center monitor functions 9 - Toggles through all right monitor functions Monitor functions (type shift + monitor number, then the function number you want the monitor to be) 1 - radar 7 - target’s damage 2 - trackcam 8 - scanner 3 - targeting sight 9 - probe 4 - ship's shields 0 - Stealth technology monitor 5 - target's shields Bksp or = - rear view mirror 6 - ship's damage - - communications window Navigational Controls N - brings up the navigational controls Left click or type number to access functions Arrows - move around in maps C - Centers on player’s ship Right Click - centers on cursor Z or < - zooms map out X or > - zooms map i Views Options F1 - main cockpit view F10 - toggle Gouraud shading F2 - front view (no cockpit) F11 - toggle texmaps F3 - rear view F12 - toggle lightsource shading F4 - external view from ship to target Shift + F10 - toggle Phong shading F5 - external view from target to ship F6 - F7 - torpedo camera Shift < - left view F8 - external view over ship Shift > - right view F9 - reverse tactical Other functions C - toggle stealth technology (Intruder only) Alt + R - toggle radar modes B - toggle stealth battery charging (Intruder only) Z - zoom in radar(grid mode only) R - tractor beam X - zoom out radar (grid mode only) J- hyperjump back to base (from stationary position) Ctrl + E - eject Special Keys Esc - game options menu (in base) PgUp - close distance (flight simulator only) P - pauses game (in flight) Ctrl + S - initiates scan (Intruder only) Alt + Q - quit to DOS Alt + S - toggles sound Alt + L - Launch Probe (Intruder only) Alt + M - toggles music Base Keys S - go to simulator (in main hall) M - go to map room (in main hall) B - go to briefing room (in main hall or computer room) B - replay full briefing (in briefing room) F - fly mission (in computer room) Esc - access Game Options Menu Special Simulator Keys Ctrl + R - resupplies ship Shift + Tab - toggles invulnerability Page Up - Ultra speed Communications Keys (to nearest available wingman) Alt + F2 - attack my target Alt + F6 - cover me Alt + F3 - disable my target Alt + F8 - Rescue/Capture my target Alt + F5 - defend targeted/closest ally Communication Keys (to targeted wingman) Alt + F1 - wingman return to base Alt + F4 - defend position Alt + F7 - break off attac Playing The Game Introduction Having played plenty of computer games themselves, the writers of this manual are well aware that most new Star Crusader players will have little patience for reading this section of the document. Fortunately for such players, Star Crusader was designed with their type of unbridled enthusiasm in mind. Anyone who has played an adventure game before should have little trouble in finding their way around the 2D screens and a player who is in any way familiar with other space flight simulation type games should be able to fly a Star Crusader ship with a minimum of difficulty. The quick reference sheet that is included with the game will supply you with brief descriptions of all the hot keys so, if you are eager to get started, feel free to read the “Quick Start” instructions and jump right in. When the player is ready to explore the game in more detail and to find out why things happen in the way that they are, the manual will still be right here, waiting patiently. When compiling this document it was necessary to resort to certain conventions in the interest of expediency. These conventions must be explained however in order to keep from confusing (and perhaps even offending) potential players. First off, all measurements referred to in this document as well as the game of Star Crusader itself are expressed in terms of a Gorene unit known as the “km” (pronounced kvum). Though, admittedly, the spelling of km bears a passing similarity to the standard abbreviation for the Earth kilometer, players must be assured that the two measurements are in no way the same. In fact one km represents exactly one one thousandth the distance from the surface of the Gorene homeworld to its first moon. Legend has it that this term originated eons ago, during the Gorene’s eleventh dynasty. It is said that when the mad emperor Irving III (also know as “The Cruel”) questioned his court astronomer as to how far away his planet’s closest natural satellite was, the terrified sage (who suffered from an odd speech impediment) could only stammer “kvum...kvum...kvum” over and over again. Emperor Irving, who aside from his portent for conceiving new tortures, possessed very few intellectual facilities of his own, and thus kept a count of the phrases assuming that his wise man was tallying the requested distance in special space measuring units. So, there you have it. Please do not contact us with questions and/or criticisms concerning the practical impossibilities of space flight using a simulator which bases its units of measure on the kilometer. In fact, please do not contact us with any criticisms that have to do with our space flight simulator bending or defying the laws of physics. After all folks, this is not real life, and though we hope that players will find our product enjoyable enough to lose themselves within its simulated environment, we also hope that they will remember that many of the game’s aspects that they enjoy so much are indeed fun because they do not have to conform themselves to the restrictions of our work-a-day world. Second, in the interest of readability, the player is sometimes refereed to using the pronoun “he” in the manual’s How To Play The Game section. This is thought to reflect the gender of the game’s main character, Roman Alexandria and not that of a game player. This convention is in no way intended to offend our female players. It is simply an attempt to avoid filling the text with clumsy statements such as “him, or her”, “he, or she” and “his, or her”. With reference to instructions that follow which involve moving the cursor around in game screens and selecting items that are found there, mouse commands such as “Left Click” and “Right Click” are used as a convention. Again, this is done to expedite the flow of the text. The player should know that anywhere that the command “Left Click” is used, they may use their First Joystick Button or press “Enter” on the keyboard as well. Likewise, whenever a reference is made to using the Right Mouse Button, the player can use the Second Joystick Button or the “Esc” key as an alternative. Main Hall As the game begins the player must choose a difficulty level when beginning a new campaign in order for play to commence. The difficulty level selected will effect the number of mission objectives that a player must complete to win a mission and his ability to recover missions that his character is killed in. It will also effect the intensity of damage that he suffers and the skill levels of enemies that he faces. Once a difficulty level has been chosen, the player will find himself in the Main Hall of a Gorene base located on the edge of the Ascalon Rift. Before him is a sculpture of the Gorene Imperial Eagle, symbol of the empire’s might and prowess. Integrated into the sculpture are four jewels of varying size and color. When the player centers his cursor on one of these jewels a label will be activated to inform him of the place that he can access by left clicking on that jewel. Insert Illustration of Main Hall Here If the player prefers, he may enter the areas accessible from the main hall by simply pressing the letter key that corresponds to the first letter that area’s title. Thus, pressing “S” will take the player directly to the Simulator, “M” to the Map Room, “B” for the Briefing Room and “C” for the Computer room. In addition, the player may press the “ESC” key from anywhere in the base, to access a special drop-down window containing game options. These options allow the player to, Save a game, Restore a saved game, and Delete a Saved Game. They also allow the player to adjust the Default settings for the monitors, as well as the priority order for power management and damage control systems of the ship that he will fly on his next actual or simulated mission. Once the defaults have been set for that type of ship, they will remain so until the player opts to change them. Other Game Options allow the player to toggle his Sound, Music and Cinematic Scenes off and on, and still others let him begin a New Campaign or Quit Star Crusader altogether. Simulator The flight simulator is a computer generated holographic device used for training and practice. It is a good idea to put in some time against enemy ships on the simulator before flying actual missions against those same ships. To fly a simulated mission, move the cursor to the left jewel and left click when the “Combat Simulator” label appears. Insert Illustration of Simulator Room Here Choosing Your Ship Once inside the simulation room, move the cursor to the simulator chair to activate the “Select Training Ship” label. Left click to implement this option. A drop- down window will appear with the first of several possible training ships already featured in revolving animation. Insert Illustration of Drop Down Window Here Only ships that are currently available to the player for use in actual game missions can be accessed by the player for use in the simulator. The player can left click on the “Menu” icon to display the types of ships (i.e., Gorene , Tancred, Zemun, etc.) available to him use in the simulator. Those ship types that are available will be highlighted in green. Left clicking on a ship type and then on “Done” will cause only ships of that type to be featured for player selection. To see all of the ships of a given type that are available to the player in the simulator, left click on the up/down arrows within the window. Each available ship type will be featured consecutively. Left clicking on the “Stats” icon, will reveal the number of weapons, shield strength, engine power , top speed, power and maneuverability ratings, overall durability, and auto repair capability of a featured ship. To choose a featured ship for use in the simulator, left click on the “Select” icon.. Only one player ship may be selected per simulated mission. To unselect a ship, right click on the “Select” icon when the appropriate ship is featured in the drop-down window. Left clicking on the “Review” icon will show player and opponent ship selections for the current simulator mission. To exit the “Select Training Ship” drop-down window, left click on the icon. This will return the player to the simulator room Choosing Your Opponents To choose opponents for a simulated mission, left click on the “Select Opponents” label which is activated by placing the cursor in the right third of the simulator room screen. This will reveal a drop- down window with the first potential opponent ship featured in revolving animation. To receive information on a featured ship, left click on the “Stats” icon. This will reveal statistics on weapons, shield strength, engine power, top velocity, overall durability, and auto repair capability for the featured ship, as well as power and maneuverability ratings Left clicking on the up/down arrows within this window, will show more opponent ships for the player to choose from. All ships and bases that appear in the course of game play (including Gorene craft) are available for the player to fly against in simulated missions. Should the player wish to have a specific type of enemy craft featured as potential opponent ships, he should left click on the “Menu” icon. This will access a list of all the potential opponent ship types (i.e. Gorene, Tancred, Zemun, etc.). Left clicking on a ship type and then on the done key will ensure that only ships of that type will be featured for addition to the opponent’s forces. In addition to choosing their ships, the player must choose the overall skill level of each simulated pilot that he will be flying against. Left click on the right/left arrow icons at the bottom of the drop-down window to adjust your opponent skill levels from Poor to Ace. Once a desired ship and skill level are featured, left click on the “Select” icon to load them into the simulated mission. Right clicking on the “Select” icon will remove a featured ship with associated skill level from the opponent’s forces in the simulated mission. Up to ten opponent ships, in any combination of type and skill level may be selected for a simulated mission. To review the player’s selections for both his own and his opponent’s forces in the current simulated mission, left click on the “Review” icon. To return to the simulator room from the drop-down window, left click on the icon. Flying The Mission Once the player has chosen his simulated opponent’s forces and a ship for himself to fly, he may enter the simulation by moving the cursor to the base of the simulator chair which activates the “Begin Simulation” label . Left clicking on this label transports the player into the simulation. Once in the simulator, the player will fly his ship normally, using all of the control options available on a regular game mission (see “Mission Flight and Combat” section for details). However, since the player is participating in a simulated combat situation, he cannot die while flying a simulated mission. In addition, since the simulator is a training device, there are several “cheat” keys available to the player during simulated missions that cannot be accessed during regular game play. These features are, Resupply, Invulnerability, and Ultra Speed. To access the Resupply option in the simulator, hold down the “Ctrl” key and press “R”. Activating the Resupply will automatically recharge the player’s lasers and shields(without engine power drain), and provide 99 fresh torpedoes to ships equipped to fire them. To render the player and his ship invulnerable to any enemy attack (except by vector cannons which do no damage) while in the simulator, hold down the “Shift” key and press “Tab”. When in the simulator the player can travel at speeds that greatly exceed that which his ship is actually capable of by pressing the “Page Up” key. A ship will travel at Ultra Speed for as long as the “Page Up” key is depressed. Remember, these special keys are for use in training within the simulator. They cannot be accessed during regular game play. The player would be wise not to become dependent on these keys and to use them only as equalizers while he is learning to pilot a Star Crusader ship in combat. To leave the simulator room, either prior to or after flying a simulated mission, move the cursor to the bottom edge of the screen to activate the “Exit Simulator” label and click the left mouse button. Tactical Map When in the Main Hall, move the cursor to the top jewel to activate the “Tactical Map Room” title and left click to enter the Map Room. This will show the player a map displaying the territories currently controlled by all combatants in the Ascalon Rift. To the right of the map screen are a series of buttons, each associated with the name of one of these combatants. Left clicking on one of these buttons will highlight the territory controlled by the appropriate combatant. As the game progresses, territory will change hands between the Gorene Empire and the Allied races native to the Ascalon rift. This exchange of territory will hinge directly on the player’s prowess in combat. It will also be effected by his grasp of general game strategy once he has advanced to a position where he can direct secondary missions against his enemies (see Preflight Computer Room description for details on ordering secondary missions). The amount of territory controlled by the player’s forces is important to the outcome of the game. Should the player begin to loose substantial amounts of territory as play progresses, his supply of combat resources may be interrupted. Likewise, when enemy territory is conquered, the number of ships and quality of the pilots that a player faces in each mission will be effected. This reflects the effect of a constricting pool of recruits and natural resources from which a military force can draw to carry on operations. On the map, each combatant’s territory is shown in a different color. Blue hexes are those controlled by the Gorenes while Green, Magenta, Orange, and Yellow hexes are controlled by Tancred, Mazuma, Zemun and Amien forces respectively. The light gray hexes represent border or frontier sectors and the dark gray hex is the mysterious no-man’s-land known as Grimnada. Each of these colored territories is outlined with red demarcation lines which remain in their original positions throughout play despite actual sectors changing hands. This will allow the player to have a point of reference for determining the amount of territory that he has gained or lost since beginning a campaign. Within each race’s territory there are various objects that the player can identify by centering his mouse on them. These represent the positions of key planets and bases referred to during the game. For a complete description of named objects shown on the tactical map, refer to the General Topics Database accessible from the preflight computer room. Mission Briefing Room To receive a briefing on the next game mission, move the cursor to the large jewel at the bottom of the screen. When the “Mission Briefing” title appears, press the left mouse key and initiate the briefing. Upon entering the briefing room the player will receive (and sometimes deliver) a description of the next mission to be flown as well as any other news that effects the game at that time. Whenever mission briefing dialogue exceeds the space allotted for it in a dialogue box, an arrow icon will appear outside the lower right corner of the box. Left click on this icon to scroll text within the box. Left click anywhere within the dialogue box to bring up the next character’s dialogue. The player may exit the briefing at any time by pressing his right mouse button. After the briefing is complete, the player will turn to face the room’s computer view screen and SETI interface (see General Topics Database in the Premission Computer Room for a complete description). Illuminated on the screen are icon images of all ships and objects (excluding asteroids and mines) that can be encountered in the current mission. Red icons represent enemy ships or objects while green icons represent the ships and objects of the player’s forces. The player may move the cursor onto one of these icons and left click to find out more about the ship or object that it represents. When the player left clicks on an icon, the SETI will turn toward him and project an animated image of the selected vessel with statistical information associated with it on the computer screen. Left clicking anywhere on the projected screen removes the projected image and will cause the SETI to rotate back to the main view screen. If the icons on the main screen are too tightly clustered for the player to isolate one with his cursor, he can left click on a particular group of icons. This will prompt the SETI to ask him to choose the ship type which he wishes to study from all of those represented by icons that his cursor is touching. Beneath the view screen appears a summary of the mission briefing that the player has just heard in the main briefing room. If the player would like to replay the full mission briefing, including the commentary of his wingmen, he should left click on the mission summary. Pressing “B” while facing the view screen in the briefing room will have the same result. To the right and left of the briefing summary box there is a door. Left click on the left door to return to the main hall. Pressing the “M” key will have the same result. Left click on the right door to go on to the Premission Computer room. This room can also be accessed by pressing “C”. Computer Room The Premission Computer Room provides the player with access to various command functions as well as the General Topics Database. Until a player has reached the status of sector commander, he will not be able to access all of the Computer Room functions. The computer room itself consists of a large central screen which has three buttons each to its right and left sides. The player need only center his cursor over one of these buttons to display its function. Insert Illustration of Computer Room Here As a general rule, when accessing a Computer Room function that provides the player with a list of subjects, all subjects on the list will be shown in yellow type. Moving the cursor onto an individual subject highlights that subject in green. A green highlighted subject on a list is the one which the player may access or select at a given time. Left clicking on a green highlighted subject selects that subject and turns its highlight from green to red. To unselect a subject, left click on that subject which will remove the red highlight from it. Move the cursor to above or below the game computer screen as appropriate to scroll an accessed list up or down. Moving the cursor onto the game computer screen will stop the scrolling motion. “Select Wingmen” Left clicking on the “Select Wingmen” button will show a list of pilots who are available to accompany the player on his current mission. If the mission that the player is to fly is a solo mission , he will be reminded of this when he clicks on the “Select Wingmen” button. No list of pilots will appear for solo missions. When the list of potential wingmen does appear, the player will be informed of the number of pilots that he may select for duty on the current mission. Right clicking on a highlighted pilot name will show the player a dossier for that pilot. This dossier will include a portrait of the selected pilot and ratings of his or her skills and attributes. Skills shown in the dossier fall under the headings of “Laser”, “Torpedo” and “Pilot” while attributes are “Courage” and “Discipline”. The skills and attributes are rated from 1 or “Poor” to 5 or “Ace”. Also shown are the number of missions flown in current campaign and an overall pilot rating. A wingman’s skills and attributes will improve as he or she participates in primary and secondary missions. As skills and attributes improve, so to will a wingman’s overall rating. Right click to return from a dossier to the list of available pilots. To select a pilot to accompany him on the current mission, the player must left click on that pilot’s name when viewing the full list of available wingmen. Pilots cannot be selected while in a dossier screen. When all wingmen have been chosen (or as many as the player wishes to select, which may be less than the required number), left click on the icon to exit the “Select Wingman” screen. If the player has not selected enough wingmen, as required by the game, for the current mission, wingmen will be selected at random to fill out his squadron from the list of those available. If there are not enough wingmen available to fly the mission, due to attrition, training duty or secondary mission assignments, the computer will assign rookie pilots to the player’s squadron. The player will not be informed of the details of such automatic pilot selections until he is leaving the “Preflight Computer Room” to fly the current mission. “Select Combat Resources” Left click on the “Select Combat Resources” button to access a list of the number and type(s) of ships available to the player for use in the current mission. At the top of this list the player will see a prompt informing him of the number of ships that he may choose. Right click on a highlighted ship to show the player the ships name and world of origin, shield and engine strengths, number of weapons carried, top speed, power and maneuverability ratings, overall durability points, and auto repair ability. Also shown will be an overhead view of the ship highlighted. Right click to return to the main “Select Combat Resources” screen. Left click on the number available and/or ship name of ship type to select one vessel of that type for the current mission. For each ship of a type that has been selected, the figure in the “Number Available” column will be reduced by one and the figure in the “In Use” column will be increased by one. If a “0” appears in the number available column, then ships of that type may not be selected. To unselect one ship of given type, left click on the figure in the “In Use” column associated with that ship type. The figure will be reduced by one and the corresponding figure in the “Number Available” column will be increased by one. Once the player has finished selecting ships for the current mission, left click on the icon to exit the “Select Combat Resources” screen. If the player has not selected a sufficient number of ships, as required by the game, to fly the current mission, the computer will select ships of a default type to fill out his squadron. If ships of the default type are not available (due to attrition), ships of any type at hand will be chosen by the computer. If there are insufficient resources available to meet the number of ships required, then only the ships that are available will be sent on the mission. In such a case, the player will have to fly the mission with an under strength squadron. The player will not be informed of the details of such automatic ship selections until he is leaving the “Preflight Computer Room” to fly the current mission. At the beginning of each new campaign the player starts with 44 ships: 20 Scorpions, 20 Liberators and 4 Intruders. As ships are lost in combat, their numbers can be supplemented in any of three ways. 1. Regular Resupply. Every three missions, the player receives one fighter craft. Every four missions, he receives one strike craft. Every ten missions, one stealth craft is added to the player’s combat resources. 2. Capture of Enemy Ships During Regular Game Play. Disabled enemy ships (i.e., those effected by Disrupters, EMP Torpedoes, or Ion Cannon, or ships with thrusters and fire control systems that have been damaged in combat), may be captured by locking onto them with a tractor beam prior to engaging SFG engines for a jump back to base. Only one enemy ship may be captured by each player ship per mission. 3. Resource Acquisition Missions. See the “Secondary Missions” section for details on ordering a Resource Acquisition Mission. “Assemble Squadron” Left click on the “Assemble Squadron” button to assign selected pilots to selected ships. Shown will be the names of Roman Alexandria and any other pilots selected by the player for the current mission. Associated with each pilot’s name will be a ship that the player had selected in the “Select Combat Resources” screen. If the player has not selected wingmen or combat resources then only Roman Alexandria’s name will appear on the assemble squadron screen. This is also true of solo missions that the player has not selected combat resources for. In short, the “Assemble Squadron” screen can only be used to assign pilots to ships that have been previously selected. To assign a pilot to a ship, left click on the name of that pilot and then left click on the ship to be assigned to him or her. The “Assemble Squadron” screen will be rearranged to match the selected pilot to the selected ship. A ship can be assigned to a pilot in the same way. To unselect a ship or pilot in the midst of this process, left click on that pilot or ship’s name to remove the red highlight from it. To see a dossier on a pilot in your selected squadron or to see the design specifications of ships selected for assignment to your squadron, right click on the pilot or ship’s name. The dossier’s and design specification screens accessed by this function are exactly the same as those that the player can see using the “Select Wingmen” and “Select Combat Resources” options. Right click from anywhere in the dossier or design specifications’ screens to return to the “Assemble Squadron” screen. To Exit the “Assemble Squadron” screen , left click on the icon. If the player does not enter the “Assemble Squadron” screen after having selected pilots and ships, the computer will randomly assign pilots to ships selected. The player will not be informed of the details of such automatic pilot and ship assignments until he is leaving the “Preflight Computer Room” to fly the current mission. “Secondary Missions” Left click on the “Secondary Missions” button to send available wingmen on missions other than the one that the player is currently engaged in. These secondary missions will occur simultaneously to the player’s own mission. Results of secondary missions will be revealed to the player after he returns from his current mission. There are two types of secondary missions; offensive and defensive missions. The player may only order one secondary mission of each type per player mission flown. Offensive Missions Left click on the “Offensive Mission” heading to send pilots on secondary missions of an offensive nature. This will reveal a list of the four types of offensive secondary missions; Combat, Contingency, Rescue, and Resource Acquisition. “Combat Missions” are raids or attacks on enemy forces with the objective of conquering territory. Depending on the difficulty level selected, successful secondary combat missions will contribute to or directly result in the acquisition of enemy sectors. These sectors will be added to the player’s territory shown in the “Tactical Map” room accessible from the Main Hall. “Contingency Missions” are offensive operations designed to accomplish a player’s own mission objective should he fail to do so in the course of regular game play. The probability for success in a contingency mission is directly related to the number of wingmen sent and the risk factor involved. “Rescue Missions” are those that attempt to retrieve pilots captured by enemy forces during prior player and secondary missions. Again, the number of wingmen sent on a rescue mission and the risk factor selected for it have a direct impact on the potential success of that mission. “Resource Acquisition” missions are operations in which wingmen acquire the raw materials needed to assemble new ships. These new ships would be in addition to regular resupply operations that automatically provide the player with a new fighter every three missions, a new strike craft every four missions and a new reconnaissance ship every ten missions. Resource Acquisition missions can also result in the capture of enemy ships which would then be available for player assignment and use. Select a secondary mission type by left clicking on it’s title. The player will then be prompted to select a risk factor for the mission. The greater the risk factor selected, the greater the potential reward (relative to the number of pilots assigned to the mission) that can be achieved. However, a high risk factor greatly increases the chance for wingmen and their ships to be killed or captured while flying the secondary mission. After the desired risk factor is chosen, the player will be transferred to the “Select Mission Pilots” screen. This will show a list of all pilots available to fly the offensive mission. Only pilots not already selected to accompany the player on the current regular game mission, or not assigned to sector defense or duty at the pilot academy will appear on the list. Left click on a listed pilot’s name to select him or her for duty in the current offensive secondary mission. Left click again on his or her name to unselect that pilot. Right click on a pilots name to see a dossier on that pilot. Remove the dossier from the game computer screen by right clicking anywhere within it. Once all desired pilots have been selected for assignment to the current offensive secondary mission, left click on the icon to return to the “Select Mission Type” screen. Defensive Missions Left click on the “Defensive Mission” heading in the “Select Mission Type” screen to order a defensive secondary mission. A defensive secondary mission assigns pilots to sector defense. This duty includes patrol and frontier protection missions that attempt to deter the territorial aggressions of your enemies. Unsuccessful or inadequate sector defense will result in the loss of sectors shown on territorial map in the “Tactical Map” room accessible from the Main Hall. (See the “Tactical Map” section for details on the significance of losing friendly territory.) As in offensive secondary missions, the chances for success in a defensive secondary mission are directly related to the number of pilots assigned to it Once the player has selected the “Defensive Mission” option, he must select a squadron of pilots for assignment to it. This is accomplished in the same way as with offensive secondary missions (see “Offensive Secondary Missions” above). “Pilot Academy Resources” To assign pilots to duty as instructors in the local pilot academy, left click on the “Pilot Academy Resources” button. This will bring the player to the “Select Academy Instructors” screen. In order to receive trained pilots to replace those killed and/or captured during the course of game play, a player must assign some of his wingmen to the pilot academy as instructors. The more instructors assigned to the academy, the more often a player will receive trained replacements. The attributes and skills of these trained replacements will depend directly upon the skills and attributes of those that instructed them. Only pilots that have not been assigned to accompany the player on the current mission or to fly a secondary mission will be available for assignment to the pilot academy. To select a wingman for duty as an academy instructor, left click on his or her name. To unselect that pilot, left click on their name a second time. To receive a dossier on a listed pilot, right click on that pilot’s name. Remove the dossier from the game computer screen by right clicking from anywhere within it. Pilots selected for duty at the academy will remain there, as instructors, from player mission to player mission until the player re- enters the “Select Academy Resources” screen and unselects them. Because the player’s pilot academy is a local institution, wingmen selected to act as instructors there will still be able to attend regular mission briefings and debriefings. To exit the “Select Academy Instructors” screen, left click on the icon at the bottom right of game computer screen. “General Topics Database” To access general information about various topics pertinent to the current conflict in the Ascalon Rift, left click on the “General Topics Database” button. The topics that the player can study are: Alien Races, Geography, Military Bases, Personalities, Science/Technology, and Weapons. Left clicking on one of these topic headings will access a secondary list of terms that apply to that topic. Left click on any of these terms to receive a definition of that term. To exit a definition, right click from anywhere on the screen. To exit a specific topic screen, left click on the icon. Leaving the Premission Computer Room The player may exit the Premission Computer Room in one of three ways. He can move the cursor to the left of his screen, activating the “Exit to Main Hall” icon and left click to return directly to the Main Hall. By moving the cursor to the bottom of his screen, the player will activate the “Return To Mission Briefing Room” icon. Left clicking here will return the player to the Mission Briefing Room. Finally, the player may move the cursor to the right side of his screen. This will activate the “Fly Mission” Icon. If the player left clicks on this icon, he will proceed with the current mission. Once the player has selected this option, he cannot return to the Main Hall or Mission Briefing/Computer Rooms until his mission has been completed. As he exits the Computer room to fly his mission the player will receive messages from the computer concerning pilots that it has assigned to his squadron and ships that it has requisitioned for those pilots. To remove these messages and proceed with the mission, click the right mouse button. If the player has selected all ships and pilots necessary to fly the current mission, then no computer messages will appear. When the computer messages have been dealt with, the player will immediately be transported to the cockpit of his ship as it jumps into the current mission. As when in the Main Hall and Briefing Room, the player may also exit the computer room by pressing the key that corresponds to the first letter of the exit he wishes to use. In this case it would be “B” for Briefing Room, “M” for Main Hall, and “F” for Fly the mission. Mission Flight and Combat Basic Information The first thing that a player should know as this stage of play begins is that pressing the “P” key Pauses the game. The next thing that he should know is that he can Quit the game by pressing the “Q” key while holding down the “Alt” key. Quitting the game in this manner will allow the player to restart the game in the Main Hall just prior to the current mission. As the mission begins, the player finds himself in the cockpit of his ship, having just jumped into the sector where it is to take place. Before him is his main view looking straight ahead over the nose of his ship. His craft will automatically be traveling at half speed (except recon ships which jump in at a full stop) and his monitors will be on default settings. Insert Liberator Cockpit Illustration Here Gauges Also visible are the ships gauges which monitor fuel (F), throttle (T), engine power (E), laser strength (L), desired speed and actual speed. Depending on the ship being piloted, a count of projectile weapons (i.e., Torpedoes or EMP Torpedoes) could also appear. Gauge styles vary from ship type to ship type, but all work on the same principle. Those that track specific numbers, such as torpedo and speed counters will show a numeric figure that tells the player exactly how many projectiles he has remaining or exactly how fast he is traveling. Gauges that display fluctuating energy outputs and requirements of a general nature, use a glowing color bar to monitor their functions. For example, in the Gorene Liberator strikecraft, the engine power gauge is divided into ten segments. As power is siphoned off the ships engines to perform functions such as acceleration, charging lasers and regenerating shields, consecutive segments, starting from the bottom of the gauge, will glow orange. Eventually, the entire gauge may be illuminated, indicating that 100% of engine power is being utilized. This gauge also has a red warning light located above it on the control panel which glows when a player is trying to use more power than his ship’s engines can produce. The Liberator’s throttle works in the same way with a fully illuminated gauge indicating that the ship is traveling at its top speed. The fuel and laser gauges also operate in this manner, except that they generally begin in a fully illuminated state and have segments darken as the energy that they monitor is discharged. Cockpit Views In the center of the main cockpit view or Heads Up Display (HUD), the player will see a set of cross hairs. These cross hairs are used for pointing the ship in a desired direction as well as for targeting laser fire. If the player is within weapon range of his current target (this will depend on the range of the weapon that the player has selected to have active), a red optimum trajectory targeting circle could also appear on his main view. This circle marks the player’s target, so the player must be facing his target for the circle to be visible. The circle indicates where he should direct this laser fire, using the targeting cross hairs, for maximum damage potential. When the ship’s cross hairs and the optimum trajectory targeting circle are perfectly aligned, a beeping tone will sound informing the player that his weapons are perfectly “on target”. At any time during game play, the player may replace his main view with one of seven alternatives by pressing the function key associated with it. To return to Main Cockpit View, press the F1 key. The alternative views are: F2 - Front View. This option allows the player to have a full frontal view, unobstructed by cockpit monitors or instruments. There is no optimum trajectory circle or set of targeting cross hairs in this view. F3 - Rear View. This option allows the player to have a full screen view from the rear of his ship. F4 - External View From Ship to Target. This provides the player with a view of his target looking over his own ship. F5 - External View From Target to Player’s Ship. Gives the player a view of his own ship looking over his target. With larger enemy ships, the player’s view of his own ship may be obstructed. Shift + < - Left View. Allows the player to see an unobstructed view from the port side of his ship. Shift + > - Right View. Allows the player to see an unobstructed view from the starboard side of his ship. F7 - Torpedo Camera. This option lets the player view the action from behind one of his torpedoes as it speeds toward a target. The function provides a view from the last torpedo fired by the player prior to activating the torpedo camera option. This view lasts until the torpedo strikes its target, is shot down, runs out of fuel, or the player engages a different viewing option. F-8 - External View Over The Player’s Ship. This gives the player a view overlooking his own ship that adjusts to match changes in the ship’s direction. This view is not linked in any way to a player’s target. F-9 - External View Over Target Ship. This option shows a close-up of the player’s target overlooking it from the back. This view adjusts to match the target’ s changing position and is not linked in any way to the position of the player’s ship. The quality of all these views, including the main cockpit view may be adjusted by the use of several options. Pressing the F10 key toggles the Gouraud shading off and on. Likewise, the F11 key will toggle texturemaps off and on. Pressing F12 will toggle the light source shading off and on, and holding down the “Shift” key and pressing F10 will toggle the Phong shading off and on. Altering the quality of the views may effect the speed at which the game runs on your system. For more details on this phenomenon, see the trouble shooting section of this manual. Monitors Beneath the main view are the ship’s monitors. In all but Amien ships, there are three of these. The default setting for the left monitor (Monitor #1) is Monitor Function #1, Ship’s Radar. On the screen are a series of icons representing ships and objects detected by the player’s ship’s radar. The radar system computer will identify the signals emitted by the IFF (Identify Friend or Foe) transponders standard to all craft in the Ascalon Rift, and determine which objects are friendly and which are hostile. As in the secondary Mission Briefing Room, red icons are opponent ships and objects and green icons represent vessels of the player’s forces. Identified ships and objects will appear as icons that roughly represent their shapes. If a player has difficulty recognizing the ship types that the icons represent, he should use the targeting site (default Monitor #2) or the Navigational Controls’ Tactical Map to identify his opponent ships. Red or green question marks represent objects that have not been identified by the ships computer. Tan question marks are objects that are too distant to be recognized as being friend or foe. One icon on the radar screen will appear in blue. This is the player’s current target. The icon(s) centered in the radar cross hairs, represents the object that is directly in front of the player’s ship. The further an icon appears from the center of his radar screen, the further that the object that it represents is from directly in front of the player. Icons that are all the way to the outside rim of the radar screen represent objects that are behind the player’s ship. The player can toggle the radar screen to a condensed overhead tactical display by pressing the “R” key while holding down the “Alt” key. This display’s view can be zoomed in and out using the “Z” and “X” key. This view will give the player an approximate idea as to how far away he is from the closest friendly and enemy ships. Pressing “Alt” + “R” returns the screen to the three dimensional radar mode. To determine the exact distance an object is away from the player’s ship, the player must either target the object or consult the Navigation Control’s Tactical Map. The center monitor (Monitor #2) shows Monitor Function #3, the Targeting Sight. At the top of the sight is displayed the target’s ID. If a target has not been identified, the targeting sight will display the designation “Unidentified Ship”. The central part of the targeting sight is composed of four triangular LED’s laid out in the form of a wide set of cross hairs, and a glowing orange ellipse that represents the player’s target. The cross hair triangles will illuminate when the target ellipse is centered between all four of them. This indicates that the player is headed directly toward his target. If only one or two of the LED’s are illuminated, it indicates that the player must pilot his ship in the direction of those triangles to center his target within the sight. At the bottom of the targeting sight, the distance from the player’s ship to his target is shown. The right monitor (Monitor #3) shows Monitor Function #6, the Ship’s Damage Display Screen. If the player’s ship has not been damaged or all damage to his ship has been repaired, the message “No Damage will appear here in green type. When the player’s ship has been damaged, due to weapon’s hits or collisions that penetrate his ship’s shields, the systems that have been effected will be displayed here. Systems that are lightly damaged appear in green, those that have suffered moderate damage show up in yellow and those that are severely damaged appear in red type. Severely damaged systems are not operational. When the player is flying a ship that is equipped with an onboard repair system, the first of the damaged systems to appear on the list shown will have a number displayed to its right. This number indicates how many seconds it will take the ships repair nanos to fix the damaged system. (See “Damage Control”, “Repair Order” and “Power Management” headings under the Navigational Controls section for more information on repairing damage to ship’s systems.) The ship’s systems that can be damaged and thus appear on the Ship’s Damage display screen are: Thrust - This allows the player’s ship to move from place to place. A ship can still pivot when its thrusters are inoperable. A burn - This system allows the ships Afterburners to function. Shield Generators - This system produces the ships protective force fields. Fire Control - This system coordinates and controls all of a ship’s weapons. A ship with an inoperable fire control system cannot uses its weapons. Tractor Beam - This system generates the ship’s tractor device, which is used to tow ships or objects. Eject - This represents the ship’s escape pod ejection system. Armor - This is the alloy plating that protects and maintains the ship’s physical structure. Individual Weapons’ Systems - These systems vary from ship to ship but include things like lasers, torpedo tubes and hydrogen plasma bolt generators. When an individual weapon system is inoperable the player will not be able to utilize weapons of that type. To turn off a monitor, hold down the “Alt” key and press the number associated with that monitor. Taking this same action will reactivate a monitor. Whatever function that was assigned to a monitor prior to its being deactivated will still be assigned to that monitor when it is activated again. To change a monitor function from that which is currently assigned to it, hold down the “Shift” key and press the number key that corresponds to that monitor. For example, press “Shift” + “1” to change the function of Monitor #1 ( the left monitor). The monitor selected will then go blank. Now press the number that corresponds to the function that you wish to assign to that monitor. Alternatively, the player may toggle through all of the available options for each monitor by pressing a hot key associated with it. Pressing “7” toggles the left monitor, “8” the center and “9” the right. The default settings of a ships monitors can be changed by using the Inflight Default Options in the Game Options menu accessible from within the player’s base. Monitor Function #2 is the Trackcam function. Switching to this function allows the player to see an animated display of a targeted object. The display shows the target object from the same angle it would be seen from the player’s ship but at a constant distance that allows him to see the entire ship. Monitor Function #4 is the Ship’s Shields function which allows the player to see the current strength of his protective shielding force fields. The monitor screen will show an overhead view of the player’s ship with variable colored bars to the front and back of the vessel. The colored bars represent front and rear shield strengths. As a ship’s shields are damaged, the bars will shrink from right (yellow) to left (red). When shields regenerate, the bars will expand in the opposite direction. When no colored bar remains, the ship’s shields are down and can no longer absorb damage directed at the player’s ship. Shields that are down will remain so until they can be regenerated. Shields that are down cannot regenerate fast enough to absorb uninterrupted fire directed at the ship, nor can they regenerate if the ship’s shield generation system is inoperable. Monitor Function #5 is the Target’s Shields function. This function operates in exactly the same manner as Monitor Function #4 except that the view and shield strengths displayed are those of the player’s target. The Target’s Damage Function is Monitor Function #7. It operates in the same way as Monitor Function #6 (Ships Damage) except that the damage displayed is that of players target. In addition, the “No Damage” display appears in red type as opposed to green. Also, opponent ships equipped to perform inflight repair will not have system repair times displayed. The Rear View Mirror Function is accessed by using the “Backspace” key. This allows the player to place a view of the area directly to the rear of his ship on one of his monitor screens. This is especially useful in heated dogfight situations, for checking his ship’s direction and for avoiding enemy mine and missile attacks. Monitor Function “-” allows the player to turn off or move his Visual Communications Window. As a default, all radio communications that are accompanied by visual transmissions (usually a portrait of the message sender) will temporarily overwrite the display on Monitor #1. To remove the communications window from this monitor, press “Shift” + “1” and then “-”. To add it to another monitor, hold down “Shift” and press the number that corresponds to that monitor and then the “-” key. The last three monitor functions are available to the player when he is flying an Intruder recon ship equipped with special sensors and “Stealth” technology. Monitor Function #8 is the Visual Scan function. It allows the player to monitor the progress of a visual scan that he has implemented. It will show the player the visual, infrared and EM aspects of the scan as they occur. This function will also inform him when attempts to scan the same object twice. Monitor Function #9, the Probe Monitoring function, allows the player to monitor the progress of a probe type scan that he has implemented. The screen will display information being transmitted in binary code from a launched probe back to the player’s ship. Monitor Function #0 is the Stealth Monitoring function. This allows the player to monitor his stealth radar evasion technology’s battery power and recharge rate. It will show two vertical color bars. The bar on the left, enclosed in a gray box, indicates the battery power available to the operate the stealth radar evasion technology. Battery power is consumed when the stealth technology is activated. Color recedes from the box as battery power is consumed. When no power is left in the stealth battery, the stealth radar evasion technology will automatically deactivate to allow the battery to recharge. The battery can only recharge when the stealth technology is deactivated and only when extra power is available from the ship’s engines to be diverted to it. The variegated color bar to the right of the monitor is essentially a gauge of the player’s detectability when the stealth technology is active. An all gray bar indicates that the player’s onboard computers believe that his ship is not detected by enemy combat ships. The green color emerging from the bottom of the bar shows the player’s energy signature. The higher the green color rises, the stronger the signature emitted by his ship and the better his chances of being detected. The yellow coloring descending from the top of the bar indicates the recon ship’s best estimate of its detectability given its energy signature and the strength and proximity of enemy combat ship’s radar scans. When the two colors meet, a red bar appears as a positive indication that an enemy has gotten a radar lock on the player’s ship. It is important to note that the data gauged by the yellow bar is an estimated quantity. It is possible that the player’s ship has been detected with no red or even yellow color appearing on the variegated color bar. This is especially likely when the player is flying close to enemy combat ships since the stealth technology only hides a ship from an enemies radar and not from his eyes. Adjusting Velocity As noted previously, the player begins each mission traveling at half the speed that his engines are capable of producing. He may adjust his speed at any time by using any one of seven keys. 1. Pressing the “0” key caused the player’s ship to decelerate to a complete stop. 2. Pressing the “1” key adjusts the ship’s velocity to one third of its top speed. 3. Pressing the “2” key adjusts the ship’s velocity to two thirds of its top speed. 4. Pressing the “3” key causes the player’s ship to travel at full speed. 5. Pressing the “4” key adjusts the player’s speed to match his target’s current velocity. 6. Pressing the “=“ or “+” key increases the player’s speed by one km (up to top velocity); and 7. Pressing the “-” key decreases the player’s speed by one km (down to a full stop). 8. Pressing the “Tab” key engages the ship’s afterburners, this increases the player’s speed to several times his listed maximum until deactivated. Traveling at such high velocity makes any type of maneuvering all but impossible. This feature also consumes tremendous amounts of fuel and could leave a player stranded and defenseless if over used. The player can also adjust his speed by holding down his right mouse button or second joystick button and moving the mouse or stick forward to increase speed or backward to decrease it. This second button is also used in combat to allow the player to roll his ship. This is accomplished by moving the mouse or joystick in the direction that the player wishes to roll while depressing the second/right button. Computer and Navigational Controls Press “N” to bring up the ship’s computer. Pressing “Esc” will exit this feature. The computer gives the player access to ship’s functions such as power and repair management, damage control, communications, and the navigational map while in flight. While a player is using the ship’s computer the game is paused. Power Management Left click on the Power Management box (or press “P” or “1” ) to access the power management system. This allows the player to assign power supply priorities to all ship functions. Areas marked green on the list are receiving all the power that they require at that moment. Those marked in yellow are getting partial power and those marked in red are not getting any power. The number in parentheses after each item refers to the total amount of power currently required by that ship function. Most systems will still function at a decreased rate if they are receiving less power than what they require. A repair system however, requires full power to function at all. To change a function’s power priority, move the cursor to that function then depress the left mouse button. Hold the mouse button down and move the cursor to desired priority level, then release the mouse. The selected function will now occupy the new priority while all other functions will be shifted down in importance. Using the keyboard, the player can type the number of a function to move it to the top of the priority list. This change in the placement of a function moves other functions that had been above it down in priority. Pressing “ESC” will return the player to the main Computer and Navigational Controls menu. Mission Briefing Left click on this box or press “B” or “2” to bring up a condensed version of the mission briefing. This allows the player to review the main objective(s) of the current mission. Hit any key to return to the main menu. Tactical Map Left clicking on the Tactical Map box or pressing “T”, “M” or “3” accesses the computer’s tactical map of the sector of space immediately surrounding the player. It shows the ships and other objects detected by ship’s radar in the vicinity. When he first enters the tactical map it will be centered on the player’s ship. He can click the right mouse button to center the map on the cursor or can use the arrow keys on the keyboard to move around within the map. Pressing the “C” key will re-center the map on the player’s ship. The “>“ and “<“ keys will zoom the map in and out respectively as will “Z” and “X”. As in the ships radar monitor, friendly ships appear as green icons and enemy ships appear as red icons on the tactical map. The ship or object that is currently targeted by the player will appear as a blue icon. Centering the cursor over an icon will bring up various data about it. This information includes: ship type (if identified), speed, distance from player, pilot (if known), pilot’s overall skill rating, damage sustained in percent of overall durability, and distance above or below the player expressed as a positive or negative z coordinate. In addition, the player will be able to determine the direction that a selected ship is traveling in. This is revealed by the colored line which emanates from the ship when the cursor is centered over it. A yellow line that connects the selected ship’s icon to another icon indicates that the selected ship is targeted on the ship represented by that icon and headed in its direction. A blue line emanating from a selected icon that ends without touching another icon indicates the direction of the ship represented by that icon. Left clicking on an icon selects the vessel represented by that icon as the player’s target. Pressing “ESC” will return the player to the main Computer and Navigational Controls menu. Communications Left click on the communication’s box to communicate with wingmen or enemy pilots. Pressing “C” or “4” will also activate this function. When activated, the tactical map (described above) will appear. Simply left click on the ship the player wishes to communicate with and a menu of possible messages will appear. Left click on or press the number of the appropriate message. Pressing “ESC” will return the player to the main Computer and Navigational Controls menu. Damage Control Left clicking on this function or pressing “D” or “5” gives the player a list of the damage that his ship has sustained. It identifies the amount of damage each system has sustained and gives an estimate of repair time for those ships that have a repair system. A function highlighted in green is fully functional but slightly damaged, one highlighted in yellow is moderately damaged but still functioning and one highlighted in red is damaged and completely non-functional. Tolerance refers to the total amount of damage your ship can sustain. Once the ship has sustained damage near the tolerance level destruction is immanent. The shield percentages tells the player the amount of shield energy remaining in the shield batteries. Estimated repair time is listed in seconds. If the player’s ship has been disabled due to Disurptor or EMP torpedo fire, an account of that damage will appear here as well. Pressing “ESC” will return you to the main menu. Repair Order This function is only available to the player when he flying a ship equipped with a repair system. Left click on the Repair Order box, or press “R” or “6” to see which damaged ship’s system is to be repaired first and to change a system’s repair priority. As a rule, heavily damaged systems, highlighted in red print, are repaired first with the red highlighted system nearest the top of the list receiving top repair priority. Those that are moderately damaged (yellow) are repaired next and lightly damaged (green) last. Here again systems higher on the list are repaired prior to others of the same color that appear further down. In parenthesis next to each system is listed the amount of damage points that it can sustain before becoming inactive and the number it has absorbed so far. To override this prioritization system, right click on a listed ships system. This will cause the letter “P” to appear on either side of that system’s title, and gives the selected system top repair priority regardless of the amount of damage that it or any other system has sustained. Right clicking on a top priority system a second time will cause the “P” to be replaced by an “L”. The “L” signifies that the selected system is to receive the lowest repair priority, again irregardless of the damage that it or any other system has sustained. Right click on an “L” designated system to remove the special priority designation. Should the player designate more than one system for top or lowest priority, the designated system that appears highest on the repair order list will be repaired before any other designated systems. The player may also use the keyboard to execute a change in repair priority. To accomplish this press “P” and then the current number assigned to a system on the list. This will cause a “P” to appear next to that system. Pressing the system’s number a second time will give it an “L” priority and pressing it a third time will remove the priority designation. Press “P” again to toggle off the keyboard priority assignment function. To change an item’s position on the repair priority list, use the same method as described under “Power Management”, above. Press “ESC” to return to the main Computer and Navigational Controls menu. Weapons’ and Targeting Systems There are several other keys that the player will use in combat situations. Pressing the “W” key will toggle through the player’s available weapons. The last weapon accessed by using the “W” key will be the one active on the player’s left mouse or first joystick button as well as the keyboard spacebar. Pressing this key or button will fire the active weapon. A ships heavy weapon (i.e., torpedoes, hellfire, neutron cannon, etc) may be fired directly from the keyboard without it being active on the player’s mouse/joystick by pressing the “Enter” key. With the exception of lasers and disrupters, which always fire in the direction that the ship is flying, active weapons will be directed at the ship or object represented by the blue icon on ship’s radar (see the description of monitor functions, above). When a player wishes to direct all active weapons at a ship or object that is in front of him, he must center the ships cross hairs on that object and press “L” to lock the ship’s weapons onto it. In addition to this method, Star Crusader provides the player with a variety of other options for targeting his ship’s weapon systems. To target opponent ships or objects: Pressing the “T” key will toggle through all enemy targets detected by ship’s radar Pressing “E” or Shift + T, targets the closest enemy ship or object (excluding escape pods asteroids and mines). Holding down the “Alt” key and pressing “T” will toggle back to the previously targeted enemy ship or object. To target (usually for communications, navigation, or rescue purposes) friendly ships or objects: Press the “A” key to toggle through all allied ships or objects detected by ships radar. Press “A” while holding down the shift key, to target the closest allied ship or object. Holding down “Alt” while pressing “A” will toggle back to the previously targeted ally ship or object. Communications Aside from using the ship’s Computer and Navigational Controls, the player may communicate with his wingman by using his keyboard. To communicate with a wingman in this way, select his or her ship as a target then send a desired message by pressing the appropriate function key while holding down “Alt”. The communications’ function keys that send messages to selected ships are: Alt + F1 - “Return to base.” The selected wingman breaks off his attack and engages his SFG engines. Alt + F4 - “Defend Position” The selected wingman comes to a stop and attacks any enemy that targets him or her or comes close to his or her position. Alt + F7 - “Break off your attack” The selected wingman will discontinue attacks against his or her current target and choose another. The player may also send out an order to his closest available wingman without having to target him or her. This is accomplished by holding down the “Alt” key and pressing the appropriate function key for the message that he wishes to send. The messages that may be sent in this way and the function keys that apply to them are: Alt + F2 - “Attack my target.” The closest available wingman accepts the player’s current target as his own. Alt + F3 - “Disable my target.” The closest available wingman accepts the player’s current target as his own and attempts to disable it. Alt + F5 - “Defend my target” The closest available wingman defends the ally targeted by the player or the ally closest to his or her own ship if the player has not targeted one. Alt + F6 - “Cover me” The closest available wingman will close to within 0.1 km of the player’s ship and attack any enemy that target’s the player’s ship. Alt + F8 - “Rescue/Capture my target” The closest available wingman moves to within tractor beam range of the player’s immobile target. The wingman will then ensnare the target and hyper-jump back to base. A wingman is usually considered available if he or she is not engaged in defending themselves from attack. Emergency Measures In the heat of combat if may be necessary for the player to take certain drastic steps to ensure victory or even just to save his own skin. It is not uncommon to run out of laser power at a critical moment. At such a time the player may wish to overcharge his lasers thus greatly increasing their recharge rate. To overcharge ships lasers, hold down the “Shift” key and press “L”. The overcharging process will draw a substantial portion of a ship’s available power. It will continue to do so until lasers are fully charged or the player deactivates the overcharge process by pressing “Shift” + “L” again. The ship’s shields can also be overcharged with the same increase in recharge rate and power demand. To overcharge shields, press “S” while holding down the “Shift” key. To overcharge lasers or shields, the player must have designated a high enough priority to that system in the “Power Management” option of the “Navigational Controls” screen to allow for it to receive some portion of ship’s power. The short term advantages of overcharging are not without their adverse consequences however. Abusing the overcharge keys could result in permanent damage to ship’s lasers and shields. This damage will manifest itself in the form of limited maximum laser and shield power levels. Because the potential for damage is so high, the player will be warned each time he uses the overcharge option. Damage caused by overcharging cannot be repaired by a ship’s inflight repair system. There may also be occasions when, to counter enemy weapons (such as the Zemun Hellfire) or to quickly free up power, the player may wish to drop his shields. To drop shields, press the “S” key. To raise shields again, at the same level they were prior to being dropped, press the “S” key a second time. Finally, when a situation seems hopeless and a player’s ship is disintegrating around him, he may be forced to undertake the ultimate emergency measure, bailing out. The player must have an operable eject system (see “Ships Damage” monitor function) in order to eject from his ship. To execute the eject command, press “E” while holding down the “Ctrl” key. Ejecting is not a guarantee of safe return to base (only jumping out can do that), especially if the player is alone and behind enemy lines, but it is a risk that is often the only alternative to a fiery death for Roman Alexandria. Stealth Functions When flying the Gorene designed Intruder reconnaissance ship the player has access to special Stealth radar evasion technology. To turn on the Stealth technology press the “C” key. This activates the Intruder’s radar evasion devices which the player can monitor using monitor function “0”. Please see the above description of this monitor function for details on using the Stealth technology. Press “C” again to deactivate the technology and conserve Stealth battery power. The “B” key toggles the Stealth battery chargers off and on in the same way. When the Stealth battery is charging it will appear on the player’s Power Management Screen found within the Navigation and Computer Controls function. This means that the player will have to divert engine power to his Stealth batteries in order to have them recharge. The Intruder is also equipped with optical scanners and computer probes that are used in its reconnaissance role. The device that the player decides to utilize in a given mission will depend upon his mission orders and objective. To activate a visual scan of his target, the player must move to within scan range and then hold down the “Ctrl” key and press “S”. Once it has been initiated, the progress of a visual scan can be tracked using Monitor Function 8. The player must stay within scan range (0.2 km) of his target throughout the visual scanning process in order for it to be successful. To launch a computer probe at a target, the player must maneuver to within probe range and press “L” while holding down the “Alt” key. Here again the player must remain within probe range (0.25 km)until the device completes its scanning function. He may see the coded data being transmitted to his ship from a launched probe by using Monitor Function 9. Returning From A Mission Prior to returning from a mission the player may wish to capture an enemy or friendly ship or escape pod in his tractor beam. The tractored vessel will be transported with the player’s ship when he activates his SFG engines. To tractor a targeted vessel, the player must be within 0.2 km of that vessel and traveling at or near the same speed as it is. He can then activate his tractor beam by pressing the “R” key. The player will be informed that his tractor beam has been engaged and a narrow blue energy field will be seen emanating from his ship to the target vessel. Once a vessel has been successfully tractored, the player may gradually alter his velocity without breaking the tractor beam. This will have the effect of towing the target vessel and making it conform to the player’s ship’s velocity. Only one vessel may be captured with the player’s tractor beam at any one time. Pressing “R” will deactivate an active tractor beam. When the player completes a mission or feels it prudent to abandon the current mission objective, he may return to his home base by activating his Singularity Field Generator (SFG) engines. To do this, the player must bring his ship to a complete stop and then press the “J” key. The player should be aware that, aside from the obvious disadvantage of requiring his ship to be stationary, the SFG engines also automatically lower his shields. This often has the unhappy result of making the player a sitting duck for enemy fire while his singularity field is being generated. Careful planning of hyperjumps is often essential. The player may wish to save some fuel for his afterburners to put distance between his enemies and himself prior to making an emergency hyperjump. Upon executing a successful hyperjump, the player will be returned to his base where he may undergo a mission debriefing and receive word on secondary missions that took place in his absence. Afterwards, the player will once again find himself in the base’s Main Hall, ready for more action in the Ascalon Rift. Overall Game Strategy The most important thing that a new Star Crusader player must keep in mind is that this is not a linear game. Remember that you do not have to succeed in every mission to win a campaign. In order to advance the overall game plot, some missions have been designed to be very difficult and, in fact, there is at least one mission that you can’t help but lose. Make no mistake, if you lose too many missions, especially after becoming sector commander, you will lose the game, but the only way to play all of Star Crusader’s 104 missions is to lose a battle here and there. So, by all means, save your games, but don’t be too quick to replay a mission that you had to abandon before its objectives had been completed. You may be passing up an opportunity to play some of the game’s most enjoyable and challenging missions. Once you are able select your wingmen, do so carefully. Examine their dossiers to find out who is best suited for the mission that you are about to fly. Beware of relying on any one or two pilots too much. Taking the same wingmen on mission after mission will increase their skills, but could leave you with only relatively untrained pilots to choose from down the road when a favorite is killed in battle. Remember to order secondary missions, not only will you increase the skills of pilots sent, but you can supplement your supply of ships and gain control of more enemy territory as well. Don’t forget, you can win every one of your own battles but still loose the war if you leave your territories undefended. Likewise, be sure to send instructors to the pilot academy. After all, this is a war that you’re fighting and that means casualties among your own troops as well as your enemies. Don’t make the mistake of waiting too long to start replacing your pilots with trained cadets. There’s nothing worse than having to fight against a swarm of veteran pilots when all you have are a bunch of pathetic rookies to back you up. Finally, get to know your wingmen. Many of them have distinct characteristics that do not appear on their official dossier’s. Once you are aware of certain pilot’s personalities, use them to your advantage. Ship’s Systems In order to effectively use any ship in combat, the pilot should be armed with as much information as humanly (or in this case gorenely) possible. Fortunately, all thirteen ships that can be flown by the player have a basic set of similarities. If you can learn to use these effectively, you’ll be prepared for 90% of the situations you encounter. First, you’ll need to learn a little about the main systems on any fighter. We’ll spare you the boring details, and skip directly to the important stuff. Power: All ships have a limited amount of power that their generators can produce. This power level is constant throughout the game. It will not vary, no matter how much damage you take. If you look through the various ship’s specifications, you’ll see that each race’s ships have unique power characteristics. Tancred and Mazuman ships have plenty of power, while Zemuns are somewhat lacking. Power is used for the following systems: maintaining velocity, shield repair, charging the weapons, damage repair (on Gorene ships only), acceleration, tractor beams, and stealth devices (on Intruders only). No fighter in the game is capable of applying maximum power to all of these systems at once. You’ll find that when you first begin a mission, you have more than enough power. As you fire the weapons and take damage to the shields and ship structure, however, power becomes more critical. The most useful feature of the power system is the priority list. You can set this up before the mission begins, or from inside the cockpit. This feature allows you to decide what systems get power first, second, etc. That way, if you find yourself running low in certain situations, you can be sure you get power where you need it most. You may adjust this priority at any time before, during, or after the mission. Fuel: For purposes of normal flight and combat, all ships carry more than enough fuel, about thirty minutes worth in fact. You’ll only really have to worry about keeping track of your fuel gauge on prolonged reconnaissance missions or if you like to use your afterburners too much. Remember that the afterburners consume immense amounts of fuel for each second that they are engaged so take it easy on them. It is usually a good idea to save at least a quarter of your fuel for making an emergency exit from a combat situation. Use this fuel in your afterburners to get as far as possible from enemy ships then engage your hyperdrive. This will allow your SFG engines to do their job without getting you shot to pieces in the process. Weapons: What would a space flight simulator be without weapons? In Star Crusader, you’ll find a wide variety of different weapons to attack the bad guys with. These weapons are designed such that they offer each race it’s own tactical capabilities and drawbacks. You’ll find that these are not the run-of-the-mill weapons that you may be used to (i.e. little-blaster, big-blaster, huge-blaster, king-Kong-blaster, etc.). The weapons in Star Crusader each have their own tactical effect in combat. Several weapons don’t even do damage at all. You may find, though, that these are the most difficult to deal with. Tractor Beams: Tractor beams are useful for several things. First, they allow you to capture enemy ships. Once you jump home with the captive, he’ll wind up in some space-POW camp somewhere, and you can fly his ship on any subsequent mission. With this feature, you’ll be able to experiment with any fighter in the game. You may even find (as some of us here at Take 2 digital entomology lab have) that you prefer some of the alien ships to Gorene ones. If you do, grab a Liberator and go capture a few. There are two things to note, concerning the tractor beam: 1) it can only produce a finite amount of pulling force, and 2) it has a maximum range. What do these things mean? Well, because the tractor beam has a limited pulling force, you can only lock onto other fighters. Things like destroyers, cruisers, and bases are too big to drag home. It also means that if you accelerate too quickly, or fly at high rates of speed, the tractored ship will fall back, and eventually get out of the 0.2km range. When this happens, the tractor lock is broken. Lastly, if you experiment a bit, you may find that dragging an enemy ship around in combat (which would normally be a bad idea) can have one really beneficial effect in certain unique situations. Too bad we’re not gonna tell you what that type of situation is. Figure it out for yourself, Ace. Ejection System: If you find yourself in trouble, eject. It’s better to lose a ship, or even the whole mission, than it is to get killed and have to start over. We’ve designed the campaign so that if you lose missions here and there, the game won’t be over. Therefore, you shouldn’t be afraid to eject if you really have to (and don’t wimp out by restoring to a previously saved game, either.) Flight Characteristics: Each ship in Star Crusader has it’s own maneuverability, acceleration, and top speed. This gives them all a very different feel in combat, and also helps to balance out game play. For instance, Tancred ships have extremely powerful weapons, but they don’t turn very fast. Mazumans, on the other hand, maneuver around better than any other ships in the game. Unfortunately, their ships aren’t very powerful (or durable). Radar and Sensors: Your radar systems allow you to see what’s buzzing around you in space. They also allow you to lock onto enemy ships. If your radar goes off-line, you’ll have a tougher time finding the bad guys, and the little red gun sights won’t be on the HUD to let you know where to shoot if you want to hit them. Damage Control: All Gorene ships (no alien ships) have an in-flight repair capability. This repair capability costs 20 power points to operate. Like the power management system mentioned above, you can assign a priority list to the systems on your ship. That way, if you want the weapons to be repaired before the radar, that’s the order the repair system will work with. If some of your systems are damaged in combat, set one of your monitors to watch the damage control. You’ll see a list of systems that are damaged, and a timer beside the one that is currently under repair. The timer tells you how many seconds before the system is up and running again. It is possible for the damage control system to be destroyed. In this event, in-flight repairs are no longer possible for the remainder of the mission. Fire Control: If your fire control system goes out, you can’t fire weapons until it is repaired. If you’re flying an alien ship, you can’t fire weapons for the remainder of the mission (although if you have wingmen with you, you might want to stick around long enough for them to complete the mission for you). IFF Transponder: All ships are equipped with an Identify Friend or Foe (IFF) transponder. This device emits a coded pulse that identifies the ship to friendly radar. As long as this signal is present, you won’t be perceived as a hostile target by your wingmen. However, since this pulse doesn’t match the enemy’s coded pulses, they can always identify you as a target. Well, almost always. Combat Tips The Five Major Races: Tancreds: Against the Tancreds, get in close and stay there. Use a torpedo at medium range to damage their shields, and then resort to lasers to finish him off at close range. Their ships are powerful and durable, but not very maneuverable. If you give them enough distance to turn around and face you, expect to take a plasma torpedo right in your forward shield. They also like to follow up the plasma torpedo with a vector cannon shot. This has the effect of knocking you out of the way after you absorb their first big blast. Remember that plasma torpedoes lose strength with range. The farther they have to travel before they hit you, the less damage they’ll do. Their power can also be reduced by laser fire. If you see a plasma torpedo heading for you, shoot it as many times as you can. (You might also want to use this tactic even if the torpedo wasn’t aimed at you. Your wingman may thank you for it.) Whatever you do, try not to get hit with a plasma torpedo at point blank range. They can inflict a devastating amount of damage right out of the launch tube. Also remember that plasma torpedoes take a while to recharge. Samurais only have one torpedo tube, so depending on how much power they’re using, it may take a minute or two before they’re able to get off another shot. Use this time to your advantage. Warlords have two tubes, and a huge power generator, so it won’t take more than fifteen or twenty seconds for them to recharge (and that’s after they fire off both shots). Vector cannons do very little damage, but they knock you off your path. After you get hit by one, your ship will spiral out of control for a second or two. The smaller your ship, the longer it spins around. If this happens to you, try to keep track of where the Tancred opponent is. He’s sure to try to follow in behind his shot, so steer away from him until you get your bearings again. Zemuns: To fight the Zemun ships, you have to remain particularly aware of their Hellfire cannons. Hellfire affects your shields only, but is affects both of them at the same time. Hellfire has excellent range and power. A single shot at close range can bring the shields down. The thing to remember here is that the weapon can’t damage your ship. It only affects shields. Zemun ships are under-powered. If you damage a Zemun’s shields, stay on him. Don’t give him the time to recharge them. Zemun ships don’t have great power reserves, so make your opponent use his power on the engines and weapons. Zemun strike craft employ a weapon called an ‘Energy Siphon.’ This weapon is omni-directional (they don’t need to be facing you to use it), and it has a range of nearly 2.0km. When it is used against you, you will notice a drastic drop in your power for a few seconds. While the system drains power from you, it applies it to the Zemun’s batteries. The implications of this should be obvious. Remember that this weapon can only be used against you if your shields are down. If there is even a scrap of shield strength left, the weapon is useless. If your shields drop when facing a Zemun strike craft, it may be worth the risk to overcharge them, and get them back up more quickly. Mazumans: A Mazuman opponent requires a strategy that is exactly the opposite of the one that should be used against the Tancreds. Mazuman ships are extremely fast and agile. If they get in close, it’s very tough to shake them. Instead, try to damage them at a distance. If they get in close, try to fly in the opposite direction and get some range. They can’t take much damage, so hit them hard when you have the chance. Mazuman strike ships also have neutron cannons. These weapons can’t affect you through the shields. Once your shields are down, though, they do cumulative damage to you, the pilot. Obviously, this is not the type of damage that can be repaired by the in-flight repair systems. If your shields go down when you’re fighting Mazumans, keep track of how many neutron cannon shots you get hit by for the rest of the mission. When the total starts to get high, go home. Amiens: Amiens weapons are very defensive in nature. Their EMP torpedoes will scramble your ship’s computer systems, and their Aegis field will discharge onto any object that gets too close. These two weapons have very different tactical implications, so we’ll examine them separately. EMP Torpedoes will detonate when they hit their target. They inflict no physical damage, but they produce a magnetic pulse which temporarily polarizes the hull of your ship. This has the effect of confusing your ship’s computers, sensors, and radar. The effect is cumulative, so after taking enough damage from an EMP torpedo, your ship will shut down completely. If this happens, you might want to consider ejecting pretty quickly. EMP Torpedoes affect everything within a 0.2km radius when they detonate. If your squadron is flying in formation, this could be devastating. On the plus side, though, the Amiens are very aware of the effect of this weapon, so they usually won’t fire it if they (or another Amien) is within the predicted blast radius. The Aegis field extends to a radius which is ten times that of the shield radius. You can’t miss it when the Amiens turn it on. Their ship suddenly looks like a huge, yellow ball. If you see this, stay away. If your ship gets near enough to the Aegis Field, it will discharge. The discharge is quite powerful. Different Amien pilots use this weapon differently. Inexperienced pilots usually turn the weapon on at greater distances, as it blocks the effect of torpedoes and lasers. They try to use it to get in close without taking any damage. Experienced pilots will hold the charge on their Aegis field until they are closer. This way, there is a greater chance that they can catch you with the field’s discharge. (An ace pilot will sometimes wait until you are already within the field’s maximum radius. When he turns it on, you are automatically hit for full damage. If you’re facing an Amien pilot with an Aegis field, wait until he uses it. It only lasts about ten seconds or so. After the field collapses, it takes a while for it to recharge. This will be the perfect opportunity to close range and attack. Try to finish him off before the field recharges. He won’t fire his EMP Torpedoes if you’re in close, and will only have his lasers to depend on. If you’re facing an experienced pilot, don’t stay close for too long. Once his Aegis field recharges, he won’t hesitate to use it. Gorenes: During the course of the game, it is quite possible that you will face other Gorene ships in combat. If this happens, you should be familiar enough with the ship’s capabilities to formulate your own strategies against it. The best tactic is to gang up on them. Order your wingmen to attack opponents in groups of two or three. This may open you up to attacks from the side and rear, but it will allow you to overwhelm your target’s in-flight repair systems. When flying Gorene ships, use your torpedoes sparingly. They are extremely accurate, but you have a limited supply, especially in the Scorpion. There are three Gorene ships you can fly; the Scorpion, the Liberator, and the Intruder. If you get into a fight while flying an Intruder, well, let’s just say that ‘discretion is the better part of valor’. Go home, before you get hurt. The Scorpion is a pure dogfighter. It has an awesome laser fire rate, exceptional maneuverability, and tremendous top speed. It’s big drawbacks are; a limited supply of torpedoes, a small laser battery (it can fire quickly, but runs out of charge just as quickly), and a small power generator. It should be obvious that the Scorpion is intended to take on other fighters, not capital ships or bases. When flying the Scorpion, take advantage of its speed and agility. Get behind your opponent and stay on him. Wait until you’ve lined up a good shot with your lasers, and then unload in a hurry. You have less than ten seconds of sustained fire before the laser battery runs out, so don’t waste it. The Liberator is intended to strike capital targets or capture small ships. It has more power, durability, and firepower than the Scorpion, but it is slower and less maneuverable. It’s laser fire rate is slower, but the battery is bigger than the Scorpion’s. This means that you can maintain a sustained laser barrage for quite a bit longer than you can with the Scorpion, but it will damage the target more slowly. Aside from its extra torpedoes the Liberator also carries disrupters which can disable an enemy ship without damaging it. Sometimes one or two well aimed laser shots will weaken an opponent’s shields and allow the disrupters to function more efficiently. Tactics: How to line up a target: This is not always a problem. If your ship is more maneuverable than your target’s ship, just keep circling, and eventually, you’ll get behind him. If not, you may have to resort to one of several tactics: 1) Change speeds often. If your opponent is hot on your trail, sometimes you can shake him by dropping speed quickly. He might fly right past you, in which case, you’ll be behind him. 2) If you’re in an asteroid field, use the asteroids for cover. Fly tight curves around them, and sometimes you can run your opponent into one. 3) If you and an opponent seem to be circling each other without either one being able to get behind the other, try veering off in a new direction to break this pattern. Chances are that you’ll be able put enough distance between your opponent and yourself to get a bead on him. 4) Use your afterburners, sparingly. If you find yourself being chased by a horde of opponents who are pummeling you, fire up the afterburners and blast yourself away to get some breathing space. 5) If all else fails, come to a complete halt. This makes you a sitting duck, but a motionless ship can almost always turn more quickly than one that’s moving. How to take on multiple opponents: Star Crusader tries to approach this situation in a realistic manner. You won’t be able to kill six or seven thousand bad guys in a single mission. The opponents you face will have ships which are nearly as powerful as your own (and sometimes more powerful). Opponents can last a long time in a dogfight, and when two or three of them gang up on you, it’s all you can do to stay alive. There are different strategies to approach this situation, depending on what ship you’re flying. In Gorene ships, the best tactic is to concentrate on a single opponent until he is defeated, and then consider your repair status. As long as you haven’t taken too much damage, tackle the next opponent. For Gorenes, it’s okay to fight on when the shields are low. If your ship takes some internal damage, the repair systems can take care of it later. With alien ships, you have to keep track of your shield strength more closely. When the shields start to get low, it’s a good idea to move away if you can. Once your shields go down, the damage you take can’t be undone. Against multiple opponents, you’ll find that once your shields go down, you won’t last too long. Often a good tactic against multiple opponents is to unload heavy weapons, like torpedoes, rapidly. This is no time to be thrifty with your ammunition. You are in big trouble. Concentrate the heavy weapons fire on one opponent at a time, until he’s gone. Then choose a new target quickly. The whole key here is speed. You won’t last long against three or four opponents at once, so let them have it with everything you’ve got. Don’t worry about mission objectives that might require those torpedoes later. Just try to stay alive. If you have wingmen, this might be a good time to call them over to cover you. Get on the radio and see who can give you some assistance. One last thing to remember when fighting multiple opponents is to keep changing direction. If you fly in a straight line for too long (especially when you’re trying line up a target for a shot on his rear shields), someone will get behind you and tear you apart. Don’t let them draw a bead on you. Never stop moving How to fight capital ships and bases: Unlike fighters, these ships use turreted weapons which can fire in a designated arc. With lots of experience, you will be able to find blind spots on some of these ships, but they’re often hard to get to. Until you get a great deal of experience, this isn’t a good tactic to try. The best thing to do against a capital ship (destroyer, cruiser, etc.), is to match its speed and run a parallel course, behind it and slightly off to one side. It will fire at where you are now, not where you’ll be when the laser gets to you. As soon as you turn to face the capital ship directly, it will start to line up any laser that can turn in your direction. You will have time for a shot or two, but you should veer off quickly. As when you’re fighting multiple opponents, don’t stop moving, or you’ll get wiped out faster than you’d care to think. Against bases (and capital ships, too), it’s always a good idea to get reinforcements. Don’t take them on alone unless you’re very sure you can. Save the big targets until last, and then collect all of your wingmen and assault it together. If you find yourself alone against a base or capital ship, you don’t necessarily need to give up hope. There are a couple of really sneaky things you can do to get yourself in close without getting shot up. We can’t divulge what they are, but they do exist. Once you get close enough, try to find the target’s blind spot. Believe it or not, it’s actually possible to destroy a huge base with a single Scorpion. All you’ve got to do is figure out how. Power management: Earlier in the manual, we mentioned that it is possible to assign different priorities to the ship’s systems for power distribution. You should pay careful attention to this. The systems which consume power are: engines (for maintaining velocity and acceleration), shields (for repair), charging the weapons, damage repair (on Gorene ships only), tractor beams, and stealth devices (on Intruders only). If the repair system is last on the priority list, you may find that there isn’t adequate power to effect repairs at all. this is especially likely when you’re in an intense firefight. If you’re happily blasting three or four bad guys, thinking that your repair system is keeping your ship together, you may be in for a rude awakening. You may also find that if acceleration is last on your power priority list, your ship may not have enough power to increase your speed. Maintaining speed is one thing, but increasing it is another. Obviously, each of the systems on the ship has its own importance. You have to decide when one system is more critical than another, and distribute your power accordingly. Fighting in a nebula: The key to fighting in a nebula is to remember that the nebula affects all energy weapons. The ranges of lasers, plasma torpedoes, disrupters, hellfire, and energy siphons are all cut in half while vector cannons won’t function at all. Inexperienced opponents may fire at you at longer ranges, but they will be wasting their energy. Wait until you are extremely close (perhaps 0.3km or closer) before you start firing lasers. If you’re using a Gorene ship (especially a Liberator), take advantage of the fact that your torpedoes are unaffected by the nebula. Stay at a distance and pummel them, while taking no damage yourself. Just don’t forget that the Mazuman neutron cannon is also unaffected by the nebula, you may pay dearly if you do. If you’re running from an opponent, you will be out of laser range when you’re 0.5km away. Take this into account when you plan your attack. Fighting in a mine field: Mine fields present an entirely new problem. They react to energy usage. The more energy you use, the greater the range at which a mine can detect you. Mines are intelligent enough to recognize the IFF transponder codes, and won’t attack friendly ships. Once a mine detects you, it will ignite it’s engines and pursue you like a torpedo. It has poor maneuverability, and a limited fuel supply, but it is faster than any ship except the Intruder. If a mine locks onto you, it may be a bad idea to try to outrun it, because once you increase your energy output to accelerate, you’ll probably attract the attention of several other mines. The best strategy would be to stop and face the mine. You can shoot them down with laser fire if you’re good. If you are near an enemy mine field, beware of opponents who run towards it when trying to evade you. If you’re running at top speed when your enter the mine field, they’ll start buzzing around you like a swarm of bees. To make matters worse, your opponent (who isn’t bothered by the mines) will probably turn on you and engage in a dogfight. It will be hard to fight an opponent and a swarm of mines, especially if you have to control your energy output to avoid being detected by still more mines. All mine fields are controlled by a central communication satellite. If you happen to stumble across this mine (which is usually located near the center of the mine field), destroy it. This will deactivate the entire mine field. Hints on Flying Stealth Missions Flying the Gorene Intruder Stealth recon ship is a challenging endeavor. It requires strategy, patience and control. You must remember that, though your ship is difficult for enemy radar to perceive, it is not physically invisible. Don’t get too close to enemy ships. Steer around them if they are coming your way and if you’re on an intercept course with one, stop and let him go by. Check your Navigational Screen Tactical Map often to verify the course of any enemy patrol ships that are close by. As a general rule, remember to take your time. Your stealth battery has a limited supply of power but it can be recharged. If power is running low and you still have objects to scan, head to open space, far from enemy patrols, stop and turn off your stealth systems to allow your batteries to recharge. There’s no prize for completing the mission in the fastest time. If you are spotted by a single enemy ship, try to outrun him. You are flying the fastest ship in the Ascalon Rift, take advantage of that fact. If you can’t dodge a single attacker, lead him away from the other patrol ships and take him on. With a little luck a good pilot can sometimes use the Intruder’s superior speed and maneuverability to defeat an inexperienced enemy who is flying a better armed and armored vessel. The operative words here are luck and sometimes.