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CD ROM Hits 1995 October
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Image.iso
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castaway
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readme.txt
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1995-07-30
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289 lines
CASTAWAY
Mission Manual
Contents
Section 1: GETTING STARTED
1.0 Installation
1.1 Memory
1.2 Menu Options
1.3 Keyboard & Mouse Commands
1.4 Sound
Section 2: THE MISSION
2.0 Your Mission Goals
2.1 Color Keys & Level Connections
2.2 Weapons
2.3 Special Items
2.4 Text Messages
Section 3: DEVELOPER'S NOTES
3.0 Demo Version
3.1 Registered Version
3.2 Your Story Continues
3.3 Register
Section 4: ORDERING INFO
SECTION 1 - GETTING STARTED
1.0 Installation
The game files have been compresed with PKZIP. The file PKUNZIP.EXE has been
included on your game disks. For the Demo Version, you will have to obtain a
copy of PKZIP yourself. From your hard drive DOS prompt, type:
md castaway
cd castaway
Then copy the file PKUNZIP.EXE to your new directory.
Place game 1 in your diskette drive a: Then type:
cd.. c: (Your hard drive)
cd.. castaway
Then type:
pkunzip -d a:\castaway.zip
This entire sequence above will both create a directory named CASTAWAY and
decompress the game files into your directory. BE CERTAIN TO USE THE -d SWITCH
WHEN USING PKUNZIP. IF NOT, YOUR FILES WILL NOT BE DECOMPRESSED PROPERLY. If
this happens, you will get Critical Error #188, and you will have to unzip the
files again with the -d option.
1.1 Memory
You will probably need to create a very clean boot disk to load and run the
game.
1.2 Menu Options
CASTAWAY'S menu options are:
- START New Game
- LOAD Saved Game
- RESUME Game In Progress
- SAVE Game In Progress
- SOUND On/Off (If sound is OFF, music will be OFF)
- MUSIC On/Off
- MOUSE Control On/Off
- JOYSTICK Control On/Off
- EXIT TO DOS
When the game first loads, and the opening animations have played, the Menu
will appear. It will take a few seconds before it is activated. Using your
Arrow Keys on your keyboard, make your selections. When the buttons are RED,
the option is OFF. When the buttons are green, they are ON. The Sound, Music,
Mouse and Joystick buttons each have two indicator lights. When a selection is
OFF, the RED light will be on. When the selection is off, the GREEN light will
be on.
1.3 Keyboard & Mouse Commands
Keyboard:
FIRE WEAPON........................Spacebar or alt or cntl keys
MOVE FORWARD.......................Keypad Up Arrow
MOVE BACKWARD......................Keypad Down Arrow
TURN LEFT..........................Keypad Left Arrow
TURN RIGHT.........................Keypad Right Arrow
FORWARD & TURN LEFT................Keypad 7
FORWARD & TURN RIGHT...............Keypad 9
STRAFE LEFT....................... Keypad 1
STRAFE RIGHT...................... Keypad 3
BACKWARD.......................... Keypad 5
HOLD DOWN, RELEASE TO JUMP........ Keypad 0
DETONATE PLANTED BOMB............. B Key
PICK UP OBJECT/READ MEMO.......... I Key or cntl
SELECT OBJECT TO DISCARD.......... S Key (Game Pauses)
ZOOM IN RADAR..................... Z key
ZOOM OUT RADAR.................... X Key
KEYBOARD COMMANDS KEY SCREEN...... F1 Key (Game Pauses)
NINJA KICK........................ 1 Key
SHOTGUN........................... 7 Key
GRENADE........................... 3 Key
PAUSE GAME........................ P Key
Mouse:
FIRE WEAPON....................... Left Button
MOVE FORWARD...................... Right Button
1.4 Sound
The program will automatically detect if your card is compatible with Sound-
Blaster. If not, there will be no sound or music. If the SOUND option is
turned off on the Menu, there will be no music either. If the MUSIC option is
turned off on the Menu, SOUND is still available.
SECTION 2 - THE MISSION
2.0 Your Mission Goals
The Slrrian War has not gone well. The Terran Stellar Union was unprepared
for the Slrrian assault. Many worlds, once terraformed into lush gardens and
busy cities have been either occupied or annihilated altogether. The Slrrians
began to clone many of the captured human prisoners in an effort to increase
their number. (A typical Slrrian has only one offspring). The human clones
are used to conquer Terran worlds where the Slrrians themselves would suffo-
cate.
The scoutship USS Intrepid was sent into the Slrrian controlled frontier to
obtain crucial data on the whereabouts and strengths of enemy bases and out-
posts. You are a highly-trained stealth spyship pilot, whose job it is to
launch from the scout ship and when in orbit, obtain the needed data. Crashing
on an enemy-occupied world is a part of the risk. For that reason, your train-
ing included detailed study of enemy technology, tactics and installation
design, as well as survival techniques. If captured, your orders are to escape.
If escape is not an option, your orders are to terminate your life before the
enemy can interrogate you.
Your planned mission has gone sour. You were only to orbit the planet Geta
Prime, making sensor readings to determine if there is in fact a Slrrian
outpost on the planet. But, while making your orbital insertion, your
stabilizing thrusters began to fire erratically, throwing your small spy
craft into wild gyrations. You succeeded in maintaining enough control to
make a safe entry into the atmosphere, and a controlled crash landing on the
surface. Your mothership, USS Intrepid (Scout Class) and it's fighter escort
continued on to the nearest starbase. You have missed your rendezvous, and
are stranded on the alien world. The damp, humid, alien jungle surrounds you.
Your ship's sensors tell you that a extremely large artificial structure is
nearby. It must be the Slrrian outpost.
With your ship's communication's suite damaged from the landing, you're only
hope is to get inside the outpost and somehow send a coded rescue signal. But
first, you have to get through the jungle, past the enemy patrols, sonic land
mines, and find a way inside. You're knowledge of Slrrian outposts will come
in handy. Most enemy outposts can be entered from an underground access. You
will have to work your way through the enemy-infested fortress to the Communi-
cations Area. No doubt there will be numerous scurity measures in place to
prevent such a penetration. You will be lucky to survive. VERY LUCKY. But the
only other choice is to flee into the forbidding countryside and live off the
land (if that's possible).
Once you've sent the signal, you will have to make a fast exit, and head for
the pick-up point, provided the signal will be heard. All you have on hand as
weaponry are a few thermite and gas grenades, a crude shotgun with 150 rounds,
your body armor and a first aid kit. Not much, but the enemy is sure to have
more and better weapons within their fortress.
And so, gather your supplies and open the cabin door into the unknown and
deadly world that awaits you. Good luck.
2.1 COLOR KEYS & LEVEL CONNECTIONS
Certain doors and force field barriers will need specific color-coded keys to
be able to open them. Some keys will be relatively easy to obtain - others
will require more effort and a lot of guts. Each level is connected via stair-
ways or elevators in which travel between levels is open. Some elevators will
require you to use a certain key. Others are freely available. As you prog-
ress through the levels of the fortress, you will need to keep some of keys
already picked-up while finding the new ones.
Each level is interconnected with at least one other, usually more. So you
can freely move between the levels, both forwards and backwards. If you dis-
cover on one level, that you missed finding a certain key on the previous
level, you can backtrack to that level and find it.
2.2 WEAPONS
Because your job rarely requires the use of small arms in personal combat,
your spy craft is outfitted with only the minimal supply of personal weaponry.
As you progress through the fortress, you will be able to obtain more power-
ful weapons to defeat the more powerful enemies. Here is a list of weapons
available:
- Standard Issue Shotgun (50 rounds)
- Thermite Grenade
- Gas Grenade
- Remotely-Controlled Explosive Charge (bomb)
- Rocket Launcher (1 rocket)
- Electro-Thermal Envelopment Rifle; "ETER" (also known affectionately as the
"Goo Gun")
The demo version does not include the "Goo Gun".
The Slrrians have outfitted their installations with unique and deadly
security devices and sentry robots to keep soldiers like you from doing what
you're about to do...so BEWARE.
2.2 SPECIAL ITEMS
There are other supplies that you will have available to you:
- Body armor
- First-aid packs
- Radar-mapping device (Registered version only)
2.3 TEXT MESSAGES
Every now and then you will see a view screen that will relay a message to
you. They will tell you where you have to go, what item you need and/or what
dangers lurk nearby. Of course, these messages were never meant for your
eyes, but they will help you get to where your going and occasionally keep
you from doing something stupid.
The text message will flash onto your screen and pause the game until you
hit a key and/or move away from the screen.
SECTION 3 - DEVELOPER'S NOTES
3.0 Demo Version
The demo version is a short version of the game and some of the elevators will
not function either. Those are the only differences between it and the regi-
stered version. You will have 6 levels to get through and upon entering a
certain high-security area, the game will end. This demo is shareware and you
can freely distribute it.
3.1 Registered Version
The registered version has more levels, more and meaner bad guys, more
unique weaponry and more security traps for you to get through. Ultimately,
you will succeed at finding the Communications Area, but your mission doesn't
end there...
3.2 Your Story Continues
...maybe you've heard the saying, "I'd rather be lucky than good"? Well, it
really applies to you! If this sounds cryptic, well, you'll just have to
register and find out for yourself what I mean. To put it another way, this
game is just the begining of TERROR! The Slrrians will make their appearence,
and your skills at survival and combat will be sorely tested!
3.3 Register
Putting this kind of game together is a big project, requiring alot of time,
effort and money. I didn't make it for myself, I made it for everyone else.
That being so, I would appreciate a little something in return. Not only will
I be rewarded for my efforts at entertaining you, but you will be rewarded by
having a hell of a good time. AND... if you register, I will be glad to send
you a discounted copy of the next game in this story "THE CHAINS OF FEAR"!
If you register, I will also give you my sincere thanks.
SECTION 4 - ORDERING INFO
Please print-out this form (or make your own), fill it in and mail it with
your check for the paltry sum of $15.00 (this price incl. S&H) to the address
below. I will send the complete game disks to you immediately.
--------------------------------------------------------------------------
NAME (Last)___________________________(First)_____________________________
MAILING ADDRESS__________________________________________APT#_____________
CITY____________________________STATE____________ ZIP CODE________________
HOW MANY COPIES DO YOU WANT?_______ E-MAIL ADDRESS_______________________
TOTAL COST $__________ (REMEMBER, THE PRICE OF $15.00
INCL. SHIPPING & HANDLING)
--------------------------------------------------------------------------
Please send your check (payable to) or cash to :
JOHN GALLION
PO BOX 532
LOCKPORT, IL
60441