
				Armour-Geddon 
			       -=-=-=-=-=-=-=-
			       Docs By Spy Guy




THE GAME 
Armour-Geddon features a massive play area of over 80km by 80km made up of
fast, filled vector graphics which creatively represent mountains, lakes,
buildings, vehicles and weapons. You are free to scout the play area in any or
all of your vehicles your exploration is only hindered by the fuel limitations
of each vehicle and the possible (or rather, very probable) attack by enemy
forces.

From your headquarters deep in the bowels of the earth, you have at your
disposal an arsenal (arsenal, bowels? get in here Mr Freud...) of sophisticated
vehicles and weapons with which to find the five sections that make up a
Neutron Bomb. This bomb is very important to you as it is the only weapon
powerful enough to destroy the enemy's beam cannon. Unfortunately, some time in
the past the five sections that make up the bomb were scattered throughout the
area, for reasons of security (sure... of course. Very secure, just scattered
throughout the landscape in a 80x80 km area...). You must find the sections
then build and use the Neutron Bomb on the beam cannon before it is charged to
full power and ready for firing.

A grid of power-lines feeds the beam cannon. To give you time to find the
cannon and destroy it you must delay its reaching firing strength by destroying
the power-line generators.

Controlling up to six different vehicles (simultaneously if you think you can
cope!) you must survey your environment, discovering natural - and very
unnatural - hazards and utilizing your resources to best deal with both.
However, not only have you to find and destroy the power-lines and beam cannon
but also you have to survive the aggression of the heavily-armed enemy.

To assist you in this daunting task you have at your disposal some highly
advanced equipment, including:

Your Headquarters screen from where you can access all other screens - and any
of your six vehicles. It also displays a grid map of the game area and vehicle
positions (both enemy - shown in red - and your own - shown in white);

An Intelligence system which displays areas of the game surveyed by your
vehicles and which also enables you to select waypoints for your vehicles - a
waypoint is a marker placed on the map and designated to one of your six
vehicles, the selected vehicle can then home in on that point via its cockpit
display;

A sophisticated Research & Development team of scientists and engineers: Given
the appropriate resources your scientists can develop virtually any hitherto
undeveloped weapon that exists in the game (including the Neutron Bomb) and,
once developed, your engineers can build the device.

Resources in stock are displayed in your Stores screen (as are all devices and
vehicles). You may replenish depleting stocks of resources by pillaging
destroyed enemy vehicles and installations.

To destroy the beam weapon you need to find the five sections of the Neutron
Bomb, use your Research & Development team to construct it, load it on to your
most suitable vehicle (the hovercraft would not be a good choice) and drop it
on the building harboring the cannon. Your Stealth Bomber and Heavy Tank are
the only two vehicles capable of collecting sections of the Neutron Bomb. Once
a section has been picked up it is automatically transported to your stores.

This manual assumes you are using a mouse to move your cursor around the
various screens and select options. However, should you prefer to use a
joystick for 'click' read 'press fire' or, should you be using keys, then for
'click' read 'press spacebar'.

'Clicking on vehicle icons' is a function mentioned in this manual that may
also be achieved by pressing F1 to F6 on the keyboard.

_______________________________________________________________________________

				CONTROL SCREENS

Miscellaneous Screen:
This is the initial screen from which you select basic game options:

START SINGLE: Click on this icon if you wish to play alone.

START MULTI: Click on this icon to play with a friend; connect two machines
(any combination of Amiga and/or Atari ST) using a null-modem serial link.
Armour-Geddon has to be loaded in to both machines for a Multi Game.

TRAINING MODE: Click on this before starting a game (it is not accessible
during an active game) to explore the Armour-Geddon map with a good stock of
vehicles, weapons and devices at your disposal. This mode renders it impossible
to win, lose, save or load a game or to enter your name in the high score
table.

SURRENDER: Click on this icon to admit defeat.

LOAD GAME: Click on this icon to load a previously saved game; To load a
saved-game position, place your saved-game disk in any drive, click on the Load
Game icon, click in the required file slot (or the Cancel option should you
wish to abort loading a game) and your saved-game position will load. The Load
Game option only works if there is no game currently in progress. A two-player
game requires both players to load the saved game position in to their
respective machines before starting a game.

SAVE GAME: Click on this icon to save your game position; To save a game you
should have a formatted disk in any drive - the Format Disk option on the
screen allows you to perform this task if you haven't already done so. Click
the Save Game icon then click on the required File Slot and type is a suitable
file name. At this point you may either press Enter to confirm or press ESC to
abort the Save Game option.

FORMAT DISK: Click on this icon to format a blank disk ready to save a game
position - It is not possible to format the game disks.

HQ: Go to Headquarters Screen. The following screens are only available when a
game is in progress.

_______________________________________________________________________________

Headquarters Screen:
This is your central command screen from which all other screens are accessed:

MISC: Miscellaneous Screen, R&D: Research & Development Screen, INTEL:
Intelligence Screen, EQUIP: Equipment Screen, STORES: Stores.

This screen also displays your Score, the Time elapsed in the game, the
estimated power of the enemy's beam cannon (ECL - when the reading fills this
meter the cannon fires and earth is destroyed) and Vehicle Icons (V1 - V6) with
which you may take control of any of your vehicles currently on the road -
click on the relevant icon to access a selected vehicle. The Main Window can be
alternated to display either messages or a grid map of the play area - click on
Map icon for map and Messages icon for messages. The grid-map shows the
positions of your vehicles, enemy vehicles and in-flight weapons (as dots). The
grid map may be rotated if required and it may also zoom in on selected
vehicles (position cursor over the selected icon and click the right mouse
button or press space bar).

From this screen, pressing 'SHIFT SATELLITE VIEW' on the keypad accesses a
Tower View of surface activities.

_______________________________________________________________________________

Research & Development Screen:
From this screen you can engage your scientists to work on undeveloped devices,
then - should you have sufficient of the appropriate resources  - have your
engineers construct them.

PREVIOUS: Previous device icon, NEXT: Next device icon (used to scroll through
devices available) and RECYCLE: device icon. Recycle breaks down selected
devices into their component resources which are then automatically returned to
Stores. Holding down the mouse button on the icon increases the recycling
speed. Partially manufactured devices take recycling precedence over complete
items held in store. Any vehicle destroyed whilst in the elevator is
automatically sent underground for recycling.

INFO/GRAPHIC: Graphic Display of chosen vehicle or weapon with Device
Number, Device Name, how far device is developed (% DEV), the percentage of
each unit Manufactured (% MAN), total Number of units in stock. Unit Weight,
the number of Scientists currently working on development, the number of
Engineers currently manufacturing, Icon to Increase & Decrease manpower
(four red arrows). Number of Available Scientists, Number of Available
Engineers, HQ icon - click on this, or press 'HQ SCREEN', to return to
the Headquarters Screen.

_______________________________________________________________________________

Intelligence Screen (only displays areas surveyed):
Survey the game area and fix waypoints for your vehicles.

Large window on left: Map area;
Zoom In for greater detail of the surrounding area - click on the icon until
the magnification is at the required strength.
Zoom Out for a more overall view - click on the icon until de-magnification is
at the required strength.
Move your viewpoint Up (North), Down (South), Left (West) and Right (East) -
click on the icon until you're at the required position.

Setting waypoints: To set a waypoint, first select a vehicle by clicking on the
appropriate Vehicle Icon to highlight it (* see below for more details) then
move your cursor to the required area on the map and click the left-hand mouse
button - a crosshair confirms that this area is now a waypoint and a number (1
to 6) confirms the selected vehicle. Placing the cursor in the map area then
clicking the right-hand mouse button centralizes the point under the cursor.
Keeping the cursor off-center and holding down the right-hand mouse button will
scroll the map.
* Clicking the left mouse button on a selected vehicle icon centers the map on
that vehicle and selects it for a waypoint, clicking the right mouse button on
a selected vehicle icon selects it for a waypoint without having the map
centered on it.
Vehicle Icons: (V1 to V6) any may be selected.
Base Icon: click on this icon to center the map area on your base.
HQ Icon: click on this icon, or press 'HQ SCREEN', to return to HQ screen.

_______________________________________________________________________________

Equipment Screen:
Select a suitable vehicle for the task at hand then load it with appropriate
equipment: 

Roster of active vehicles - icons highlight when a vehicle is acivated - click
on an icon to select a vehicle for arming or piloting.

Vehicle Graphic window - to select a vehicle for piloting, display your chosen
vehicle in the Accessory Graphic window (click on the arrows above this window
to scroll through available vehicles) then click on the vehicle, hold down the
mouse button and drag its icon to the Vehicle Graphic window. The Accessory
Graphic window now displays devices available for your selected vehicle.


To arm your vehicle, use the arrows above the Accessory Graphic window to
scroll through the devices available in stock then, when a suitable device is
shown in the window, click on it and drag its icon to the Vehicle Graphic
window. One of the three payload area displays the device icon to confirm it
has been successfully loaded on to your vehicle.
Select vehicle's Payload (maximum of three items, shown in three boxes between
the Vehicle Graphic and Accessory Graphic windows).
Next and Previous device arrows - click on these to scroll through devices
currently in stock.


Pilot Vehicle icon: click on this to transport your selected vehicle, by
elevator, to the surface, ready for piloting.
Weight of selected vehicle (in KG, underneath Vehicle Graphic).
Number of devices/vehicles currently in stock (in small window to left of
Accessory Graphic, shows 'NA.' if item not developed).
Weight of device/vehicle currently highlighted in Accessory Graphic (in KG,
underneath Accessory Graphic).


HQ icon - click on this, or press 'HQ SCREEN', to return to the headquarters
screen. You can return individual devices to your stores by clicking on its
payload icon and dragging it back to the Accessory Graphic window. You may also
return vehicles complete with all payloads to your stores in a single move by
clicking on the Vehicle Graphic window and dragging the vehicle icon back to
the Accessory Graphic window.

_______________________________________________________________________________

Stores Screen:
See what's in store...

Previous & Next item icons - click on these to scroll through devices
currently in stock.
Name of selected device/vehicle.
Weight of selected device/vehicle.
Amount of selected device/vehicle currently in stock and information on it.
Graphic representation of device/vehicle.
HQ icon - click on this, or press 'HQ SCREEN', to return to the Headquarters
screen.

_______________________________________________________________________________

				 YOUR VEHICLES

				Ground Vehicles

Light Tank
Primary Uses: High-speed hit-and-run missions
Evaluation:
Speed: Good
Manoeuvrability: Good
Firepower: Low/Medium
Durability: Good
Range: 43 miles
Top Speed: 102 mph (cross country)
Weight (unladen): 30000 kg
Maximum Load: Unlimited
Maximum Fuel: 3072 kg
Weapon Capabilities: Shells, Laser
Non-Weapon Capabilities: Night-Sight

Heavy Tank
Primary Uses: Collection of Neutron Bomb parts (automatically transported to
base on collection).
Evaluation:
Speed: Poor
Manoeuvrability: Poor
Firepower: Good
Durability: Good/Very Good
Range: 28 miles
Top Speed: 68 mph (cross country)
Weight (unladen): 50000 kg
Maximum Load: Unlimited
Maximum Fuel: 3072 kg
Weapon Capabilities: Shells, Laser, FFRs, Neutron Bomb
Non-Weapon Capabilities: Night-Sight, Cloaker

Hovercraft
Evaluation:
Speed: Good
Manoeuvrability: Medium
Firepower: Good
Durability: Poor
Range: 30 miles 
Top Speed: 140 mph (approx)
Weight (unladen): 5000 kg
Maximum Load: Unlimited
Maximum Fuel: 3072 kg
Weapon Capabilities: Laser, FFRs, Missile
Non-Weapon Capabilities: Night-Sight, Cloaker
Primary Uses: Swift survey of islands to seek and find Neutron Bomb parts,
Ground Attack


The cockpit display of an air vehicle is shown in the cockpit guide also on
this disk; the display is 80% the same for the ground vehicles; the only
differences being that there is no stall light, no HUD (though there are
weapon sights and a velocity display), the radar is different; being an
overhead view rather than the restricted forward looking type, and the
VDU area which displays different information - toggling between a) Speed,
Radar Range, Gun Elevation; b) Payload and Fuel Weights; c) Current Mission
Text

There is no reverse thrust on hovercraft; for other ground vehicles the
throttle gauge is zero when pointing straight up, pointing left is reverse
throttle and pointing right is forward throttle.

			    Ground Vehicle Controls

Joystick (self-centering)     Mouse
Forward:                        Push Forward:   increase throttle
Back:                           Pull Back:      negative throttle
Left:                           Move Left:      turn left
Right:                          Move Right:     turn right
Fire:                           Left Button:    engage highlighted payload
				Right Button    toggles between controlling
						yoke & cursor
Keys
Cursor up:      Increase throttle
Cursor down:    Negative throttle
Cursor left:    Turn left
Cursor right:   Turn right
Return:         Engage highlighted payload
Spacebar:       Toggles between controlling Yoke & Cursor

Other relevant keys:5
Start/Stop Engine:      Starts your engine
Throttle Up:            Increases throttle
Throttle Down:          Decrease throttle
Shift Throttle Up:      Instant maximum throttle (or zero throttle if in
			reverse)
Shift Throttle Down:    Instant maximum reverse throttle (or zero throttle 
			if in forward)
Raise gun Turret:       Raise Gun turret
Lower Gun Turret:       Lower gun turret
HQ Screen:              Return to HQ screen

Damage taken to your vehicles is indicated by yellow lights alongside equipment
in your cockpit - minor damage is indicated by a constant yellow light, device
inoperative indicated by flashing yellow light.

_______________________________________________________________________________

Air Vehicles

Helicopter
Primary Uses: Ground attack
Evaluation:
Speed: Good
Maneuvrability: Good
Firepower: Good
Durability: Medium/High
Range: 73 miles
Top Speed: 320 mph (ground level)
Ceiling: 8400 ft (in Hover and unladen)
Rate of Climb: 73 fps (unladen)
Weight (unladen): 4000 kg
Maximum Load: Total take-off weight 8500 kg
Maximum Fuel (internal): 832 kg
Weapon Capabilities: Laser, FFRs, Missiles
Non-Weapon Capabilities: Night-Sight, Drop Tanks

Stealth Fighter
Primary Uses: Swift Air and Ground Attack
Evaluation:
Speed: Excellent
Maneuvrability: High
Firepower: Very Good (air and ground attack)
Durability: Low
Range: 170 miles - full thrust and unladen
Top Speed: 890 mph (level flight)
Ceiling: 48000 ft
Rate of Climb: 500 fps (ground level)
Weight (unladen): 4875 kg
Maximum Load: 5000 kg (safe)
Maximum Fuel: 3072 kg
Weapon Capabilities: Laser, Missiles, Bombs, FFRs
Non-Weapon Capabilities: Night-Sight, Cloaker, Drop Tank

Stealth Bomber
Primary Uses: Collection of Neutron Bomb parts (automatically transported to
base on collection) and air delivery of Neutron Bomb
Evaluation:
Speed: Good
Maneuvrability: Medium
Firepower: Good for ground attack, Poor for air attack
Durability: Medium
Range: 106 miles - full throttle, unladen and at ground level
Top Speed: 475 mph (unladen)
Ceiling: 36700 ft (unladen)
Rate of Climb: 345 fps (unladen)
Weight (unladen): 10150 kg
Maximum Load: 10000 kg (safe)
Maximum Fuel: 6144 kg
Weapon Capabilities: Bombs, FFRs
Non-Weapon Capabilities: Night-Sight, Cloaker, Drop Tank, Fuel Pod, Telepod


The air vehicle cockpit is shown in the cockpit guide also on this disk. The
display is applicable to all air vehicles, though the stall light is not
applicable to the helicopter.
The VDU toggles between a) Speed, Altitude, Radar Range and Brake Status;
b) Payload and Fuel Weights; c) Current Mission Text

			       Aircraft Controls
Stealth Air Vehicles

Joystick (self-centering)     Mouse
Forward:                        Push Forward:   Dive
Back:                           Pull Back:      Climb
Left:                           Move Left:      Bank left
Right:                          Move Right:     Bank right
Fire:                           Left Button:    Engage highlighted payload
				Right Button    Toggles between controlling
						yoke & cursor
Keys
Cursor up:      Dive
Cursor down:    Climb
Cursor left:    Bank left
Cursor right:   Bank right
Return:         Engage highlighted payload
Spacebar:       Toggles between controlling Yoke & Cursor
Left Rudder:    Left rudder
Right Rudder:   Right rudder

Other relevant keys:
Start/Stop Engine:      Starts your engine
Throttle Up:            Increases throttle
Throttle Down:          Decrease throttle
Shift Throttle Up:      Instant maximum throttle (or zero throttle if in
			reverse)
Shift Throttle Down:    Instant maximum reverse throttle (or zero throttle 
			if in forward)
HQ Screen:              Return to HQ screen

Helicopter
Joystick (self-centering)     Mouse
Forward:                        Push Forward:   Lower nose
Back:                           Pull Back:      Raise nose
Left:                           Move Left:      Bank left
Right:                          Move Right:     Bank right
Fire:                           Left Button:    Engage highlighted payload
				Right Button    Toggles between controlling
						yoke & cursor
Keys
Cursor up:      Lower nose
Cursor down:    Raise nose
Cursor left:    Bank left
Cursor right:   Bank right
Return:         Engage highlighted payload
Spacebar:       Toggles between controlling Yoke & Cursor
Left Rudder:    Left rudder - only effective below 40 mph
Right Rudder:   Right rudder - only effective below 40 mph

Other relevant keys:
Start/Stop Engine:      Starts your engine
Throttle Up:            Increases throttle
Throttle Down:          Decrease throttle
Shift Throttle Up:      Instant maximum throttle (or zero throttle if in
			reverse)
Shift Throttle Down:    Instant maximum reverse throttle (or zero throttle 
			if in forward)
HQ Screen:              Return to HQ screen



As in-flight unattended aircraft will level off and circle until you once more
take control of it (or until it is destroyed by enemy fire). Should it have an
activated waypoint it will fly to it and then circle until you re-take control.

Damage taken to your vehicles is indicated by yellow lights alongside equipment
in your cockpit - the more the yellow lights flash, the greater the damage.

_______________________________________________________________________________

Weapons Available To You:

Laser Beam: Medium range, relatively weak but sufficient against soft-skin
vehicles. Weight: 100kg.

Shells: 80 per per payload. Difficult to judge their range. They contain a high
explosive warhead which is effective against all vehicles. Weight: 10 kg.

Free Fall Bomb: 10 per payload. When selected, a CCIP (Continuously Computed
Impact Point - indicates where the bomb will hit) marker is displayed on-
screen. Quite accurate when used with your bomb sight. Used for high-level
bombing. After release it is fused after approximately 3 seconds. Weight: 750
kg.

Retarded Bomb: 10 per payload. Used for low-level bombing by your Stealth
Fighter. Its parachute allows deliverer to escape blast area. Does not contain
as large a charge as the Free Fall Bomb. Weight: 250 kg.

Rockets (FFRs): 40 per payload. Harder hitting than laser fire and have a
greater range. They are fin stabilized; fins are deployed soon after launch.
Weight: 25 kg.

Missiles: 8 per payload. Range is 1000m. IR homing missiles (feature scanning
heat seeker which automatically targets potential prey). Best fired from behind
a moving target, they attempt to calculate target's speed and the most suitable
closing speed. If it loses lock it will circle until it finds a similar IR
signature. Weight: 120 kg.


Non-weapon devices

Beacons: Use to trace your other activated vehicles, fuel pods, your base,
telepods and waypoints (see keyboard plan for details). When selected, a Beacon
Indicator is displayed on-screen. Your on-board computer can calculate a
beacon's range up to 60 km away.

Night-Sight - Infra-red optical utility, enables vehicles to 'see' in the dark.
Its effect is lessened during daylight. Weight: 50 kg.

Flares - May be used for distress signals but are predominantly used to confuse
on-coming enemy missiles.

Drop Tanks - Attaching up to three drop tanks (dependent on availability)
greatly increases a vehicle's range. Your on-board computer automatically
selects these externally carried tanks as initial sources of fuel. Tanks may be
ejected from your (airborne) vehicle by highlighting it on the cockpit screen
and pressing fire. A tank that contains fuel when ejected explodes on contact
with the ground. Full tanks weigh in excess of 800 kg and greatly affect
aircraft manoeuvrability.

Cloaking Device - Using this renders you 'invisible' to the enemy. However,
your vehicle can still be traced by missiles locked onto you before you
engaged the device.

Use sparingly as this device is a heavy drain on your fuel. Weight: 500 kg.

Telepod - May only be carried and dropped at its destination by your Stealth
Bomber. Up to six may be in operation at one time. They are used to teleport
from one location to another. To use a Telepod: position your vehicle below it
and press 'TELEPORT' on the keyboard. Weight: 8000 kg.

Fuelpod - May only be carried and dropped at its destination by your Stealth
Bomber. Fuelpods are used to re-fuel any of your vehicles that can reach them.
To use a Fuelpod: Drive up to it and press 'FUEL POD' on the keyboard. Weight:
8000 kg.


Resources available to you:

Tritinium: Used for manufacture of fuel compunds.

Xelinium: Used for manufacture of explosives.

Maxinium: Used for manufacture of electronics (optical processors and lasers)
and N-space products such as Teleport and Cloker.

Outinium: Used for manufacture of all weapon and vehicle body shells.



Known Enemy Vehicles (limited data):

Fighter Planes: (two-pronged aircraft)

Attributes: Highly maneuvrable, dangerous and deadly.
Max Speed: Unknown.
Weapon Capabilities: Bombs, Lasers and Missiles - enemy aircraft carrying bombs
will break off their attack if their target becomes airborne.
Enemy vehicles carry two weapon payloads, when their first payload runs out
they use their second payload. When all weapons have been used the enemy
vehicle retreats.

Floaters: (four-pronged; hovers low over ground)

Attributes: Form a protection-zone pattern from which they attack. Limited
range.
Weapon Capabilities: Missiles and Normal Bombs.

_______________________________________________________________________________

For Keyboard Controls, refer to end of doc.

The viewpoints, refer to end of doc.

A piloted vehicle may be considered from outside using the keys on the keypad.

These keys also relate to the different views available from within vehicle
cockpits, providing the pilot with an all-round view of his surroundings.

There is also a satellite view, centered on your current vehicle, it may be
zoomed in to or out of using the 'CAMERA UP' and 'CAMERA DOWN' keys on the
keypad. This view not only shows your vehicle in relation to its surroundings
but also displays current velocity and altitude, if applicable.

Certain weapons may be tracked by camera: Missiles, Rockets, Retarded Bombs
and Normal Bombs. This view is accessed via the 'SHIFT EXTERNAL 2' on your
keypad.

The Two-Player Game (requires 2 machines)

Any combination of Amiga and/or Atari ST can be connected - via a null-modem
serial link - to enable two players to experience Armour-Geddon simultaneously.

If the other player is controlling a vehicle, an icon is displayed above its
slot to indicate that it is currently unavailable to you.

Should any RS232 errors occur a suitable message appears at the top of the main
screen and the RS232 link is terminated - press any key to continue.

_______________________________________________________________________________

				     HINTS

A Guide to finding the first section of the Neutron Bomb...

From the Headquarters Screen go to Intelligence Screen and select Vehicle 1.
Click on the Base icon to center the map on your base and zoom in slightly
(click on the Zoom In icon).

Click on the right icon to pan right until you see an airstrip. Move your
cursor over the airstrip and click on it with the left mouse button - a
crosshair should appear over the airstrip, this is now Vehicle's 1 Waypoint
Marker.

Go back to your Headquarters Screen (press 'HQ SCREEN' key or click on the HQ
icon) and select Equipment Screen. Click on the right arrow above the Accessory
Graphic until a fighter is shown in the Accessory Graphic window. Now move your
cursor over the fighter then click the left mouse button and drag the fighter
icon left to the Vehicle Graphic window and release the mouse button.

The Accessory Graphic window now shows payloads available to your fighter. Move
your cursor over the laser then drag it to the fighter and release the mouse
button (the top payload icon should now hold the laser graphic). Now click on
the arrows above the Accessory Graphic until Missiles are displayed. Arm the
fighter with missiles then night-sight using the same procedure you used for
the lasers.

Click on the Pilot Vehicle icon to get the fighter to surface.

You will now find yourself sitting in the cockpit ready for action.

Press the 'WAYPOINT BEACON' key to activate your Waypoint Navigation. A small
indicator appears on-screen (above your Engine Status indicator) to point the
way to your target. This indicator is a circle with arrows that indicate
whether you should turn left or right, climb or descend to find your waypoint
target. When all four arrows are not visible you are heading straight for your
destination.

The distance to the waypoint is shown on the VDU.

Power your shields up (press the SHIELD UP key and hold it down) in case of
attack.

Start your engine (press the 'START ENGINE' key), throttle up (press the
'THROTTLE UP' key) and taxi to a runway, engage full throttle (with the
'THROTTLE UP' key) and take off (pull back on your joystick, press the up
arrow or pull your mouse back, depending on which control method you are
using).

Navigate the fighter to your target using the waypoint indicator - all four
directions are highlighted when you're on the correct heading.

Before reaching your target, arm you missiles - press the payload key
appertaining to the position of your missiles to highlight the payload icon.

As you approach the airfield your missile targeting system should detect some
enemy ground installations. When the seeker is locked on target - your square
targeting display is within your round targeting display - its tone changes to
indicate the fact. You may fire when ready.

Ensure your aircraft is in no danger of crashing and you can watch the missile
from the weapon camera viewpoint (press 'SHIFT EXTERNAL 2' - on the keypad).

Should you run out of missiles before all enemy installations are destroyed,
select your laser - press the payload key appertaining to the position of your
laser - and attempt to strafe their defenses.

Should an enemy missile lock on to you, launch flares (press the 'FLARE' key)
and attempt to out-manoeuvre it.

After destroying the ground defenses press 'BASE BEACON' to activate your Base
Waypoint.

Land your fighter, taxi to an elevator and retrieve the vehicle (press the
'LIFT' key).

Select a Heavy Tank for slot 2.

Set up the waypoint as before and arm the tank - you shouldn't meet any enemy
resistance but you can never be too careful.

Drive the tank to the desired airstrip and pick up the Neutron Bomb segment by
driving over it. As soon as the device is retrieved it is automatically
transported back to base by the onboard LVPT (Large Vehicle Portable Teleport)
- only carried by Heavy Tanks and Stealth Bombers.

You should now have successfully collected the first section of the Neutron
Bomb.

Should you wish to return the tank to base then press 'BASE BEACON' for Base
Waypoint and drive home.

The current mission text (on VDU mode 2) will have updated to reflect the
completed mission.

Practice makes perfect:

To help you hone your attack skills there is a target range due west of your
base... the targets don't fight back!

_______________________________________________________________________________

			       KEYBOARD CONTROLS:

Vehicle selection =============================================================

Esc                     H.Q. Screen
Shift Esc               Self-destruct vehicle
F1                      Vehicle 1
F2                      Vehicle 2
F3                      Vehicle 3
F4                      Vehicle 4
F5                      Vehicle 5
F6                      Vehicle 6

Waypoint selection ============================================================

1                       Beacon 1
2                       Beacon 2
3                       Beacon 3
4                       Beacon 4
5                       Beacon 5
6                       Beacon 6

Shift 1                 Telepod 1
Shift 2                 Telepod 2
Shift 3                 Telepod 3
Shift 4                 Telepod 4
Shift 5                 Telepod 5
Shift 6                 Telepod 6

Alternate 1             Fuelpod 1
Alternate 2             Fuelpod 2
Alternate 3             Fuelpod 3
Alternate 4             Fuelpod 4

7                       Waypoint beacon
8                       Base beacon
E                       Emergency beacon

Vehicle control ===============================================================

S                       Start/stop engine
-                       Throttle down
=                       Throttle up
Shift -                 Instant max. reverse throttle or zero throttle if in
			forward
Shift =                 Instant max. throttle or zero throttle if in reverse
<                       Left rudder
>                       Right rudder
B                       Brake

Defensive systems =============================================================

Help                    Shield up
Undo                    Shield down
CapsLock                Flare

Radar control =================================================================

F8                      Reset radar
F9                      Radar zoom out
F10                     Radar zoom out

Weapon selection/control ======================================================

Tab                     Raise gun turret
Control                 Lower gun turret
Q                       Payload 1
A                       Payload 2
Z                       Payload 3
T                       Target

Miscellaneous =================================================================

V                       VDU mode
N                       Next mission
L                       Lift
F                       Fuelpod
G                       Teleport
P                       Pause
Shift P                 Pause mode without pause message

Control selection =============================================================

Space                   Yoke/cursor toggle in keyboard/joystick mode
J                       Joystick mode *
K                       Keyboard mode *
M                       Mouse mode (default)
Shift J                 Joystick control of all screens and vehicles
Shift K                 Keyboard control of all screens and vehicles
Return                  Fire (key mode)

Cursor keys emulate joystick/mouse control in key mode; cursor up for throttle
up, down for throttle down.

* Automatically reverts to mouse control for control screens and back to
selected mode for vehicle control

Viewpoints ====================================================================

I or Keypad (           Camera left
O or Keypad )           Camera right
' or Keypad +           Camera up
/ or Keypad -           Camera down
[ or Keypad /           Camera zoom in
] or Keypad *           Camera zoom out

W or Shift Keypad .     Weapon view
Keypad 0                Satellite view
Shift Keypad 0          Tower view
Enter                   External 1
Keypad .                External 2 
Shift Keypad .          External 3
Keypad 5                Internal view

Keypad 7                315 degrees
Keypad 8                0 degrees (front view)
Keypad 9                45 degrees
Keypad 4                270 degrees (left view)
Keypad 6                90 degrees (right view)
Keypad 1                225 degrees
Keypad 2                180 degrees (rear view)
Keypad 3                135 degrees

_______________________________________________________________________________

			      ARMOUR-GEDDON DIARY

Load Armour-Geddon and press S. Wait for a few moments while some data is
loaded in, and then insert your saved game disk (if you don't have one, you
will have to format one from within the game). Four default saved games will
be written to the disk. These allow you to begin playing the game at various
stages of advancement.

There follows an example of the tactics employed to reach each saved position.

* indicates the point at which you can take over.

Saved-Game Position #1:
-----------------------
Mission information tells me of a neutron bomb detonator at co-ordinates 44,
-10. Intelligence identifies a deserted airstrip at that point, just east of
my base.

Intelligence also detects substantial enemy activity in that area.

A heavy tank would seem the safest vehicle with which to go and collect the
first part of the neutron bomb, but that enemy activity could make the pick-up
tricky.
I send out a fighter to try and deplete their forces before I dispatch a heavy
tank. The tank should make it to the detonator's location and back to base
before darkness falls, so a night-sight won't be required. I give her three
payloads of IR missiles so my tank will have little or nothing to do when it
gets to the airstrip.

Checking out my stores I see I don't actually have any missiles so I get my
boffins and engineers working on building up stocks - I have plenty of
resources. While I'm in R & D I also need a bomber or two... and a couple of
telepods wouldn't be a bad idea.

It's too far to drive the tank to the detonator so I'll utilise a bomber to
drop a telepod near it... after the fighter takes off.

I access intelligence to give my vehicles a waypoint to the abandoned airstrip
then enter Research & Development to start developing missiles, bombers and
telepods.

Once the missiles are ready I load up the fighter and ascend to the surface.

Thundering down the runway, almost at take-off speed (around 112 mph with this
payload) and I'm already under attack. Two enemy fighters seem to not want me
to make it to the detonator.

Enemy fighter tactics are basically to get behind a target and lock on with
missiles. My flares should divert a few missiles but survival depends on my
getting behind the enemy and locking on to him with my own IRs.
To get a better idea of enemy positions I reduce my radar range to 4 km and
watch for red dots. Red dots spell danger!

The one enemy fighter is a doddle to get behind: Once I have the speed I simply
loop the loop (Whoo, sophisticated terminology here boys), turn over (See what
I mean), lock and fire... bye bye baby.

His partner is a different kettle of fish: Blast! He's hit me! Luckily the
shield holds. Turn you crate, turn! Check the radar, he's southeast of me...
turn!

There he is... keep him in the HUD, steady, Locked On! Fire! Fire!

Damn! He's dodged my first... come on, come on! My missile is turning to chase
him... he's dispatching flares. Lost him! Another loop the loop, turn over
(The correct terminology would be Immelmann, I dunno, these Psygnosis people
are just total plebs when it comes to aerial combat!), there he is again!
Locked on! Fire!... Got 'im! I love the smell of burning enemy in the morning
(Can this get any worse?)! I'll follow him down; just to make sure.

Dead meat (And you would be if he had a wingman... follow him down... jeez!).

Now, where's that detonator?

I'm a few kms away yet, I might as well take out some powerline generators on
the way.

There's the airfield, a couple of fly-overs, discharging missiles as I go,
should make the place safe enough for the bomber.

Enemy ground forces are attacking me but if I keep on the move I should be able
to make a couple of useful runs before having to return to base to refuel.

Activating my base waypoint I leave the fighter to find its own way back while
I load up the bomber (Oh great! So what if someone attacks the fighter?!)

Time is marching on so I give the bomber a night-sight as well as two telepods.

Following a trouble-free take-off I set a waypoint for the bomber to
coordinates 44, -10. (How? Mind explaining Psygnosis? You can't set waypoints
to specific coordinates as far as I can see...)

A quiet flight takes me to waypoint 1 and I successfully drop the first
telepod.

Using my video panel on the bombers control deck I head to coordinates 111, 1
to drop another telepod near a neutron fuel cell (information related to me by
mission intelligence).

My video display tells me I'm almost there... telepod away!

I set the base waypoint for the bomber.

Dear diary - The bomber was unfortunately shot down by enemy helicopters on its
return flight. *


Saved-Game Position #2:
-----------------------
I ready a heavy tank for piloting.

Arming it with lasers, I take the tank outside and reverse into the base
telepod. Teleporting from here to the first telepod takes but a moment.

Checking out my Intelligence Screen I zoom in on the locale of my tank and see
the neutron bomb detonator (shown as a circle with three blades protruding). I
set a waypoint for my tank in the exact centre of the detonator and return to
the cockpit.

By simply trundling over the detonator I pick it up (neutron bomb parts
actually look like three connected cubes) and automatically transport it back
to base - I check my stores to confirm its successful pick-up.

Utilising my telepod beacon I head back to telepod 1 and successfully teleport
to telepod 2.

Again using my Intelligence screen I give the tank a waypoint for the centre of
the neutron bomb fuel cell and head for it. My stores screen confirms I now
have 40% of the neutron bomb in stock.

I teleport the tank back to base. *


Saved-Game Position #3:
-----------------------
Using the Tower View to check out enemy activity outside base I see that things
are really hotting up:

Enemy helicopters are just waiting for me to send another vehicle out, if I did
it would be a sitting duck for those choppers, especially as they're probably
carrying IRs.

I've got to do something about it, I need to get another bomber airborne. I
decide to fight fire with fire and I build myself a helicopter.

Arming it with three payloads of missiles (I'm glad I left my engineers
building them while I picked up those first two parts of the neutron bomb), I
quickly enter the left, raise it and take off.
Choppers are great for just hovering and picking off potential targets with
IRs. The knack is to gain height on your enemy as the nose of the chopper needs
to be dipped to catch other craft in your HUD.

In this particular case I managed to gain 500 feet in 12 seconds (not bad with
this payload), unfortunately I find myself on the exploding end of two enemy
missiles... both hit, hard!

My shields are dented but they hold out. Activating payload 1, I study my
radar to discover three enemy choppers behind me. Using my rudders, I turn
(Rudders on a helicopter... and they work in a hover too. Not bad this future
technology, eh?). It seems to take an age to get them in my sights (serves you
right for using rudders you prat), during which time my machine is hit by
another missile... my shields suffer damage.

Eventually, there, in my sights, are two enemy choppers. Lock on and fire!
Change target, Lock on and fire! Two down, one to go. I see he's on the move,
maybe he's out of weapons and is returning to base... maybe he's just running.
Either way he's mine! (Famous last words... personally I'd disengage and let
him go.) Speed is of the essence here, so now that I've got the height (about
5,000 feet) I use the control stick rather than rudders to turn and dive
quickly.

Now facing north... and there he is. Damn! He's locked on to me (Hah! What
did I say about disengaging?), I hope my shields have enough strength to
stand another hit... Fire! My flares! Of course! I let three flares go in the
hope of diverting his missile and I hang on and wait for my missile to hit
home. As I wait, I fire another flare and another missile... well, you can't
be too careful.

I hit him. Down he goes.

Now, leaving the chopper to its own devices (Whee... splat!) I go back to the
equipment screen and ready another bomber. Checking my tower view I see it's
getting dark so I load the bomber with a night-sight and two more telepods
(once I've had them developed and built).

I was glad to experience a quiet flight to coordinates 127, 88 where I dropped
a telepod.

My next destination is to coordinates 126, 62, the locale of the neutron bomb's
radiation shielding. Again, an uneventful flight (apart from the worryingly-low
amount of fuel in my tanks) and a successful telepod drop.

Unfortunately, on its return flight to base my bomber ran out of fuel and
plunged into a lake. *


Saved-Game Position #4:
-----------------------
Reading the indicator on my Headquarters screen, I see that the enemy beam
weapon is gaining power. I decide to launch a fighter equipped with three
payloads of missiles to wipe out a few powerline generators.

I fly north for a few kms then begin a wide, low circle. I meet little enemy
resistance and basically use the generators for a bit of target practice.

This little exercise gives me more time to complete my mission.

Returning to my Research and Development screen I build another night-sight
and load it, along with lasers, on to my heavy tank and teleport to the next
two bomb parts.

Enemy activity is high but the heavy tank can take a lot of punishment.

Unfortunately, the problem with this type of tank is that although it's good
for receiving punishment it's not so hot at dishing it out - especially
against aircraft - due to its limited firing field and inability to carry
missiles.

With this in mind, each time I use the tank to collect bomb parts I try to get
in and out of danger zones as quickly as possible.

Now, with four sections of the neutron bomb safely in stock and with just
enough time to find the last bit and reach the Keep in which the enemy cannon
is housed... *

_________
