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J}ÀÀ}xÀÀxsÀÀssÀBREACH Docs Brought To You By Jeff of M.A.A.D.
(Use Word Perfect 4.1 with right margin of 0, left margin of 120!!!!!)
©©©©©©©©©©©©©©©©©©©©©©©©©©©©©©©©©©©©©©©©©©©©©©©©©©©©©©©©©©©©©©©©©©©©©©©©©©©©©©©
©©©©©©©©©©©©©©©©©©©©©©©©©©©©©©©©©©©©
Back©up Those Disks!
Breach is not copy protected and we encourage you to back©up your disk prior
to play.
In fact, if you haven't done so already, now would probably be a good time!
Problems Running Breach
Should you expereince a problem in running this software on your computer,
Omnitrend Software, Inc. provides
telelphone assistance several times per week. Call (203) 658©6917 for the
current assistance schedule. We
regret that we cannot answer any questions regarding the play of the game or
provide hints.
Should you run across a bug in the program, please drop us a note. Be sure to
include the version number of
the game (this can be found on the "About Breach..." dialog box) as well as a
- More (Y)/N/NS? ns
description of the computer you
are using. All correspondence regarding the game should be mailed to:
Omnitrend Software, INc.
MailStop 101
PO Box 733
West Sinsbury, CT 06092
Limited Media Warranty
Omnitrend Software, Inc. warrants all media for a period of nineyt (90) days
from the date of purchase. Should
you experience a problem within that period, return the defective disk along
with dated proof©of©purchase.
Should you have a problem out of warranty, Omnitrend Software, Inc. will
replace a defective disk for $6.00.
We regret that we will be unable to return any packing materials you use to
ship your disk.
Defective disks should be returned to:
Omnitrend Softwar, Inc.
MailStop 100
PO Box 733
West Simsbury, CT 06092
Omnitrend Software, INc. willnot be responsible for replacing free of charge
media within warranty that has
been subjected to misues, damage, or excessive wear.
Limited Software Warranty
This software and the enclosed manual are sold "As Is" without warranty to
their performance. The entire risk
as t the results and performance of the program is assumed by you.
The limited software warranty is the only warranty of any kind, either
expressed or implied, including but not
limited to the implied warranties of merchantability and fitness for a
particular purpose that is made by
Omnitrend Software, Inc.
Neither Omnitrend Software, Inc. nor anyone else who has been involved in the
creation, production, or
delivery of this program shall be liable for any direct, indirect,
consequential, or incidental damages arising out
of the use, the results of use, or inablity to use such product even if
Omnitrend Software, Inc. has been
advised of the possibility of such damages or claim. Some states do not allow
the exclusion or limitation of
liability for consequential or incidental damages, so the above limitation may
not apply to you.ÜjÜPage 2
Atari ST Notes
Your computer must be in low resolution mode in order to play.
Due to bugs in some versions of the ST, use of the underscore character when
entering
file names will cause the computer to stop.
When playing Breach with only one drive, you must copy a scenario (.SCE) file
and a
squad leader (.SQL) file from the scenario disk to the program disk before
playing.
Breach uses almost 512K of memory. If the program reports that there is not
enough
memory, you may need to remove any RAMdisks or desk accessories (.ACC) files
and
reboot.
Macintosh Notes
When booting the Breach disk, the Breach program will run automatically.
To run the scenario builder, use the "Quit to scenario" option in the Breach
program.
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Page 3
Notes
Whenever the manual refers to "the mouse button", and your mouse has more than
one
button, use the left©handed button. Breach only uses the left©handed button.
"Clicking" means "press the mouse button". "Shift©click" means "hold down one
of the
shift keys and press the mouse button at the same time".
The "current marine" referred to throughout the manual, is the marine who
appears in the
center of the Combat Window and whose statistics appear in the Marine
Statistics
Window.
Starting Breach
To play Breach, boot up the Breach
Program disk and double©click the
"BREACH" icon (Breach will come
up automatically on the Macintosh).
When the program finishes loading,
the Breach title screen will appear.
To continue, click the mouse or
press any key on the keyboard.
Security Check
In order to play Breach, you must
correctly complete a security check.
To complete the secuurity check,
enter the word from this manualÜjÜwhose location is given by the
dialog box. "Words" are any string of characters with a space or punctuation
at either end.
Once you have entered the correct word, the program will continue.
Starting a New Game
Select "New..." from the Scenario menu. An item selector box will appear.
All of the
names that appear are scenario files. These scenario files contain all the
data for your
combat squad, the opponents, and maps of the combat area. What you are going
to
create is a game file. This is a combination of a scenario file and a squad
leader file. More
on the squad leader file later.
©©©©©©©©©©©©©©©©©©©©©©©©©©©©©©©©©©©©©©©©©©©©©©©©©©©©©©©©©©©©©©©©©©©©©©©©©©©©©©©
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Page 4
Once you have selected a scenario file, the scenario item selector box will be
replaced by
a squad leader selector box. This is where you select the squad leader for
your game. A
sample swquad leader "SMITH" is included with your game. Later on, you'll
probably want
to create a squad leader of your own using the Scenario Builder.
Now you have to name the game file in which your current game is going to be
stored.
ONce you have done this, the program will
save the new game file to the disk and your
game will start.
Important © When a game file is created, it
erases the squad leader file you have
selected and incorporates it into the game
file. This ensures that the squad leader file
can be used only by one scenario at a time.
The only ways to recover the squad leader file
are: win the game in progress or delete the
scenario with the "Delete..." menu entry.
Deleting a game file outside of the game will
also erase the squad leader file which has
been incorporated into it.
Order of Play
Player Phase © Each round begins with the
player having the option to move all, some , or
none of his marines. You can move a marine
until he runs out of movement points or you
click the Next icon.
To enter the enemy combat phase, shift click the Next icon. If all of your
marines have
used up their movement points for the roudn, the computer will automatically
enter the
Enemy phase.
Each Player Phase takes 30 seconds of game time.
Enemy Phase © When the enemy attack phase begins, the marine statistics window
will
change its title to "Attacks" and the legend "Enemy Movement..." will
appear.ÜjÜ
Enemy troops appear in the combat window only when they are attacking your
men.
At the end of the enemy phase, the player phase begins again.
©©©©©©©©©©©©©©©©©©©©©©©©©©©©©©©©©©©©©©©©©©©©©©©©©©©©©©©©©©©©©©©©©©©©©©©©©©©©©©©
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Page 5
Movement Points
Each marine is given a certain quantity of movement points (mp). All of the
marine
activities except for changing the view scale (more on that later) take up a
certain number
of points. For example, moving onto a clear terrain square costs 2 mp, while
firing a gun
takes 5 mp. The combat activiites such as taking an object, firing the gun,
moving, and
using an object can all be mixed at your discretion during the same turn.
If you do not have sufficient mp for the activity you want to perform, the
computer will
inform you with an alert box.
If all of the mvement points for the current marine have been exhausted, the
program will
automatically advance to the next marine in the squad.
Movement points for each marine are based on: the marin's suit type, the
vitality of the
marine, and the marine's current encumbrance.
Deploying Your Squad
The marines in your squad always enter the scenario through the entry square.
The entry
square must be clear in order for your marines to enter. If a marine is
unable to enter, the
program will jump to the enemy combat phase.
You can continue moving a marine until he runs out of mvement points, gets
stunned,
or you click the Next icon. each time you click Next, the program will
advance to the next
marine in the squad who is in the combat zone, is not stunned, and has at
least one
movement point.
In addition, you can make any marine who is visible in the combat window the
current
marine by holding down the Alternate key and clicking the desire marin.
(macintosh
players hsould use the Option key instead of the Alternate key.)
Since marines carry only their guns and armor into a scenario, many scenarios
provide a
staging area where the marines pick up additional equipment which has been
placed near
the entry square.
If detectors and crack units are available, use the whenever possible. By
saving time
searching for your objects, you raise to odds of successfully completing your
mission.
©©©©©©©©©©©©©©©©©©©©©©©©©©©©©©©©©©©©©©©©©©©©©©©©©©©©©©©©©©©©©©©©©©©©©©©©©©©©©©©
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Page 6
Encumbrance
There are fifteen different types of objects which may be found in a scenario.
Each of
those objects has an encumbrance value. Encumbrance is a measure of the
object'sÜjÜbulk. Obviously, the bulkier the type of object, the fewer of
them the marine may carry.
Carrying a large number of encumbrance points has two disadvantages. One ,
the weight
reduces the number of available mp's per turn. Two, marines carrying a large
quantity of
encumbrance points are more likely to be selected as a target by enemy forces.
(M.A.A.D.)
Mission Briefing
The misssion briefing is a short description of your combat mission.
Briefings usually include information as to the type and strength of enemy you
will be
fighting and hints as to the location of any mission objectives.
Victory Conditions
The victory conditions are:
REscue prisoners © You must rescue all of the prisoners in the scenario if
this is one of
the victory conditions.
Capture data paks © This works the same way as rescue prisoners.
Exit cobat zone © All of the marines in your squad must find and use the exit
square if
this is one of the victory conditions.
Kill n% opponents © At least n% of the opponents in the scenario must be
killed if this is
one of the victory conditions.
Scenario time limit © All of the other victory conditions in the game must be
satisfied
before the time limit expires. All scenarios have a time limit.
All of the victory conditions are non©exclusive, that is, more than one may be
in effect fr a
given scenario. Thus, in order to complete a scenario you may have to rescue
prisoners
and move all of the squad's marines through the exit square before the time
limit expires.
©©©©©©©©©©©©©©©©©©©©©©©©©©©©©©©©©©©©©©©©©©©©©©©©©©©©©©©©©©©©©©©©©©©©©©©©©©©©©©©
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Page 7
Mission Status
By using the Mission Status function, you can tell which victory conditions
have been
satisfied and which need more work.
The possible status displays are:
Victory Condition Complete Incomplete
Rescue Prisoners All prisoners Recovered Not all prisoners
recovered.
Capture Datapacks All datapacks recovered Not all datapacks
recovered.
Kill n% Opponents Kill objective completed More casualties needed.
Fighting the Enemy
If the enemy is using grenades and rockets, avoid clustering your marines.
Try to keep atÜjÜleast one square between each one. This way, you avoid
having three or four casualties
from a single grenade blast.
Conversely, grenades and rockets are most effective against clusters of the
enemy.
Unless you have a large quantity of grenades or rockets, it is wisest not to
"waste" these
weapons against single targets.
Battle robots are very dangerous opponents. Two hits from their cannon are
enough to
destroy virtually any marine. In addition, they move quickly and their armor
is quite tough.
It is a good idea to use grenades against battle tanks before trying to
destroy them with
your marine's guns.
Improving Your Squad Leader
Your overall objective is to improve your squad leader. You do this by
successfully
completing scenarios.
The more active a squad leader is, the more likely he will see some kind of
improvement at
the end of a successful scenario. Shooting accuracy is very important but
cracking and
detecting skills should be honed as well.
It is rumored that squad leaders who are excellent shots and have a passing
knowledge of
detecting and cracking are sent to a special advanced training school (STAR)
which gives
them the skills necessary to complete a STAR level scenario.
©©©©©©©©©©©©©©©©©©©©©©©©©©©©©©©©©©©©©©©©©©©©©©©©©©©©©©©©©©©©©©©©©©©©©©©©©©©©©©©
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Page 8
Saving a Game in Progress
In order to save a game in progress, you must be at the beginning of the
Player
Movement phase. You may select menu entires, but clicking any of the icons or
the
combat window will prevent you from saving your game. This is the only point
at which
you can save the game before quitting.
Closing a Game Without Saving
Select "Close" from the Scenario menu. When the program asks you if you want
to save
the ggame, click No.
Quitting Breach
Use "Quit" from the Scenario menu to exit the program. I fyou select this at
the beginning
of the Player Movement phase, you will be given the option of saving your
progress
before closing. At any other point, the program will quit without saving.
©©©©©©©©©©©©©©©©©©©©©©©©©©©©©©©©©©©©©©©©©©©©©©©©©©©©©©©©©©©©©©©©©©©©©©©©©©©©©©©
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Page 9
(To Be continued folks....this should get you started. There are 10 more
pages of this manual
and I will be supplying them as soon as my fingers recover.) Remember, this
manual was typed in
for you by Jeff of M.A.A.D. Check us out on your local bulletin boards or
contact us at our usual
addresses!ÜjÜThe Combat Window
The combat window is the largest window on the screen. During the player
combat
phase, the current player marine will always appear in the cneter of the
combat window.
During the enemy combat phase, the current enemy marine will appear in the
center of
the combat window.
The Marine Statistics Window
The marine statistics window has several functions. During the Enemy Cobat
phase,
information on enemy attacks are shown in the marine statistics window.
During the
Player combat phase, this window displays the battle statistics for the
current player
marine. These statistics are:
Moves©the number o fmoves left in the current marine's turn.
Vital©the vitality of the current marine. If the vitality drops below 30%, it
will be displayed
in red as a warning (Macintosh version excluded).
Enc©the current encumbrance of the marine (NOT the maximum encumbrance). This
figure will be displayed in green if it is greater than 0. This serves as a
reminder that the marine is carrying an
object (Macintosh version excluded).
Shoot©the accuracy of the current marine's shooting. If the marine is also a
psionic
talent, this is a measure of his stun accuracy as well.
Detec©the percentage chance the current marine has of successfully operating a
detector.
Crack©the percentage chance the current marine has of successfully operating a
crack
unit.
Ammo©the current marine's ammunition supply in his gun. This figure does not
include
ammunition in ammo clips he may be carrying. Ammo clips must be used in order
for their
ammo to be added into this figure.
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Page 10
Countdown Timer
The countdown timer displays the amount of time remaining in the scenario.
Wideview Display
The wideview display is a 21 by 21 composit map of the terrain surrounding the
current
marine. It can be displayed by clicking on the Change Scale icon.
INformation for this
wideview is provided by other marines moving through the area, scouts using
detectors,
and infiltrators using crack units. When scouts use wideview, opponents
appear as
flashing green squares on the Atari ST, and as grey squares on the Macintosh.
©©©©©©©©©©©©©©©©©©©©©©©©©©©©©©©©©©©©©©©©©©©©©©©©©©©©©©©©©©©©©©©©©©©©©©©©©©©©©©©
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Page 11
ÜjÜ
DROP OBJECT
Click this icon to drop an object
A dialog box will appear with a list of all the objects the current marine is
carrying. Note that
the marine's gun and armor will not appear on this list as they may not be
removed. If the
marine is carrying more than five objects, the space between the dialog box
scrolling
arrows will trun grey. Click on the name of the object you want to drop and
then click "OK".
There are several reasons you might want to drop something. A very good
reason is that
you no longer want to carry something because of its encumbrance penalty. You
might
want to transfer an object from one marine to another. In addition, the
shield works only if
you drop it.
A dropped object always lands directly underneath the current marine. Only
one object
may be in a square at a time.
It takes 1 movement point to drop an object.
USE SHAFT
Click this icon whenever you are on a liftshaft/dropshaft that you want to
use.
If the corresponding square above the liftshaft (or below the dropshaft) is
blocked by
another marine, the mouse pointer will change into a stop sign. If the
corresponding
square is blocked by an opponent, the opponent will be killed and your level
will be
changed.
It takes 5 movement points to use a shaft.
TAKE OBJECT
Click this icon to take an object.
You can take any object directly adjacent to or in the same square as the
current marine.
The object must be visible; you cannot take an object directly from another
marine.
The mouse pointer will turn into a pointing hand. Click this on the object
you wish to take.
Some objects have special messages written on them. These messages appear
whenever the object is taken.
©©©©©©©©©©©©©©©©©©©©©©©©©©©©©©©©©©©©©©©©©©©©©©©©©©©©©©©©©©©©©©©©©©©©©©©©©©©©©©©
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Page 12
Whenever an object is taken, it increases the marine's total encumbrance.
Encumbrance
affects the number of movement points your marine will receive at the
beginning of a turn.
Therefore, heavily laden marines will not move at their highest speed.
It takes 1 movement point to take an object.
USE OBJECT
ÜjÜClick this icon to use an object.
A dialog box will appear with a list of all the objects the current marine is
carrying. If the
marine is carrying more than five objects, the space between the dialog box
scrolling
arrows will turn grey. Click on the name of the object you want to use and
then click "OK".
All of the objects and their uses are detailed in the section "Objects and
their uses."
The objects require varying amounts of movement points to use. They are:
Object Movement Points
©©©©©©©©© ©©©©©©©©©©©©©©©©©©
grenade 5
Demo Charge 5
Stimulant 3
Ammo 8
MediKit 7
Rocket 5
Launcher 5
Crack Unit 9
Detector 15
Shield N/A
Grav Belt 10
Prisoner N/A
Datapack N/A
Shield is activated by dropping it.
OPEN DOOR
Click this icon to open a door
adjacent to the current marine.
The mouse point will turn into a small key. Place this key over the door you
want to open
and click the mouse. If you have enough movement points, the door will open.
©©©©©©©©©©©©©©©©©©©©©©©©©©©©©©©©©©©©©©©©©©©©©©©©©©©©©©©©©©©©©©©©©©©©©©©©©©©©©©©
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Page 13
The doors require varying amounts of
movement points to open. Glas doors
require 3, Steel doors require 5, and Power
doors require 10.
FIRE GUN/PSIONIC STUN
Click this icon to fire the current marine's gun.
The gun will fire in the direction that the
marine faces. Each firing consumes one
round of ammo.
Whenever this icon is clicked and there is at
least one round of ammo in the currentÜjÜmarine's gun, a beam of energy will
be
emitted. This beam will travel in a straight line away from the marine until
it strikes: a wall,
solid rock, a shaft, a closed door, a fuel tank, an opponent, or one of your
own men.
When a beam stops in a particular square, the computer determines whether or
not the
beam hit the target. This is based on the current marine's accuracy
percentage. If the
beam does hit the target, a "splash" of energy will appear on the target.
This holds true
for the opponents as well. If the beam hits an opponent, the amount of health
damage
that the gun generates is subtracted from the opponent's health, minus the
amount of
protection his armor provides.
Suit Gun
Protection Damage
©©©©©©©©©©©©© ©©©©©©
Squad Leader 75% 40%
Marauder 55% 30%
Scout 55% 15%
Infiltrator 45% 15%
Psionic Talent 0% 1 15%
Enemy Marine 55% 30%
Alien 45% 15%
Beast 0% 2 15%
Overlord 55% ÂÂ40%
Battle robot 75% 40%
Autogun 75% 40%
1©Psionic talents carry a gun which is only effective against injured or
damaged opponents.
2©Beasts'biting generates 45% damage.
©©©©©©©©©©©©©©©©©©©©©©©©©©©©©©©©©©©©©©©©©©©©©©©©©©©©©©©©©©©©©©©©©©©©©©©©©©©©©©©
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Page 14
For example, an enemy marine (suit protection = 30%) is hit by a shot from
your squad
leader (gun damage = 75%). The result is that the enemy marine would lose 45%
health
(75%©30%=45% loss).
The same holds true for your own marines. Note that it is possible to shoot
your own
troops by mistake, so look before you fire.
Fuel tanks are useful to hit, as long as you aren't too close to them when
they explode.
Being in the midsts of a fuel tank explosion is the equivalent of standing on
a demo
charge when it goes off. However, if you can position your marines correctly,
this effect
can be exploited with impressive results. A word of warning: fuel tanks will
chain©reactt.
Psionic Talent type marines execute psionic attacks by shift clicking the gun
icon.
Enemies successfully stunned by a psionic talent will not be able to move or
fire druing
the next enemy attack phase.
Firing a gun requires 3 movement points. A psionic attack requires 10
movement points.
NEXT BUTTON
Click this button to switch current marines. This will advance you to the
next marine inÜjÜyour squad or, if you have just moved the last marine in the
squad, loop back to the squad
leader. Shift click the Next button to enter the enemy combat phase.
CHANGE SCALE BUTTON
Click this button to get a "wide angel" view of the surrounding terrain.
INformation for this
wideview is provided by other marines moving through the area, scouts using
detectors,
and infiltrators using crack units. When scouts use the wideview, opponents
will appear
as flashing green squares on the Atari ST and as grey squares on the
Macintosh.
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Page 15
(Added by Typist.....Well, I am tired of typing at this point. This manual is
dedicated to the fine programmers
at M.A.A.D. Thanks guys, hopefully I will be able to add to the programming
of M.A.A.D. soon. Until then it
will just have to be distribution and typing of docs for me....Jeff of
M.A.A.D.)
The rest of the docs will be done when I get a chance......
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