.GAME NEWS
When you log into the game one of the screens that will be displayed is a Game
News file which the SysOp uses to relay any important messages without having
to send Door Mail to each player. All news is dated which means that you will
only have it displayed to you on the first day you play the game after the 
news file has been changed or updated.

.MAIL ROOM
A new feature added to all Digital Interface Software Doors is the ability to
send and receive DOOR MAIL to other players in the game. This is a simplified
version of the E-MAIL offered in most BBS's. You can send and receive as many
pieces of mail as you wish and reply to each one individually. Limitations are
that you only have 15 lines for each piece sent and all mail is automatically
deleted after it is read. This is however, a fun way to do verbal battle from 
within the game. If another player has sent you mail, a message will appear at
the Main Menu stating that 'You have International Mail'.

.OPPONENTS
This will give you a list of all countries and their current rulers. If a
country has been defeated it will state that that country is radioactive.
If it says there is an Unknown ruler then it is an open country and has no 
ruler.

.INTELLIGENCE
Allows you to see what has been going on in the game. Who has attacked who
and so forth. You have the option to view ALL of this file from the beginning
of the current game, from a date that you can enter, or you can view all the
activity of any selected country.

.WINNERS
This is a winner file that keeps the Real Name, Alias and country of all the
winners of Nuclear War.

.HELP
Allows you to view this Help file. ASCII callers will get one screen at
a time with a (S)top, (C)ontinue, (N)onstop prompt after each page is
displayed. ANSI callers (Color and Graphic) will get a Help Window with
options to 'Fine' scroll up and down, Page Up and Down and First and Last
page.

.PROCEED
This is how you proceed with your turns that you are allowed each day. The
following will describe what is involved in each turn.


.SOCIAL PROGRAMS

In order to keep your people happy and paying taxes you must donate money
to social programs.

The minimum amount will be shown on the screen, but you may opt to give
more or less than the stated recommended amount.

Giving more will cause your 'State of the Nation' rating to rise. Giving
less will cause your 'State of the Nation' rating to fall.


.DEFENSE AND PROPAGANDA

Here you may allot money to your Defense Budget. Later you will be able
to use your money to buy the basic components of the missile:
Plutonium, Control Circuits, a Delivery System, and a Technician to put it
all together. Missiles can be converted to Smart Bombs with the purchase of a
Smart-Pak and converted to Viper Warheads with the purchase of a Viper-Pak.

Any of your money that you do not allocate for your Defense Budget will 
automatically go towards Propaganda. This Propaganda money will be re-entered
into your overall money if you choose not to spend it. You MUST spend what you
allocate for defense or you will LOSE it.


.DEFENSE SPENDING

This is where you will purchase all the items required to build you defense.

.Plutonium
1 lb of plutonium is required for each missile you plan to build. This option
is not needed if you have a reactor and can produce your own plutonium.

.Reactor
Reactors will pay for themselves in no time at all and are used to produce
your own plutonium, thus eliminating the need to purchase it.

.Technicians.
1 is required for each missile that you plan to assemble at one time. The more
technicians you have the more missiles you can assemble each turn.

.Control Circuits
Basic component required for each missile assembled.

.Delivery System
Basic component required for each missile assembled.

.Smart-Pak
These are used to convert already assembled missiles to Smart Bombs.
Requires 1 per bomb.

.Spy Training
This is where your spies get trained to do their job. When you select this
option, you will receive 1 fully trained spy.

.Saboteur
These are needed to Sabotage your enemy's weapons as well as checking your own
to make sure no one has sabotaged yours.

.Scud
These are inexpensive weapons that do not require assembling. Although they
are cheap, they are not always reliable.

.Viper-Pak
These are used to convert already assembled missiles to Viper Warheads which
are used for Biological Warfare.

.Bio-Suits
1 of these packages contain 1 million protective Bio-Suits that are used to 
protect your people against Vipers launched by your enemies. You will need 1 
for every Million of your population.

.Thieves
Buying Thieves allow you to steal from your opponents. They can steal 1 or 2
Missiles each turn.

.Intercircuits
These are required to convert conventional missiles to Patriot Interceptors. 
You must purchase 1 Intercircuit for each Patriot that you plan to Convert.

.Scientists
These are a must for maintaining your Nuclear Reactor during peak performance
periods such as 'Maximum Output' and will almost eliminate a core meltdown.

.Diplomats
From time to time your State of the Nation may be below 'Fair' and you can 
utilize your Diplomats to bring it back up a little.


.IMPLEMENTATION PHASE

Here you get 2 turns to build up your offensive and defensive strength.

.Deploy Saboteur
Using a Saboteur will find and fix missiles that have been sabotaged by your
enemies. 

.Deploy Spies
The Spy option allows you to spy on other countries. Be careful you don't 
get caught.

.Assemble Missiles
This will allow you to use the basic components that you have purchased to 
make more missiles. 1 Tech, 1 Control Circuit, 1 Delivery System, and 1 lb 
of Plutonium.

.Convert Missile
This allows you to convert existing missiles to one of the following types;
                     
  Patriot Interceptor:
  These are a defensive weapon and are designed, with the installation of an 
  Intercircuit, to protect you against enemy attacks with Missiles and Smart 
  Bombs.
                 
  Smart Bomb:
  These are an offense weapon designed, with the installation of the 
  Smart-Pak, to seek out life form and destroy it. Any Smart Bombs that are
  launched, but not needed are returned to your weapons inventory.
                 
  Viper Warhead:
  These are an offensive weapon designed, with the installation of the
  Viper-Pak, to inflict Biological damage on your enemies. You can only have
  one Viper in your weapons inventory at any given time.

.Start Reactor
This is used to produce plutonium. Be careful not to run the reactor too hard 
or you will suffer severely. Scientists will allow you to run at maximum power
with better results. If you have at least 5 you can avoid the Insufficient
Power problems on Normal run up.

.Call Diplomats
This is the only option of the Implementation Phase that requires both turns 
to implement. You must have a Diplomat in order to use this option and is
only of use if your State of the Nation is below 'Fair'.


.ATTACK PHASE 

.NUCLEAR ATTACK
This option will give you 4 choices for your offensive strike. You can launch
Missiles, Smart Bombs, Scuds, or Vipers. Missiles are ones you have assembled
and are Launch Ready. The more you launch the more you can kill from the enemy. 
Smart Bombs will act the same as missiles, but any extras that were launched 
and not needed will return and be saved. Scuds are unreliable, but are very 
inexpensive and as a last ditch effort you might be able to do some damage. 
Maybe even enough to keep you in the battle. Vipers allow you to inflict damage
with Chemical or Biological agents. Launching Vipers does not result in 
immediate damage, but will cause your enemy to lose people and resources on 
each turn that he/she takes up to a predetermined number. If you catch your 
enemy without their Bio-Suits they will suffer for 8 turns. If they have their 
suits then they will only have the Bio-Agent for 2 turns, but they will lose 
1/5 of their suits and have to buy more. If you launch it at a country that 
is already infected, the Viper will have no affect.

.PROPAGANDA
You may spend up to 15 Million Dollars writing Propaganda that will hopefully
'Lure' the enemy to your side. The people that defect become part of your
nation and added to your population. How well you do depends on the 'State' of
both Nations. People will not defect to a suffering Nation.

.SABOTAGE ENEMY
Trap your enemies missiles so that they will blow up in their face. Be Careful 
or you might be caught! and some or all Spies will be killed.

.DEPLOY THIEF
Here you will be able to send your Thieves (up to two at one time) across
enemy lines in hope that they will be able to each bring back a missile. Be
sure that the enemy has missiles or you will lose one of your thieves. This
is a high risk venture, but well worth the pay off.

.HELP VIEWER COMMANDS
As a standard, our Windowed Help File Viewer will accept the following keys 
to navigate besides the ones listed on the bottem stat line. These commands 
can only be used if you are in the |Doorway Mode| from your terminal program.

|PAGE UP| - Same as [P]revious - Moves up one page at a time.
|PAGE DOWN| - Same as [N]ext - Moves down one page at a time.
|CURSOR UP| - Same as Scroll [U]p - Moves up one line at a time. 
|CURSOR DOWN| - Same as Scroll [D]own - Moves down one line at a time.
|HOME| - Same as [F]irst - Moves to the top of the help file.
|END| - Same as [L]ast - Moves to the bottom of the help file.
|ESC| - Same as e[X]it - Exits the help file viewer.

