Terminator: 2029 INTRODUCTION =-=-=-=-=-=- During the latest incursions against SkyNet Central Command, a prototype of a highly advanced combat assault armor was found hidden in a sub- terranean vault. It has been theorized that this armor was a precursor to the fully mechanized Terminator units manufactured by SkyNet after it's systems came on-line. Colonel John Connor quickly recognized that if the power of this armor could be harnessed, it might bridge the gap between Resistance personnel and SkyNet's frontline battlefield units. Connor ordered Resistance scientists to analyze the prototype and use it as the basis to develop a practical weapon for his elite strike forces. The result was the Advanced Cybernetic Exoskeleton, or "A.C.E. Battle Armor" (also referred to by it's nickname, ACE), a military assault armor uniquely designed to destroy Terminators. Outfitted in the ACE Armor, a man could meet a Terminator on equal or better terms. Inside the ACE, one man became a killing machine able to take substantial damage and still deliver vast amounts of ordnance to designated targets. The ACE was equivalent to a full squad of Resistance combat troops. Equipped with Phased Plasma Fusion Cannons that could fire bolts of super-heated plasma, it also used fully integrated battle logic circuits, originally manufactured for the newer Terminator models, linked into an automatic Target Tracking and Acquisition System (TTAS). New Tomahawk class grenade launchers were developed that could deliver a full spread of fusion or scatter grenades. The prototype Hell-Raiser IV Rocketpod promised to complete its destructive arsenal by providing a multi-role missile system with both surface-to-air and ground-to-ground capabilities. Neurolink implants boosted the user's strength and reflexes well past normal human capabilities and into the realm of the superhuman. The armor's titanium- detrium alloy outer layer could deflect or absorb most plasma weapon discharges while the inner layers absorbed shock and controlled the soldier's environment. The ACE had the ability to deliver hard punishment with extreme prejudice. Col. Connor realized that the ACE Armor had the potential to turn the tide of the war. It soon became evident however, that there would be certain problems. In order for a human to match himself against SkyNet's Terminator assault units, the suit had to be linked directly to the soldier's nervous system. From medical research at the turn of the 21st century, physiological rejection of neurolink implants was a known problem. In addition, from the thousands of Resistance personnel tested, only a few hundred volunteers were found to have the psychological profile and physical strength necessary to properly man the armor. Out of that number, less than one percent could accept the implants without potentially irreparable brain damage. Still the project continued -- there was too much at stake. With the future of humanity hanging in the balance, a few key weapons were better than none. The first operational test of the ACE Battle Armor was scheduled for late 2029. Through rigorous trials, battlefield experience, and genetic screening you have been selected to carry out one of the first operational field tests of the ACE Battle Armor. Although the ACE is still in the prototype stage, it will be your job to test its practical limits in an actual battlefield environment. Your performance will help determine the role that the ACE Battle Armor will play in furthering the Resistance's war effort. Colonel Connor is confident that will the armor's full capabilities realized, targets once thought inaccessible will be within strike potential. Through your efforts, the opportunity to bring the war directly to SkyNet Central Command may present itself to the Resistance. This is Colonel Connor's fervent hope. Good luck and good hunting. ÉÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍ» º SECTION 1: GAME BASICS º ÈÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍͼ HARDWARE REQUIREMENTS =-=-=-=-=-=-=-=-=-=-= For IBM & 100% Compatibles (No Such Critter). The size of the game is estimated at 14 Megabytes at the time of this writing. (More like 12.5) Minimum Requirements: 640K with VGA/MCGA graphix. 286 machine with 1MB EXPANDED memory. (T2029 does NOT support Extended or XMS memory, only Expanded or EMS memory) Keyboard or mouse. Hard Drive. Recommended Hardware: 386 20Mhz or faster machine strongly recommended. Mouse strongly recommended. Supports Roland and Sound Blaster audio boards. INSTALLATION AND START UP =-=-=-=-=-=-=-=-=-=-=-=-= ENTER YOUR ACCESS CODE =-=-=-=-=-=-=-=-=-=-=- As the game begins, you will be prompted to enter an R.T.F (Resistance Transponder Frequency) Code number. You will be referred to a page of this User's Guide and given a number between 01 and 50. These numbers are located on the outside edge of the page. Next to that number is a 5-digit code number. Enter the 5-digit code number, only. After entering the correct code number you will gain access to the game. (Note: For ease of use, the access codes are included in a separate file, called TERMCODE.DOX (ASCII file) ) OBJECT OF THE GAME =-=-=-=-=-=-=-=-=- The ultimate object of Terminator 2029 will only be revealed during the final mission briefing. In the meantime, your objective will be to survive and complete each mission as it is assigned. You will proceed from your quarters to the mission briefing room. There you will be apprised of the state of the war and your next assignment. From there you will go to the Ordnance Bay to be outfitted in the A.C.E. Battle Armor and to choose your equipment based on the available weapons systems and the mission profile. Once outfitted you'll enter the war zone to attempt your mission. Out there your actions may very well prove the turning point in what as been a long and very bloody war. If you succeed, you will proceed to your exit point and be picked up. You'll then be debriefed and returned to your quarters. If you fail, may heaven help us all. Warning: Remember, yours is one of the only prototype ACE battle armors in existence. If you die or are captured it could mean the end of the human race! This is a Kill-or-be-Killed situation. Use your head and don't be afraid to abort a mission if you need to. You and your ACE battle armor are too important to the Resistance to be lost. BYPASSING THE OPENING ANIMATION =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= The game begins with an opening animation that sets the tone for the action to come. After playing the game several times you might want to bypass this animation and get right to your next mission. You can do this by clicking on either mouse button or by hitting any key. ÉÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍ» º SECTION 2: QUARTERS º ÈÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍͼ As a new game begins you'll find yourself in your quarters. Located deep underground in the Resistance HQ, this small cluttered room is the closest thing to 'home' that you've ever known. From here you can perform many of the basic game functions. You'll find various objects scattered throughout the room. By using your cursor keys or mouse, you can move the cursor around on the screen. As the cursor moves over certain objects you can click either mouse button or the ENTER key on your keyboard. This selects an object and activates the game function linked to that object. Objects/ Game Functions available from your quarters are: YOUR LOCKER: =-=-=-=-=-=- Check Personnel Chart Opening your locker brings up your personnel chart. This will display the status of your character. Since you will return to your quarters after every mission, you can select this option to let you see how well you're doing. You can check out any change in rank, or see how many total "kills" you have received during your mission(s). The large LCD computer screen is one of your main sources of game information. Clicking on the LCD screen brings up a menu of Options. Either click on the Option or type its number to select it. These Options are: Character Creation: When you choose this option you will be prompted to enter a name or call sign for your character. Do this and follow any other prompts. After that your personnel file should come on screen. Some of this information may be edited but most cannot. The non-editable information is Statistical and based on your character's performance in combat situations. The information will change after every mission and affects your character's standing. War Status Map: The War Status Map shows the current state of the Los Angeles area and which sections are controlled by SkyNet and which by the Resistance (green area). The balance of power is constantly shifting, with two of the biggest factors being the A.C.E. and your combat skills. Enemy Stats: Choosing Enemy Stats will give you access to the Resistance's database of information concerning SkyNet's forces. This is a very useful option, especially for new players. From here you can get the latest information on enemy units: (WARNING: Not all information may be available. SkyNet is continually developing newer, more powerful, Terminator units. The information you'll have available is what is currently known to Central Command.) Load Game: Choosing this option will bring up the 'Load Game' menu. Highlighting the name of a game on the roster and hitting ENTER will load that game. You'll pick up the action wherever the game was last saved. Save Game: The other option from the computer console is to save the current game. After you select this option you'll be prompted to enter a unique name of the current game. The only restriction on this function is that the name you select should be 30 characters of less. (NOTE: The computer console and the Game DOS menu are the only places to save a game. You cannot save a game during a mission.) Reconfigure Keys: This option will bring up a menu where you will prompted on how to reconfigure your input device options. Certain keys CANNOT be reconfigured. These include: A Key -- AutoMap S Key -- Scan I Key -- Inventory O Key -- Orders M Key -- Main Menu P Key -- Pause TAB -- Options ESC F1 thru F10 Keys (WARNING: This manual documents the default settings for the keyboard. It is recommended that new players understand all of the functions in their default state before customizing the game) Continue: Choose this to leave the Options Screen and return to your Quarters) TRASHCAN =-=-=-=- Quit to DOS: If for some reason "real life" intrudes on your game play and you have to quit the game, you can do so from your Quarters by selecting the trash can. However, remember to save your game so you can start up where you left off. DOORWAY =-=-=-= Go to Mission Briefing: To start the next step of the game, the Mission Briefing, select the door to your quarters. The door will open and you'll be in your way to the next phase of the game. COMPUTER CONSOLE =-=-=-=-=-=-=-=- Training Simulator: Choosing this option will allow you to use the neural interface built into the A.C.E. 1000 to train with the latest weaponry and defensive items available. Training on the simulator will NOT affect your character's performance ratings. ÉÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍ» º SECTION 3: MISSION BRIEFING / EQUIPMENT SELECTION º ÈÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍͼ MISSION BRIEFING ROOM =-=-=-=-=-=-=-=-=-=-= After leaving your quarters you will see a graphical representation of L.A. pinpointing your next mission location. After this, you will proceed to the mission briefing room. Here, John Connor, leader of the Resistance, will outline the mission you are about to undertake. The difficulty of each mission will vary depending on your rank. Each Mission might have several objectives. Colonel Connor, or one of his staff, will explain your primary and secondary objectives. Once you understand your objectives you will be able to proceed to the A.C.E. Ordnance Bay. There you will be outfitted in the A.C.E. Battle Armor and be able to select the ordnance and other equipment you'll need. A.C.E. ORDNANCE BAY =-=-=-=-=-=-=-=-=-= Once in the A.C.E. Ordnance Bay, the Equipment Selection screen will appear. Load the A.C.E. as you see fit. There is a graphic interface for the selection of ordnance. About Hard Points: On screen you'll see a front view of the A.C.E. 1000 Battle Armor with the hardpoints indicated. Hardpoints are those areas of the armor where various weapon systems can be attached. There are a total of six hardpoints on the A.C.E. 1000 Battle Armor. Ordnance Selection =-=-=-=-=-=-=-=-=- On the left side of the screen you'll find four options: * Offensive Systems -- Arrow Keys or Mouse to select, then ENTER. * Defensive Systems -- Arrow Keys or Mouse to select, then ENTER. * Up & Down Arrows to cycle through the ordnance selections. Moving the cursor and clicking on one of these options will bring up a diagram of the system. If you want to add a particular weapon or piece of equipment to the armor, simply move the cursor and click on any available hardpoint. Offensive systems come as a complete package, fully loaded and ready to go. Once selected, the chosen system will appear on the A.C.E. 1000 Battle Armor. Start a Mission =-=-=-=-=-=-=-= On-Screen will be a button marked 'Exit'. Once ordnance is selected, this button will start the mission. Abort a Mission =-=-=-=-=-=-=-= If for some reason you want to abort a mission, you can do so by hitting the TAB key or clicking on the on-screen options button. This works only during game play and brings up a menu of options in the information display. Typing the options number or clicking on it will activate its function. These options are: 1. Abort Mission 2. Sounds On/Off 3. Drop to DOS (NOTE: Depending on your mission performance and the status of the war, newer, more sophisticated ACE weapon systems will become available as they are developed and as a function of rank.) ÉÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍ» º SECTION 4: BATTLE / MISSION SCREEN º ÈÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍͼ HEADS UP DISPLAY (H.U.D.) =-=-=-=-=-=-=-=-=-=-=-=-= The HUD or Heads Up Display is the central status display center of Terminator 2029. This is your view from inside the battle armor. From here you control all of your actions. Everything from firing your weapons, to repairs, to moving onto your next mission objective, is controlled from the HUD. To better describe all of the options available to you from the HUD, we have divided it into the following five sections: * Top of the Screen * Center of the Screen * Bottom Left of the Screen * Bottom Center of the Screen * Bottom Right of the Screen H.U.D. SECTION 1: Top of the Screen =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= Weapon/Equipment Display =-=-=-=-=-=-=-=-=-=-=-=- At the top center of the screen are six boxes representing the six hard points on the A.C.E. 1000 Battle Armor. These boxes display information on the equipment attached to each hardpoint. This information includes: * Name of weapon currently attached to that hardpoint * Number of rounds left * Primary weapon selected (red box) * Secondary weapon (blue box) Weapon Selection =-=-=-=-=-=-=-=- Selecting a weapon is accomplished by moving the cursor, using either the target control keys or the mouse, over one of the six hard point boxes, then clicking either the left mouse button (for Primary weapon selection) or the right mouse button (for Secondary weapon selection). If you are using your keyboard as the input device, hit the F1 key to select your Primary weapon and the F2 key to select your Secondary weapon. (NOTE: Only two hardpoints are active at any one time. As an option, you can choose to use the same weapon as both your Primary and Secondary weapon system. Then, no matter which mouse button is pushed, that weapon will fire) Weapon Damage =-=-=-=-=-=-= As the A.C.E. Battle Armor suffers damage, so do its attached weapon systems. As damage occurs, the affected system's hardpoint lettering will emit a colored glow. The specific colors will indicate the amount of damage to the system. These colors are: * Green (0 to 50% Damage) * Yellow (51 to 75% Damage) * Red (76 to 100% Damage) Given enough damage, the systems will fail. Keep a close eye on your weapon damage and be prepared to switch weapon systems if the need rises. H.U.D. SECTION 2: Center of the Screen =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- The HUD Screen is dominated by the real-time action view of the game. What you see is the view from inside the A.C.E. Battle Armor. You want to see what's to your left? Turn to your left and take a look! But keep your eyes pealed....Terminators could be lurking behind you. In addition, this selection will also display the following: Targeting/Missile Scan =-=-=-=-=-=-=-=-=-=-=- As you hit the 'S' key, special A.C.E. scanning technology engages. Each target is scanned and information about it is displayed. Repeatedly hitting the 'S' key again cycles through all available targets. The target lock cursor will appear in different colors depending on the type of lock. These colors are: * Dark Red -- Tracking * Bright Red -- Locked * Flashing Bright Red -- Unstable Lock Once locked in, missiles will automatically hit the target, unless the target manages to break the lock by finding cover. NOTE: Missiles must be armed for scanning to function. As the game begins, missiles are still under development by the Resistance. COMBAT TIP: Do not fire missiles at close range. They will lose lock and overshoot the target. COMBAT TIP: Under development are Havok Missiles which do not need a target lock. They are "fire and forget" weapons, as they fan out and search for available targets. When they become available, Tech-Comm Weapons Group will let you know. Enemy Information Display =-=-=-=-=-=-=-=-=-=-=-=-= When you get an enemy unit within your gun sights, a red box will appear attached to the enemy unit. This box will display technical information about they type and range of the selected enemy. When locked, missile tracking sights will display relative strength as well. Location/Heading/Weapons Selected Display =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= In the bottom left-hand corner of the real-time action viewer are a set of continually changing numbers. These include a numerical display of your current x/y coordinates, your heading, and your Primary and Secondary selected weapons. As you move your coordinates and heading will change. For example, a typical display could read as follows: 158,37 (x/y coordinates) North (Direction facing) 40 Watt (Primary Weapon Selection) 40 Watt (Secondary Weapon Selection) COMBAT TIP: Use the numbers in your Location Display to help you find your mission objectives, safe houses, or exit point. (No Shit, REALLY???) HUD SECTION 3: Bottom Left of the Screen (Systems Update Indicators) =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- Vital information on both the A.C.E. 1000 and your character is displayed as colored indicators. They are: Shield Strength (Blue Aura) =-=-=-=-=-=-=-=-=-=-=-=-=-= This aura, which appears as a colored glow around the display of the A.C.E. Battle Armor, keeps a moment-to-moment record of remaining shield strength. The brighter the aura, the more your shields are functioning. NOTE: Shield Strength only functions when the A.C.E. is equipped with shields. As the game begins, this equipment is still under development by Resistance Command. Character Health =-=-=-=-=-=-=-=- The aura which surrounds the on-screen display of the A.C.E. Battle Armor represents the amount of damage you can sustain. As you take damage, the aura will change color. These colors represent: * Green - 0 to 50% Damage * Yellow - 51 to 75% Damage * Red - 76 to 90% Damage * Flashing Red - 91 to 100% If your damage level reaches 100%, your ass is dead! NOTE: Character health is a record of damage to your organic systems. In other words, YOU. Terminator 2029 keeps track of several types of damage. When you are hit, damage is first absorbed by your shields (if any). When they fail, damage is then taken by the armor itself and any attached weapon systems. When that fails, your endoskeleton and body take damage. A.C.E. Diagnostics =-=-=-=-=-=-=-=-=- The on-screen depiction of the A.C.E. 1000 Battle Armor functions as a graphic indicator of current damage levels to specific sections of the armor. Damaged sections of the armor will be displayed in various colors depending on the level of damage. These colors are: * Clear - 0 to 50% Damage * Yellow - 51 to 75% * Red - 76 to 90% * Flashing Red - 91 to 100% Given enough damage, all offensive and defensive systems will fail. Repairs =-=-=-= Hitting the 'R' (Repair) key activates the A.C.E. 1000's on-board auto- repair functions. This performs minor repairs (up to 50% on all damaged systems) but will not correct major damage. (Say WHAT??) Choose Systems to Repair =-=-=-=-=-=-=-=-=-=-=-=- You can select the systems to repair first by scrolling through the choices using the 'N' (Next) key. If you click your mouse button you will exit repairs. COMBAT TIPS =-=-=-=-=-= If the damage to the armor is too great it might be better to abort the mission rather than lose the only functioning A.C.E. Prototype to SkyNet's forces. All offensive systems, including weapons and weapon selection, go offline when the repairs function is active. Defensive systems selected before repairing remain active. The greater the level of damage, the longer repairs will take to make and the chance of being discovered by the enemy increases. Keep moving, and look for safe houses. Using the repair function does not pause the game. Repairs take place in real time, so it is best to try to locate a "safe house' before activating the repairs function. The locations of 'safe houses' are sometimes displayed along with your orders. Safe houses are locations where you can repair your systems in safety. When you need repairs, if a safe house is available, use it. H.U.D. SECTION 4: Bottom Center of the Screen (Tactical Display) =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- The circular (Octagonal, actually) Tactical Display is not a directional guide. It is a 360 degree graphic display of your current tactical situation. The top of the display represents your current heading, the bottom represents what is behind you. Colored dots move across the grid. These represent: Green Dot: You (Always in the center) Red Dots: Enemy Units. Possible Specials (might include ships, radar stations, etc.) Yellow Dots: Missiles White Dot: Grenade Launcher Targeting System Indicator COMBAT TIP: The ring in the center of the Tactical Display represents a minimum safe distance from grenades or similar explosives. Weapon Heat Loss Indicator =-=-=-=-=-=-=-=-=-=-=-=-=- Phased Plasma weapons depend on a build-up of heat. If the heat level drops below a certain point, they cease to function. Keeping an eye on this display will let you know when to switch primary weapons until the heat level builds back up to a useable level. If the bar is blue, it indicates a low heat level; wait until it turns red before trying to use it. H.U.D. SECTION 5: Bottom Right of the Screen (Information Display) =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- The large display at the bottom right of the screen is the Information Display. Moving the cursor over this area and clicking on a mouse button will activate it. Several functions are available by using the keyboard. These are: Automap =-=-=-= When Information Display is active, hitting the 'A' key will bring up a map of your current mission. This cannot only be used to navigate to your mission objectives, but can also show you distance and scale as well as what obstacles may be in your path. Your exit location, the point where you will be extracted from the war zone by the Resistance, will appear as a red 'X'. Scan Available Targets =-=-=-=-=-=-=-=-=-=-=- Each subsequent hitting of the 'S' key scans through all available targets, displaying information on each. This includes: * Graphic Display * Target Type - with model number (if available) * Target Damage - displayed as damage bar Inventory =-=-=-=-= When Information Display is active, hitting the 'I' key will bring up a numbered inventory list and activate two other on-screen buttons. This only functions when you have an inventory. The two onscreen buttons are: * Examine -- Selecting this allows you to look at and analyze an item. You can select an item by clicking on its name on the screen, or by typing its corresponding number. If you decide you want to use it, double-click on it. * Drop -- If you want to drop an item from your inventory, click on the item in the list, or hit its corresponding number, or highlight it. Once it is highlighted, hit the Drop button to remove it from your inventory. Orders =-=-=- When Information Display is active, hitting the 'O' key will bring up a readout of your mission orders and objectives. This is where you review your mission objectives in the field and also receive new orders directly from Resistance Mission Control. Paging through Orders/Inventory =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= When the Information Display is active, you must use the onscreen arrows to page through your orders or inventory. ÉÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍ» º SECTION 5: KEYBOARD COMMANDS º ÈÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍͼ In addition to the on-screen graphic interface, there are keyboard commands that work with the H.U.D.. Using the keyboard you can access the following functions: Change Direction: Use the left and right 'cursor' or 'arrow' keys to turn, and the up 'cursor' key to move forward in the direction you're facing. (Hitting the down 'cursor' key causes you to back up. Don't ask me why they didn't put that in here, but they didn't......) Change Movement Direction Only: Hitting the 'Ctrl' key along with the 'cursor' keys changes the direction you're moving without changing the direction you're facing. For example, by hitting this combination of keys, you could side-step behind cover while still keeping your attackers in your sights. Target Sighting: HOME, DEL, END, PgDn Keys, or Mouse -- By using these keys you control the target sighting of the weapons selected. Scan Available Targets: Each subsequent hitting of the 'S' key scans thru available targets, displaying information on each. This includes: * Graphic Display * Target Type - displays model number of the current target. * Target Damage - displayed as damage bar. Primary Weapon Select: Each subsequent click on the F1 key will toggle the red square between the six hardpoint boxes. The hardpoint selected in the red square is your primary weapon. Secondary Weapon Select: Each subsequent click on the F2 key will toggle the blue square between the six hardpoint designator boxes. The hardpoint selected in the blue square is your secondary weapon. Fire Primary Weapons: Hitting either the SpaceBar or the Left Mouse Button fires your Primary Weapon. Fire Secondary Weapon: Hitting either the ENTER key or the Right Mouse Button will fire your Secondary Weapon. Pause: Hitting the 'P' key toggles the pause function. ACCESS DOS FUNCTIONS MENU =-=-=-=-=-=-=-=-=-=-=-=-= Hitting either the TAB or Option keys pauses the game and brings up the DOS functions menu in the H.U.D.'s information display. From here you can: Sound On/Off: Toggle Sound Abort Mission: Ends your current mission and returns you to Resistance Command HQ. You are only allowed to abort a mission once. Quit Game: Bails to DOS without saving game. If you want to save the game prior to quitting, you must go to your Quarters and save it. ÉÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍ» º SECTION 6: COMPLETING MISSIONS º ÈÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍͼ DETERMINE YOUR PRIMARY OBJECTIVE =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- To determine your Primary Objective, hit the 'O' key, and review your orders. Your orders will be displayed on the information screen on the H.U.D. Order will be displayed as follows: * Primary Target * Verb (Destroy, Recover, Hold, Protect, Use, or Proceed To) * Noun (Name of Place or Object) * Location (if known) For example, suppose you check your orders and they read: Primary Target: Destroy Mobile Communication Center Unknown To achieve this objective you would scout around the battlefield, then locate and destroy SkyNet's Mobile Communications Center. DETERMINE YOUR SECONDARY OBJECTIVE =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- After the Primary Objective is listed there may be one or more Secondary Objectives. These will be in the same format as the Primary Objective(s). CONFIRM OBJECTIVE ACHIEVED =-=-=-=-=-=-=-=-=-=-=-=-=- To make sure you have achieved your objective, check your orders again. The word "Achieved" should be displayed after the objective description. ÉÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍ» º SECTION 7: MISSION DEBRIEFING º ÈÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍͼ After successfully completing a mission, return to Resistance Command HQ. There Col. Connor or one of his key staff members will debrief you on the relative success or failure of the mission. Your performance will be evaluated and a graphic analysis of your mission path made available to you. Disobeying Col. Connor's orders will result in warnings from the Colonel himself. Continuing to disobey direct orders could mean being passed up for promotion or even being decommissioned and released from the Special Operations Group. This is especially true for indiscriminate use of your weaponry against Resistance personnel. If you've gained a promotion in rank as the result of your actions on the battlefield, you will be so informed. After debriefing, you will return to your quarters. There you can review your stats/kills and prepare for your next mission. ÉÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍ» º SECTION 8: RANK º ÈÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍͼ RANKS ATTAINABLE =-=-=-=-=-=-=-=- Sergeant Sergeant Major 2nd Lt. 1st Lt. Captain Major Lt. Colonel (Col. John Connor holds the highest military rank in the Resistance.) WEAPON SYSTEMS AVAILABILITY =-=-=-=-=-=-=-=-=-=-=-=-=-= At the base rank of Sergeant, Resistance scientists have outfitted A.C.E. Armor with: 40 Watt Phased Plasma Cannons; Type 1 Fusion Grenades; and AutoDoc Neurolink hardware. For complete descriptions of equipment capabilities, refer to Sections 9 and 10 of this Technical Manual. As various members of the Special Ops Group succeed in missions, newly acquired resources become available to Resistance scientists. The Special Tech-Comm Weapons Group will respond by building more advanced weapons systems that are made available for use and testing as they are developed, with priority availability to highest ranking officers. As additional weaponry is developed and made available, you will find information on them in the Ordnance Weapons screens. ÉÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍ» º SECTION 9: A.C.E. TECHNICAL SPECIFICATIONS º ÈÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍͼ Specifications: Advanced Cybernetic Exoskeleton A.C.E. 1000 Battle Armor Design: Initial Prototype: Cyberdyne Systems Current Prototype: Special Operations Group, Experimental Weapons Division Exterior Dimension: Height: 2.33 Meters (Clearance to Antennas) Maximum Width: (Shoulder to Shoulder) 1.31 Meters (Standard Mylinear Armor) 1.57 Meters (Hyper-Alloy Mylinear Armor) Dry Weight: 292.57 Kilos Max. Controllable Load Weight (w/Servos): 1122.66 Kilos Max. Controllable Load Weight (Servos OTS): 486.66 Kilos Armor Composition: Titanium/Detrium Alloy with Mylar Sheath Armor Stabilization: Trilithium Jeweled Gyros Joint Articulation: Neuro-Linked Hydraulically Assisted Servos Cybernetic Interface: Direct Neural Interface, Cyberdyne System Chip Model T800-E Power Supply: Controlled Emissive Core Reactor (CeCOR) ÉÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍ» º SECTION 10: AVAILABLE WEAPON SYSTEMS º ÈÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍͼ PHASED PLASMA CANNON (PPC) =-=-=-=-=-=-=-=-=-=-=-=-=- Power: 40 Watts Range: Line of Sight Other: Heat loss at 50,000 Degrees Centigrade The 40-Watt Phased Plasma Cannon adapts the technology of front-line, single-troop plasma weapons to the A.C.E. battle armor weapon array. The cannon uses a controlled fusion reaction to create plasma, which is then directed towards its target in a bolt. Accuracy diminishes over distance due to the plasma losing molecular cohesiveness. Each discharge bleeds a certain amount of heat from the fusion core. When the core temperature drops below 1 million degrees Centigrade, the fusion reaction necessary for plasma production cannot be maintained. For this reason, a heat loss indicator is situated on the left side of the battle helmet's situational indicators. Careful monitoring of this indicator will allow the user to gauge when to allow the fusion core time to build up its heat reserves. To fire any PPC, arm the associated weapon box with the desired fire trigger. Pressing the trigger will release a single bolt of plasma toward an enemy within the targeting reticule. TOMAHAWK FUSION GRENADE LAUNCHER =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- Power: Not Rated (fusion explosion) Range: Targets with tactical sensor range Other: Proximity blast radius The Tomahawk Fusion Grenade Launcher fires cartridges which, upon impact, are released from their containment fields resulting in a controlled fusion reaction. The result is a concentrated explosion which covers a spherical blast area. Targets within this blast radius are subject to temperatures in excess of 1 million degrees Centigrade. Only those targets with substantial mass and shielding are able to withstand a direct hit. Arming the grenades for firing is accomplished by selecting the appropriate weapon box with the desired fire trigger. Aiming the grenade is accomplished by using the tactical sensor grid in the center of the battle helmet's situational awareness displays. A small white targeting dot will speed rapidly outward while the fire button is depressed. When the white targeting dot intersects a target, release the fire button. With practice, you will be able to deliver ordnance with deadly accuracy. A note of caution; as the fusion grenade cartridges are actually fired along a relatively flat trajectory, releasing one while directly in front of a facing wall can be VERY dangerous. The grenade may impact the wall and explode, possibly causing irreparable damage to the A.C.E. Battle Armor. AUTODOC =-=-=-= Power: N/A Range: N/A, Self-Contained Unit Other: Regeneration of damaged tissue The Autodoc is an emergency diagnostic and biomedical unit that connects directly to the A.C.E. Armor A/I logic array. The Autodoc unit works by injecting neurostimulants, recombinant DNA biologics and other ancillary medications within a micro-controlled gaussian field. Using Autodoc hardware, Resistance scientists have been able to repair and regenerate injured tissue at an extraordinary rate. With the Autodoc linked cybernetically to the A.C.E. Armor, you will be able to heal the majority of injuries suffered in battle in a relatively short period of time. ÉÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍ» º SECTION 11: INDEX º ÈÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍͼ =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=