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1996-07-15
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End the deadlock, colony leader....
Beneath you floats magnificent, untamed Gallius IV, a terran world newly
discovered in this disputed part of the galaxy. Your colony ship is
ready, equipped with all the basics you need to settle this planet. The
select group of colonists orbiting with you are prepared both to build a
strong colony and defend it to the last stone.
Other ships are also scanning the planet's surface, choosing a landing site
for their colony. All past allegiances have been cast aside in the fever for
this world. Seven vast armadas loom over the planet, ion weapons ready to
blast each other apart. Only a hastily made treaty, the Compact of Gallius IV,
prevents an escalating war. Capture this planet and peace may finally return
to our part of the galaxy.
There are two ways you can take the planet. You may win this frontier world
either by building an agreed upon number of City Centers or by driving all
your opponents off the planet. Either way Gallius IV can be yours.
I have arranged this manual to accurately explain how to run your colony.
Use all the resources, technologies, and your own special strategies to your
utmost. Only then can you beat your enemies and end the fierce standoff
growing in the skies.
--Oolan, Gallius IV Observer
Installing Deadlock
Deadlock can be played in Windows(r) '95, Windows(r) NT, or Windows(r) 3.1.
Install the game by placing your Deadlock CD into your CD-ROM drive. Then
click on your File Menu (for Windows 3.1) or your Start Menu (for Windows '95)
Select Run. At the command line type the drive letter of your CD-ROM --
usually this is drive D: or E:. Next type SETUP and press OK. Follow the
install program's instructions, and soon Deadlock will be on your system.
How To Play Right Now!
Select the Deadlock TUTORIAL from the Main Menu. This tutorial takes you
through the first three turns of your beginning colony. I, Oolan, will show
you how to start a colony step by step! There are also ADVICE buttons on
most dialog boxes; these let me answer your questions directly. Right
clicking any area on the game will bring up some brief instructions. Lastly,
you can see all my information by pressing your Help button on the toolbar.
You may wish to use this manual after you have played the tutorial. This
book gives you brief information on all parts of the game. The Colony Leader's
Guidebook also has complete statistics and facts on the technologies,
buildings, military units, and individual races.
Deadlock Terms
This manual uses mouse terms to explain how to play the game. Here are all
the different command terms:
Click -- Press and release your left mouse button.
Click and drag -- Press and hold your left mouse button. Move the
mouse pointer to another part of the screen and then release the
left mouse button.
Double click -- Quickly press your left mouse button twice.
Right click -- Press and release your right mouse button.
Shift click -- Press and hold your keyboard's <Shift> button. Then
press your left mouse button.
Built-In Demo
The Deadlock CD can be used to create a demo version of Deadlock. Accolade
gives you permission to use your CD to give your friends a sneak peek at the
game.
Simply use the Deadlock CD to install the game on another computer. When a
computer tries to start a game of Deadlock but does not find the official
Deadlock retail CD in the CD drive, it reverts to "demo rules". This gives
you a healthy dose of Deadlock play, but limits your game options and
technological research in the game. To play the full game, a Deadlock retail
CD must be in the CD drive at all times.
Part One: Starting Your Colony
Main Menu
The Main Menu gives you these options -- Tutorial, Quick Start, New Single
Player Game, New Multi-Player Game, Load Game, and Exit.
Quick Start
This button takes you right to Gallius IV, skipping the Game Options screen.
The options will be the same as the game you last played -- same number of
players, planet size, race abilities, and so on.
Tutorial
Let me, Oolan, your on-line help advisor, take you through colonizing basics.
This is a great way to learn how to create a colony quickly.
Load Game
Press this button to bring up a game you have previously saved.
New Single Player Game
Play a solo game against your computer. Choosing this button takes you to
the Game Options screen.
New Multi-Player Game
Play against human opponents with this command. You can connect to other
people through several ways. Deadlock can be played over a LAN (Local Area
Network) System, a modem connection, a null modem serial cable, Mplayer (an
Internet game service), or TEN (an Internet game service). See PART NINE,
to connect with Deadlock games across the country and around the world!
Game Options
All single player and multi-player games are set up on this screen. You can
create a vast planetary campaign or a tiny moon fight. There are also many
rules you can change. Here are your options:
Number of Players -- Pick how many colonies (human, computer, or both) you
wish to have in the game.
Victory Conditions -- Set the number of City Centers needed to win Gallius IV.
A City Center is the hardest building to make. You may choose among 2, 3, 5,
7, or 10 City Centers.
Rules Options
Random Events -- Turn random events off or on. Chance events will not happen
when this option is off.
Fast Production -- Choose this rules option and resource production is double
that of a normal game. Games are much faster when this option is selected.
Computer Skill Level -- Choose how smart your computer opponents will be.
You can also customize the skill level of the computer players. Press Custom
and a dialog box appears listing computer advantages and disadvantages. You
can make your computer opponents terrible at resource production or you can
even let them all gang up against you!
Advanced Options
Last Player Has x Seconds -- A multi-player option only. This timer comes on
when all the players except one have finished their turns. If the last
player does not end the turn before time runs out, a new turn is immediately
started.
Auto End Turn in x Seconds -- Select this and all your turns end
automatically. This can be a wild challenge, as you will have to be faster
than the other colonies planning to destroy you!
Racial Abilities -- Change the advantages of each race. Standard abilities
gives each race their unique abilities and weaknesses. No abilities shuts
off the racial advantages. All have best gives every race the strongest
abilities of each race. You can also give all the races the same ability,
such as giving all the players the Re'Lu abilities.
Planet Size
There are four sizes of planets to choose from -- small to huge. You can
also choose Custom to design your own world map.
World Size Options -- Create a large or small planet by adjusting the width,
height, and territory size of the world map. Territory size changes the
average area of each territory. Maps with large territories have fewer of
them on the map to choose from.
Terrain Options -- Change the terrain types your planet will have. Click
and drag each bar to make your choice. There are five terrain types --
plains, forests, mountains, swamps, and oceans. Select mostly plains to
create a flat planet, or fill the map with mountains and swamps to make an
inhospitable world.
A map can have up to 75% ocean territories. You cannot land in ocean
territories.
Colors -- Select your planet's appearance. Choose from a tropical world to
an ice world. The color of the planet does not affect gameplay.
Select Your Race
Each race has their own special abilities and weaknesses.
ChCh-t -- This insectoid race grows population quickly. Their military units
are weaker, but they manufacture military units faster than other races.
Their military units also move faster during combat. ChCh-t Scouts can steal
resources from enemy territories.
Cyth -- The Cyth never become too unhappy, so you may risk taxing them
heavily. Their Command Corps mind blast enemy military units -- annihilating
them completely. Cyth Scouts also poison land which destroys a food
stockpile in an enemy territory.
Humans -- These economic geniuses gain high income through trade and taxes.
Resource transportation costs are much less for them than other races. Also
Human infantry have a berserk battle order which doubles their attack
strength, but kills them off after a battle. Humans are highly susceptible
to Skirineen scandals; these scandals lower their morale.
Maug -- Maug scientists rapidly research technology, so they can build
high-tech buildings and units quickly. Their Scouts can sabotage enemy
artillery, airplanes, missiles, and buildings. Maug military units are very
good at catching spies. All Maug are chronically afflicted with colds and
light fevers, so their morale drops very quickly.
Re'Lu -- Re'Lu have telepathic powers which lets them see the entire planet,
both world and settlement views, giving them much information to plan a
devious strategy. Re'Lu Scouts can subvert morale in rival territories.
Their Command Corps also mind control other units, making them fight for the
Re'Lu during a battle. They have weak artillery units.
Tarth -- The Tarth are military behemoths. Tarth infantry, artillery, and
defense fortifications all have attack bonuses. Their infantry units employ
a juggernaut battle order that crumbles buildings quickly. Also Tarth farms
produce high amounts of food. Tarth Scouts make poor spies and are often
caught. Their ships are also very weak and can sink easily.
Uva Mosk -- Their tie to nature lets them produce more natural resources
than any other race. Uva Mosk Command Corps can also shaman dance, which
lets them create resource bonuses in territories. All Uva Mosk infantry
units may spy on other colonies, and so these units are not easily caught.
The Uva Mosk pay less taxes than other races.
Select a Landing Site
Once you have chosen a race, you will select a territory where you will
begin your colony. There are four terrain types you can land on -- plains,
forests, mountains, and swamps. Right click any territory to get detailed
information about it.
Plains -- These flatlands are ideal for starting a large population, and
they also produce the most food. However, plains have poor iron and energy
production.
Forests -- These territories produce every natural resource in moderate
amounts. Unfortunately, they never have large quantities of anything.
Swamps -- Marshlands produce the most energy. However, population growth is
very slow, so it is difficult to create a large population in these
territories. Also swamps have very poor iron production.
Mountains -- These rocky areas are perfect for mining iron, but food and
energy have a hard time being produced here. Population grows slowly as
well, so it takes awhile to have many colonists in these territories.
Beginning Colony Size
You begin by having a City Center, 400 colonists (4 icons), 500 credits,
100 food, 75 wood, 100 energy, 150 iron, and a Colonizer -- your first
military unit.
Part Two: Managing Your Colony
There are two views where you control your colony. The World View and the
Settlement View.
The World View
When you first land you see this view. You control several parts of your
colony from the world view.
The Toolbar
Each toolbar button or area has a different function.
Credits Window -- This window shows how much money you have this turn.
Turn Window -- This area displays the turn number.
Combat Report -- This button gives you a playback of any battles you fought
this turn. All territories that had a combat are highlighted. Select the
territory skirmish you wish to see and press View Battles. The battle will
be shown to you.
Colony Stats -- This button lets you see an overall summary of your colony.
All buildings, colonists, units, and technologies may be viewed. Any enemy
territories you can see, either because they are next to you or because of
spying units, may also be shown. Choose the race you wish to see and the
enemy territories that you know about will appear with their information.
Research Report -- Check up on or even change your colony's technology
research. Choosing a technology lets you see how many turns it will take to
finish it. Once you have the technology you want press OK. You colonists
begin research immediately.
Events -- This button reviews all the events that happened this turn.
Send Message -- Insult, brag, threaten, or complain to your opponents. You
can also write your own messages to harass your rivals. Do this by first
choosing the type of message you wish to send. Then select who you want to
see this message. When you press OK this message is sent.
Black Market -- Contact the Skirineen when you want to buy something
illegally. This violates the Compact of Gallius IV, but a deal with them
might get you ahead. You may buy resources, information, technology, and
military units from them. You can even sell them resources!
Taxes -- Set your colony's tax rate. How many credits you will get next
turn is displayed, along with that tax rate's effect on morale. You may also
adjust taxes for different settlements, letting you give one territory a tax
break while heavily fleecing another.
View Settlement Morale -- Find out a highlighted settlement's morale. High
taxes, no food, and overpopulation all make colonists stay at home in
protest. Overpopulation happens when you have too many colonists in the
territory. Low taxes, culture, and art objects all raise morale.
Toggle Resources/Military Units -- This button lets you switch between
seeing your military units and resource icons. Displaying resources lets
you manually move them between territories or colonies. Normally resources
are automatically transported for you, but if you need resources moved
quickly you should transport them manually.
Move resources by first toggling your resources on. Next click and drag the
resource to the desired territory. A box will ask you how many resources you
wish to move. Type in the amount and press OK.
While the resource icons are shown your military units disappear. Press the
Toggle Resources/Military Units button again and they reappear.
Zoom In -- This button takes you to the Settlement View.
Help -- If you are having problems contact me, Oolan, your on-line tutor. I
have much advice on running your colony. Press any Advice buttons to find
out information directly. You may also right click your screen to get more
instructions.
End Turn -- Press this button and your turn ends and a new one begins.
During multi-player games a turn does not end until all the players are done.
However, even though you have clicked End Turn, you can still continue to
play while you are waiting for everyone to finish.
The World Map
You move military units and resources on the world map. Important icons are
shown on this view as well.
Colony Flags -- Each race╒s territory is indicated by a flag. Here are the
races and their flag colors:
ChCh-t Orange Re╒Lu Greenish Blue
Cyth Black Tarth Red
Human Gray Uva Mosk Green
Maug Dark Blue
Beside each flag is an icon of the settlement's size. A beginning settlement
is very small. As that settlement's population grows this icon gets larger
as well.
City Centers
Every colony's starting City Center is shown on the map. Any new City
Centers built during the game are also displayed. When a race makes enough
of these buildings they claim the planet.
Territory Population
Every territory you own shows you how many colonists live in it. The icon's
number is the territory╒s population. Each number equals one hundred
colonists.
Moving colonists -- Click and drag colonists between territories you own.
This costs you 25 credits, but it builds up a new settlement╒s population
quickly.
Military Units
Control all your military units from this world map. Move military units the
same way you move colonists. Click and drag your units into neighboring
territories. Unlike colonists, they can move into territories you do not
own. Select a unit; territories that it can reach are highlighted.
Double clicking each military unit bring up its Unit Orders box. Each unit
has different battle orders and missions it can carry out. A battle order
tells the unit how to fight. A mission gives the unit a task to perform
such as spying or stealing technology.
Special World Icons
There are several special icons that can appear on your world map.
Port -- This shows that there is a Shipyard or a Hydroport in this
settlement.
Airfield -- This displays that there is an Airport or a Military Airbase in
this settlement.
Fuel Depot -- This settlement has a Fuel Depot in it.
Energy Shortage -- This settlement needs more energy.
Plague -- Any settlement that is infected with a deadly plague has this icon.
The icon is placed over that settlement's population.
Crop Plague -- Settlements that have a crop plague have this icon placed
over that settlement's food stockpile.
SATELLITE VIEW
The small map in the upper right is your satellite view. The red rectangle
is the area you presently see on the world map. Click anywhere on this view
and your world map changes.
COLONY POPULATION
Your colony's total population is displayed just below the satellite view.
Contented colonists are shown first. If you have any angry colonists they
will be next to your happy colonists -- outlined in red!
RESEARCH PROGRESS
This bar shows how close a technology is to being finished. The green bar is
how much research that has been done on a technology. The yellow bar shows
how much research will be completed next turn.
COLONY STOCKPILE
Your total resources are displayed in this box. There are two numbers under
each resource. The first number shows that resource╒s stockpile; the second
number is that resource╒s production this turn. A green number means you
are producing a surplus. A red number indicates you are using up more
resources than you are producing.
You Can Change What You See!
The following hot keys let you change what is displayed on your screen.
F7 -- Toggles between a 3-D angled view to a top down world map.
Spacebar -- Toggles the colony stockpile and satellite view on and off.
Page Down -- Decreases the size of the world map.
Page Up -- Increases the size of the world map.
THE SETTLEMENT VIEW
Either double click on a territory or press the Zoom In button. The
settlement view appears. This view lets you choose where you will place
your buildings and your colonists.
THE SETTLEMENT TOOLBAR
Most of the toolbar stays the same in the settlement view. However you do
have three different buttons:
Zoom Out -- This button takes you back to the world view.
Buildings -- Click this button to construct buildings. A list of available
buildings appears in this dialog box. How much each building costs in
resources, money, and technology is also displayed.
Select the building you wish to make. Now press the Build button. Your
pointer appears with the building attached to it. Click over an open square or
squares. Construction on that building now begins.
Demolish Building -- This button lets you get rid of an unwanted building.
Once you press this button you may click the building you want demolished.
You are asked if you are sure about this. Press OK and the building is gone.
You will get back half the resources and money you used to construct the
building.
THE SETTLEMENT MAP
Here is where you create your colony. Each terrain feature produces a
different resource.
Flat Land -- These are excellent places for raising food.
Squares Next to Water -- The ample water supply gives you great food
production.
Light Forest -- These areas make fair amounts of wood and endurium.
Dense Forest -- You can cut much wood in dense forests.
Rocky Soil -- These areas are great sources of iron.
Cracked Earth -- These areas generate the most energy.
Buildings draw resources from squares they cover and all bordering squares.
Bonus Squares
Some squares produce extra resources. If any resource icon is on top of a
square, place an appropriate building there. That building will produce more
resources than normal. For instance, your settlement has a food bonus square
in it. Place a Farm over this square. Your Farm's food production is now
increased to 150% of normal!
Check Each Square's Production
You can find out how much each square produces. Move your pointer over a
square and shift click. You will see how much of each resource a
beginning-level building would draw from that square.
CONSTRUCTION SITES
When you set down a new building a construction site appears. If you have
enough resources in the territory you may immediately move colonists onto
the site to start construction. Double click this site to see more details
about the site.
If you do not have enough resources in that territory for the building, the
construction site will automatically gather them. You cannot place
colonists on this site until it has gathered all the resources. Once the
site has enough resources you may move colonists onto the site and start
making the building.
BUILDINGS
Each building produces something different for your colony. Some buildings
make military units, others make resources, while a few buildings create
trade and culture. Double click on a building to see its production box.
You may change a building╒s production in this dialog box.
MOVING COLONISTS
Moving colonists to other buildings increases or decreases a building's
production and construction time. Click and drag your colonists to the
buildings you want them to work in. Pressing the <F> key flattens all
buildings; this makes it easier to move colonists around your settlement.
SATELLITE VIEW
Use the satellite view to move between different settlement maps. Click on
another territory in the satellite view. The settlement map changes.
WINDOWS MENU COMMANDS
Access these commands from your Windows pull down menus.
File
New Game -- This command starts a new game.
Load Game -- Bring up a previously saved game with this command.
Save Game-- This saves the game you are playing.
Personal Settings -- This dialog box lets you adjust Deadlock╒s sound,
videos, and graphics. You can turn off or on sound effects, music, videos,
video subtitles, and balloon help. Change the cinematics to play either the
large or normal size videos; your building animations may also be shut off
here. You can also adjust your graphics detail. The lower your graphics
detail, the faster you can change between screens.
Message Filter -- Stop certain messages from being shown to you. Choose
this command and a dialog box displays all the message types. A check
beside a message type means that these messages will be announced to you.
A gray box means the message can be seen when you press your events button.
A white box indicates that you will not see this message type at all.
Exit to Windows -- Lets you quit Deadlock.
MAP
Next Territory -- Lets you move from territory to territory within your
colony.
Previous Territory -- This command takes you back to the territory you were
just in.
Zoom in to Settlement -- Changes the view to the settlement map.
Zoom out from Settlement -- Changes the view to the world map.
Top Down World -- This adjusts the world map from the 3-D angled view to a
flat top down view.
View Stats Bar -- This hides the sidebar on the screen, letting you see more
of the world and settlement maps. Select this command again to bring the
sidebar back.
Change Borders -- This command changes the appearance of each territory's
borders.
Center on Territory -- The map centers around the highlighted territory.
Show Flat Buildings -- Choose this command and all buildings will be
flattened out in the settlement view. This lets you move colonists between
your buildings more easily.
End Turn -- Ends your turn and starts a new one.
REPORTS
View Game Options -- Check on the settings of this game. All the choices
that were made in the GAME OPTIONS dialog box before the game began are
displayed.
Combat Report -- This command reviews any battles you fought this turn.
Empire Stats Report -- Use this command to see your colony╒s total
resources, military units, and building production.
Research Report -- Check on or change the technology your colonists are
researching.
Events Report -- Lets you review all the events you had this turn.
DIPLOMACY
Send Message -- Insult, brag, threaten, or complain to your opponents! You
can also write your own custom messages.
Contact Skirineen -- Make illegal deals in the Black Market.
Taxes
Lets you set your colony's tax rate.
Keyboard Shortcuts: Here are the keyboard buttons you can use to access most
commands.
Load Game Ctrl + L
Save Game Ctrl + S
New Game Ctrl + N
Personal Settings Ctrl + O
Message Filter Ctrl + F
End Turn Alt + E
Set Taxes Alt + T
No Taxes Alt + 1
Minimal Taxes Alt + 2
Light Taxes Alt + 3
Moderate Taxes Alt + 4
Heavy Taxes Alt + 5
Oppressive Taxes Alt + 6
Change Map Borders B
Center on Selected Territory C
Toggle Building Display On/Off F
Demolish Building D
Next Territory N
Previous Territory P
Disband Unit DEL
Toggle Full Screen View On/Off SPACEBAR
Larger View Window PAGE UP
Smaller View Window PAGE DOWN
Zoom Out to World View -
Zoom In to Settlement View +
Scroll Map Left Left Arrow
Scroll Map Right Right Arrow
Up Arrow Scroll Map Up
Down Arrow Scroll Map Down
Help F1
Show Combats for This Turn F2
Colony Statistics F3
Research Report F4
Events for This Turn F5
Send Message F6
Toggle Map View Topdown/3D F7
Contact Skirineen F8
Part Three: Resources
Use your resources well or your colony will not survive. Some resources are
natural to the planet, and can be grown or mined immediately. Others cannot
be made until certain technologies are researched.
Colonist Resources
Credits (Money) -- Taxing your colonists gives you income each turn. The
higher the tax the more money you get, but this also hurts morale. City
Centers, Factories, Airports, and Shipyards all make money through trade.
You can also gain money by selling resources to other colonies or the Black
Market.
Labor -- Your colonists are your labor force. Each building, military unit,
resource, or technology has a labor cost. The more colonists you put on a
building or a construction site, the better your production on this place
will be. Note that each building and construction site has a limit on how
many colonists you can put on it.
Morale
Only happy colonists will work. Unhappy colonists stay at home in protest,
reducing how much labor you can use. These unhappy colonists are outlined in
red on your settlement map.
Several things may harm your colony╒s morale. High taxes will make your
colonists angry. Once your food stockpile gets below zero, your colonists
starve and become very unhappy. Morale also drops in a territory when a unit
is ordered to patrol for spying Scouts. Once a settlement gets
overpopulated, your colonists also become quite miserable. Territories get
overpopulated at different points. Plains can have 2,000 (20 icons)
colonists. Forests support 1,500 colonists. Mountains and swamps can
handle 1,000 colonists. Increasing your culture and reducing taxes can let
you go over these limits. The maximum population any territory can have
is 5,000 colonists.
Create culture, lower taxes, or make art objects to raise your colonists'
morale. Culture is created in Culture Centers and Museums. You can make
art objects in Art Complexes.
INCREASING COLONIST POPULATION
A settlement╒s population is increased by constructing Housing, Apartment
Complexes, and Luxury Housing. The more dwellings you have the more
colonists can live in your territory. Colonists without enough housing
immediately leave. You must maintain the housing in each settlement; if
these buildings are all destroyed you will have no colonists. Housing,
Apartment Complexes, or Luxury Home construction sites can employ up to
4 colonists.
NATURAL RESOURCES
These resources can be taken from the planet without researching anything.
Food -- A farm grows food. Farms placed on plains or forests produce best,
but farms can also grow food in mountains and swamps. Food is necessary to
keep your colonists from starving. Starving colonists refuse to work and
many eventually riot!
Wood -- This resource is also produced by farms. Farms built on or near
trees cut the most wood.
Energy -- Power plants generate this essential resource. Swamp territories
and broken ground squares produce the most energy.
Iron -- This common ore is found in mountain territories and rocky ground.
Mines produce iron.
Art Objects -- A resource that can only be created in Art Complexes. Unlike
other resources that are produced every turn, Art Complexes have a chance of
creating art objects. Each art object increases that settlement's morale by
2 points each turn. You may raise 10 morale points in each settlement with
art objects; so each settlement can have up to five art objects. Art objects
are also worth a lot of money to other colonies, but the Skirineen will pay
an even higher price....
PROCESSED RESOURCES
Research technologies to manufacture these resources.
Steel -- When Metallurgy is developed factories convert iron into steel.
Steel has five times the metal value of iron, letting you make buildings
faster.
Electronic Parts -- A resource manufactured by Universities, Tech Labs, and
Collective Tech Labs. Developing Electronics lets you to produce this
resource.
Endurium -- An ore that has five times the metal value of iron. Mines
produce endurium once Endurium Mining is researched. Endurium is commonly
found in forest territories.
Triidium -- Factories refine this strong metal. When Triidium Processing is
developed factories convert endurium into triidium. Triidium has ten times
the metal value of iron.
Anti-Matter Pods -- Anti-Matter Containment technology makes this energy
resource possible. All power plants generate anti-matter pods. This
resource is important for manufacturing many weapons.
Part Four: Improving Your Colony
Technology
You must build a University before you can research technologies. Most
technologies let you construct more advanced military units and buildings.
Some technologies enhance your military units, letting them move further or
even gain additional missions. Check your Colony Leader's Guidebook for
information on each technology.
You speed up your colony╒s research rate by constructing better research
centers. At first you may build a University. Once you have researched
Chaos Computers technology, you may build the more efficient Tech Lab. The
fastest research center you can construct is the Collective Tech Lab; you may
make this building once you have researched Cortex Scanners.
Buildings
The more advanced buildings you have the stronger your colony will be. You
land with limited resources and technologies, so at first you can only
construct a few buildings. Also, some resources cannot be made unless you
construct certain buildings. You make better buildings as your resource
stockpile grows and your technologies improve.
You construct buildings in the settlement view. Pressing the build button
on your toolbar brings up the Select Buildings dialog box. This box shows
what you need to make each building.
Choose a building to see if you can make it. You may have enough of some
resources but lack others. Each resource or technology is given a color.
This tells you if you have it or not.
* Black -- You have this resource in this settlement. If you have researched
this technology it is also shown in black.
* Yellow -- You have this resources in another territory. It will be
automatically moved to this territory, but this costs you extra
money. This cost is added into the price of the building.
* Red -- Your colony does not have this resource or technology.
CONSTRUCTING YOUR BUILDINGS
Select the building you want and then press OK. Once you have selected the
building, it will appear on the mouse pointer. Click an open square (or
squares) on the settlement map and the building╒s construction site is
placed.
Some buildings take up four squares on your settlement map. A building
cannot be built if any part of a building overlaps another building, is
placed outside the squares, or is set down over water.
Double clicking a construction site brings up its dialog box.
This box shows how many colonists are building the site and the number of
turns it will take them to finish it. Adding more colonists to the site
speeds up construction.
You may not have enough resources in the territory to make the building.
When you do not have enough, this site will be on your map.
The construction site automatically gathers the resources it needs. If you
can afford them, all the resources are shipped in. You may also move
resources yourself. Do this in the world view by pressing your Toggle
Resources/Military Units button. Now click and drag resources to the
territory. Once the site has what it needs, colonists may be placed on the
construction site to start making the building. Just like when you demolish
buildings, when you destroy a construction site you get back half the
resources you have put in the site.
BUILDING PRODUCTION
Double click any building on the settlement map and you will get its
production box.
This box shows the building's labor and production. You can change what a
building produces each turn.
Worker Assignments: Each building has one or more production bars. These
bars control the production of a resource, unit, or special ability. Notice
the City Center has three production bars -- trade, culture, and build units.
Click and drag a resource bar to change the building╒s production. Use the
arrow keys to adjust the bars to their highest producing level.
You can also fix a production bar in place. Click the checkbox in front of
the bar; the bar turns red and will not move from where you set it.
Adding Production Bars: Some technologies give buildings more production
bars. At first a University only has a research production bar. Once you
have studied Electronics technology, your University will also have an
electronics parts production bar. You may then produce this resource.
Military Unit Queue: City Centers, factories, shipyards, and airports all
manufacture military units. Start manufacturing a military unit by pressing
the Add Unit button. The Build Units box appears.
Choose the unit you want and press Build. The unit now appears in the unit
queue.
Choose Circular Queue and the building will finish one unit and start
another one -- providing you have enough resources. Delete Unit removes a
military unit from the queue. This gives you back your resources.
You may also choose units that you do not have enough resources for yet.
Once you get the resources, construction begins on this unit. Any units
that have enough resources are manufactured first.
Each territory has a stacking limit as to how many units it can support.
If you finish a unit but do not have enough room in the territory for it,
the unit stays in the unit queue until there is room.
Shut Down This box stops production in a building. This saves you both
credits and resources.
ENERGY COST
Many buildings need energy to run. If you lack energy some buildings will
slow down production. Buildings that need energy will have an energy
shortage icon next to them. Construct power plants to boost your energy
production. A building's energy cost is displayed in its production box.
For example, a University uses up 10 energy per turn while a Factory only
uses 2 energy per turn.
UPGRADING OLD BUILDINGS
New technologies let you change an old building into a more advanced one.
When you get a new technology, an upgrade bar appears in the building's
production box. Click and drag the upgrade bar. The old building will
eventually become the more advanced one. It costs more in money and time
to upgrade buildings than putting down a new construction site, however, you
save much in resources.
For example, you just researched Synthetic Fertilizer. Double click a farm
and you will see the upgrade bar. Assign some labor to upgrade and this
building eventually becomes a Hydroponic Farm!
Part Five: Arming Your Colony
A strong military is crucial to your colony's success. Whether you are
defending your land or attacking the world, a powerful military can put you
in the lead.
Colony Defense
Militia and defense fortifications protect your settlements from invaders.
Also any military units placed in a territory will defend its settlement as
well.
Your colonists are all lightly armed and so will defend your colony when
attacked. Militia are no substitute for strong infantry and artillery units,
but they still can hold off weak attackers.
Laser Defense, Energy Defense, Anti-Matter Defense are special
fortifications. Place these forts next to any buildings you want defended.
Research Energy Deflectors to build Energy Defense fortifications. Research
Anti-Matter Deflectors to make the most powerful fortifications -- the
Anti-Matter Defense.
Military Units
MANUFACTURING MILITARY UNITS
Military units are manufactured in different buildings. Factories
manufacture infantry and artillery units. Shipyards make ship units; air
units are constructed in airports. Warheads are manufactured in missiles
bases. Three special units, the Colonizer, Scout, and the Command Corps,
are made in City Centers.
COMMANDING YOUR MILITARY UNITS
Double click a military unit on the world map to bring up its UNIT ORDERS
dialog box. This box has complete information on the unit. Each unit has
battle orders and missions you can give them. This box also shows movement
points, combat statistics, and other information.
Unit Movement
Each unit may move through a certain amount of territories per turn. Each
movement point means that the unit may move one territory. You can move a
unit through as many territories as its movement points allow. Entering a
territory you do not own uses up all of a unit's movement points.
Combat Statistics
Specific statistics are listed in this box. You can see a unit's attack and
defense strength, the damage it inflicts, and other information. Find out
each unit's complete statistics in the Colony Leader's Guidebook.
Unit Name
Each unit is has a name that you can change. Click the unit name box and
type in a different name.
Battle Orders, Missions, and Abilities
Every military unit has special battle orders, missions, and abilities that
it can perform. Note that some races also have unique abilities. Use these
abilities to your advantage.
Battle Orders
Choose how a unit will fight in a battle.
Attack Normal -- All units except warheads. The unit attacks the nearest
target -- a building or a unit.
Attack Buildings -- All units except warheads. This unit only attacks
buildings.
Attack Specific Buildings -- All units except warheads. This command tells
the unit to destroy specific kinds of buildings such as power plants or
farms.
Attack Units Only -- All units except warheads. Your unit takes on opposing
units and leaves buildings alone.
Berserk -- Human infantry only. These units attack at double strength, but
die when the battle is over.
Juggernaut -- Tarth infantry only. These units destroy buildings with ease.
Missions
Select a task for the unit to carry out.
No Mission -- All units. The unit does no special actions.
Build Settlement -- Colonizers only. This mission lets you take over a new
territory.
Spy -- Scouts, Uva Mosk infantry, and Supernova Spyjets only. A successful
spy mission lets you zoom in to settlements on other parts of the planet.
Steal Technology -- Scout units only. A risky mission, but if it is
successful you either get a free technology or find out the technology your
rival is developing. Maug Scouts are especially good at this mission.
Patrol -- All units. This unit has a better chance of catching spying
units. Patrolling units unfortunately lower morale.
Suppress Population -- All units. Force unhappy colonists back to work with
this mission. However, this only helps you temporarily. Suppressed
colonists may defect to another colony, taking a prize technology with them!
Transfer To -- All units. This gives the unit to another colony. Select the
ally with whom you wish to give the unit. Now move that unit into either a
neutral territory, or one owned by your ally. The next turn your ally takes
it over.
Subvert -- Re'Lu Scouts only. This mission lowers morale in a rival
settlement; many colonists become unhappy.
Shaman -- Uva Mosk Command Corps only. This mission has a chance of
creating a resource bonus in a territory.
Sabotage -- Maug Scouts only. Maug Scouts can cause damage to enemy
artillery units, airplane units, and buildings. This mission also set off
warheads, making them attack the enemy's own territory. If there are no
units in the territory, the Scout damages buildings instead.
Steal Resources -- ChCh-t Scouts only. This special mission steals 75% of
the largest single resource stockpile from a territory.
Poison Land -- Cyth Scouts only. This mission cuts a territory's food
stockpile in half.
Cloak -- Infantry, Colonizers, Supernova Spyjets, and Sea Transports only.
Researching Advanced Cloaking makes your infantry, Sea Transports, and C
olonizer units invisible.
Uncloak -- Command Corps units only. Uncloaking technology causes all
cloaked units to become visible in a territory. This forces these units to
fight.
Repair -- All units. This mission fixes the damage done to a unit. Units
cannot move while they are repairing damage.
Special Abilities
Cyth and Re'Lu Command Corps units have innate abilities. These special
abilities automatically happen during combat.
Mind Blast -- Cyth Command Corps only. Their long range mind rays can
severely damage opposing units.
Mind Control -- Re'Lu Command Corps only. This attack forces enemy units to
fight for the Re'Lu.
Combat
When two or more opposing units are in the same territory a battle happens.
Depending upon unit strengths, abilities, missions, and battle orders (and a
little dose of luck) the winner is determined. Watch all your battles by
pressing your Combat Report button.
The Colony Leader╒s Guidebook gives more specific details on how combat is
resolved. This information is in the COMBAT section.
Retreating Units
All units except Berserking and Mind Controlled units may retreat from the
battlefield. This is based on a unit╒s defense points. Set your unit to
retreat when a certain percentage of these points are gone. If the unit is
set to retreat at 50% damage it will leave the battle when half of its
defense points are gone. Units set to 100% never retreat. Units set to 0%
retreat immediately.
Unit Experience
When a unit survives a battle it gains experience. A unit that gains 100
experience points becomes a veteran unit -- gaining attack and defense
bonuses. Veteran units will have a blue star next to them on the world map.
A unit that survives enough battles to get 500 experience points becomes an e
lite unit. Elite units have a gold star next to them. New units always have
green experience when they are first built.
Spying units also gain experience. Veteran and elite Scouts are very
difficult to catch.
Managing Your Military Units
Military Unit Cost
Some military units cost a few credits each turn; if your treasury runs out
of money these units will fight at half their offensive and defensive
strength.
Choosing Different Units in a Stack
When two or more units are in a territory, they create a stack. You can
cycle through a stack of units. Press your SHIFT key while clicking on the
unit stack. The next unit is moved to the top. You can then double click
on this unit to give it specific orders and missions, and also move it to
another place on the map.
Stacking Limits
Territories can only hold so many military units. When you have too many
units in one territory, move them into other territories. If you do not
move them some units are disbanded. Here is the stacking limit for all
territories.
4 Infantry, Scouts, or Command Corps
2 Artillery or Colonizers
3 Airplanes
4 Warheads
3 Ships (ocean territories only)
If your territory has reached its stacking limit and a building manufactures
a unit, it is not disbanded. The military unit stays in that building's
unit queue until there is room for it to come out of the building.
Disbanding Units
You can disband units you do not need anymore. A disbanded unit gives you
back half the resources and money you used to make it. Select the unit you
do not want and press the DEL key. You will be asked if you wish to disband
the unit. Press OK and the unit is gone.
Part Six: Diplomatic Relations
You can send messages, trade resources, and transfer military units to other
colonies.
SENDING MESSAGES
Insult, brag, threaten, or even complain to your enemies. You can antagonize
rivals with a choice insult, complain to powerful colonies, or even threaten
upstart colonies muscling in on you.
Choose the insult, complaint, threat, or brag you wish to send. You next
select the race or races that will hear your message. When you press OK,
your rival immediately receives the animated message.
Writing Personal Messages -- You can write your own custom messages. Use
these messages to coordinate attacks with your allies, start peace talks,
or whatever else you feel like writing about. Choose Custom messages. Next
type your message in the lower left corner box. Select who you want to see
your message and press OK. Your rival or ally sees your thoughts and
feelings immediately.
BUYING AND SELLING RESOURCES
Selling Resources to Other Colonies -- Sell resources by first pressing the
Toggle Resources/Military Units button. Your resources appear. Click and
drag the resource you wish to sell to a colony.
Type in the amount you want to sell. Now set the price you want for each
unit of that resource and press OK. If the other colony accepts your offer,
you are immediately paid. If the colony rejects your offer the resources
stay in your colony. The buyer pays for all transport costs.
Buying Resources From Other Colonies -- Occasionally a rival offers you
resources. You may choose to Accept or Cancel this offer. If you do accept
the offer the resources move to your home territory and the credits are
taken out of your treasury. You also pay for the transport costs.
GIVING MILITARY UNITS TO OTHER COLONIES
The unit mission Transfer To... lets you give military units to other
colonies. There are several transfer missions -- one for each colony with
you on Gallius IV.
For example, you are the Humans playing against the Cyth and the Uva Mosk.
You need to give the Cyth an infantry unit to defend themselves against the
Uva Mosk. Select the Transfer To Cyth mission. Move that unit into a
neutral territory or into a territory owned by the Cyth colony. Next turn
the Cyth will own this infantry unit.
Part Seven: The Black Market
The Skirineen are the only race who refused to sign the Compact of Gallius IV.
Because of this they are not allowed to land on the planet. However they
have secretly announced that they are offering goods and services to any
colony that needs help....
Your colonists will not be pleased if they find out you have been dealing
with the Skirineen.
There is a chance of causing a scandal each time you make a transaction.
The more money that exchanges between you and the Skirineen, the more likely
it is that there will be a scandal. A scandal drastically lowers colonist
morale. Your colonists may even riot, destroying many buildings. However
if you are in a tough situation, a quick deal can get you ahead of the other
colonies.
Click the Black Market button on the toolbar. You may buy resources,
information, military units, and technology. You can also sell resources
to the Skirineen.
BUYING AND SELLING RESOURCES
Click the Purchase Resources button. Choose the territory from which you are
selling the resources. Next, contact the Skirineen, and press the Purchase
Resources button. Select the resource you wish to buy or sell. Next push
the Buy or Sell buttons. You will be asked how much you wish to trade.
Select the amount and press OK.
Buying from or selling resources to the Skirineen is the deal least likely
to cause a scandal.
BUYING INFORMATION
Due to their advanced surveillance systems, the Skirineen constantly spy on
all the colonies. They will sell you information on a territory for 25
credits. This allows you to Zoom In to a rival territory.
Press the Purchase Information button. Next choose the territory you wish
to see. Press OK and exit the Black Market box.
Click on the territory you bought information on and press the zoom in
button. You can now see this territory's settlement view.
BUYING TECHNOLOGIES
The Skirineen might have technologies they can sell you. Click on the
Purchase Technology button. If a technology is available its price is
displayed in this box.
If you want this technology press OK. Its price is subtracted from your
treasury. If you do not want this technology press Cancel.
BUYING MILITARY UNITS
The Skirineen may also be able to sell you military units. Click the
Purchase Units button.
Choose the unit you wish to buy. Press OK. Select the territory where you
want the unit to land. This territory becomes highlighted. When you click
OK the unit appears on your world map.
Part Eight: Random Events
Gallius IV is an untamed frontier world that will throw many problems and
advantages your way. Here are all the events that can happen.
BAD EVENTS
Plague -- This terrible disease kills off about a quarter of a settlement's
population. Moving colonists out of the afflicted settlement may spread the
disease to other territories.
Crop Plague -- Your crops die from a horrible mold, destroying half of your
food stockpile in that territory. Moving food out of the afflicted
settlement may spread the disease to other territories.
Earthquakes -- An earthquake will damage buildings and kill off many
colonists.
Ion Storms -- These unusual storms prevent Orbital Surveillance System
technology from scanning the planet.
GOOD EVENTS
Celebration -- Your colonists rally around you and donate credits to your
treasury.
New Resources Discovered -- A territory you own gets a resource bonus square.
Natives Join You -- Gallius IV locals join your colony, adding more colonists
to your population.
Part Nine: Multi-Player Games
Play against up to six other human opponents for hot multi-player action! D
eadlock lets you connect with other players through the Internet, a LAN
(Local Area Network) System, a modem serial connection, or a null modem.
Preparing for Local Area Network
Deadlock can be played over a variety of Local Area Networks (LANs). These
are common in the workplace. Why not play a little Deadlock over lunch?
Deadlock uses a network protocol called NetBIOS. This protocol must be
active on each machine that will play. Consult your network administrator
for help in using NetBIOS.
We have included the NetBIOS executable for most Novell IPX LANs. Other LANs
have their own versions of NetBIOS; consult your network administrator about
how to get them.
Windows 3.x users:
In DOS before you start Windows, go to the Deadlock directory on your hard
drive and type NETBIOS. You should receive confirmation that it has been
activated successfully. Start Windows. That should be all there is to it.
Windows95 users:
Under the Start Menu, go to Settings, then Control Panel. Double-click
Network. Click on the Configuration tab if it is not in front. You will
see a list of network protocols available on your machine.
The next step may take some trial and error. Click on any line in the
network components list that has the word "protocol" in it. In the
resulting box, look for a "NetBIOS" tab. If there is no tab, close the box
and look on the network components list for another item with "protocol"
in it, and repeat the process. If you find a NetBIOS tab, click it and check
the box that says "I want to enable NetBIOS". Close all boxes, restart your
computer, and that should be all there is to it.
If you have problems, consult your network administrator.
Preparing for Modem
Follow installation instructions for your modem so that your modem is hooked
up and on an open phone line. Note the baud rate of your modem, and what COM
port it is on. Your modem manufacturer or Windows customer support can help
with problems in setting up your modem.
PREPARING FOR DIRECT CONNECT (NULL MODEM)
Two computers near each other can be directly linked to play Deadlock. Each
computer must have a free serial port and and open COM port. To connect the
computers, use a serial cable plus a "Null modem" adapter which attaches to
the cable. You may want to note the baud rate of your serial card; if you
must guess, use 9600. Your PC manufacturer or Windows customer support can
help with problems in setting up your serial cable.
PREPARING FOR INTERNET PLAY (Windows95 only)
In order to play Deadlock on the Internet you need two things: an open
Internet connection of the type you use to surf the Web (PPP or SLIP), and
membership in the Internet game services Mplayer or Total Entertainment
Network.
You may already have a direct Internet connection to surf the Web. Note,
however, that some dialup services might not provide the connection you need;
consult such services for advice. If you do not have a direct Internet
connection, or wish to have a faster, more reliable one, we provide you with
a few options. You will need a properly set up modem with a baud rate of
14,400 or better.
Both Mplayer and TEN, during their signup (described below) offer Internet
services. Simply sign up with either Mplayer or TEN and follow their
instructions to start new Internet accounts with their partners. However,
we also offer a third alternative: Earthlink Networks. Any of these options
should be sufficient for you to play Deadlock. If you want the absolute best
connection with Mplayer or TEN, you should use the Internet service they
recommend. However, Earthlink offers you a very competitive price and free
trial period. If you wish to sign up with Earthlink, look in the Start menu
under Programs for your Deadlock folder. In that folder, select the
"Earthlink" option to install their service. Alternatively, you can look in
the "Earthlink" folder on the CD. Each of these three services has a good
customer support network you can call for help regarding any problem setting
up and maintaining an Internet connection.
You will need to sign up with Mplayer or TEN to play Deadlock on the
Internet. These services assure fast, reliable connections, will instantly
update your game every time you log in, have a teeming community of players
from around the country (and even the world), have chat rooms in which to
discuss and launch games, and have a great customer support system. Deadlock
permits you to receive free trial memberships on both of these services.
To sign up for Mplayer or TEN, you can first visit their web sites
(www.mplayer.com and www.ten.net), but this is not necessary. Look in the
Start menu and the Programs folder. Find the Deadlock folder. In that folder
are icons for Mplayer or TEN. Activate either one and follow their
directions. If you have trouble, use their customer service on the Web or
call 1-800-MPLAYER for Mplayer; 1-800-8040TEN for TEN.
STARTING A MULTI-PLAYER GAME
For Internet games, open up your Internet connection and just push the
appropriate button in the Internet Play section. You then can follow the
directions on screen. Use their help system as needed.
For other connection methods, be sure the Start New Game button is selected.
Next choose whether your game will be played through a LAN or Modem/Serial
link. Click OK.
For Modem or Serial games, you will get a screen letting you set them up.
Be sure you select the proper COM port and baud rate for your modem or serial
connection. If you are unsure of your baud rate, try 9600. Be sure to check
the enable box next to the COM port you want to use. Since you are starting a
game, if you are using a modem, select Answer Modem. Fill in any special
modem commands. You must hit OK to leave this screen before anyone's modem
calls you up to join the game. If you are using a serial connection, select
Direct Connect; you can ignore the special modem commands and phone number.
Set up your game on the GAME OPTIONS screen. Choose everything from how
many players can be in the game to the racial abilities of each race. See
PART ONE: STARTING YOUR COLONY for details on all these options.
Once you have finished these selections, the PLANET SIZE screen appears.
Choose the size of the planet you will play on. Select Custom and you can
make your own world!
When you have made these choices the WAITING FOR OPPONENTS screen appears.
Wait for other players to join. When enough players have joined the game
press Start. The multi-player game begins!
JOINING A MULTI-PLAYER GAME
Once you are hooked up through an Internet service, LAN, serial modem, or
null modem, and someone has started a multi-player game (see above), you can
join a multi-player game. Select NEW MULTI-PLAYER GAME from the Main Menu.
For Internet games, open up your Internet connection and just push the
appropriate button in the Internet Play section. You then can follow the
directions on screen. Use their help system as needed.
For other connection methods, be sure the Join New Game button is selected.
Next choose whether your game will be played through a LAN or Modem/Serial
link. Click OK.
For LAN games, choose from the list of available Deadlock games waiting for
players. If no games show up, make sure someone has started a game, and your
NetBIOS is set up properly. You can ask your network administrator for help.
(Try to make it sound work-related!)
For Modem or Serial games, you will get a screen letting you set them up.
Be sure you select the proper COM port and baud rate for your modem or serial
connection. If you are unsure of your baud rate, try 9600. Be sure to check
the enable box next to the COM port you want to use. If you are using a
modem, select Call on Modem. Fill in any special modem commands and the
phone number of the person who has started the modem game. If you are using a
serial connection, select Direct Connect; you can ignore the special modem
commands and phone number.
You will be told when you have connected to a game. When the master starts
the game then the struggle for Gallius IV begins!
PLAYING MULTI-PLAYER DEADLOCK WITH ONLY ONE CD
Several people can all play networked Deadlock over LAN, modem, direct
connect, or the Internet even if only one person has bought the full retail
version of the game. Simply use the Deadlock CD to install Deadlock on each
machine-- go ahead, we don't mind! When you all play together, however,
everyone who does not have the Deadlock CD in their CD drive will be
restricted to Demo rules. Many of the cinematics and music will be missing.
Some game options will not be available, so the one with the CD should
probably be the one to start the game. During play, the ones without the CD
will be barred from a couple Black Market functions. Most importantly, those
without the CD will only be able to research the first two levels of
technology. Unless those players manage a quick, crafty win, the player(s)
that do have the official Deadlock CD will be able to develop awesome
weapons, buildings, and abilities that crush their "demo" opponents. If you
are being beaten by those Assault Troopers and out-built by those Robotic
Factories, go buy Deadlock at any retail store, and take revenge!
Part Ten: If Your Game Won't Run...
Problems with Windows(r)
Slower Machines
If you are running Deadlock on a slower machine (66 mhz or less), you may
have problems switching between the world and settlement views. You can
free up more memory by changing a few settings in the game. Go to Personal
Settings under your FILE menu. Set the graphics to no detail; this will
make it faster for you to see the settlement view. Next under the MAP menu
choose the Top Down World command. This makes it easier to see the planet
map.
Multi-Player Problems
If you are experienceing difficulty getting your game running by modem or
serial cable connection, please refer to the file MODEM.TXT on the Deadlock
CD-ROM.
For additional technical information, please read the HELPME.TXT file on the
Deadlock CD-ROM.
Customer Service
If you have a modem...
Accolade gives customer service, news, demos, technical support, and other
information on the following on-line services:
America Online: Industry Connection, keyword: Accolade
CompuServe: Game Publishers' A Forum, GO GAMAPUB
Internet: techelp@accolade.com
WWW: http://www.accolade.com
Technical Help
Accolade provides help by telephone Monday through Friday, 8 AM to 5 PM
Pacific Standard Time. Call 1-408-296-8400 (voice) or 1-408-246-0231 (FAX).
You may also write us at the following postal address:
Customer Service
Accolade, Inc.
5300 Stevens Creek Blvd.
Suite 500
San Jose, CA 95129
Other Help
For Deadlock Hints & Tips
Call Accolade Direct
1-900-454-HINT
$.99/minute - if you are under 18, get your parents╒ permission before making
this call.
Legal Mumbo Jumbo
Deadlock and Accolade are trademarks of Accolade, Inc. (c) 1996 Accolade, Inc.
All Rights Reserved. Uses Smacker Video Technology(tm) (c) 1994 by Invisible,
Inc. d.b.a. RAD Software. IBM is a registered trademark of International
Business Machines, Inc. Pentium is a registered trademark of Intel
corporation. Windows and the Windows logo are trademarks of Microsoft
corporation. NetBIOS and Novell are trademarks of Novell corporation.
Mplayer is a registered trademark of Mpath Interactive, Inc. TEN is a
registered trademark of T E Network, Inc. All other trademarks and
registered trademarks are properties of their respective owners. All rights
reserved.
90 Day Warranty
Accolade, Inc. warrants for a period of 90 days from the date of purchase by
the original purchaser of the Software that the recording medium on which it
is recorded will be free from defects in materials and workmanship. Defective
media which has not been subjected to misuse, excessive wear or damage due to
carelessness may be returned during the 90-day period without charge.
After the 90-day period, defective media may be replaced in the United
States for $10 (U.S. dollars, plus 8.25% sales tax if the purchaser resides
in California). Make checks payable to Accolade, Inc. and return to Accolade,
Inc., Attn: Customer Service, 5300 Stevens Creek Blvd., Suite 500, San Jose,
CA 95129. (To speed up processing, return only your CD-ROM. Please do not
return collateral materials).
License Agreement
This computer software product (the Software) and user manuals are provided
to the Customer under license from Accolade, Inc. and are subject to the
following terms and conditions, to which the Customer agrees by opening the
package of the Software, user manuals and/or using the Software: Granting of
this license does not transfer any right, title or interest in the Software,
or user manuals to the Customer except as expressly set forth in this License
Agreement. The Software and user manuals may not be copied for any reason.
The Customer may not transfer or resell the Software or user manuals.
The remedies provided above are the Customer╒s sole and exclusive remedies.
In no event shall Accolade, Inc. be liable for any direct, indirect, special,
incidental or consequential damages with respect to the Software or the user
manuals. Except as provided above, Accolade, Inc. makes no warranties, either
expressed or implied, with respect to the Software or user manuals, and
expressly disclaims all implied warranties, including, without limitation,
the warranty of merchantability and of fitness for a particular purpose.
Special Installation Notice
On some Windows 3.1 machines, Deadlock will offer to install Microsoft's
"Win32s" and "WinG" libraries to your hard drive. These are needed in order
to play Deadlock. The installation is done by a program supplied by Microsoft
which is included on your Deadlock CD; this program is executed automatically
by the Deadlock installer if needed. If you have problems with this part of
the installation, you can consult Microsoft's customer service number at
(800) 426-9400 or Accolade's customer service at (408) 296-8400.
The following license agreement pertains to the aforementioned Microsoft
installer. By agreeing to install the aforementioned libraries, you agree to
the following.
Limited Warranty
NO WARRANTIES. To the maximum extent permitted by applicable law, Microsoft
expressly disclaims any warranty for the SOFTWARE. The SOFTWARE and any
related documentation is provided "as is" without warranty of any kind,
either express or implied, including, without limitation, the implied
warranties or merchantability or fitness for a particular purpose. The
entire risk arising out of use or performance of the SOFTWARE remains with
you.
CUSTOMER REMEDIES. Microsoft's entire liability and your exclusive remedy
shall not exceed the price paid for the SOFTWARE.
NO LIABILITY FOR CONSEQUENTIAL DAMAGES. To the maximum extent permitted by
applicable law, in no event shall Microsoft or its suppliers be liable for any
damages whatsoever (including, without limitation, damages for loss of
business profit, business interruption, loss of business information, or any
other pecuniary loss) arising out of the use or inability to use this
Microsoft product, even if Microsoft has been advised of the possibility of
such damages. Because some states/jurisdictions do not allow the exclusion
or limitation of liability for consequential or incidental damages, the above
limitation may not apply to you.
U.S. GOVERNMENT RESTRICTED RIGHTS
The SOFTWARE and documentation are provided with RESTRICTED RIGHTS. Use,
duplication, or disclosure by the Government is subject to restrictions as
set forth in subparagraph (c)(1)(ii) of The Rights in Technical Data and
Computer Software clause at DFARS 252.227-7013 or subparagraphs (c)(1) and
(2) of the Commercial Computer Software -- Restricted Rights at
48 CFR 52.227-19, as applicable. Manufacturer is Microsoft Corporation/One
Microsoft Way/Redmond, WA 98052-6399.
If you acquired this product in the United States, this Agreement is
governed by the laws of the State of Washington.
If you acquired this product in Canada, this Agreement is governed by the
laws of the Province of Ontario, Canada. Each of the parties hereto
irrevocably attorns to the jurisdiction of the courts of the Province of
Ontario and further agrees to commence any litigation which may arise
hereunder in the courts located in the Judicial District of York, Province
of Ontario.
If this product was acquired outside the United States, then local law may
apply.
Should you have any questions concerning this Agreement, or if you desire to
contact Microsoft for any reason, please contact the Microsoft subsidiary
serving your country, or write: Microsoft Customer Sales and Service/One
Microsoft Way/Redmond, WA 98052-6399.