home *** CD-ROM | disk | FTP | other *** search
Text File | 1992-02-10 | 54.4 KB | 1,228 lines |
-
-
-
-
-
-
-
-
-
-
- First Expedition
-
- Copyright 1992
- All rights reserved
- Steve Englestad
-
-
- [Also for The Quest for the Trinity Controllers]
-
-
- Release 1/1/92
-
-
-
-
- Steve Englestad
- 9921 Carmel Moutain Road
- Suite 301, Dept. FE
- San Diego, Calif 92129
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
- _______
- ____|__ | (R)
- --| | |-------------------
- | ____|__ | Association of
- | | |_| Shareware
- |__| o | Professionals
- -----| | |---------------------
- |___|___| MEMBER
-
-
-
-
-
-
-
-
- _______
- ____|__ | (R)
- --| | |-------------------
- | ____|__ | Association of
- | | |_| Shareware
- |__| o | Professionals
- -----| | |---------------------
- |___|___| MEMBER
-
-
-
-
-
-
- "This program is produced by a member of the Association
- of Shareware Professionals (ASP). ASP wants to make sure
- that the shareware principle works for you. If you are
- unable to resolve a shareware-related problem with an ASP
- member by contacting the member directly, ASP may be able
- to help. The ASP Ombudsman can help you resolve a dispute
- or problem with an ASP member, but does not provide
- technical support for members' products. Please write to
- the ASP Ombudsman at 545 Grover Road, Muskegon, MI 49442-
- 9427 or send a Compuserve message via CompuServe Mail to
- ASP Ombudsman 70007,3536"
-
-
-
-
-
-
-
- CONTENTS
-
- Background and Goal
- Introduction and
- Support Packet - 1
- Screens - 3
- Landing an Islands - 4
- Installation - 6
- Start Up - 6
- Instrumentation - 8
- Functions - 11
- Options Screen - 11
- AUTOPLOT
- Marksmanship
- Sound
- Game Speed
- Trading - 12
- Cache - 12
- Cannon - 12
- Night Sky - 13
- AUTOPLOT - 14
- Radar Scanning - 15
- Radio / Rescue - 15
- Playback - 16
- Doctor - 16
- Flag - 16
- Landing at Island- 16
- Save / Restore - 17
- Quicken Play - 17
- Medical Kits - 17
- Environment - 18
- Keyboard Summary - 20
-
-
- BACKGROUND AND GOAL
-
- The Comet Halistrom is a periodic comet that passes the planet of
- Yorland every several hundred years. It would destroy all on
- this planet if not for the three Sun Spheres that resided on
- Shandola. These three spheres put out a shield that protects the
- planet from the comet's rays.
-
- Many generations ago a terrible race, only known as The Menace,
- came to this planet. They began in the Northwestern portion of
- the world to conquer Yorland, island by island. They got the
- idea to steal the Spheres and hide them. They intended to leave
- the planet until the comet passed, destroying all on the planet
- and then returning to replace the Spheres and take over the
- planet with minimal effort.
-
- They did obtain the Spheres but a great storm blew their armada
- to far corners of the world. Instead of removing the Spheres,
- they hid them on the planet and then, those that survived, left.
- Generations came and passed. From fear of the Terror, no one
- would travel on the seas until finally the Yorax and their
- splintered tribes ventured out in their sailing vessels. For the
- most part they were a hostile tribe but not all factions were
- pirates. Those that would fly flags were friendly to the
- islanders. Only those not flying a flag proved to be pirates.
- Closer and closer came the date the comet was due to return.
-
- Into the land Braun is born to the ruler of Holm Island. He and
- an old salt (who has sailed about Holm Island and to Shandola
- only) set out to explore those seas that no civilized nation
- would venture on for many years. He only has an old chart with
- some of the islands charted and an old star chart to guide him.
- He will meet the Yorax, both friendly and hostile. His quest is
- to find the three Sun Spheres and return them one by one to
- Shandola in a effort to get all three in place before the final
- one hundred days pass and Halistom returns.
-
- You are Braun and this is your quest.... Good Luck.
-
- Page 1
-
- INTRODUCTION
-
- First Expedition is a real-time first-person adventure. It takes
- place on an ocean world with you at the helm of an explorer craft
- navigating to known islands and searching out unknown islands.
-
- You are operating with a boat of specific food and fuel capacity.
- The food capacity is the number of days of food you have. Food
- and fuel can be obtained from various islands. You start with
- some cash to purchase your supplies up to the capacity limit of
- your craft. To make such purchases, you must land at the pier of
- an island. Some islands have piers and others don't. The
- shoreline of each island may provide food at no cost or may be
- hostile causing you to lose food and fuel. You will certainly
- note these conditions as your explorations take you to different
- islands. Each day is intended to be approximately an eight
- minute period. A parameter permits you to adjust the speed of
- the game for your machine. During the day, food is taken from
- the supplies. The world being explored is measured 20,000 by
- 20,000 units. Longitude and latitude are measured by these
- coordinates for plotting on the Island Charts.
-
-
- ***** SUPPORT PACKET *****
-
- The materials supporting your adventure are listed below and will
- be sent upon receipt of the registration fee plus shipping and
- handling. See the README.DOC file for the registration form.
- These items are not in a form that can be included on a disk.
-
- First Expedition is intended to involve the explorer with some
- degree of manual charting and is thus best enjoyed using the
- supporting charts and tools which are listed below. With these,
- First Expedition becomes an experience unlike any available on
- the market today.
-
- Island Charts:
-
- The Island Chart covers the entire world`s surface and shows the
- best known position of the known islands. Part of your adventure
- is seeking out and finding islands not known at the time this
- chart was reconstructed. The units of longitude and latitude are
- given along the edges of the charts in thousands of units. Each
- small square is 100 by 100 units.
-
- Star Chart/Star Catalogue:
-
- This one page-chart gives the star configuration over the planet.
- It is essential to navigation and is used along with the Star
- Catalogue which provides the corresponding planet coordinates for
- some of the stars. On the backside is a keyboard layout. If you
- have an Epson compatible printer you can create a printout of the
- Star Chart and Catalogue by running STARS at the DOS prompt.
-
- Compass:
-
- The circular compass with the arm is used to plot the heading for
- traveling from one point to another on the surface of the world.
- By placing the compass centered at your current position (with
-
- Page 2
-
- North at the top) and swinging the arm about to align with your
- desired destination, you determine the necessary heading to set
- your craft on. The compass is also used to determine your
- position at night using the night sky. More on this later.
-
- The Years of Terror:
-
- This booklet contains the history behind Braun's First Expedition
- along with information that will provide hints on solving the
- adventure.
-
- First Expedition will run and is fully functional as is without
- the support packet. The above items provide the tools to navigate
- and better understand the adventure. Note that you can make your
- own version of the Star Chart and Catalogue on an Epson printer
- by running STARS at the DOS prompt. The printer must be NOT be
- set for IBM printer emulation mode (DIP switch setting).
-
- The adventure begins at Holm Island with a class-1 craft and a
- sum of money. Through the trading function you can buy and sell
- items needed for your journey. Money is gained in the following
- ways:
-
- o Sink a pirate. The higher your skill level of shooting, the
- greater the money gained.
-
- o Find an person willing to help fund you quest.
-
- o Find money hidden in mazes.
-
- o Sell something.
-
- The money you gather will be needed to buy supplies at piers. If
- you are able to save up enough you can buy a larger capacity
- craft to conduct your further explorations with.
-
- The following sections will help you to start up the adventure
- and take you on a tour of the instrumentation of the exploration
- craft.
-
-
- Page 3
-
- SCREENS
-
-
- There are a number of graphic screens possible in First
- Expedition. These screens are briefly described below.
-
- Stern View
-
- The stern view shows you the stern of the boat and the horizon.
- It is selected by the function key F10 while 'at sea'.
-
- Instrument View
-
- This is a forward view as is the bow view only here you have the
- instrument panel laid out along the bottom of the screen. It is
- selected by the function key F6 while 'at sea'.
-
- Top View
-
- When the explorer craft is close to landing at an island, First
- Expedition automatically puts the display into Top View. This
- screen shows the island as green with the boat as a red dot
- moving on the blue sea. The instrument panel is laid out along
- the bottom of the screen as in the Instrument View. While in top
- view, you cannot select the other previous views.
-
- Night Sky
-
- The night sky view is available from any of the previous views
- via the N-key. It shows the night sky which is needed for
- navigation. Of course, the night sky view can only be selected
- at night (yes, there is day and night). Much more on night sky
- and navigation later.
-
-
- Radar Scan
-
- A radar scan is taken by firing a rocket. This produces a
- 'snapshot' of the area about the craft. As the rocket ascends it
- scans the ocean surface about the craft for a considerable
- distance (1000 units is each direction) and, via telemetry, sends
- its data back to the ship. Once this data is stored on board,
- the explorer may call it up on the screen. The details of this
- screen are discussed under the function of the same name, Radar
- Scan.
-
-
- Page 4
-
- LANDING AT ISLANDS
-
- Landing at an island is made by moving the red dot representing
- the craft up to make contact with the shore of the island or into
- contact with a pier. Landings are made while the display is in
- top view with the boat showing as a red dot.
-
- Each island may or may not have natives which may or may not be
- hostile. Some islands may not have food. Natives and food
- availability pertain only to the island proper. That is, when
- landing at the shore of an island the explorer may lose food and
- fuel if the natives are hostile and may receive food if food is
- available. As one revisits islands that are hostile, the odds of
- being met with hostility is reduced and the chances of finding
- food on an island originally without food increase. These odds
- are shown in the window that appears at every such landing. Note
- that even if an island is marked as hostile, that hostility only
- causes harm if you are in your craft at the shore for any period
- of time. You can quickly disembark by shutting down the engine
- and pressing the I key. You can then move to a building, enter
- it and explore and then return to your craft without problems but
- once back in your craft, you had best shove off from the shore as
- quickly as possible. There is, admittedly, a degree if illogic
- to this but it plays well.
-
- Any landing at a pier always provides repair of any
- instrumentation damaged by pirate boardings. Note that piers
- represent settlements and that the rest of an island may be
- hostile or unfriendly to an explorer. Hence when landing at a
- pier, the window reflects the nature of the rest of the island.
- Thus, you may be able to buy fuel and food at a pier and still be
- advised by the window that chances of food are 0%. When landing
- at a pier the boat is brought to a stop and returned to neutral
- automatically.
-
- All landings provide you statistics about previous landings at
- the island and give you the chance to cache or retrieve money
- from the island. At this time you also learn if there is any
- treasure on the island which will appear as cached money along
- with the word TREASURE. The cache function can be called up when
- landed at a island by entering the key C.
-
- All landings at piers also give you a trade menu to buy or sell.
- This functionality can be recalled by entering the key T when
- landed at a pier.
-
- Once you have landed at an island, either at it's shore or at a
- pier, you can get off of the boat with the I-key but only if your
- health is not less than 50. On an island there may be a building
- (square shape) or a village/ruin (odd shape). By moving the
- cross hairs which appear when you disembark to the red dot at the
- lower right corner of the shape, you either get an experience
- message or get entered to the building. The size of the move
- is greater with the Shift key held down. NOTE: It may be
- necessary to use the shifted arrow key to jump over your craft if
- the cross hairs are placed at the end of the pier or you will
- keep returning to your craft.
-
-
- Page 5
-
- Experience message may result in you receiving some money from a
- benefactor. They will also provide important information. There
- can be multiple experience messages as a given island but a
- number of days (2-7) must pass before you can get the following
- one(s). You will be advised when there are no more messages at a
- given island.
-
- The buildings were left by an ancient race that came and left
- this world before your adventure started. They contain robotic
- beings that will approach and drain your health. Once in the
- building the keypad arrows move you about. The 5-key will shoot
- in the direction you are facing destroying either blocks that are
- in your way or a robot. The robots face in directions too. They
- are represented as black arrows. If one is facing you, he can see
- you. You are a green arrow and can only see robots in the
- direction you are facing. Thus, you should look behind you now
- and again to insure no robot sneaks up behind you.
-
- In each building will be a box. It will appear as a green box
- when you come into sight of it. Move over it to pick it up. In
- some instances you will be asked to enter a code word to pick it
- up. During your adventures you will learn what to enter. Until
- that time you can just enter the Enter key by itself to be backed
- off of the box. Once you have a box, exit the building by moving
- back to the lower right corner of the maze and moving out from
- the building. Take the box back to your craft. Its contents
- will then be revealed. It may contain one of the Sun Spheres you
- are looking for.
-
- Watch out for trap doors. If you move too fast you may hit one.
- If you move slowly, it will appear as a red block when you are
- next to it. You do not want to move over it.
-
-
-
- Page 6
- INSTALLATION AND START UP
-
- This adventure requires CGA graphic capability and 320 RAM. Any
- resident utilities should be removed to insure the proper
- function of this adventure.
-
- The CONFIG.SYS file must assign FILES=20 and it is suggested that
- you set BUFFERS=10. See your DOS manual for instructions for
- setting up a configuration file. A sample CONFIG.SYS file comes
- on Disk 1 and can be copied to the root directory of your hard
- disk if you do not have one.
-
- The disk(s) are not protected and backups should be made with
- DISKCOPY.
-
- *** SEE OPTIONS SCREEN FOR ADJUSTING SPEED FOR YOUR COMPUTER ***
-
- Floppy System [No installation required].........................
-
- Insert Disk 1 into desired drive.
- Make that drive current : >A: [for drive A]
- Change to subdirectory EX1: >CD EX1
- Start the adventure : >EX1
- >EX1 S [for a silent start-up]
-
- When told, remove the Disk 1 and insert Disk 2. (For single 3.5
- inch diskette distribution, no switching of disks is necessary.)
- Leave the disk in the drive until completely exiting the adventure.
- The disks must not be write protected.
-
- Hard Disk System.................................................
-
- Installation:
-
- Create a subdirectory on your hard disk: >MD EX1
- Make it the current directory : >CD \EX1
- Insert Disk 1 in the drive of your choice.
- Enter at the DOS prompt,
-
- a:INSTALL a x
-
- substitue for 'a' the letter of your floppy drive and substitue for
- 'x' the letter of the hard drive you are copying to. Repeat this
- with Disk 2 if you have a two disk distribution.
-
- Note that some distributions have a SCRNS.COM file that contains
- some EGA scenes of The Dezerian Assignment, another adventure I
- have finished some months ago. This new adventure requires EGA
- graphics capability. I have included some scenes from that
- adventure which you can see if you have EGA graphics. SCRNS.COM
- is a 'self-extracting' file you can copy to another floppy or to
- a hard disk. When you run it, it will 'pop' open to a number of
- files. Run SCENES at the DOS prompt to see the screens.
-
- Running:
-
- Change to proper subdirectory: >CD EX1 [for hard disk subdir EX1]
- Start the adventure : >EX1
- >EX1 S (for a silent start-up)
- Always exit the game before turning off the computer.
-
-
- Page 7
-
- First Expedition gives you three types of adventures to pursue.
- These three are described below.
-
- 1.
- This option starts a 'normal' expedition.
- Within a normal expedition, it may become necessary to call for
- a rescue. This is all explained later in this document.
-
- 2. 3.
- These options start you off on a rescue mission. Option 2 places
- the lost craft somewhere in the upper left or lower left
- quadrant of the world. You are told which quadrant but not the
- coordinates of the lost craft. It is for you to search within
- the proper quadrant using the tools available and within the
- allotted time. Option 3 is the same except that the lost craft
- is placed in one of the right two quadrants making it closer to
- Holm Island. These adventure options give the explorer a
- specific mission; to find a lost craft.
-
- Note that until you has earned a class-3 vessel by obtaining
- enough money and buying one, First Expedition does not offer you
- a selection. Once you have operated under 'normal' expedition
- mode and have made sufficient funds to purchase a class-3 vessel,
- the three options will be available after the next initialization
- and will always be available from that point on.
-
- Upon starting the game initially, there should be a top view of
- Holm Island, the starting port of your explorer craft. Note the
- red dot of the boat docked at the pier. Some islands have piers,
- others don't. At this point you have no food, fuel or
- ammunition. You do have some cash to get started. The amount is
- shown at the bottom right of the instrument panel. You need to
- use the Trade function (T-key) to buy what you need before taking
- off.
-
- Along the bottom is shown the instrument panel. In a second
- we'll take a look at the instrument panel but first, a few more
- words about start up. In particular, how to exit from once you
- have finished your session.
-
- To exit First Expedition, hit the S-key to save or exit. This
- key provides two options; continue or exit. Exit automatically
- saves your current position.
-
- Page 8
- INSTRUMENTATION
-
- Following the name of each instrument are listed the keys
- affecting it if there are any.
-
- Engine: E
- The engine light indicates when the engine is running. Hit the E
- key and watch it go on and off. Gear must be in neutral to start
- the engine. Fuel is consumed when this light is on.
-
- Gears: F5 F7 F9
- Forward, neutral and reverse. Must be in gear before moving.
- Light shows what gear you are in. Must go through neutral when
- going from one gear to another. Try it.
-
- Anchor: A
- Anchor is up (up blue arrow), down (down blue arrow) or down and
- touching bottom (down red arrow). To move, anchor cannot be
- touching bottom.
-
- Compass / Heading:
- Both an analog dial and a digital readout provide data on heading
- of boat. This shows the direction the boat is aiming. Heading
- is based on a 360 degree circle. 0 is north, 90 is east, 180 is
- south and 270 is west. The left and right arrow keys change the
- rudder position thus changing the boat's heading. (See Rudder)
-
- Food:
- This instrument shows the number of days of food remaining. The
- capacity is determined by the class of the boat. If it falls
- below -3, you are a goner! That's three days without food.
- We've got to draw the line somewhere.
-
- Class:
- This indicator shows current classification of the boat, class 1,
- 2, 3 or R for rescue. More on this later.
-
- Knots: Up-arrow Down-arrow
- The current speed of the craft is shown here. Up and down arrow
- keys accelerate and decelerate the craft. These keys are toggle
- type keys. For example, hitting the accelerate key starts
- acceleration. Hit it again and the speed stops increasing. Play
- with them while at sea and you'll get the hang of it. Make sure
- you are pointed in the right direction. Engine must be on,
- anchor not touching bottom and gear in forward or reverse. (4
- knots maximum in reverse).
-
- Rudder: [Shift] Right-arrow [Shift] Left-arrow 5-key
- The rudder has seven positions to left and right. The left and
- right arrow keys alter the rudder setting. The 5-key centers the
- rudder. Your craft has the very useful characteristic of being
- able to turn while standing still. The engine must be on to turn.
- Shift-arrow-key is a quick way to set full rudder to left or right.
-
- Page 9
-
- A red pointer on the instrument panel shows the setting of the
- rudder. Full rudder should be used for making a turn. As you
- would expect, the slower you are moving, the sharper the turn you
- can make. Partial rudder settings are useful for offsetting
- currents that are slowly pulling your craft off course. There
- are different currents and you are told the current's direction
- and strength each day.
-
- Ammo:
- This shows the count of cannon ammunition remaining. More on
- this under the function 'Cannon'.
-
- Fuel:
- This shows the amount of fuel left. A red indicator light shows
- when less than 1/4 of a tank is remaining. The faster the craft
- is moving, the faster the fuel is consumed.
-
- Day:
- This shows the number of days into the current expedition.
- During a rescue mission, a red number shows the number of days
- left to return to Holm Island.
-
- Survey Rockets: F1 VF
- This portion of the instrumentation shows the number of rockets
- remaining for radar scanning purposes.
-
- Messages: +
- Messages will appear across the bottom of the instrument panel
- when there is information for you or when your second mate is
- talking to you. Each message or statement scrolls across and is
- announced by a series of three rising tones.
-
- At the coming of evening, a message will advise of the strength
- and direction of the sea current. The direction is the degrees
- from which the current is coming. The degrees are the same as
- those on your plastic compass, 0 to 360. Remember that you are
- given the direction the current is coming from, not heading.
- This information will be useful is helping you set the rudder to
- compensate.
-
- If the instrument panel is not being displayed when a message
- comes (maybe you are using the aft or nightsky view), the tones
- will advise that a message has come through. Call up the
- instrument view (F6) and recall the last message by entering the
- + key on the keypad. This will recall past messages.
-
- Striking the space bar will halt the display of the current
- message being scrolled across the screen which is useful as there
- will be some messages you will get to recognize and not want to
- wait for the message to complete its scrolling.
-
- Money:
- This number shows the amount of money you have.
-
-
- Page 10
-
- Health:
- This value (0-100) shows your state of health. If it falls below
- 50, you can not disembark onto any island. You need to call a
- doctor while at a pier and pay his fee to get well. 0 level does
- not mean you are dead.... just in pretty bad shape.
-
- Page 11
-
- FUNCTIONS
-
- So much for the instrumentation. This might be a good time to
- take your craft out for a short spin. Keep in mind that nothing
- you do will ever result in a quick and terrible death but a few
- more comments might be appropriate.
-
- Before leaving Holm Island you need to spend some of your money
- for fuel and food. You may want some ammunition too if you plan
- to stray very far from the island. The key T gets you into trade
- mode.
-
- As you leave the island the scene will automatically revert to an
- instrument view. Remember that the instrument view gives a
- forward horizon perspective. Select the stern view (F10) and see
- Holm Island as a profile receding behind you. Play the rudder
- and watch the compass and heading alter. You might want to head
- out at a fixed angle (such as 90 degrees - East) so that even if
- the island goes out of view you can turn around and head back at
- 270 degrees to return to the island.
-
- Note the occasional bird. This is a sure sign that you are near
- to an island. As you head back to Holm Island it will reappear
- over the horizon. As you venture out on open seas the sight of
- the birds and ultimately the peak of an island over the horizon
- will come to be a grateful sight with hopes that food and fuel
- will be available.
-
- As you once again approach Holm Island a low-key sound will be
- heard. This indicates the immediate presence of the island which
- is especially useful at night when the skies are black except for
- the myriad stars passing over head. Again, the scene reverts to
- a top-view as the boat approaches the island. You want to guide
- your craft back into harbor and up to the pier. NOTE: Landing on
- the shore of an island or at a pier at a speed of greater than 5
- knots will cause the loss of a day. You lose one day's food.
- This can be critical if you are landing on an island with no food
- or if you are in rescue mode (more on rescue later) and are
- operating within a specific time limit.
-
- NOTE: The only way your expedition is terminated is if you
- exceed you food count by more than 3 days or if, in rescue mode,
- you take too long to rescue and return to Holm Island. If the
- food counter gets to -3, termination will occur at the next
- morning if you are unable to find an island with food or shoot
- one of the large sea creatures of this world. See the function
- Radio/Rescue for yet some further functions of First Expedition.
-
-
- Options - ESC
-
- The option screen can be displayed by hitting the escape key
- (ESC). The option screen allows you to tune First Expedition to
-
- Page 12
-
- your own desires and level of expertise. There are four options
- which are discussed below. The space bar toggles the selections
- within an option box. The return key moves you to the next
- option box. The currently selected box is bordered by red. The
- option within the box which is selected is in red. Once set, the
- option settings are saved when exiting (other than sound which is
- always ON at startup). The option screen fuctions as a good way
- to Pause the adventure also. Hit ESC whenever you want to take
- a break and not exit the game then exit the option screen to
- resume play.
-
- The first option is AUTOPLOT. If this option is selected, the
- navigation procedure is simplified and does not require the use
- of the compass which is included with First Expedition. If this
- option is set of OFF, a more realistic and manual method for
- navigating is used. Both navigational procedures are explained
- under the function Night Sky.
-
- The second option determines the accuracy needed to hit both
- pirates and sea beasts with the cannon. The beginner level is
- the easiest. As you become more proficient, you can raise the
- level of marksmanship to give yourself a greater challenge. The
- level you use determines the amount of money received for sinking
- a pirate. The higher the level, the more money.
-
- The third option toggles sound on and off. Sound is alway on at
- each startup of the game. Sound is important as it gives warnings
- and other information that is needed for successful play. To skip
- the opening music, enter EX1 S to start the game. The sound flag
- is still set to on but the entry music is skipped.
-
- The fourth option allows you to adjust the game speed to your
- computer. The setting goes from 0 to 400. 0 yields the fastest
- setting (for XT type machines) and AT class machines may run best
- at 150 to 250 depending on their clock speed. One complete day
- cycle (from morning to morning) is intended to take about eight
- minutes real time.
-
- Trading - T
-
- The Trade function is activated by the T key. When the boat is
- at an island pier, the T key activates the trade function.
- Otherwise, it activates the tracking function. The trade
- function permits you to buy and sell fuel, food, ammunition and
- even your boat, moving up to a higher class craft. You can not
- sell you boat to move down. Fuel is bought and sold in 10 gallon
- increments. The up and down arrow keys are used to buy and sell.
-
- Cache - C
-
- When you land at a pier or island you are advised of the status
- of the island and given a chance to store some money or retrieve
- money you have left there earlier. You can on cache money, not
- supplies. This is important since if you are boarded by pirates,
- they take a fraction of the money you have with you. This
- function can be reentered while still landed by entering the C
- key. A rescue boat can not cache, only retrieve.
-
- Page 13
-
- Cannon - F8 I J K L M
-
-
- Each class of craft is able to carry a number of rounds for the
- cannon. This capability permits one to shoot both sea beasts for
- food and pirates that might be coming at you to board and relieve
- you of some fuel and a day's food. The cannon is operational only
- when the craft is at open sea (not close to any island). The
- function key F8 activates the cannon cross hairs. The keys J and
- L move the cross hairs left and right with the key K firing a
- shot. Holding down the shift key moves the cross hairs in larger
- increments. The keys I and M move the cross hairs up and down.
- The higher the cross hairs, the further one shoots. Every now
- and then a sea creature will appear. If the creature is not
- visible forward, select the stern view. At first only the tip of
- the creature will be visible. If food is needed or one is out
- for sport, the creature can be approached and fired upon. Be
- sure to approach close before firing. Remember that if red dots
- appear in the water as you fire, you are not close enough. If
- there are no red dots and you are still not hitting your target,
- lower the cross hairs as you are firing over your target. Every
- shot will not necessarily score a kill. Successfully firing upon
- a beast results in gaining three days of food. These beasts
- become much more important when you are out exploring the
- uncharted parts of this world but remember that chasing a beast
- around for half a day may take you off course enough to require a
- night sky scan and replotting of your position to reestablish
- your heading.
-
- In the case of the pirates, one must fire upon an oncoming ship
- successfully several times to sink it. Keep in mind that the
- higher one aims, the farther the cannon will fire. If firing too
- short, a red mark will appear in the water to so indicate. If the
- red dot does not align with the crosshairs, some pirate has
- knocked the sights throwing them off of alignment. You must
- compensate for their misalignment until you land at a dock at
- which time they are automatically reset. The more pirate
- boardings, the greater the misalignment can become. The cannon is
- available on the explorer type vessel, both fore and aft.
-
- Night Sky - N
-
- This feature provides the key to navigating across the expanse of
- this world. When night is upon the land you can select the night
- sky view by hitting key N. This can be selected while at sea or
- anchored hear an island and in top view. Note that if in top
- view the boat must be anchored (red down arrow for anchor) for
- the N-key to function. While in the night sky function, all
- other key functions are inactive until you exit the function.
- The Return key exists you from the night sky screen
-
- The night sky appears on the screen showing the star pattern
- immediately above the craft. If moving at sea this pattern
- slowly moves based on the craft's heading and speed. If the
- night sky is being shown on the screen and either day comes or
- the craft approaches close enough to an island to activate the
-
- Page 14
-
- top view, the screen will automatically switch as necessary.
-
- How to navigate?! Using the Sky Chart which shows the entire
- star field over the world, match the patterns on the screen to
- the stars on the chart. The distinct constellations should make
- this a fairly easy task along with having an estimate of your
- current position. Find a star on the screen that matches a
- numbered star on the chart. Move the cross hairs to center on
- the star. To move cross hairs, use keypad arrow keys as well as
- the 7,9,1 and 3 keys for diagonal movement. Holding the shift
- key down at the same time moves the cross hairs in larger steps.
- For the most accurate readings and plotting, stop the craft
- before going to night sky and taking your readings. This is
- especially important if you feel you are close to an island and
- need to establish one last heading. With the desired star within
- the cross hairs, hit the keypad 5-key. This will result in a
- degree value being displayed. This is how many degrees the craft
- is from the star. Jot down the degrees and repeat this for
- another star on the screen. You are through with the night sky
- now and can use the chart to plot your current position. To exit
- the night sky function, enter the Return key.
-
- Take the Island Chart. The Star Catalogue gives the longitudes
- and latitudes of the numbered stars you just scanned. Find the
- coordinates on the Island Chart for one of the stars. Center the
- compass on that point and rotate the arm to the degrees copied
- from the screen. Your craft in somewhere along this line.
- Repeat this procedure with the second star and plot another line.
- Where the two lines cross is where you are on the world.
-
- After a couple of such plottings, the procedure will prove to be
- quite simple. Such readings are strongly suggested whenever a
- new island is found. Dock or land, anchor and wait for night.
- Plot your newly found island on the Island Chart.
-
- AUTOPLOT is an alternative means of plotting your position. This
- option can be turned on via the option screen (ESC key). With
- AUTOPLOT turned on, the procedure for plotting your position is
- simplified and does not require the use of the compass.
-
- Using AUTOPLOT, you center the cross hairs on a star that is
- numbered on the Star Chart and hit the 5 key to register your
- selection. Your are prompted for the star's latitude at the
- right of the screen. From the Star Catalogue enter the longitude
- and hit the Return key. You are then prompted for the star's
- longitude. Enter it from the Star Catalogue and hit the Return
- key. A mistake results in a low pitched tone. A successful
- entry results in high pitched tones. A second star must be
- selected and entered as was the first star. Once you have
- correctly entered two stars in this way, your craft's longitude
- and latitude are displayed at the right of the screen. Note them
- before hitting return to exit the Night Sky function.
-
-
- Page 15
-
- Note that fog conditions can make birds and island profiles
- invisible and at night, block the stars.
-
- Radar Scanning - F1
-
- You can send a missile aloft to take a radar scan of the
- surrounding area. The scan covers an area approximately 2000 by
- 2000 units. The launching of the missile is accomplished by the
- function key F1. Note that a limited number of missiles are
- onboard. Note also the important point that though fuel, food
- and cannon ammunition is available by docking at any island with
- a pier, only Holm Island is able to replenish the missiles.
- These are automatically resupplied when you return to Holm Island
- at no cost. Note also that the rescue ship is not provided with
- radar missles; they are for explorer craft only.
-
- Once a missile has been sent aloft, the V key will produce a
- display showing a full 2000 by 2000 unit area about the craft.
- The position of the explorer craft is at the very center of the
- display where the solid axes cross. Islands are shown as green
- dots. The data is displayed in a standard north upward and east
- to the right configuration regardless of the direction the craft
- is facing. This data is stored and can be redisplayed at any
- time though would shortly become obsolete as the craft moves
- across the world. Thus the explorer can always see the most
- recent scan that was taken. Note that saving the game (S key)
- does not preserve the most recent scan.
-
- While the radar scan data is being displayed, the adventure is
- halted. Hitting any key exits from the radar display screen.
-
- Radio / Rescue - R
-
- The radio function is selected by the R key. Use the radio to
- report your current coordinates whenever you use the stars to
- calculate where you are. If you should ever get into that
- unfortunate position where the food has run low and there seems
- to be no choice but to expire, this same function can be used to
- call for a rescue. One wants to do so only as a last resort.
-
- The rescue capability of First Expedition provides an adventure
- within an adventure. A lost craft exists somewhere out on the
- surface of this world. The rescue craft is docked at Holm
- Island. As skipper of this craft you are provided the latest
- reported coordinates of the lost craft and are given a fixed
- number of days to find the lost crew and return to Holm Island.
- If you fail to do so, First Expedition terminates the rescue
- mission. While in rescue mode you have a class-R boat.
-
- When you have come to within 600 units distance of the lost craft
- an audible beacon will be heard. The tone of the beacon gets
- higher as you get closer to the lost craft and lowers if you are
- getting further. If at open sea the lost boat will eventually be
-
- Page 16
-
- seen and should be approached until the screen advises that the
- lost crew has been transferred to the rescue craft. If in top
- view, the lost boat will appear as a green dot if visible from
- the rescue craft. If in a cove or behind the island it will not
- be visible until the rescue craft is brought into line of sight.
- Approaching the lost craft will result in the transfer of the
- lost crew to the rescue craft. Now you must get back to Holm
- Island. Note that one day of food is lost at both sunset AND
- sunrise rather than just once a day at sunrise once you have
- picked up the lost crew. More people eating now you know!
- Knowing what islands to land on and the use of your cannon can
- become quite important at this point.
-
- A rescue craft is not an exploration craft. You may find an
- uncharted island bu not award is given. You can not cache money
- but can retrieve money left there by the lost explorer. A rescue
- craft can not find treasure either. Hence, any new islands
- landed on by the rescue craft should be revisited by an
- exploration craft later.
-
- Playback - P
-
- Full-screen experience messages appear when you land at islands
- and go into villages or visit ruins. These screens give you
- important information to further your quest and may result in
- your receiving contributions of money. These screens are all
- numbered and any screen that has been seen can be recalled using
- this feature in case you need to reread one of them.
-
- Doctor - D
-
- While at a pier, entering the D-key will call up a doctor who
- will return your health to 100 if you have sufficient funds. No
- partial healing is permitted if you don't have enough money for a
- full cure.
-
- Flag - F
-
- As you meet sailing craft on the open sea, you need to determine
- if they are friendly or hostile. Friendly craft may board you
- and give you supplies if you are low. Or they may ask for
- assistance if they need help. If you refuse you could be making
- an enemy. Friendly craft fly flags. You can check out if a
- craft is flying a flag by entering the F-key as a sailing vessel
- approaches. The problem is, if they are not close enough you may
- not see the flag at first. You might want to call up the cannon
- sights, aim and then use the F-key to keep looking for a flag as
- long as you are willing to hold fire. A low tone is given for no
- flag, a high tone when there is a flag.
-
- Landing At An Island - I
-
- When at a pier or at the shore of an island, you can disembark
- and move about the island by pressing I. If your health is below
-
- Page 17
-
- fifty, you can not get off your boat. Once on an island, the
- keypad arrow keys will move you about. Doing so is useless
- unless there is a building (square shape) or a village/ruin (odd
- shape) to visit. Further details have been given earlier in this
- document.
-
- Save / Restore - S
-
- First Expedition provides a true escape into a world that holds
- new sights and some surprises that may be just over any horizon.
- It is meant to provide an ongoing adventure and towards this end
- each session of exploring is saved by use of the S key.
-
- Upon entering First Expedition, if a previous session has been
- saved, the user can select to continue the adventure or to start
- over. Starting over destroys any previously saved progress and
- initializes data about previous landings at islands. One returns
- to a class-1 craft.
-
- Continuing a saved game restores pertinent data about the last
- position and condition of the craft. Upon restoring, the craft
- will be stationary, facing north with the engine off and in
- neutral. It is up to you to start up the engine and head off in
- the desired direction.
-
- Quicken / Reset Pace of Game - Q
-
- The options screen (ESC) permits you to set the timer value to
- slow this game for the speed of your computer. The Q key alternates
- between setting the speed parameter to 0 then back to the value
- you have set with the options screen. On faster machines, this
- permits one to speed up the action for a brief period. On occasion
- this can be helpful but use this key discreetly for it speeds up
- fuel consumption, etc. At the first sign of a ship or beast
- approaching, set the game speed back to the proper one for your
- machine by pressing Q again or you will never be able to deal
- with the ship or beast. The clock rim turns red when you are in
- a quickened mode.
-
- See Environment for more on when to use this capability.
-
- Medical Kits - M
-
- Medical kits permit you to raise your health level to 70. They
- are useful when you are not able to get a doctor such as when
- far into Menace territory. A number are available about the
- world at no cost... you just have to find them. The H key brings
- up the help screen which tells you how many you have. Each kit
- can be used for only one recouperation. They are important when
- you want to get off of your craft but your health has fallen
- below 50.
-
- Page 18
-
- ENVIRONMENT
-
- Finally, a few more items to explain the nature of the world in
- which you are exploring.
-
- Some islands will be hostile. This means that if you land on the
- shore, some food and fuel will be periodically lost. That is,
- once an island is found to be hostile, you had better get off
- shore as fast as possible. The irony is that such islands can
- also provide you with food. When food is available from an
- island, it is provided immediately upon landing. If the island
- is hostile and you stick around you will begin to lose food and
- fuel. Remember that you can get off of your craft quickly and
- visit a building at a hostile island as long as you cast off as
- quickly as possible once back at your craft.
-
- Some islands have no food available. This means that landing at
- the shore will provide you with no free food. There may be a
- pier on the same island where you can buy food if you have money.
-
- NOTE: Islands that are hostile will become less hostile with
- repeated visits. Also, as days pass after an initial landing at
- an island with no food available, food will start becoming
- available. Each time you land at any island other than Holm
- Island, a window provides data about the island. It gives the
- day count of the first time you landed at the island, the number
- of visits made and the status of food and natives. These
- statuses are be given as the percent chance of finding food or
- being met by hostile natives. The percents change as you revisit
- islands, the chance of finding food increasing and the hostility
- of the natives decreasing.
-
- Fog can occur at any time, day or night, and will last for
- varying lengths of time. Some parts of the world tend to be more
- foggy than others. Fog will turn the day sky to white. If you
- are approaching an island, the birds won't be visible and either
- will the island profile when it would normally come within
- visible range. If you happen to come close enough to an island
- for a top view, the top view will take place regardless of the
- fog. To assist in fog and darkness, a sound is heard when you
- are getting near to an island. It is the waves on the shore and
- the pitch of the sound rises as you get closer to the island. If
- the pitch begin getting lower, you know you have passed the island
- and need to change course.
-
- As you get away from an island and into open sea you can expect
- to see pirates now and then. Their mast may suddenly appear over
- the horizon. This is a good sign that you had best change your
- course or prepare to do battle with your cannon. They can also
- come up from behind you so you had better glance at the stern
- view now and then. If you're lucky, your second mate will warn
- you. These rascals will head towards you with intentions of
- gaining some loot. If they are able to approach close enough
- they will board you and help themselves to some food and fuel and
- in a random manner proceed to bust things up. Being boarded
- results in the loss of some of your cash on hand. If some
-
- Page 19
-
- function fails to work after such a boarding....well, you know
- who to blame. Try to make it to an island with a pier to land at
- for repairs. On the other hand, sinking pirates earns money so
- if you are well armed, you may be glad to see them. The higher
- your level of marksmanship on the option screen, the greater the
- money rewarded for sinking a ship. Be aware they come in groups
- sometimes. Once warned of their presence, keep a watchful eye
- even after sinking one. Note again that not all craft are pirates.
- Better check with the flag function until you are sure or you may
- be sinking a friend. You may need them later to get food and fuel
- if you are stranded at sea. Whenever I am expecting a ship to be
- approaching, I stop my craft so as to reduce the speed of our
- coming together if they are headed at me.
-
- Storms can occur at any time. Sometimes there will be warning
- signs that may give you time to find refuge at an island if you
- happen to be near one. Storms have no effect on you if you are
- in top view distance of an island. Storms will only rage briefly
- during which you have no keyboard control. The effects of a storm
- are to shift your position randomly. The degree of the shift is
- determined by the severity of the storm. You will need to
- redetermine your position by the stars after being caught in a
- storm. If the storm is particularly bad, you can lose food or
- fuel. There are places on the world where your compass can go
- crazy, where you are forced off of you desired course and where
- your craft can not move through the water at its full speed. One
- interesting island that is not even visible to scanning rockets
- is surrounded by such area that must be fought against to reach
- the island. Sometimes you may have to fight the currents to head
- where you want. If the dots on the water and the stars on the
- horizon keep moving normally, then the problem is magnetic. If
- they start shifting left or right, then your craft is actually
- torn off course and you need to use the rudder if you wish to
- fight it.
-
- Another thought to pass on is that while you are in night sky mode
- with the star field on the screen while you are under way, the
- adventure continues operating. Pirates can come upon you, fog can
- suddenly obscure the stars or you may come upon an island. Since
- your First Mate tends to give you warnings and since his messages
- are accompanied with a tone, if you are looking at the stars and
- plotting when you hear the tones indicating he has said something,
- you may want to exit to the instrument view and use the + key to
- replay any one-liner you may have missed. Remember that the space
- bar will kill the scrolling one liners once you recognize the
- message.
-
- Also, even if you run out of fuel at sea and you do not want to use
- the rescue function, wait for a ship to come along. Friendly ships
- will share their supplies with you if they see you are in need and
- you have shared with them on earlier meeting and have not sunk them.
- The Q key can help on faster machines to speed things up when you
- are forced to await the coming of a ship. No guarentees here but
- it's worth the try. If you have alienated a friendly ship by
- sinking one of their kind earlier, they will eventually befriend
- you. How long it takes depends on how many times you have sunk
- a friendly ship. If you run out of fuel while in top, your are
- a goner with no hope other than running a rescue.
-
- Page 20
-
- KEYBOARD
-
- Escape key (ESC): Options screen / Pause
-
- Function keys:
-
- F1 Fire Survey Rocket
- F5 Forward gear F6 Bow view
- F7 Neutral gear F8 Cannon crosshairs on/off
- F9 Reverse gear F10 Stern view
-
- Keypad:
-
- Up arrow - Accelerate on/off
- Left arrow - Left rudder [Shift arrow for full left]
- Down arrow - Decelerate on/off
- Right arrow - Right rudder [Shift arrow for full right]
- 5 - Center rudder
- + - Review one-line messages
-
- Keypad (Night Sky):
-
- 1,2,3,4,6,7,8,9 Keys - Move cross hairs
- [Press shift key to move faster]
- 5 - Enter coordinates for selected star or
- to receive angle from selected point.
- ESC - Exit night sky
-
- Letter Keys:
-
- A - Anchor up/down
- C - Cache/retrieve money
- D - Doctor
- E - Engine on/off
- F - Flag
- H - Help screen
- I - Disembark at an Island
-
- [The following 'diamond' of keys operates when the cannon
- is active]
- J - Cannon left [Shift key moves cross hairs faster]
- L - Cannon right [Shift key moves cross hairs faster]
- I - Cannon up
- M - Cannon down
- K - Fire cannon
-
- M - Medical kits
- N - Night Sky
- P - Playback full screen messages
- Q - Quicken play / reset to Options value
- R - Radio/Rescue
- S - Save/Exit
- T - Trade
- V - View of last radar data for a given session
-