home *** CD-ROM | disk | FTP | other *** search
- IBS GUARDIAN from DETO SOFT is released as a Shareware item.
- It is not a free program, but has been released so that you might
- use it on a trial basis. If the program is not for you and you
- have no intention of making it part of your library, just delete
- the files or give your copy to a friend. If, on the other hand,
- you enjoy and use this program the writers anticipate
- compensation. A charge of $10.00 is asked for the program,
- though you may remit any amount that you feel the program
- warrants or your wallet can part with. You determine the worth
- of the program--any remittance is appreciated. Should you find
- bugs lurking in the program, or should you wish to make comment
- on the program, you may do so by writing to the address below or
- by leaving e-mail on GEnie Services in the mailbox of d.edwards8.
-
-
- ***************************************
- * *
- * D. L. Edwards *
- * 52 Smith Rd. *
- * Bellville, OH 44813 *
- * *
- ***************************************
-
- Remember that your support of DETO Software determines its
- future.
-
- Thanks,
- Dan Edwards & Ted Oney
-
-
- Disclaimer:
-
- Neither the writers of this program nor Deto Soft make any
- warranty, express or implied, with respect to this program or the
- accompanying documentation as to quality, performance, or fitness
- for any purpose. It is the responsibility solely of the
- purchaser/user to determine the suitability of the products for
- any purpose.
- In no case will Deto Soft be held liable for direct,
- indirect or incidental damages resulting from any defect or
- omission in the program or its documentation, including, but not
- limited to, any interruption of service, loss of business,
- anticipated profit, or other consequential damages.
-
-
-
- IBS GUARDIAN
-
- GAME MANUAL
-
-
-
- INTRODUCTION
-
- If you already have played the PD game of IBS Starsearcher,
- you'll be well on your way to playing this enhanced game of IBS
- Guardian. If you have not seen or played Starsearcher, this
- manual should help get you started.
- Most of the commands are the same for Guardian as they were
- for Starsearcher, however the keys for single-key entry of
- commands have been relocated, and new commands exist for this
- game.
- The new keys for the general commands are the function keys.
- Be careful if you've been playing Starsearcher for a while.
-
-
- NEW IN IBS GUARDIAN:
-
- In addition to the new key location for single keystroke
- entry of commands, you'll find that the Guardian has three decks
- as opposed to Starsearcher's one. Two shuttle bays exist on
- Guardian. Guardian's engines can be shut down to conserve power.
- You were permitted to make one trip to home base with your
- ship in Starsearcher in order to get supplies, repairs, and
- crewmen. With the Guardian you'll send the shuttles as often as
- you like for supplies etc. Returning the Guardian itself to home
- base ends your game.
- In this new game you can destroy all the enemy crafts in a
- battle then locate a new battle and continue your game. This can
- go on for as long as your supplies and power hold out. Beware of
- starting a new battle when in doubt about power. It's better to
- return to home base and live to tell your grandchildren about
- your adventures as captain of the Guardian.
-
-
- PLAYING THE GAME OF IBS GUARDIAN:
-
- NAVIGATION
-
- Movement of the IBS Guardian is accomplished by entering
- NAVIGATION or NAV.
-
- After accessing the navigation section, you must enter the
- command for the direction you wish to move. To swing the ship to
- the left, you must enter TO PORT. Entering TO STARBOARD will
- bring the ship around to the right. Also, advancing or
- retreating from the enemy can be accomplished with ADVANCE and
- RETREAT.
-
- Power units required to move the ship one degree either port
- or starboard are ten ( 10 ). It is best to keep this movement to
- a range of from ten to one hundred power units, though any
- movement can be accomplished.
-
- Power units for advance and retreat are set at a minimum of
- 100.
-
-
- PROBE
-
- A certain amount of skill must be acquired to properly use
- the probe. This will, however, come with usage. PROBE is the
- key word to enter to access this useful tool. Once this command
- has been entered, you will be asked for the x,y coordinates.
-
- The game screen grid is set up on a 40 by 20 grid in
- relation to a column/row format. When the enemy is attacking,
- the shields of the entire enemy fleet must be lowered as each
- ship fires.
-
- The enemy will become visible momentarily on the screen
- --time enough for the experienced probe user to sight a ship for
- probing. Once you believe you have located the approximate
- position of an enemy ship, the probe can be accessed.
-
- Enter the approximate x,y ( column/row ) coordinates into
- the probe. If the coordinates are incorrect, the probe marker
- will show as a flash. If, however, the coordinates are correct,
- the enemy ship will show within the probe marker. At this time a
- weapon can be fired, or the coordinates will be saved for later
- use. ( See RECALL in this manual )
-
-
- LASER
-
- The use of the key word LASER will activate this section of
- the weaponry. The laser is non-directional, therefore, if no
- enemy is within direct laser sights, you will need to navigate to
- port or starboard.
-
- Though the strength of a laser burst is relatively small,
- its strength, as with other weaponry, increases with nearness to
- the target. Remember, however, that the IBS Guardian, as with
- the enemy, becomes more susceptible to damage in relation to the
- nearness to enemy fire.
-
-
- MISSILE
-
- To fire a missile at an already identified target, you must
- activate missile control by entering MISSILE. When missile
- control has been reached, you can enter the x,y (column/row)
- coordinates as obtained by the probe.
-
-
- TORPEDO
-
- After entering TORPEDO, firing can be accomplished exactly
- as with the missile. The torpedo is about half the strength of a
- missile.
-
-
- RELIEVE CREW
-
- There are three shifts of crewmen aboard Guardian. They
- must be rotated during the course of the game or they will fall
- prey to fatigue. If this occurs the ship will be lost. Entering
- RELIEVE CREW will change shifts. The crews should be relieved as
- often as you see fit, but should, under no circumstances, be
- allowed to work beyond 29 minutes real time. A half hour real
- time is the limit of their endurance.
-
-
- HOMING
-
- Enter HOMING to locate a new battle or return to home base
- and end your game. LOCATE ENEMY will cause homing to find your
- next battle.
- Returning to home base is accomplished by entering HOME or
- HOMEBASE. You'll want to do this when power is getting low
- aboard the Guardian.
-
-
- CREW
-
- Any crewman may be removed from one area and placed into
- another with CREW. You will need to enter the number of crewmen
- to be removed from the specified area.
-
- Next you're asked to which area the crewmen should report.
- Enter the number of the area to which you wish to move, and the
- crewmen will relocate.
-
- An area which cannot operate due to a shortage of crew can
- be helped by an area which has no further use.
-
-
- EMERGENCY
-
- If Computer Control (discussed later in manual) is not
- functional and you lose all communication facilities, you can use
- EMERGENCY to get help. This special communications channel is
- nearly indestructible and is in operation even when Computer
- Control has failed.
-
- Nearly all posts will be temporarily deserted by crewmen in
- order to rush repairs on the mainframe computer. This emergency
- repair results in a tremendous expenditure of power units, but
- Computer Control should be operational in very short time.
-
-
- SELF DESTRUCT
-
- Though it is hoped that this command will never be needed,
- it must be mentioned none the less. If at any time a captain
- finds that his crew and ship cannot possibly defeat the remaining
- enemy craft, he is under order of the officiating powers of
- United Earth to SELF DESTRUCT. Entering Self Destruct or
- DESTRUCT will accomplish this.
-
- Under no circumstances should the Guardian fall into the
- hands of the enemy.
-
-
-
- *** COMPUTER CONTROL ***
-
-
- COMPUTER CONTROL
-
- The last main command can be entered to access the mainframe
- computer aboard the ship, your main communications link. COMP or
- COMPUTER will connect you with the mainframe.
-
-
- ********** COMP **********
-
-
- STATUS
-
- The status of your crew and the ship's damage, along with
- weapon availability, can be accessed with STATUS or STATS. Using
- this command will keep you updated.
- Remember: Computer Control must be accessed before accessing
- status or any further command in this manual. Also remember that
- you will get only the status of the current deck. Switch decks
- to get the status of the others.
-
-
- SEARCH
-
- The command SEARCH will cause the ship's computer to scan
- the battle area for any existing enemy vessels and report the
- number found to you.
-
-
- RECALL
-
- When the probe is used, the x,y coordinates are stored
- directly in the ship's computer. If the last coordinates used
- were correct in identifying an enemy craft, then these
- coordinates can be obtained for missile or torpedo placement with
- RECALL. Therefore, an enemy craft can be located, then you can
- go about other business without losing the coordinates.
- Once a missile or torpedo has been fired, the coordinates
- are reset to zero, otherwise they remain unless the probe is used
- again.
-
-
- COMMUNICATIONS
-
- A communications link can be set up with COMMUNICATIONS or
- COMM. The medical and repair teams can be reached anywhere in
- the ship by this means, and the shuttles can be launched.
-
-
- ** The remaining two commands **
- ** are used with COMM **
-
-
- MEDICAL TEAM
-
- A correct procedure for reaching the medical team is: COMP
- COMM MED (each item must be entered separately). MEDICAL,
- HOSP, or HOSPITAL will work for the last entry.
- When the medical team has been reached, enter: RELOCATE
- after which you must specify an area in need of the team's
- attention.
-
-
- REPAIR TEAM
-
- The repair teams are reached the same as the medical team
- with the exception of specifying REPAIR for the link after
- communications has been reached. There are three repair teams
- aboard Guardian, one for each deck. The repair teams cannot
- leave their assigned decks, so have the proper deck selected when
- moving a repair team.
-
-
- LAUNCH SHUTTLE
-
- You can launch a shuttle to get more supplies. After
- selecting the shuttle bay from which to launch (press the 2 key),
- enter LAUNCH SHUTTLE or LAUNCH. If the shuttle makes it through
- it will return with supplies.
-
-
- ** NOTE ** When an area of the ship has too few crewmen or
- is too severely damaged, it is non-functional. Medical attention
- to the wounded or repairs to the ship will only take place if the
- captain directs the specific crew to the area in need.
-
-
-
-
-
- ** SHIP AREAS **
-
- All areas of the ship are referred to by numeric notations.
- When an area must be specified, be sure to use the correct number
- from the list below.
-
-
-
-
- NUMERIC CODE AREA CREWMEN
-
- Deck 1
-
- 1.............LASER...................5
- 2.............PROBE...................5
- 3.............BRIDGE..................6
- 4.............NAVIGATION..............5
- 5.............HOMING..................5
-
- Deck 2
-
- 6.............COMPUTER................7
- 7.............LIFE SUPPORT............5
- 8.............HOSPITAL................5
- 9.............ENGINE..................4
- 10............COMMUNICATIONS..........5
-
- Deck 3
-
- 11............HOLD ONE................2
- 12............HOLD TWO................2
- 13............MISSILE.................8
- 14............BAY ONE.................4
- 15............TORPEDO.................5
- 16............BAY TWO.................5
-
-
-
- ** COMMANDS **
-
-
- Below are listed three keys to select deck, bay, and engine
- on/off, and the commands available in IBS Guardian. The commands
- are listed in such a manner that command words working within a
- certain context are listed indented and below the initial
- command. An example is if first you input NAV, you could then
- input any of the four directions listed below NAVIGATION. The
- keys used for single key entry are also listed.
-
-
- KEYSTROKES:
-
- 1 DECK SELECT
- 2 BAY SELECT
- 3 ENGINE ON/OFF
-
- KEYSTROKES: KEY WORD:
-
- F1 NAVIGATION or NAV
- A ADVANCE
- R RETREAT
- P TO PORT
- S TO STARBOARD
- F2 PROBE
- F3 LASER
- F4 TORPEDO
- F5 MISSILE
- F6 COMPUTER or COMP
- Z STATUS or STATS
- S SEARCH
- R RECALL
- C COMMUNICATIONS or COMM
- M MEDICAL or MED or HOSPITAL or HOSP
- R RETURN
- R REPAIR
- R RETURN
- L LAUNCH SHUTTLE or LAUNCH
- F7 HOMING
- L LOCATE ENEMY
- H HOMEBASE
- F8 RELIEVE CREW
- F9 CREW
- F10 EMERGENCY
- ESC DESTRUCT
-
-
- NOTES:
-
- The game of IBS Guardian is much more complicated than IBS
- Starsearcher. You should, therefore, watch your damage closely
- so that important areas of the ship can be repaired and the crew
- can receive proper medical care.
- Don't forget to relieve your crew on a regular basis. More
- often than not, your game will end because of neglecting this
- rather than by damage to the ship.
- NEVER leave an area after just sending out a shuttle. If
- the Guardian leaves the area to seek out another battle, the
- shuttle crew will never find it. You'll find it best to send a
- shuttle out shortly after entering into battle. This gives the
- shuttle plenty of time to make the trip to home base and return.
- If the shuttle fails to return after a lengthy period of time, it
- has probably been destroyed. Scratch one shuttle.
- Be certain you have enough power to engage in another battle
- before locating more enemy ships. Once started, a battle cannot
- be left. Your only recourse at that time would be to self-
- destruct.
- If you want to make the most of the power available to the
- Guardian, kill the engines when not needed. Over a period of
- time this may save enough power to engage in further battles.
-