PLAYER'S GUIDE: ARES RISING INTRODUCTION 2 TUTORIALS 3 Chapter One: DirectX 5.0 3 Installing DirectX 5.0 3 Chapter Two: Getting Started 3 Running the Game: 3 Chapter Three: The Walk-Through 3 Running through your first mission: 4 Flying the first mission 4 REFERENCE GUIDE 6 Chapter 1: On the Base 6 Introduction 6 Important Note for Demo Players 6 Moving About the Base 6 Commander's Office 6 War Room 6 Common Room 8 Hangar 8 Hallway 8 Exiting the Game 8 Chapter 2: The Series 9000 8 Introduction 8 Main Menu 9 Communications Menu 9 Equipment Menu 10 Squadron Menu 12 Archives Menu 12 Chapter 3: In Space 16 Introduction 16 Cockpit Displays 16 Controls 21 Cameras 21 Energy System 22 Maneuvering 23 MFDs 24 Targeting 24 Weapons 25 All Other Controls 26 Weapons 26 Equipment 29 Wingmen 31 Navigation Map 34 Chapter 4: Multiplayer 34 Introduction 34 Starting a Multiplayer Session 35 Multiplayer Rules 37 KEYBOARD LAYOUT 39 DEVELOPMENT TEAM Director Joel Manners Programming Jason Franklin Edwin Herrell Andrew Yount Graphics and Animation Russell Isler Dawn Larned Joel Manners Steve Martin Ken Mayfield Jeff Perryman Technical Design Kurt Dillard Anand Krishnan Anji Mayfield Music Doug Frantz Sound Effects Doug Frantz Kirk Winterrowd Writing Gilbert Pena Original Design Chris Cayce Edwin Herrell Joel Manners Tony Nichols Producer Joel Manners iMAGINE Studios President Jeff Eastman Playtesters James Garcia Daphne High Kirk Winterrowd Graphics Arts Renée Elkins Human Resources Melinda Burris Voice Actors Tom Byrne Debra Cole Doug Forrest Dan Jennings Bill Johnson David Kroll Ev Lunning John Meadows Diane Perella Marco Perella Lauri Raymond Ron Tatar Ryan Wickerham Outside Beta Testers 121st VFAS Pit Vipers Grey Ghosts Player's Guide Joel Manners Daphne High INTRODUCTION From: Mr. Murray Feldstein Attorney General, IPEC IPEC Headquarters, Legal Wing Sector 9287443 Quaderdam, Pelos Mr. Michael Marlowe Location: Classified Email: Classified Dear Mr. Marlowe, Congratulations on your decision to join the IPEC family. I think you'll find that the advantages of working for a corporation-state - advantages such as security, stability and credit-worthiness - far outweigh the alleged disadvantages so often touted by anti-corporate agitators. There are a number of issues I would like to briefly mention before you assume your contractual duties. I remind you that you have just signed a legally binding and exclusive employment contract with IPEC. Freelancing for other corporations is frowned upon and operating against IPEC interests at any time is strictly forbidden. If IPEC should discover that you have ever, knowingly or unknowingly, operated against IPEC's corporate interests, your contract will be terminated and you will be subject to civil and criminal sanctions the severity of which will be determined by Emperor Radivic Karadescu. You should also remember that IPEC has demonstrated exceptional good faith in providing you with a secure base of operations concealed within a large asteroid due to your special need for security. Be advised that this concession is unusual in the extreme, especially since you haven't even passed your Competency Threshold Runs yet. You should bear in mind at all times that this base remains the exclusive property of IPEC. In occupying the base, you concede that no tenant's rights, squatter's rights or any other rights have been granted or implied to you by IPEC relative to said occupancy. Furthermore, you are responsible for maintaining the base in pristine condition. You are responsible for defending the base against attackers. You will be required to vacate the base within one hour's notice at all times. Failure to fulfill any of these obligations will result in the termination of your contract and the application of sanctions as detailed in the preceding paragraph. Please feel free to consult the Series 9000 computer located aboard your base if you have any further questions. The Series 9000 database contains all the information you will require concerning the different ships you will fly, weapons you may acquire and civilizations you may encounter. Use this information for the betterment of IPEC and you will go far. Lastly, please remember that at IPEC, We Care About You. Welcome to your new home! Sincerely, Murray Feldstein Attorney General, IPEC cc: Helena Carstairs TUTORIALS Chapter One: DirectX 5.0 Installing DirectX 5.0 To play Ares Rising, you must have DirectX 5 installed on your computer. If you do not have DirectX 5 installed already, you must obtain a copy of it from the DirectX distribution web site, located at: http://www.microsoft.com/directx/resources/enddl.htm You should also make sure that you have the latest drivers for your graphics card installed on your computer. These drivers can be obtained from the graphics card manufacturer's web site. Chapter Two: Getting Started Running the Game: To play Ares Rising, double-click the Ares Rising desktop icon or the Ares Rising Start Menu icon that were installed by the Ares Rising installation. The first screen you will see is the Game Setup screen. This screen allows you to select the graphics options you want, as well as allowing you to select what type of game you want to play. * NEW GAME will start a new single player game with the difficulty setting that is highlighted beneath the "New Game" button. * LOAD GAME will take you to the Load Game screen where you can select from a list of previously saved games. This screen is disabled in the Demo version of Ares Rising. * MULTIPLAYER will take you to the Multiplayer Creation menu where you can start a multi-player game. * EXIT will close down the game and return you to the Windows desktop. * DIB MODE, DIRECT DRAW, and D3D are toggled buttons that determine what graphics mode you will play the game in. Make sure that your graphics card supports the mode you select. If you select D3D you can also toggle on and off the 2D and 3D texture filtering buttons. Texture filtering is one of the D3D hardware options, which helps to smooth texture maps drawn in space. 3DFX chips often have trouble with 2D texture filtering, leaving white splotches around the textures, so deactivate it if you have this type of problem. * SOFTWARE ALPHA will force Ares Rising to render true alpha blending in software if your graphics card does not support hardware alpha blending. If this is turned off and there is no hardware support, Ares Rising will render a stipple alpha, which is much quicker than the software true alpha. * You begin the game with a small scout ship and limited hardware. This is the normal starting position for a new game, and you must fly missions successfully to earn the money you'll need to build a squadron. Chapter Three: The Walk-Through The following sections are provided as a walk-through to get you acquainted with Ares Rising. It is a guide to the first mission you are asked to fly by your employer, Helena. Running through your first mission: FLYING THE FIRST MISSION Once Ares Rising has loaded. * Click COMMUNICATIONS. * Click MISSIONS. A list of missions will appear in the Subject box. * Click on CTR. A description of the mission will appear in the Description box. Read the mission objectives carefully. * Click ACCEPT. * Click LAUNCH. You will be taken directly to spaceflight. 1. Once in space, listen to the instructor's information and watch the mission goals and hints that appear at the top of your screen 2. Press the F1 key if you prefer not to have the cockpit graphics displayed and instead you will be using a virtual cockpit. Press F1 again to remove all cockpit information and F1 one more time to get back to the original cockpit graphics. 3. Your instructor and HUD display will provide any other necessary information. THEREFERENCE GUIDE Chapter 1: On the Base Introduction The Anayed Sector Correctional Facility has been refurbished for your use as a remote base of operations. Although the extensive incarceration wings have been sealed off, the Command Center and Officers' Quarters are ready for your use. Important Note for Demo Players This Player's Guide section is intended for the full version of Ares Rising. Many of the features described here are not included in the demo version. If a feature is not responding, simply right-click on it to activate the on-line Tutorial. The Tutorial will specify which features are meant to be included in the Demo, and which are intended only for the full version. Moving About the Base Movement throughout the Command Center is an easy process as the entire section is contained within one pressurized bulkhead. Only when you need access to the central Hangar and its Docking Station will you need to move through an airlock. Moving from room to room can be accomplished by touching the door to the room you wish to move to. Merely passing your mouse over a door will cause it to slide open. Clicking in the doorway will allow you to move into the next room. You can also move directly to any room in the Command Center by hitting a control key on your keyboard. Each room has a dedicated key. ? Commander's Office ? War Room ? Common Room ? Hangar Commander's Office The Commander's Office is located off of the central Hallway. It also connects to the War Room, and is the only access to that room. 1. On the Commander's desk is a terminal to the Series 9000 OS, which can be activated by clicking on the terminal screen. War Room The War Room is the tactical center for the Commander. It is only accessible through the Commander's Office, and the door to the War Room is encoded to only open at his touch. 1. The center of the War Room is the holographic Nav Map. This green column of energy can be used to project the known intelligence for any mission in any sector of space. The Nav Map can be activated by clicking on it. It will only become active if it has mission data to display, and so will be inert until you have accepted a mission. * MAIN DISPLAY - The Nav. Map shows you the location of any object you have current information on. Objects, such as enemy ships or mines, that current intelligence cannot locate are not displayed. Note: If you haven't selected a mission, you will need to go back to the Main Menu and select one before you proceed. * MAP FILTERS - You can filter the information displayed by clicking the filter buttons on the left. * The blue, red and white buttons at the top are view filters for friendly, enemy and neutral objects in space. The top button filters objects that classify as ships, the middle button filters objects that classify as bases, and the bottom button filters all other objects that don't fit the previous two categories. * You can toggle information about ASTEROIDS, NAV POINTS, and ALTITUDE BARS by clicking the blue bars on the left. When these options are toggled off, that type of data will not be displayed on the screen. * MISSION GOALS - When this button is toggled, it will change the type on information displayed in the text boxes at the bottom of the screen. When it is on, you will be shown what was listed in the mission email as important to the mission. When it is off, the names of the known objects displayed on the screen will be shown. Note: There may be other things in this mission that won't show up on this Nav. Map. Only items specified in the mission email will be available to you here. * NAV POINTS - Although every sector in space has navigation buoys placed to mark asteroid fields and jump gates, you may wish to record specific points for your personal navigation computer to access when you enter that sector. The Nav Map allows you to create custom nav points to do just that. * CREATE - Use the CREATE button to create a Nav. point to help guide you through your mission goals. Each mission has it's own nav. points built in, but these are for general use and not tailored to each player's perspective. Add your own nav. points to help you locate your various mission goals. Simply click on the CREATE button and follow the directions on the screen. * DELETE - Use the Delete button to delete unwanted nav. points. * MOVEMENT - Click on the arrows in the box in the bottom-left corner to adjust map orientation and use the + and - buttons to zoom in and out. * You can also use keyboard commands to move about the Nav Map. Move the mouse cursor to the side of the display, over the interface buttons. Now you can use the ? and ? keys to zoom in and out, and the four arrow keys to scroll back and forth. * If you lose track of where you are, click on the center movement button to re-center the display on your ship. This button centers the display around whichever object is currently selected, so you may have to re-select your ship from the object list before centering the view. * LIST BOX - The text boxes at the bottom of the screen show information about known objects in the mission sector or mission goals of the current mission. * If the MISSION GOALS toggle is off, this box will list every object displayed on the Nav Map. Clicking on the object name will display more detailed information about that object in the text box to the right. The object will be highlighted on the 3-dimensional map at the same time. * If the MISSION GOALS toggle is on, this box will contain a list of each goal that you have for the current mission. Clicking on the goal title will give you a description of that goal in the text box on the right. * EXIT - When you're finished studying your mission goals and creating nav. points click EXIT to return to the War Room. 2. In addition to the Nav Map, the War Room contains a terminal linked to the Series 9000 OS that is activated by clicking on the terminal screen. Common Room The Common Room is an area where the base's officers and guards can relax. The Common Room is accessed from the main Hallway, and looks out over the central Hangar. 1. On the back wall of the Common Room is the base's Trophy Case. This display case can be viewed by clicking on it with your mouse. * Individual trophies and awards for exceptional service will be placed on the Trophy Case's shelves after especially successful missions. * You can exit the Trophy Case by clicking on the screen to either side of the Case. 2. The Common Room also has a terminal linked to the Series 9000 OS, which can be accessed by clicking on the terminal screen. Hangar The central core of the Anayed Sector Correctional Facility is the Hangar and Docking Station. All of the ships assigned to the Anayed base will be kept in the Hangar. The Hangar is kept in vacuum at all times, and so can only be accessed through the airlock at the far end of the central Hallway. 1. On the far wall of the Hangar you can see all of the ships currently in your squadron. 2. CURRENT SHIP - In the upper left you can see one prominent ship hanging in the Docking Station, ready for launch. This is the ship that you will be flying on the next mission. To assign yourself to a different ship, use the ASSIGNMENT functionality of the Series 9000 OS. * To launch, click on the ship in the Docking Station. 1. AIRLOCK - To re-enter the Hallway, click on the Airlock door to the right of the Docking Station. Hallway The main Hallway connects the Hangar, Common Room, and the Commander's Office together. Exiting the Game Pressing the ? button at any time in the base will bring up the Exit Game dialog box. Clicking on the YES button will quit the game. Clicking NO will return to the game. When you exit the game you will lose all information that you have not already saved in a save game file. Ares Rising does automatically save the game each time you launch a mission in a file called "Auto Save," but you will lose any activity between launching and exiting the game. Chapter 2: The Series 9000 Introduction Welcome to the Series 9000 OS. This custom OS was designed for use with all IPEC Penal Force command protocol systems from Echelon XII to Echelon XX structures. The Series 9000 OS provides easy access to logistics, communications, and command systems at the touch of a button, making it an essential part of any commander's arsenal. To access the Series 9000 system simply click on any terminal screen in the base. You can also access the Series 9000 system remotely by pressing the ? key on your keyboard at any time. Main Menu From the main menu you may exit the Series 9000 or activate one of the four main categories of Series 9000 interfaces. 1. OK - Clicking the OK button allows you to exit the Series 9000. All data will be automatically saved. 2. COMMUNICATIONS - The COMMUNICATIONS button activates your Series 9000 e-mail interface. This allows you access to personal e-mails, business communications (including an automatic filter for mission offers sent to your business address), universe-wide news coverage through our exclusive Galacticon On-Line News service, and your personal log. 3. EQUIPMENT - The EQUIPMENT button activates the Series 9000 logistics interface. This allows you to access equipment stores, repair facilities, and ship outfitting for your entire squadron. You can also use this interface to purchase and sell equipment and salvage through IPEC's exclusive StelNet ordering service. 4. SQUADRON - The SQUADRON button activates the Series 9000 personnel database. Here you can find information on ship assignments, the performance of each individual pilot in your squadron, and the resumes of pilots that have been posted on our job board. 5. ARCHIVES - The ARCHIVES button allows you access to the control parameters for the Series 9000, as well as an extensive reference library to help you gather information about the universe. From this menu, the Series 9000 gives you the ability to customize game controls, sound and music volume, and system speed options, as well as the ability to save, load, and create new games. Communications Menu The COMMUNICATIONS button on the Main Menu activates your Series 9000 e-mail interface. This allows you access to personal e-mails, business communications (including an automatic filter for mission offers sent to your business address), universe-wide news coverage through our exclusive Galacticon On-Line News service, and your personal log. Be sure to check for new messages in all the categories before you fly a mission, after you accept a mission, and after you fly a mission. Different messages may come up at various times which may help you better understand your mission or your job. 1. MISSIONS - Clicking the MISSIONS button will display all messages you have received that concern potential job offers. The title of each message is displayed in the Subject box in the upper right of the screen. * Click on the subject of a mission offer to display the text of that message in the Description box in the lower right. * AVAILABLE - Click this button to show only those mission offers that are currently being offered as work. * FLOWN - Click this button to show only those mission offers that you have already completed. * ACCEPT - Clicking the ACCEPT button will automatically send a reply message to the employer who sent the mission offer. The tactical information for that mission will be downloaded to your War Room Nav Map, and your squadron's autopilots will be automatically programmed to take you to the correct sector of space the next time you launch. Once you have accepted a mission, you cannot accept another mission until you have attempted to complete that mission. * LAUNCH - Once you have accepted a mission, clicking the LAUNCH button will send you immediately into space. Make sure that your squadron is equipped correctly before you click LAUNCH. There's no turning back. 2. E-MAIL - Clicking the E-MAIL button will filter your incoming mail to show only personal messages addressed to you. The title of each message is displayed in the Subject box in the upper right of the screen. * Click on the subject of a message to display the text of that message in the Description box in the lower right. * UNREAD - Click this button to show only those e-mail messages that you have yet to read. * READ - Click this button to show only those e-mail messages that you have already read. 3. NEWS - Clicking the NEWS button will display all recent Galacticom On-Line News reports * Read through the text of the article in the Description box. News articles will keep you abreast of the latest news in the galaxy around you. * UNREAD - Click this button to show only those news reports that you have yet to read. * READ - Click this button to show only those news reports that you have already read. 4. LOG - Clicking the LOG button will display all of Marlowe's personal log entries. * These are Marlowe's personal observations. Be sure to check these out after every mission. Equipment Menu The EQUIPMENT button on the Main Menu activates your Series 9000 logistics interface. This allows you to access equipment stores, repair facilities, and ship outfitting for your entire squadron. You can also use this interface to purchase and sell equipment and salvage through IPEC's exclusive StelNet ordering service. 1. REPAIRS - This where you go to repair any damage you may have done to your ship or your stores. * If you've damaged your ship, click the name of your ship in the Location box. * Then click SHIP FRAMES, WEAPONS, and EQUIPMENT, one at a time, to determine what exactly is damaged and what it will cost to repair the item. Your total available funds will be listed in the Finances box, as well as the total amount of money spent to repair damage. * To repair one item, simply click on the damaged item. To repair every item in a list, click the REPAIR ALL button in the bottom-right corner of your screen. If you do not currently have funds to repair all damage done to a ship, clicking the REPAIR ALL button will have no effect. 2. REQUISITIONS - The Requisitions menu allows to you to buy or sell ships, equipment, and weapons. Your total available funds will be listed in the Finances box, as well as the total amount required to purchase selected items. * To buy an item, click SHIP FRAMES, WEAPONS, or EQUIPMENT from the Equipment List box on the left. Then select an item. The item description will appear in the Description box. * If you want to purchase the item, click it again. The cost of the item will be added to your Order Total in the Finances box. * When you've selected everything you'd like to order, click PLACE ORDER in the bottom-right corner of the screen. The equipment will be requisitioned and will appear after flying another mission. * If you have ordered an item by mistake, or have ordered too much of an item, simply right-click that item to reduce the quantity by 1. * If you'd like to sell equipment, weapons, or ships, click SELL MODE from the Mode box in the top-right section of your screen. Click on the item you want to sell, then click SELL ITEMS in the bottom-left corner of your screen. 3. OUTFITTING - A picture of your ship will appear, along with description and statistics. This menu allows you to add or remove equipment and weapons from your ship. * SHIPS - Clicking the SHIPS button will display a list of all the ships currently in your squadron. * When you first enter this screen, the ship you are currently assigned to is shown as the selected ship. You can outfit any ship in your squadron by selecting it from the list box, but remember that you must assign a pilot to a ship before it will be flown. If you want to assign yourself to the currently selected ship, click the ASSIGN TO SHIP button at the bottom right of the screen. Other pilots in your squadron must be assigned on the Assignment screen on the Squadron menu. * To view a ship, left-click its name in the list box to the left of the screen. An image of the ship will appear in the main window, along with it statistics in the window to the right of the screen. * Once a ship is selected, you can view its loadout by clicking the WEAPONS and EQUIPMENT buttons. * WEAPONS - Hardpoint grids will appear around your ship with weapons shown inside them. Additional weapons will be listed in the Stores box on the left-hand side of your screen. Statistics for each type of equipment will be listed in the Equipment Statistics box on the right-hand side of your screen. Simply cover the picture of the item with your mouse cursor to bring up the statistics, or left-click the weapon's entry in the list on the left to highlight it. * To add a weapon, click the name of the weapon you want to add. The weapon's picture will appear in the box to the right of the ship. * Click on the picture of the weapon, or simply click again on the highlighted name, and drag the image up to a hardpoint grid of the same size or larger as the weapon. Click again when the image is directly over the hardpoint grid to add the weapon. * To remove a weapon, click on the picture of the weapon in the hardpoint grid with your left mouse button. Then click the right mouse button to drop the weapon back into your stores. * If you drop a weapon on top of an already occupied hardpoint, the weapon previously on that hardpoint will swap with the new weapon. * EQUIPMENT - You will see several different-colored grids overlaying the image of your ship. * Move your mouse over the equipment already placed on the grids to display information about the different types of equipment. After you requisition new equipment you'll be able to place it in the grids just as you did with weapons. Each type of equipment has a specific equipment hardpoint type it must be placed on. These hardpoint types are color-coded. * Armor must be dropped on the blue hardpoints. * Generators must be dropped on the red hardpoints. * Flight controls must be dropped on the light blue hardpoints. * Engines must be dropped on the yellow hardpoints. * General equipment must be dropped on the green hardpoints. * ASSIGN TO SHIP - Clicking this button will assign the currently selected ship to be your ship in the next mission. Remember, you must assign yourself to a ship before you can fly it. * If you wish to assign other pilots in your squadron to a particular ship, you must use the Assignment screen in the Squadron menu. Squadron Menu The SQUADRON button on the Main Menu activates your Series 9000 personnel interface. Here you can find information on ship assignments, the performance of each individual pilot in your squadron, and the resumes of pilots that have been posted on our job board. 1. ASSIGNMENT - As you progress through the game you will be able to hire wingmen. The Assignment menu allows you to assign specific pilots to specific ships. * Click on a pilot's name to see his statistics. * To assign a wingman to a particular ship, click on a ship from the list in the lower-right portion of the screen, then click the ASSIGN PILOT. * To remove a pilot from a ship, select the ship then click REMOVE PILOT. 2. PERSONNEL - This is where you go to hire and fire wingmen. * AVAILABLE - Clicking the AVAILABLE button allows you to view the resumes of all the pilots that are currently looking for work. Pilots will appear and disappear from this list over time, so if you wee someone you like, be sure to hire them as soon as you can afford it. * CURRENT - Clicking the CURRENT button allows you to view the resumes and performance of the pilots who are currently in your squadron. * PAST - Clicking the PAST button allows you to see the resumes and performance of all the pilots who are no longer a part of your squadron, whether because of their death during a mission or through termination of their employment. * Click on a pilot's name to see their statistics and resume. * Click HIRE to add a pilot to your squadron, and FIRE to dump 'em. 3. KILL BOARD - The Killboard keeps track of the performance of every pilot in the squadron. You can use the Killboard to view each pilot's kills, missions flown, and accuracy ratings to make sure that each pilot is pulling his weight. * Click a pilot's name to view number of kills, number of missions flown, and accuracy ratings. * The bottom right window shows your entire squadron, with the best pilots listed first. Use the filter buttons on this window to sort the records according to kills, missions flown, and accuracy. The best pilot is listed on the upper left thermometer bar, with the other pilots listed in descending order after that. Archives Menu The ARCHIVES button allows you access to the control parameters for the Series 9000, as well as an extensive reference library to help you gather information about the universe. From this menu, the Series 9000 gives you the ability to customize game controls, sound and music volume, and system speed options, as well as the ability to save, load, and create new games. 1. ENCYCLOPEDIA - The Encyclopedia gives you information about all aspects of the game - from characters to equipment to story line data. * Click on an item in the Entry/Subject box. Information about that entry will appear below in the Description box, along with a picture, if one is available. * If there is something specific you want to look up, type the name of the item in the box titled Search Filter, then press Enter. Use the PREV MATCH and NEXT MATCH buttons to scroll through matching entries. 2. GAME OPTIONS - Game Options allow you to customize the look, sound, and speed of your game. * The Game Options listed in the box on the left allow you to turn off some graphics options that may slow your computer down. Click on an option to disable it. The more you disable, the faster the game will run but you'll also lose some of the cool graphics, so disable as few as possible. The effects of turning off any single option will vary considerably from system to system, especially if you have a graphics accelerator that can handle some of these features by itself, freeing up your processor to handle other things. If you are experiencing speed difficulties, the best bet is to experiment with each option one at a time until you find the best balance between graphics and speed. In addition, you may wish to leave on all of the options and try a lower graphics mode by disabling Enhanced graphics on the initial game setup screen. Each graphics mode uses a separate set of effects, balanced for speed at the low end and visual appeal at the high end. * TEXTURES - Every object in space is fully textured, giving it a more realistic appearance. Drawing the textures on the objects can sometimes slow down your system. Turning off this option will remove the textures from the objects, allowing the game to draw them in just their base colors. Although this will remove some of the realism in their appearance, it will speed up the game's performance. * SPACE DUST - In order to convey the felling of movement in space, Ares Rising has a feature called "Space Dust" which are tiny particles of dust that seem to "flow" past your ship as it flies around. Turning them off will decrease the feeling of movement, but it also reduces the number of objects your system has to draw each frame, allowing it to run a little faster. * EXTRA LIGHTS - Turning off this option removes the special effects lights that occur whenever there is an explosion or a weapon firing. These lights are included to enrich the atmosphere of combat, but can slow down your system as it has to re-compute the shading level for each object effected by the light. You cannot turn off the basic lights of the game, including the sunlight and the general ambient light, but these two lights make little difference to the game speed. * SHADING LEVEL - Ares Rising utilizes several levels of shading on every object in space. This gives a more realistic look to the objects, especially when combined with the object's textures. However, the more advanced shading algorithms can seriously slow down some systems, especially systems with no graphics accelerator or a graphics card that does not support texture filtering, Gouraud shading or texture modulation. Turning off this option will force Ares Rising to draw with just flat shading, making each face of an object the same shade instead of varying the shade from one side to the next gradually. Flat shading is significantly faster than other methods, and should produce a much faster frame rate. * ALPHA BLENDING - Alpha blending is a feature where translucent objects, such as explosions or the energy shields around ships, are actually drawn as translucent, where you can see the object underneath. Alpha blending is a very slow process, even on some graphics accelerators. Turning this option off causes Ares Rising to draw translucent objects as opaque. They will still be the same color, but you will not be able to see through them. This has the effect of making them seem too bright, but it will add speed to your system. * The Game Cheats listed in the box on the right enable you give yourself a little extra help if you need it. IMPORTANT: You won't be able to successfully complete any missions while any of the cheats are activated. However, you can use them to help you figure out how to succeed at difficult missions. Cheats will not work in multiplayer games. * INVULNERABILITY - This cheat makes you totally immune to damage of any sort. You can cheerfully ram asteroids, sit right in front of enraged enemy ships, drop your shields (or your pants), or anything else your heart desires. * UNLIMITED AMMO - No more worrying about saving up your favorite missile or taking it easy on the chaingun. This cheat gives an unlimited supply of ammunition to any weapon that requires ammunition. * UNLIMITED FUEL - This cheat allows you to fly around with your generator cranked all the way up for as long as you like. Your fuel tank will always remain full. * INVISIBILITY - This cheat will make your ship totally undetectable to other ships. You can use it to scout out the mission before-hand, watching the enemy ships go about their business totally oblivious to your presence. Unlike the cloak, being invisible takes no energy and does not go away when you fire, so have some cheap fun at the bad guy's expense. * The Sound Options allow you to adjust the volume of your game's music and sound effects. You can also use it to listen to different tracks of music on the CD. * Game Controls. * FLIGHT MODEL - This option allows you to switch back and forth between the two flight models we developed for Ares Rising. * The INERTIAL model is developed to be more realistic. It is based on a system in which your flight equipment tries to interpret your instructions and maneuver in a universe where realistic inertial rules apply. This means that your thrust vector must be dampened by an opposing thrust vector, and cannot simply be flown through as if you were an airplane dogfighter. This is a more difficult model to fly in, but it has its advantages. Experienced pilots can use the "Strafe" mode where they can turn off the flight system's corrections and slide past their target without altering their vector, turning to face it all the way. * The ARCADE model is developed to react more quickly to the pilot's instructions, allowing the pilot to fly without messing about with all of that sliding and over correcting. Beginning pilots may want to stick with this model at first before trying to master the Inertial model. * VIEW CREDITS - This option runs the credits for Ares Rising. We know that this is simply an ego rush for us, and that no one else will ever look, but, heck, we worked for a long time on this, and we're going to have our credit! * EXIT GAME - Clicking EXIT GAME takes you straight to the Windows desktop. Do not pass Go, do not collect $200. Be very sure you want to leave before you click this. * RESTART MISSION - This option is only available if you enter the Game Options screen while in space. The Restart Mission button will return you to your base at the instant before you decided to hit launch. This gives you the chance to start again immediately, or to make any changes that you like before trying again, such as getting a wingman, or placing that crucial piece of equipment on your ship. * NEW SESSION - This button is only available if you entered the Game Options screen while in space during a multiplayer session. This button will allow you to exit the current session and start a new one. You will be taken to the Create/Load Character screen, so you can select a different character and rejoin the current session if you wish. IMPORTANT: If you are the server and you click this button, all of the clients will also exit the session. In addition, if you are playing a co-operative session, you will not be paid unless you land at your base after successfully completing all of the mission goals. 3. NEW/LOAD/SAVE - Use this menu to store and retrieve games. * Click CREATE NEW GAME if you want to start a new single player or multiplayer game of Ares Rising. Note: You will lose all information in your current game. * LOAD GAME FROM CURRENT SLOT - This button allows you to retrieve previously saved games. * To load a previously saved game, click on the saved game slot that has the name of the game that you want to load. * Once the saved game slot is highlighted, click the LOAD GAME FROM CURRENT SLOT button. After a brief pause, the New/Save/Load interface will be removed, and your saved game will be loaded. * SAVE GAME TO CURRENT SLOT - You can use this button to save your current game. * To save your current game, click the saved game slot that you want to save your game to. If you select a slot that already has a saved game in it, you will overwrite that saved game when you save your current game. * Type in the name of the saved game. If there is already a name in the slot, you can change it or keep it. * Click the SAVE GAME TO CURRENT SLOT button. 4. GAME CONTROLS - The Game Controls menu allows you to completely customize your interface for spaceflight. * SELECTED MODIFIER - The Selected Modifier panel allows you to change what key is used as a modifier key. The modifier key allows you to set up two functions for each key, so that hitting ?+? is different from hitting ?. To change what key is used as the Modifier key, simply click on that key's button. * PRIMARY CONTROLLER - The Primary Controller panel allows you to change what device is used in space to control your ship, the mouse or the joystick. Simply click on the button that corresponds with the controller you want to use. * SETTING UP CONTROLS - This interface allows you to completely customize your controls for spaceflight. * In the top box you will see the list of normal spaceflight controls. Under the "Function" heading are the names of the different controls you can use in space. The key commands for those functions are listed on the right. Each function can have up to two different commands assigned to it. * If a key has a modifier indicated next to it, then that function will only occur if the modifier key is pressed at the same time as the function key. * If the box under the "Conflict" column is checked, that means that the function has a key combination assigned to it that has already been assigned to another function. * If the box under the "Or" column is checked, that means that either of the key combinations listed for that function will activate that function. * To modify a key assigned to a function, simply click in the "Key" box for that function. Once it is highlighted, simply press the key or click the joystick or mouse button you want assigned to that function. * Clicking on the "Modifier" box will assign the modifier key selected on the "Selected Modifier" plaque to that function. * SETTING UP AXIS CONTROLS - The lower interface allows you to customize functions that are controlled by axis movements, such as a joystick or a throttle controller. * Just like in the upper box, the names of the functions are listed on the left-hand side of the box. The axis selected to control that function is listed in the box under the "Axis" column. If there is a button modifier assigned to the function, the appropriate box under the "Button" column will be checked. * The "Button" modifier works in the same way as the "Modifier" key does in the upper table. If a function has a modifier button assigned to it, that means that the selected button on the mouse or joystick must be pressed at the same time that the selected axis is moved for the function to be activated. * To change the axis assigned to a function, simply click in the "Axis" box for that function. Once it is highlighted, simply move the axis you want assigned to that function. Chapter 3: In Space Introduction Welcome to the growing group of safety-conscious pilots who are members of the IPEC Certified Flight Corps. We are proud of the advanced training and quality instruction of each pilot we certify. This Flight Manual explains the features of your new combat ship. Please read it and follow the instructions carefully so that you can enjoy many years of safe flying. Please leave this Flight Manual in your ship at time of resale. The next owner will need this information also. All information and specifications in this manual are current at time of publication. However, because of IPEC's policy of continual improvement, we reserve the right to make changes at any time without notice. Please note that this manual applies to all models and explains all equipment, including options. Therefore, you may find some explanations for equipment not installed on your ship. Cockpit Displays Overview of Instruments and Controls - Thanks to IPEC's quality control standards, every combat ship in production meets a set of uniform display requirements for easy adaptability and use. Whether you are using the virtual cockpit mode or the graphic cockpit mode, IPEC's standards ensures that every system is represented with a standard display indicator. Every cockpit is made up of two general areas, the cockpit itself, which is the dashboard of your ship, and the HUD (Heads-Up Display) which is information projected directly onto the window surface. This section covers information and displays on both the cockpit and the HUD, but it is important to know the distinction between the two areas so that you can more easily locate the display that is being referred to. 1. AIMING RETICULE - In the center of your view is the Aiming Reticule. This HUD graphic serves two purposes: * TARGETING CONE - The circular range markings on the Aiming Reticule represent the area in which locking weapons, such as missiles or beam weapons, can acquire their lock. The Targeting Cone is an approximation of the locking area, because each weapon has its own characteristics that determine how far they can track and how long their lock lasts, once acquired. * BORE SIGHT - The center of the Aiming Reticule shows crosshairs that mark the direct center of your ship's forward sight. Forward-firing weapons, such as mass cannons or energy projectiles, will fire straight down this bore sight. 2. Energy Management - In every cockpit there are five bars that track the management of the ship's energy resources. Each bar has two components, the desired setting for that system, and the actual level at which the system is performing. * GENERATOR - This bar gauge measures the amount of energy being produced by your ship's on-board generator. The more energy it is producing, the more fuel is being consumed. * WEAPONS - This double bar shows how much energy is being diverted to your ship's weapon systems, as well as how much energy is currently available for use. * As you fire your weapons, you will notice the current energy available bar will drop while your requested energy setting level will not move. When the current energy available level drops below the level required to fire your weapons, you will have to wait until the energy level builds up again to fire. * If you are frequently running low on energy for your weapons you should raise the requested energy level. This will create a larger "battery" of weapon energy to start with. * SHIELDS - This double bar shows how much energy is being diverted to your ship's shields, as well as the current energy state of the shields themselves. * Shields take a long time to charge up. You will notice that when you increase the requested energy level for the shields the current energy state will slowly move up to the requested level. * Unless your shields are receiving a 100% requested energy level, they will not be providing 100% protection. * THROTTLE - This double bar shows your requested throttle setting as well as your current speed. * Increasing your requested throttle setting will increase the amount of thrust generated by your ship's engines. * As you maneuver or accelerate you will notice that your current speed gauge will fluctuate widely, especially in less maneuverable ships. This is because it takes time for your thrust to overcome your momentum. * FUEL - This bar gauge shows the amount of fuel remaining in your ship's tanks. * The higher your generator setting, the faster the fuel consumption. * When your tank reads empty, your ship's generator will shut down, and the ship is dependent on emergency batteries to provide energy for the ship's systems. 3. MFDs - Within each cockpit is one MFD (Multi-Functional Display). The MFD is used to display 5 categories of information. * COMMUNICATIONS - In Communications mode, the MFD will display both incoming video and outgoing communications options. * When incoming messages are received, the MFD will display the video image of the sender. * When you activate your communications system to send a message by pressing ? the communications MFD will show a sequence of communications options. * DAMAGE - In Damage mode, the MFD will display a damage report for each of your ship's systems and weapons. * TARGET - In Target mode, the MFD will display all known information about your currently selected target. * If you are using active radar, the Target MFD will display a full schematic of your target, including damage information (shown in color), transponder ID, ship type, and energy level. * If you are using passive radar, the Target MFD will only show energy level. If you have previously targeted this target with active radar, your targeting computer will remember that information and display it in passive mode as well. * NAVIGATION - In this mode, the MFD will display general information about your ship heading and situation. * If you have a target or a nav point selected, their distance from you is displayed here. * This MFD also displays your ships energy emissions level. * In multiplayer sessions, this MFD also displays the kill totals for every player and your current finances. * WEAPONS - In this mode the MFD will display information about every weapon system on your ship. * Each time you press ? the MFD will show a summary screen about one of your weapon systems. * The summary screen includes information about damage to the weapon, what group it is assigned to, the amount of ammunition left for it, and its energy state. 4. RADAR - The standard radar interface used in every ship's cockpit is a complicated display that shows you the location of every known object in space around you. Once you have grown accustomed to it, you will find it easy to quickly locate any object in relation to your own heading and location. * RADAR DISPLAY - The main radar display is made up of two parts, a three-dimentional grid showing your ship's orientation in space, and markers representing other detected objects in relation to your ship. * The first part of the grid is the axis markers. These form a cross in the center of the grid. There is one axis representing the line that goes straight down your ship from front to back, one that represents the line that goes straight through your ship from top to bottom, and one that represents the line that goes through your ship from left to right. In the radar display, each one of these lines is extended to the limits of your radar range. * The second part of the grid is the horizon plane, represented by the flat grid of squares along the front-back and left-right axis markers. This plane represents the artificial horizontal horizon created by your ship's orientation in space. As you look out of your front window, the horizon plane is a flat line drawn left to right through the center of your field of view. If you imagine a flat surface extending from you out to that horizon, then you are picturing the horizon plane shown on the radar display. * Your location is always at the center of the three axis markers. Objects above you are shown higher along the "Up" arm of the Up-Down axis. Objects in front of you are shown along the "Forward" arm of the Front-Back axis. * Objects are displayed on the radar as colored dots with white pillars either underneath them or above them. * The color of the dot indicates the alliance of the object towards you. Red indicates a hostile, green indicates a friendly, yellow indicates a neutral, and grey indicates non-intelligent. The white pillar shows whether the dot is above or below the horizon plane, and its length indicates how far above or below. * RADAR MODE - Many radar systems can be operated in either Active or Passive Mode. The mode changes the type of information displayed on the radar. * Next to the Radar Display is a mode indicator light. This will show either an A or a P, indicating Active or Passive mode. If you are in the virtual cockpit, your radar mode will be listed in the top-left corner of the screen. * In active mode, the radar display will show all solid objects in range, and will assign color to those objects depending on their alliance. * In passive mode, the radar display will show any energy sources detected in range. Energy sources are shown by a gray dot in passive mode. * RADAR RANGE - The range of the radar can be adjusted to allow a fine-tuning of the information displayed. * Its range is shown in the left-hand box directly above the radar screen in the cockpit, and directly underneath the radar screen if are using the virtual cockpit. 5. SHIELDS AND ARMOR - In the center of your cockpit is a multi-purpose display showing the current protective levels of your shields and armor, as well as the current level of damage sustained by your ship's hull. * Your ship's shields are shown as a blue circle surrounding your ship's image. * If your shields are being hit, the effected quadrant will light up, warning you of the direction of the attack. * As your shields are worn down, layers of the blue circle will disappear. When the shields in a quadrant are completely reduced, the shields are no longer offering any protection in that direction. * Your ship's armor is shown as a red circle surrounding your ship's image just inside the shields. * If your armor is being hit, the effected quadrant will light up, warning you of the direction of the attack. * As your armor is worn down, layers of the red circle will disappear. When the armor in a quadrant is completely reduced, the armor is no longer offering any protection in that direction. * Unlike shields, armor will not re-generate. * Your ship's hull is represented by a small schematic image of your ship inside the armor circle. * As your ship's hull takes damage, the effected area will change color. Yellow shows light damage, orange shows minor, red shows major and grey shows critical. 6. Systems - Several of your ship's independent systems also have indicator gauges on the cockpit. * Cloak - The Cloak light shows when your cloaking system is active. * ECM - The ECM indicator shows when your ECM system is active. * Jammer - The Jammer light indicates when your communications jammer is active. * Missile Camera - The missile camera has a toggled light to show on/off status. * Missile Lock - This light is activated when your ECM detects an enemy missile locking on to your ship. * Radar-Lock - * Speed - Your current speed is displayed in meters/second. * Strafe - This indicator shows when you have disengaged your inertial dampeners for strafe mode. 7. TARGETING - Targeting information is displayed on the HUD. * Target Brackets - Every detected object in space is displayed on the HUD with target brackets around it to help you see it. * In active radar mode, the corner brackets are color-coded to match the object's alliance to you. * In passive radar mode, the energy sources are all shown with gray target brackets. * Your current target will appear with a red diamond around it within the target brackets. * ITTS - The ITTS (Inertial target tracking System) indicator is displayed whenever you have a projectile weapon active. This flashing box indicates the "lead" you must give your shots to compensate for the target's movement relative to your position and heading. * The ITTS will be displayed whenever you are within 5 seconds flight time of your projectiles from the target. This is not necessarily in range of all of your weapons, as projectile duration varies with each weapon type. * The ITTS central box is color-coded to indicate the accuracy of your next shot. If the central box is showing red, you are not correctly lined up to hit the target. As you get closer to the ideal shot, the box will change from red to orange to yellow. When the box shows green you are correctly lined up to hit the target. * LOCKING - If you have a homing missile active, its target lock animation will appear within the target bracket to indicate when the homing weapon has a good lock on the target. Each of the four homing types has a distinct locking animation. * Radar-Guided missiles are indicated by a red circle with red rotating arms. When the arms are attached to the circle, the radar-guided missile is locked-on. * Anti-Radiation missiles (HARM missiles) are indicated by a red circle with green rotating arms. When the arms are attached to the circle, the HARM missile is locked-on. * Image Recognition missiles are indicated by a red box with a green image scanner within it. If the scanner is showing static, the missile does not have a lock. If the scanner is showing clear scan-lines, the missile is locked-on. * Heat Seeking missiles are indicated by a static red diamond. When four rotating red arms join the diamond, the heat-seeker has lock-on. 8. Mission Goals - As you move through space your mission computer keeps track of your progress through the mission and gives you progress reports. These messages are displayed across the top of your HUD. 9. Weapons - All of the weapons loaded on you ship are displayed on the upper right corner of your HUD. * Each weapon's trigger status is indicated by a color-code system. * Yellow indicates that the weapon is assigned to Trigger 1. * Green indicates that the weapon is assigned to Trigger 2. * Dark Blue indicates that the weapon is assigned to Trigger 3. * Light Blue indicates that the weapon is assigned to Trigger 4. * Red indicates that the weapon is inactive. * The weapon list also indicates the firing status of each weapon. * If there is an "X" printed next to the weapon's name, that weapon is off-line for some reason. This may be because of damage, not enough energy, lack of ammunition, or because it has overheated. Check the Weapon MFD to determine the cause. * If there is no "X" the weapon is ready to fire. Controls This section contains a comprehensive guide to the use of every ship system and control. CAMERAS You can select from a variety of different views or cameras while in space flight. ? Press ??for the standard forward view from the cockpit. Pressing ? repeatedly rotates through three different cockpit views, the graphic cockpit, the virtual cockpit and no cockpit. ? The ? view has different functionality depending on which cockpit mode you are in. * In the graphic cockpit, press ? to look behind you. * In the virtual cockpit, press ? to activate the Padlock View. The Padlock view is a camera that is centered on your currently selected target, no matter where he flies. It simulates the pilot turning his head to track the target. Light blue arrows show the shortest direction to the front of your ship, indicating which way to turn to bring your ship to face the target. ? The ? view has different functionality depending on which cockpit mode you are in. * In the graphic cockpit, press ? to look to your left. * In the virtual cockpit, pressing ? will pan your view to the left. ? The ??view has different functionality depending on which cockpit mode you are in. * In the graphic cockpit, press ? to look to your right. * In the virtual cockpit, pressing ? will pan your view to the right. ??+ Up Arrow Look Up ? + Down Arrow Look Down ? Toggles the Missile Cam on and off. When the Missile Cam is on, you will see the action from the perspective of any missile you shoot. There is an indicator in your cockpit telling you whether your Missile Cam is on or off. ? Views the action from the Chase Cam. The Chase Cam follows your ship around through space. ? Activates your Target Camera. The Target Camera remains centered on your current target, keeping your ship in the upper left-hand corner. This allows you to see his location in reference to your own. ? Activates the Target View Camera. This camera is the exact reverse of the Target Camera. It keeps the targeted ship in the upper left corner and remains centered on your ship. This allows you to watch the target's current attitude and actions. ENERGY SYSTEM In every ship you fly, there will always be three bars indicating the amount of power your generator is sending to your Weapon systems, Shield systems, and Engine systems, with a fourth bar indicating how much fuel you have remaining. The amount of energy is limited to how much energy your generator is putting out, so increasing the amount of energy diverted to any system will increase your generator's output. However, the more energy you create from your generator, the more fuel you'll use, so get used to adjusting the energy flow to these systems carefully. The four energy bars represent the current setting for each of your four systems. However, there may not be enough energy being generated to allow that system to match your setting. The outer, flat-shaded column represents your desired setting, while the inner, shaded column represents the actual level of the system. INSERT and DELETE WEAPONS - You can adjust the amount of energy flowing to your weapons system using the "Insert" and "Delete" buttons on your keyboard. Certain weapons require more energy than others do. If a weapon doesn't work, try increasing the energy to your weapons systems. If a weapon is unable to fire (either through damage, re-fire delay, overheating or lack of energy), its entry on the weapon list on your HUD will be marked with an "X." HOME and END SHIELDS - You can adjust the amount of energy flowing to your shields using the "Home" and "End" buttons on your keyboard. As you lower the amount of energy diverted to your shield, you'll see the blue circle around the image of the ship (in the bottom-center of your screen) disappear as the energy is drained. When you increase the amount of energy diverted to the shields by pressing the "Home" key the shield bar will increase, and the blue shield around the image of your ship will re-form, as the invisible shield surrounding your actual ship reactivates. PAGE UP and PAGE DOWN -or- ? and ? THROTTLE - You can adjust the amount of energy flowing into your engines by adjusting your throttle setting. ? THROTTLE - Sets your Throttle to 33% power. ? THROTTLE - Sets your Throttle to 66% power. ? THROTTLE - Sets your Throttle to 100% power. ? THROTTLE - Sets your Throttle to match your target's speed. ? THROTTLE - Activates your engine's Afterburners. Afterburners do not require extra energy from the Generator, but they do burn fuel from your tank directly. BACKSPACE THROTTLE - Sets your Throttle to 0% power. ?? GENERATOR - Reduces the amount of energy produced by the generator. ? GENERATOR - Increases the amount of energy diverted to Weapons and Shields. MANEUVERING You can maneuver your ship through space using either a joystick, mouse, or keyboard. The keyboard controls are always active, but you must chose your primary controller from the Game Controls option screen. ? -or- ?+ Left Arrow -or- number pad ? ROLL - Rolls your ship counter-clockwise. ? -or- ?+ Right Arrow -or- number pad ? ROLL - Rolls your ship clockwise. UP ARROW -or- number pad ? PITCH - Pitches the nose of your ship Down. DOWN ARROW -or- number pad ? PITCH - Pitches the nose of your ship Up. LEFT ARROW -or- number pad ? YAW - Turns the nose of your ship Left. RIGHT ARROW -or- number pad ? YAW - Turns the nose of your ship Right. ? SLIDE MODE - In the Inertial Flight Model, activates the Slide (or "Strafe") mode. This disengages the inertial dampeners on your ship, causing it to continue at its current heading and speed regardless of future orientation or thrust. Pressing ? again will cancel Slide Mode and engage the inertial dampeners, causing orientation and thrust to once again effect heading and speed. 1. JOYSTICK: * Roll - The default setting for the joystick assigns the roll function to the rudder axis. * Pitch - The default setting for the joystick assigns the pitch up function to pulling back on the joystick, and pitching down to pushing forward on the joystick. * Yaw - The default setting for the joystick assigns yawing left to pushing left on the joystick and yawing right to pushing right on the joystick. 2. MOUSE: * Roll - There is no default setting for Roll on the mouse. * Pitch - The default setting for the mouse assigns the pitch up function to pulling back on the mouse, and pitching down to pushing forward on the mouse. * Yaw - The default setting for the mouse assigns yawing left to rolling left with the mouse and yawing right to rolling right with the mouse. MFDS In the bottom-right corner of your cockpit is your ship's Multi-Functional Display (or MFD). This display gives you a variety of information essential to successful space flight and combat. ? TARGET MFD. You will see information about your target, including a picture of the object, identification (if available), mass, and enemy damage. ? WEAPONS MFD. The top weapon from the list of weapons shown in the upper-right portion of your screen will appear in the MFD, with its name and weapon group assignment listed. ? DAMAGE MFD. Your various systems and the extent of their damage (0-100) will be listed in the display. A system may start to lose some functionality with only a little bit of damage and will be completely destroyed if damage reaches 100. Press ?, again, to toggle to Weapons Damage. All of your weapons will be listed, again with the extent of their damage. Once a weapon is fully damaged, it can no longer be used. ? COMMUNICATIONS MFD. Use this when you have an object, like the Jump Gate, a wingman, or the enemy, you'd like to communicate with. A list of available correspondents will be listed in the MFD. Make your selection and a list of possible messages will appear. Select one of those messages and the message will be sent. Look for a reply in the upper-left corner of your screen. ? NAVIGATION MFD. Nav. points and target distances are displayed, along with a timer, if necessary, as well as the mass and energy signature information about your own ship. ? Scrolls through all available MFDs. ?? Scrolls backwards through all available MFDs. TARGETING Targeting a particular ship or object in space to make it your Current Target allows you to communicate with it, scan it for important information, activates your ITTS, and allows your homing weapons to lock. Keeping track of your Current Target is vital, and your Targeting System offers many different ways to select your Current Target. ? Activates Target MFD. ? (When Target MFD is Active) Next Target. ?? Previous Target. ? Closest Enemy Target. ? Closest Friendly Target. ? Target closest to Bore Sight. ? Target next area of Target Ship (for homing weapons only). ?? Target previous area of Target Ship (for homing weapons only). ?? Set Current Target to Target 1. ?? Set Current Target to Target 2. ?? Set Current Target to Target 3. ?? Set Current Target to Target 4. ? Make Target 1 the Current Target. ? Make Target 2 the Current Target. ? Make Target 3 the Current Target. ? Make Target 4 the Current Target. WEAPONS Every weapon loaded on your ship is listed on the HUD in the upper right corner. You have full control over each weapon to create custom firing groups assigned to the various triggers on your keyboard, mouse or joystick. ? Activates Weapons MFD. ? (When Weapons MFD is Active) Next Weapon. ?? Previous Weapon. ? Assigns Current Weapon to Trigger 1. If you have multiple missile weapons of the same type, placing both weapons on the same trigger will fire them simultaneously. If one is active and the other is inactive, using up the ammunition in one will automatically cause the other to become active in its place. ? Assigns Current Weapon to Trigger 2. ? Assigns Current Weapon to Trigger 3. ? Assigns Current Weapon to Trigger 4. ? Deactivates Current Weapon. ? Fires weapons assigned to Trigger 1. ? Fires weapons assigned to Trigger 2. ? Fires weapons assigned to Trigger 3. ? Fires weapons assigned to Trigger 4. ALL OTHER CONTROLS ?? In Multiplayer, activates Chat mode. While Chat Mode is active, you can type messages to other players in the session. ? (While in Chat Mode) Sends the text in the chat box to other players. ? Activates Cloak. ? Activates ECM. ? Activates Communications Jammer. ?? Eject from ship. ? Launches Decoy. ? Launches Sensor Drone. ? Next Nav. Point. ?? Previous Nav. Point. ? Closest Nav. Point. ? Activates Game Options screen and pauses game. In Multiplayers sessions, game will not pause. ? Activates Navigation Map. ? Changes Radar Range. ?? Changes Radar Mode. Weapons Although there are many different weapons available to the modern pilot, they all fall into one of five basic categories. These categories are discussed in brief here. For more detailed information about the specific make and model of a particular weapon, please consult your on-line encyclopedia. 1. BEAM WEAPONS - Beam weapons project a coherent beam of energy between your ship and the target object. The beam is instantaneous, so you do not have to lead the target to hit it. * Damage Type - Beam weapons are especially effective against a ship's defensive shields as the raw energy they project quickly overwhelms the shield's charged field. However, beams are not very effective against physical armor or internal systems, and their energy is easily dispersed from the ship's hull as heat. * Homing/Locking Ability - Just as a radar unit watches for echoes from projected energy beams to locate physical objects, all modern beam weapons can monitor a feedback frequency to detect when their beam has intersected a physical object. When the projector detects that you have hit a physical object with your beam, it will move the focus of the beam to track that object in space, allowing the beam to "stick" to the object. Of course, the focus can only be moved so far from the weapon's bore sight. 2. DROPPED WEAPONS - Dropped weapons include two different kinds of devices, mines and auto-turrets. Both types are released from your ship at its present position. * Proximity Mines - Proximity mines are basic, no-frills explosive devices that detonate whenever a significant mass approaches them. Both normal mines and the "Mega" mine operate in the same way, although the "Mega" mine does significantly more damage. * Damage Type - Proximity mines use a conventional warhead to create a concussive blast. Although both energy shields and ship armor are designed specifically to combat this type of damage, the sheer size of the mine's warhead creates enough force to overwhelm many smaller ships. In addition, the proximity mine creates a non-focused explosion that will effect all objects in a small sphere around it, not just the object that actually detonates it. * Homing/Locking Ability - Proximity mines have no homing or locking ability. * EMP Mines - EMP Mines are designed to damage a ship's systems without harming the actual physical integrity of the ship itself. Using a conventional proximity mine's detonation fuse, the EMP mine contains a warhead dramatically different from the proximity mine. * Damage Type - EMP Mines contain a powerful electro-magnetic generator that is capable of emitting an electro-magnetic pulse powerful enough to disable unshielded systems in any craft unfortunate enough to be caught next to the mine when it detonates. EMP pulses are not effected by conventional shields or armor. * Homing/Locking Ability - EMP mines have no homing or locking ability. * Auto Turrets - Auto Turrets are a very powerful and versatile weapon. Packing twin gimbal-mounted chainguns, the Auto Turret goes active the second it is deployed, seeking out enemy targets to lock on to and attack. * Damage Type - Auto Turrets use two Cole & Brenthen A-4 Chainguns (see "Mass Cannons") * Homing/Locking Ability - Auto Turrets contain a state-of-the-art targeting computer connected to a short-range radar and targeting package. This allows them to search for enemy targets in their vicinity and lock on. The turret's twin guns are gimbal mounted to allow for maximum range of motion, giving the turret a full 360-degree field of fire. 3. MASS CANNONS - Mass Cannons represent the pinnacle of projectile technology. Firing thousands of small shaped slugs at velocities approaching 12 times the speed of sound, Mass Cannons are capable of showering a target with a lethal spray of bullets almost instantaneously. * Damage Type - Mass Cannons weapons are especially effective against a ship's physical armor and hull as the thousands of impacts steadily disintegrate the outer layer of the ship. Unfortunately, the raw kinetic energy of the slugs is easily deflected by the charged field of a standard ship's shield. * Homing/Locking Ability - Because of the small size of the slugs fired by Mass Cannons, there is no room for any type of guidance package. Mass Cannons fire straight down the bore sight of your ship, but their high rate of speed makes lining up on an enemy very easy, as there is no leading necessary over the ranges in which the Mass Cannons are effective. 4. MISSILES - Missile technology has easily kept pace with other weapons as manufacturers have striven to keep their product competitive in a crowded market. Pilots can now choose from an astounding array of warheads, launch platforms, and guidance packages. * Damage Type - The damage ability of a missile is dependent on the warhead it is carrying. * Rockets - These speedy, rapid-fire weapons have sacrificed payload for quantity, reducing their warhead size to allow for a smaller overall package. The explosive charge, while small, still packs a healthy concussive wallop, effecting shields, armor, and ship systems. * Missiles - Like their smaller brothers, the rockets, missiles employ a concussive explosive charge as a warhead. However, standard missiles pack a warhead roughly double the size of the diminutive rocket's, providing a much larger kick to the hapless target. The explosion effects shields, armor, and ship systems, as well as providing shield and armor piercing effects thanks to the shaping of the warhead. * Torpedoes - The heavy torpedo uses it larger size to advantage, increasing both range and warhead size. The torpedo utilizes a much larger warhead than the missile, and packs a proportionately bigger explosion, but there the differences end. Both warheads are shaped concussive charges, delivering damage to ship's shields, armor and internal systems, as well as providing shield and armor piercing effects. * Nukes - This is the granddaddy of the missiles. The Nuclear Torpedo contains a 20-kiloton warhead that produces a massive explosion, radiating outwards from the point of detonation as far as two kilometers. This shockwave is proceeded by an electromagnetic pulse that will disrupt unshielded ship systems, not what you want happening to your shields right before the shockwave arrives. * Homing/Locking Ability - After the type of warhead, the second part of any missile weapon is its guidance package. Several are available. * Dumb-Fire - Because of their small size, rockets cannot carry any guidance equipment. They fire straight down the bore sight of your ship, making them fairly ineffective against maneuvering opponents. However, rocket pods are capable of launching many rockets each second, making them perfect weapons to strafe larger or disabled foes for the quick finish, delivering multiple concussive impacts in a short period of time. * Heat-Seeking - The most inexpensive of the guidance packages, heat-seekers lock onto the exhaust trail of the target. This means that you must have an angle of attack from the rear of most ships to get a lock. Heat-seekers are easily thrown by a quick maneuver to obscure the heat source, and are effected by standard ECMs. * Radar-Guided - These missiles carry their own radar-tracking equipment, and can independently home in on their target once launched using their own target lock. However, you must use your own radar to get an active lock on the target before launch for the missile's targeting to function correctly. Radar-Guided missiles are effected by standard ECMs. * HARM - Anti-Radiation missiles use sensitive energy detectors to lock on to any energy source. Once you have targeted an energy source using passive radar, the HARM missile will independently track that source after launch. Most HARM missiles employ a second fuel tank as well, allowing them to run extreme distances, allowing pilots to take advantage of the enormous range most passive radars function over. 5. PROJECTILE WEAPONS - Projectile weapons are high-end armaments that all employ focused packages of different types of charged particles or plasma. Because each weapon uses a different method to charge its projectiles, performance and damage varies greatly between each weapon. * Damage Type - Each projectile weapon employs a dramatically different method of charging and firing its projectile, producing widely different damage effects. Pilots should refer to the technical schematics of each weapon for details. In general, projectile weapons bring the complete package, using their highly charged bolts to deliver damage across the board to shields, armor, and ship systems. The Maguire EMP cannons employ charged electro-magnetic fields to deliver EMP damage to ship systems without being effected by shields or armor. * Homing/Locking Ability - No projectile weapon has any type of homing or locking ability due to the fact that the projectiles themselves are made of concentrated charged particles or plasma, and are therefore unsuitable platforms for guidance packages. Due to the projectile's relatively slow speeds, pilots must be very careful to utilize the ITTS system to correctly lead their targets. Equipment This section of your manual is intended to provide a basic description of the different types of equipment that is available to outfit your ship. For more detailed information about a particular brand or piece of equipment, please consult your on-line encyclopedia. 1. ARMOR - Modern ship's armor comes in many different thicknesses and is made of many different compounds, but its basic purpose remains the same, to help prevent harm from befalling the ship's hull and internal systems. Ship's armor lies underneath the shields, and will stop any shield piercing damage that gets through as well as providing a second line of defense against damage once the shields are down. Armor is most effective against energy weapons such as beam weapons, as its physical nature allows it to disperse the weapon's energy as heat. Armor is vulnerable to physical weapons such as mass cannons, which can chip away rapidly at the armor's ablative layers. 2. CIRCUITRY - Hardened Circuitry packages provide protection against EMP (Electro-Magnetic Pulse) damage to delicate internal systems. This shielding is the only protection available, as EMP waves are unaffected by standard shields and armor. 3. CLOAKS - The Cloak is one of the modern battlefield's most ingenious weapons. Cloaks are able to hide ships from visible light almost perfectly, and the better cloaks can also hide a ship from active targeting systems. While the cheaper cloaks actually increase a ship's energy emissions with their charged field, the very best cloaks can also absorb a ship's energy emissions, hiding it from passive detection as well. * Activating a cloak takes an enormous amount of energy, meaning a cloaked ship will have to be very careful in allocating reserves to its other systems. * Firing a weapon of any kind disrupts the cloaks charged field, dis-engaging it. * Activating a cloak causes a mild EMP field around the ship that can wreak temporary havoc with the ship's systems. Repeated activation of a cloak could disable a ship for some time while the affected systems slowly de-magnetize. * Cloaks are one of the few defenses against Image Recognition guidance packages. 4. DECOYS - Standard decoys can be a pilot's best friend in a heavy dogfight. These small rockets contain a sophisticated package of electronics that can simulate the transponder code and radar silhouette of the ship that fired it. Enemy pilots will have to close to visual range to tell the difference, and even missiles that are already locked on to your ship may switch their targeting to the decoy. 5. ECMS - Electronic Counter-Measures (ECMs) are a great defense against both heat-seeking and radar-guided missiles. They flood the area around the ship with a broad range of radio frequencies and microwaves, creating a blizzard of radar static and heat signatures that will confuse the incoming missile. Unfortunately, ECMs produce so much energy that they raise the ship's energy emissions, making it a better target for HARM missiles. 6. ENGINES - Ship's engines provide the thrust needed to propel the ship through space. They determine the ship's acceleration and top speed. Be careful when purchasing engines, as certain models are designed to fit on certain ship frame, and their listed statistics are calculated on providing thrust for a ship of that mass. Placing the same engine on a heavier ship frame will produce a far lower performance that expected. * Some engines come equipped with afterburners. Afterburners are special thrusters that take raw fuel from your ship's main tanks and convert it into a controlled explosion that can take a ship far over its top speed and acceleration. Afterburners go through fuel much more quickly than normal engine use, and they also decrease the efficiency of your ship's flight controls as they overwhelm them with more thrust than they are programmed to handle, causing the ship to turn more sluggishly. 7. FLIGHT CONTROLS - The ship's flight controls are a intricate system of attitude nozzles and thruster controls that interpret your roll, pitch, and yaw commands and change the alignment of your ship accordingly. These controls can be placed in Arcade or Inertial mode on the Game Options panel, which alters the way in which the flight controls respond to your instructions. 8. GENERATORS - At the heart of any ship is the fission reactor that powers its systems. These highly efficient generators provide all of the power for the ship. As the demands of the shields, weapons, and engines increase the generator will automatically compensate, providing more and more energy until it is completely maxed out. As the generator is cranked higher and higher it will use more and more fuel. Once it is out of fuel the generator automatically scrams its core and shuts down, leaving the ship with only its emergency battery as a power source. 9. JAMMERS - Communications Jammers are extremely useful pieces of equipment on board. These radio emitters are capable of scanning for transmissions from every ship in range and produce a field of energy that exactly nulls out the frequency being transmitted. This has the effect of rendering all enemy comm units useless, stopping them from calling for help or reporting your presence. Comm Jammers are perfect for eliminating patrols and guards without alerting the rest of the enemy fleet if you can keep them within range of the jammer while you take them out. 10. RADAR - Perhaps the most important piece of equipment on your ship is the radar unit. With a good radar, you can find and track the enemy long before he can see you, allowing you to set up your attack properly. * Many radar units can be set to two different modes, Active and Passive. * Active Mode broadcasts radio waves that reflect off of solid objects, giving the radar receiver a precise range and heading to the object. * Every ship in space radiates a certain amount of energy depending on what systems the pilot has functioning. Energy intensive systems, like shields or the ship's generator, and energy broadcasters, like ECMs, radar pulses, and weapons, emit a lot of energy. Ship emissions can be detected using passive radar mode. Passive radar mode allows the pilot to remain silent and undetected at great ranges from his target, while still allowing him to use HARM missiles and other passive lock weapons with no loss of efficiency. Passive mode will give you information on range and heading, but it cannot provide your targeting system with the data it needs to identify the target's ship type or damage information. 11. REPAIR - Repair systems are automatic internal devices that can repair damage inflicted to your ship's systems. Some employ nano-technology, others rely on redundant systems and patches, but all can bring an important system back to life in deep space. * Repair units are automatic, and un-guided. They are programmed to repair the most important systems first, and then, once they are fully operational again, to move on to less important equipment. * Only internal systems can be repaired, your ship's weapons, armor and hull cannot be helped while in space. You must return to your base's dry dock to repair these areas. * Some optional equipment will never get repaired as it is deemed non-critical for the ship's survival. 12. SENSOR DRONES - These small rockets allow for easy long-range surveillance. When they are launched they activate a short-range radar system that is linked back to your ship by a mono-filiment the sensor drone trails behind it. * Information from the drone's targeting computer is relayed back to your ship and can be displayed on your cockpit's radar screen. Simply press the ? key to scroll through your various radar ranges and the drone's information will be displayed as one of the ranges. * As the drone's targets are relayed back to your computer, you can use the information to lock your ship's weapons on targets that are far out of range of your own radar. 13. SHIELDS - The ship's shields provide the outer layer of defense against all of attacks. Shield systems create a field of charged energy that surrounds the ship. Shields are especially effective against physical attacks, such as mass cannons, but are somewhat vulnerable against energy attacks, such as beam weapons, which disrupt the shield's field. * As the shields charge they create a stronger and stronger field around the ship. This field takes some time to strengthen, depending on the shield unit. * When damage hits a shield it is absorbed by one of the shield's "quadrants." These quadrants represent arcs of the shield's surface. This allows the rest of the shield to remain strong while the quadrant being hit has its protective field weakened. When one quadrant is reduced you can turn your ship to let the strong side deflect the impacts while the damaged quadrant regenerates. * When more than one quadrant is reduced the shield generator will try to replenish each quadrant evenly. As each quadrant is restored to full strength, the generator will divert more energy to the remaining reduced quadrants. 14. TARGETING - The ship's targeting computer takes information from the radar and uses it to identify and lock the current target. The targeting computer transmits its information to the guidance computers in homing weapons as well as to your cockpit's MFD and HUD. Be careful when you are outfitting your ship. Your targeting system and radar should have complementary ranges to allow them to work together. Wingmen As you gain experience and notoriety through successful mission completion, you will have the opportunity to expand your squadron by hiring freelance pilots to fly with you as wingmen. IPEC provides a free bulletin board service for all of its pilots to reference that lists the resumes of available wingmen. You can access this bulletin board through the Squadron interface of your Series 9000 OS. Once you are in space, ordering your squadron is of prime importance. A well-organized wing can fight as a deadly team, covering each other's weaknesses. A disorganized squad will get in each other's way and interfere with the successful completion of mission objectives. When you organize your squadron, be careful to hire pilots that fit the role you have in mind for them. Some very good fighter jocks make very poor bomber support. Once in space, you can transmit orders to your squadron through your ship's communications system. If you have wingmen flying with you on a mission, your will see them all listed in your Communications MFD when you press ?. In addition, if you have multiple wingmen flying with you, you will be able to select "All Wingmen" to send the same message to the whole squadron. Selecting either an individual wingman or the whole squadron as the communications target will activate a special command menu in the Communications MFD. Of course, it is important to remember that each pilot is an individual with his or her own temperament, fighting style, and abilities. Just because you are giving an order does not mean that every wingman will necessarily obey you. Wingmen who are more interested in battle may refuse to dis-engage a foe, while reckless pilots may plunge into a melee no matter what type of ship they are flying. Watch your squad's behavior closely ... some wingmen may not be worth having as a member of your team, no matter how skilled a pilot they are. 1. "Attack" - This command allows your squadron to break from formation and begin attacking their best targets. Making sure your squadron fights as an organized unit makes it much more effective in battle than each pilot fighting on his own. Remember, the enemy squadron commanders will be using similar tactics, so it is important for you to use every advantage you have. * If you are communicating to the whole squadron, selecting "Attack" will bring up a sub-menu that allows you to issue group attack commands. Group attacks are organized formations that allow your squad to attack as a single unit, and are generally much more effective as your whole squadron will be attacking in concert. * "Layered Attack" - In a layered attack, your squadron will check their loadouts to determine the best way to attack. Those pilots with long-range weapons such as missiles will hang back and shower the enemy at a distance. Those pilots with beam weapons will move in first to take out the target's shields, and then those pilots with mass cannons will move in to cut up the target's armor and hull. * "Breaking Attack" - In a breaking attack your squadron will peel off one by one to attack the target, presenting a fresh aggressor each time the target turns to engage. This allows the wingmen time to recover from each pass while someone else in the squad keeps the pressure on the enemy. * "Surround and Attack" - This instruction commands the squadron to surround the target before attacking, then move in simultaneously from all sides. It is a difficult maneuver to use against agile targets, but ensures that larger targets are engaged simultaneously from every direction, drastically decreasing the effectiveness of their turreted point defenses. * "Fire at Will" - This command frees the squadron to find and attack whatever target they deem best, in whatever style they are most comfortable with. * If you are communicating with a single wingman, selecting "Attack" will free the wingman to find and attack whatever target they deem best, in whatever style they are most comfortable with. 2. "Go to my NAV" - If you have a Nav. Point targeted, this command will be available. It instructs the wingman to break formation and proceed directly to the Nav. Point. 3. "Resume Formation" - This command instructs the wingman to return from whatever he is doing and take up his position in the squadron formation. 4. "Return to Base" - This command instructs the wingman to cease whatever he is doing and proceed directly to the Jump Gate to jump back to your base. 5. "Change Flight Mode" - This command allows you to change the settings and flying style of your squadron. It activates a sub menu from which you can select specific commands dealing with the wingman's flight mode. * "Radar Mode" - There are three settings under this command. If you are communicating with one wingman, the commands will effect only his settings. If you are communicating with the entire squadron, then every wingman will change his settings to match your instructions. * "Active" - Instructs the wingman to switch his radar to Active Mode. * "Passive" - Instructs the wingman to set his radar to Passive Mode. * "Default" - Instructs the wingman to maintain his current radar setting. * "Attack Mode" - There are five settings under this command. If you are communicating with one wingman, the commands will effect only his settings. If you are communicating with the entire squadron, then every wingman will change his settings to match your instructions. * "Normal" - This command allows the wingman to fight in whatever style suits him best. Remember, some wingmen are natural dogfighters while others prefer to stand off from the action. Make sure that you have provided them with ships and weapons that match their temperament. * "Long Range" - This command instructs the wingmen to stand off and use whatever long-range weapons he has available. * "Avoid" - This command instructs the wingmen to stay away from enemy vessels at all costs. * "Follow" - This command instructs you wingman to follow his target without engaging it. * "Default" - This command only appears if your are communicating with the entire squadron. It instructs the wingmen to maintain their current attack mode. * "Jammer Mode" - There are three settings under this command. If you are communicating with one wingman, the commands will effect only his settings. If you are communicating with the entire squadron, then every wingman will change his settings to match your instructions. * "On" - Instructs the wingman to switch his Jammer on. * "Off" - Instructs the wingman to set his Jammer off. * "Default" - Instructs the wingman to maintain his current Jammer setting. * "Energy Mode" - This command activates a sub-menu in which you can manage your squadron's energy settings. * "Shields" - This command instructs your wingman to give his shield system top priority for energy, ensuring that his shields will always be as strong as possible. * "Weapons - This command instructs your wingman to give his weapon system top priority for energy, ensuring that his weapons will always have as many shots as possible. * "Engines" - This command instructs your wingman to give his engines top priority for energy, ensuring that he will always be able to thrust as fast as possible. * "Quiet" - This command instructs your wingman to shut down all systems but those absolutely crucial for movement and a small reserve to keep his missile weapons on-line, allowing him to be an effective long-range passive radar attacker. * "Free" - This command frees your wingman to set his own energy settings. * "Default" - This command instructs your wingman to maintain his current energy mode. * "Mines" - There are three settings under this command. If you are communicating with one wingman, the commands will effect only his settings. If you are communicating with the entire squadron, then every wingman will change his settings to match your instructions. * "On" - Instructs the wingman to begin dropping mines. * "Off" - Instructs the wingman to stop dropping mines. * "Default" - Instructs the wingman to maintain his current Mines setting. * "Squad Mode" - There are two settings under this command which deal with whether or not the wingman will listen to instructions given to the whole squadron. This instruction is only available if you are communicating with a single wingman. * "On" - Instructs the wingman to obey all commands given to the whole squadron. * "Off" - Instructs the wingman to ignore all command given to the whole squadron. In this mode, the wingman will only listen to commands you give directly to him. 6. "Send" - This command sends your instructions to your wingman. If you have instructed him to change any of the above settings, those instructions will be carried out when you send the communication. Navigation Map The in-flight Navigation Map works almost identically to the Nav Map found in the War Room on your base. For basic instructions for using this map, please refer to that section of the manual. This section details the few differences you will find between the War Room map and the Nav Map found in your ship. * Press ? to activate the in-flight Nav. Map. Use this map to review mission goals and look for Asteroids, Jump Gates and Nav. Points. * You'll only be able to see those ships your radar can currently spot, unlike the Nav. Map in the War Room where everything you have advanced information about appears. * Be careful! Time does not stand still while in the Nav. Map, so pay attention and listen to the SFX for warnings of attack. * You will not be able to create nav. points in the in-flight Nav. Map, only in the War Room. However, if you target an object in the Nav. Map by clicking on it, your computer will generate a temporary nav. point at that position that will be active when you leave the map. Chapter 4: Multiplayer Introduction Ares Rising multiplayer sessions allow players to build a persistent character that can grow in experience, wealth, and power. Just as in the single player game, multiplayer characters are rewarded for gaining kills and completing missions, giving them access to bigger and better ships, weapons, and equipment. Of course, failure also incurs a lasting effect, as characters lose money, equipment and reputation with every humiliating death. Be careful, it's a jungle out there. Starting a Multiplayer Session The MULTIPLAYER button on the initial screen allows you access to the control parameters for creating or joining a multiplayer session of Ares Rising. 1. SELECT CHARACTER - The first time in a multiplayer game you will have to create a character to use. Once you have created a character, his name will appear in the list on this screen. * Click on the name and the character's callsign, statistics, and picture will appear. If you would like to use this character, click ACCEPT. * If you would rather create your own character, click CREATE. This will take you to the Character Creation screen. 2. CREATE CHARACTER - This screen allows you to create a new character. You can personalize the character's face, squadron insignia, name and callsign. * Click the first box to enter the character's name. Your name is used to identify you on the Kill Board and in the kill tally on the MFD in flight. * Click the second box to enter the character's callsign. Your callsign is used to identify you in flight. It appears as your ship ID, the sender ID when you send communications, and as your ID on system messages. * Use the arrows to scroll through a selection of character faces and logos. The face you select will appear whenever you communicate with another player and will appear on the Kill Board whenever players in the session go there to check their stats. The logo you select will appear as your squadron insignia on your ship in space, and will be used to mark your squadron if you are the leader of a team session. * When you've completed your character creation, click ACCEPT. 3. CREATE/JOIN GAME - This screen allows you to decide whether you are going to act as the server for a new multiplayer session, or join in an already existing session as a client. * If you would like to join another game click JOIN. This will take you to the connection menu. * Select the type of connection you have: DIRECT CONNECT, if you are directly connected to another computer via a null modem cable, IPX, if you are connecting via a LAN, TCP/IP if you are connecting across the Internet, or MODEM, if you are connecting directly to another player's modem. Note: If you are connecting via TCP/IP you must already know the IP address of the server. * A list of currently available game sessions will appear in the Current Sessions box. Select the name of the game you'd like to join and click ACCEPT. * If the session you are joining is set up for team play, you will then be asked to join a team. * If the game you're joining is a Cooperative session, you'll be taken to a screen that shows everyone who is playing and, if appropriate, what team they're playing for. Click in the box to the left of your name and it will display "Ready" to indicate to the server that you are ready. Cooperative missions will not launch until every player is ready to proceed. While in the waiting room anything you type will appear in the Chat Box at the bottom of the screen. Press ? to send the text in the box as a chat. * If the game you're joining is a Deathmatch session, you will be taken directly to the Hangar. Click on the hanging ship to launch the game, or return to the base to outfit your ship or order new equipment and weapons. Deathmatch sessions can begin at any time, with players joining in the fun whenever they would like. * If you would like to create a game, click CREATE. At this point you'll have your choice between a Cooperative game or a Deathmatch game. Click the appropriate button to go to the session setup screen. 4. CREATE COOPERATIVE SESSION - A Cooperative game allows you to play a mission with several players, either as one team working together or as several teams competing with each other. Cooperative sessions create a random mission for the players to try to win, with AI pilots that must be defeated and mission goals that must be accomplished. Although you can compete against other players by using the Teams option, the default for Cooperative sessions is every player working together to defeat the computer. * You will be given a choice or mission types, SCOUT, DESTROY, PROTECT, or CAPTURE, which you can select simply by clicking on the appropriate button. A description of the mission will appear in the Description box on the right. * Clicking the TEAM button will make the session a Teamplay session. In a Teamplay session, players will be able to join up with each other to create teams that are competing against each other. In cooperative sessions, only the team that successfully completes all of the mission goals first will get paid. * You can change the difficulty of the mission by moving the DIFFICULTY SLIDER to the right. Once you have re-set the slider, make sure to click the NEW button to create a new mission with that difficulty setting. * Multiplayer sessions are created using the difficulty setting that the server selected on the initial screen. Moving the Difficulty Slider to the right on the Create Cooperative Session screen increases the difficulty from that initial setting. * The payment offered for the mission will appear in the PAYMENT box. The winning team will share the payment for the mission. Only those players who survive the mission and land at the base after all of the mission goals are complete will share in this payment. * As in Deathmatch, players will receive instant payment for each kill they gain while in spaceflight. This money is theirs to keep regardless of the outcome of the mission. Payment amount is dependent on the skill of your opponent and the class of ship he is flying. * Scroll through the different missions to find one you like by clicking the NEW button. When you're happy with an offered mission, click the ACCEPT button. Once the mission data has finished loading, other players will be able to join your session. 5. CREATE DEATHMATCH SESSION - A Deathmatch game does not assign you a mission, but pits you directly against other players in a huge dogfight to see who is really the best. * Select the type of match you want to play by selecting the appropriate option in the Match Type box. * NORMAL scores one point for each kill. * TAG scores three points per kill for the person who is "it" and one point per kill for the other players. To become "it" you must destroy the ship that is currently "it." The player that gets the first kill in the session is made "it" to start the match. * The Match Parameters box to the rights allows you to create the environment for the session. * The sliders for ASTEROIDS, MINE FIELDS, and AI PLAYERS controls the quantity of those objects that will be present in the session. Asteroids and mines will be scattered around in fields, while AI players will roam the match like other players, looking for some easy kills. * You can also select TEAMS in the Match Parameters box. The Teams option allows you to fight as teams, as in the Cooperative missions described above. * Deathmatch sessions do not have a payment associated with them because there are no mission goals to accomplish. Instead, each player will receive a payment for getting each kill. Payment amount is dependent on the skill of your opponent and the class of ship he is flying. * When you're happy with your match configuration, click ACCEPT. Once the mission data has finished loading, other players can join your session. 6. If you've selected team play, you'll be taken to the TEAM CREATION menu. Enter the name of the team and the logo, then click ACCEPT. 7. When you're taken to the Hangar, click on the hanging ship to launch, or re-enter the base to outfit your ship or order new equipment. Multiplayer Rules While you will not find any differences in the way combat, weapons or equipment work between the Ares Rising single player game and its multiplayer game, there are some differences in the rules governing character building, death, and equipment availability that you should be aware of. 1. Character Building - In the Ares Rising single player game, you play the part of Marlowe, a small-time mercenary, trying to build his squadron of fighters through the completion of hazardous missions in deep space. In multiplayer you are able to create your own character. * When you first start a multiplayer session, you are asked to create a character. You can give him a name, callsign, face, and squadron insignia. Each new character starts out with the same amount of money and equipment, just like starting a new single player game. * Multiplayer characters can earn money to buy new equipment by flying missions and completing mission goals, as well as by gaining kills in combat. When you return from a multiplayer mission you can buy and sell equipment just like in the single player game. * Unlike the single player game, you do not have to wait for equipment to show up once its ordered. It arrives instantly. * In addition, you have access to every piece of equipment from the beginning. In the single player game, you have to earn the right to order some pieces of equipment, either by making alliances or by the simple fact of your growing reputation. * Your character's information stays with him from session to session, and is sometimes available to the other players in a session. * While in space, each character's kill tally for that session is listed on the navigation MFD. The session kill tally may be different that your character's actual kills, as killing yourself deducts one from your session score without deducting one from your character's history, and Tag kills add three to your score while only adding one to your history. * When you are on the base, the Killboard shows the statistics of the players in the session instead of the members of your own squadron. Players can see each other's kills, missions flown, accuracy, and face on the Killboard. * Characters cannot die in combat, but repeated failure in multiplayer sessions will quickly drain your bank accout, making it very hard to maintain a combat ship in good working order. 2. Death - Death is not quite as final in multiplayer sessions as it is in single player. * When you are killed in multiplayer you are instantly reincarnated in the sector with the same ship and equipment you had when you first launched. * Damage is repaired for free and guns are re-loaded, but you will not gain back any missiles that were previously fired. * If you manage to shoot down another player but he ejects from his ship before it explodes, you will not get credit for the kill. * If an ejected pilot manages to make it back to his base, he will be rewarded by getting back the ship that blew up underneath him in space. * Whenever a ship is destroyed there is a chance that it will create some salvageable goods for other players to collect the next time they land. This equipment is not removed from the dead ship, but it is a little reward for the killer. 3. Armaments Bases - In multiplayer Deathmatch sessions there are a new type of base called an Armaments Base. These bases allow players to re-supply with ammunition and fuel without having to use the jump gate to return to their base. To re-supply, simply fly through the center of the Armaments Base. The cost of re-arming your missiles will be automatically deducted from your available funds. * In normal sessions the Armaments Bases are open to everyone. * In Teamplay sessions there is one Armaments Base for each team in the session. Players can only re-supply at the Armaments Base of his team. The insignia on the Base indicates the affiliation of the Armaments Base. 4. Outfitting - Just like in the single player game, a multiplayer character might well have several ships available to him. You have a chance to outfit your ships before going into space. However, if you use the Jump gate to return to your base in the middle of the session, the action does not end. This gives you the opportunity to return to your base, pick a different ship or load of equipment, and then head back into the field. 5. Inactive Option Screens - Finally, there are some option screens that have no function in the multiplayer session (such as Communications and Save/Load) and so have been turned off. KEYBOARD LAYOUT TABLE OF CONTENTS TOC Page 4 Page 37 (1996 - 1998 iMAGINE Studios All trade names or trademarks are property of their respective owners. The material presented in this document is confidential and may only be reproduced for internal use by the addressed. For additional permissions, clarification, or to discuss this plan contact IDM at: 8015 Shoal Creek Blvd., Suite 100, Austin, Texas, 78757 / Phone: (512) 371-3700 / Fax: (512) 458-1648 Credits CREDITS Page 3 TUTORIAL TUTORIAL INTRODUCTION REFERENCE GUIDE REFERENCE GUIDE KEYBOARD CONTROLS