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CD ROM Hits 1995 October
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Image.iso
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castaway
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castaway.txt
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1995-07-29
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CASTAWAY
Mission Manual
Contents
Section 1: GETTING STARTED
1.0 Installation
1.1 Menu Options
1.2 Keyboard Commands
1.3 Sound
1.4 Skipping Animations
Section 2: THE MISSION
2.0 Your Mission Goals
2.1 Color Keys
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 The Story Continues
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 disk. 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
pkunzip -d a:castaway.zip
This sequence 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.
1.1 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 can be 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.
1.2 Keyboard Commands
1.3 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.
1.4 Skipping Opening Animations
To skip the opening animations, hit the <ENTER> keywhen the program first
starts. If you wait, you can hit the SPACEBAR to cancel each animation until
you get to the Menu screen.
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
suffocate.
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, 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 Communications 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 grenades, a shotgun with 100 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 to the unknown and deadly
word that awaits you. Good luck.