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- The Humble Guy's HumbleDox
-
- Presents
-
- XF-5700 Mantis Experimental Fighter: Complete Game Manual
-
-
-
- X-5700 Mantis Experimental Fighter
-
- TABLE OF CONTENTS
-
- THE SAGA...
-
- The Beginning .................... 06
- The Enemy ........................ 06
- The War .......................... 07
- F.O.E. (Fist-Of-Earth)............ 07
- Solbase .......................... 09
- ProbeNet ......................... 09
- XF5700 Mantis .................... 10
- Quad-Jump ........................ 10
-
- COMPUTER TERMINAL MENU
- Copy Protection .................. 12
- Enter New Pilot .................. 12
- Pilot Roster ..................... 12
- Delete Pilot ..................... 13
- View Database .................... 13
- Load Game ........................ 13
- Save Game ........................ 13
- Quit Game ........................ 14
- Credits .......................... 14
- Options .......................... 14
- Flight Simulator.................. 14
- Spacecraft Statistics ............ 15
- Mantis Weapons Statistics ........ 20
-
- MANTIS FLIGHT CONTROLS
- Keyboard ......................... 24
- Mouse ............................ 24
- Joystick ........................... 24
- HUD (Heads Up Display) ............. 25
- Views Controls ..................... 26
-
- MANTIS WEAPONS CONTROLS
- Keyboard ............................. 28
- Mouse ................................ 28
- Joystick ............................. 28
-
- DEBRIEFING
- Mission Re-creation Video Controls
-
- AWARDS CEREMONIES
- Ribbons and Medals ................... 34
- F.O.E. Ranks ......................... 34
-
- BIOGRAPHIES
- Viper ................................ 36
- Heidi R. Martin ...................... 37
- Commander Martin R. Statler .......... 38
- Colonel Mario B. Feretti ............. 39
- Colonel Vincent T. Seremet ........... 40
- Tigereye ............................. 41
- Joker ................................ 42
- Warrior .............................. 43
- A.R.M.S............................... 44
-
- CREDITS ................................ 46
-
- GLOSSARY ............................... 48
-
- FIST OF EARTH
- THE OFFICE OF BASE COMMANDER
- SOLBASE
-
- LETTER OF ACCEPTANCE
-
- It is with a sense of uncertainty and concern that I compose this
- letter to you. The Sirian attack, while ravaging much of the planet
- Earth, has also had the greater impact of terrorizing mankind lo its
- core. We all live wilh a sense of trepidation when we ponder the
- future of our world. Like most men, I worry about the safety and
- security of my family and friends. Yet, I am oplimistic, for I
- realize the situation is not hopeless when we have brave heroes like
- you defending our cause The caliber of men and women that F.O.E. has
- called to preserve and defend the great nations of the world is
- extraordinary. It is with a strong sense of pride, hope, and
- anticipation that I congratulate you on your acceptance into the
- MANTIS program.
-
- Your ultimate objective is to destroy the planet Sirius, forever
- eliminating the possibility of the Sirians ever returning to attack
- Earth. First, however, F.O.E. must take a strong defensive poslure
- and scatter the Sirians from locations where they are strengthening
- their forces. We will be able to mount an effective offensive into
- the Sirius region only after we weaken their position.
-
- You will undoubtedly be called upon to complete many missions before
- our goal is ultimately achieved. Along the way, you may possibly
- encounter new life forms and unexpected problems that you will be
- asked to investigate.
-
- I ask you to set aside your doubts and call upon all your skills to
- help win this war. Every mission you successfully complete will
- bring us one step closer to destroying the Sirians forever. Never
- has our world faced such a momentous hour. Good Luck and God be with
- you.
-
- Martin R. Statler
- Base Commander
- Solbase
-
- THE SAGA
-
- THE BEGINNING
-
- One million years ago, on the planet Siria in the Sirius star
- system, the Wruokiors--a friendly race--were the dominant species
- that ruled the world. Though they strongly resembled humans, they
- were clearly differentiated by their large heads, which were nearly
- two times the size of an adult human's. The Wruokiors used the
- entire mental capacity of their large brains, thus giving them
- extremely advanced technological skills and an innate telepathic
- ability.
-
- Over the course of the last century, a secondary life form
- challenged and crushed the Wruokior's dominance. From the shores of
- Siria's oceans and lakes, the Sirian roaches emerged in superior
- strength and number. The world of Siria steadily decayed, the
- average life span of the Wruokior rapidly decreased (40 years or
- less), and the Sirian roaches won the battle for world dominance.
- The entire Wruokior race was totally annihilated...
-
- THE ENEMY. . .
-
- Over the course of the last million years, the inhabitants of Sirius
- evolved to become a powerful enemy to the Wruokior. These creatures,
- known as the Sirians, are similar in form to "roaches" on Earth, yet
- they are much larger; a fully developed Sirian grows to a height of
- nearly 1.4 meters and weighs an average of 58 kilograms.
-
- The Sirians use vertebrates to breed their young. Originally, the
- main host body was a mammal similar to Earth' s seals. The female
- Sirian places a microscopic egg on the body of the host; the egg
- burrows deep inside the host' s body and attaches itself to its
- spine. During its incubation period, the growing Sirian mimics the
- host's nervous system and ingests small portions of surrounding
- tissue. After approximately six weeks, the newborn Sirian emerges,
- splitting out from the host's torso. Immediately, the newborn Sirian
- ingests the remains of the dead host's body.
-
- As time passed, the planet Siria suffered cataclysmic natural
- disasters that began destroying the world. Massive quakes,
- blistering winds, and vast tidal waves made the planet virtually
- uninhabitable. Eventually, all forms of animal life faced
- extinction . Because of the tidal waves, the seal-like creatures,
- which the Sirians used as hosts, were wiped out.
-
- The Sirians moved inland to search for new host bodies. But the
- search was difficult because most of the planet' s life was
- destroyed. As their quest for survival grew bleaker, the Sirians
- learned to communicate. Individually, the creatures were
- non-intelligent, but by using a non-organic trace substance found in
- their bodies, they were able to transmit messages telepathically.
- Sirians in number formed a highly intelligent collective group mind.
- They used what was left of all vertebrates to incubate their young,
- includng the entire Wruokior race.
-
- When the Sirians realized their world faced impending doom, they
- used the advanced interstellar technology of the Wruokior and took
- to the stars to search for a new planet where they could preserve
- their race.
-
- After observing Earth, the Sirians prepared an attack. The fight for
- Earth began...
-
- THE WAR..........................
-
- On March 16, 2094, the Sirians launched a limited-scale nuclear
- attack on Earth from space. Scientists theorized that by destroying
- all life in major population centers, the Sirians hoped to severely
- impair the collective strength and intelligence of mankind.
-
- The Sirians believed that the human race acted as a group mind, just
- as they did. The attack lasted for approximately 16 hours, and Earth
- was left devastated. Several nations, including the United States,
- launched a counteroffensive that proved futile against superior
- enemy vessels. Over 3 billion humans were killed in the attack. The
- deadly effects of radiation poisoning continued to snuff out thou-
- sands of lives each day. With the exception of small, underground
- radio broadcasts, all forms of communication were destroyed.
-
- After the attack, the Sirians, able to withstand the effects of
- nuclear radiation, landed on Earth and banded together in the areas
- sirians they had bombarded. Female Sirians began implanting their
- eggs inside the dead bodies of humans in these radiated areas. In
- addition, certain fertile females were sent away from the
- contaminated regions to seek suitable mammals for host bodies. The
- infestation of a significant percentage of the Earth's remaining
- population, coupled with the anticipated return of the Sirian
- forces, were the two factors that could have led to the demise of
- the human race. However, the Sirians, expecting an imminent victory,
- underestimated the tenacity of Eatth's masses.
-
- F.O.E.
-
- The temporary governments of the remaining countries, with a genuine
- need to unify their military and scientific abilities, organ- ized a
- conference in Brisbane, Australia on November 4, 2094. Within three
- days, the foundation was laid for a unified world government --F.O.
- E. (The Fist-Of-Earth). It was decided, for tactical reasons, that F.
- O.E. ' s main power base would be headquartered in Ft. George,
- Canada. E. Michael Hatch, the appointed President of the United
- States, was elected to chair the new world government.
-
- F.O.E.'s main purpose was to unite the various factions into one
- common defensive organization. The strategic decision making was a
- function of the Chairman and his elected cabinet.
-
- F.O.E.'s three major goals are: a) to destroy the remaining Sirians
- on Earth; b) to restore order to devastated areas and to repopulate
- the regions; c) to defend the planet from future attacks
-
- During its first session, the delegates of F.O.E. devised a three
- point plan to eliminate the Sirians and restore order to Earth:
-
- POINT ONE
- The first step in eliminating the Sirians was to develop a vaccine
- that would kill gestating creatures and make it impossible for
- implanted eggs to grow inside human bodies . Leading biologists and
- chemists were sent to a top-secret location to develop the vaccine.
- The vaccine, which was completed nearly a year ago, is being
- administered to the remaining population on Earth, but the
- inoculation process is slow.
-
- POINT TWO
- The second step is use of military force--air strikes and ground
- troop invasions--to drive the Sirians from devastated cities.
- Military strategists from around the world are planning and
- executing these military carnpaigns. Thus far, the humans are
- steadily de- stroying the Sirians with a chemical called Podomus.
- Nearly the entire Sirian population on Earth has been destroyed.
-
- POINT THREE
- The third point calls for the defense of Earth from an attack by
- hostile forces. Publicly, F.O.E.'s defense plans consist of an
- orbiting space station and a fleet of ships, notably the Mantis.
- Confidentially, F.O.E. has also constructed a hidden, underground
- base on Luna. The Lunar base conducts scientific research. As well,
- mining is conducted for materials to construct more advanced
- spacecraft. The base continually expands as new mining tunnels open.
- The structure has a far more advanced hospital than Solbase, so some
- of the more serious medical cases may be transferred there. In
- addition, a large hangar contains a number of Mantis fighters on
- constant alert.
-
- The base is counting on security, camouflage, and the moon's crust
- for protection. A factory for the production of spacecraft in a
- protected vacuum environment is being constructed. This information
- is strictly classified. You are not to divulge the existence of this
- installation to anyone. You are being alerted to the presence of
- this base should your duties require you to travel there.
-
- SOLBASE
-
- Solbase was constructed to be an armed defense station. It is
- expected to bear the brunt of the next Sirian attack. Solbase was
- constructed in one of the Earth-Moon Lagrange points, and thus
- maintains a constant distance from both the Earth and the Moon.
-
- The station is massive, weighing over 400,000,000 kilo- grams. The
- hexagonal-shaped main body of the structure measures 500 meters wide
- by nearly 500 meters in height. The four arms that extend from the
- main body are each 800 meters in length, with the pods extending
- another 150 meters from the ends of the arms. The probe bays
- extending from the bottom of the main body are 400 meters in length
- and can hold up to 900 probes. The entire structure measures 2400
- meters in width and 900 meters in height.
-
- The main body of the station is the nerve center of the entire base.
- The station's computers are located here, along with space- Solbase
- craft hangers, fuel storage, weapons storage, research and devel-
- opment labs, and the bridge.
-
- The hangar is capable of storing a maximum of 80 Mantis spacecraft.
- There is also room to dock six Behemoths, which keep the base
- stocked with parts and supplies on a weekly basis. The main body of
- the base is connected to the pods by girder-reinforced vacuum tubes,
- which contain pressurized transport shuttles to carry personnel
- throughout different areas of the base.
-
- Each of the four pods at the ends of the arms serve a different
- purpose. Two are used to house the 1,200 of ficers, scientists, and
- researchers stationed on the base. These quarters resemble small
- apartments. The third pod is used as a garden and food preparation
- area (all vegetables, grain, etc. are grown on the base). The fourth
- pod is used as a medical and recreation facility, which can house 30
- patients at one time. The base physicians and surgeons use advanced
- health care equipment. The recreation facilities are excellent; all
- types of sporting activities and games of chance are accessible in
- this area.
-
- PROBENET
-
- ProbeNet is the name for the network of robot probes scattered
- throughout the solar system and nearby star systems. These probes
- sit dormant until some event triggers their response (usually the
- detection of an enemy ship) . After recording pertinent data about
- the event, the probes jump back to the vicinity of Solbase and relay
- the information to the station. The probes are retrieved, serviced,
- refueled, and sent back into space. Each probe weighs 250kg and
- contains a small, self-destruct explosive should it be captured or
- disabled. Currently, the probes are only being used to monitor
- Sirian activity in neighboring systems, but we expect to have an
- estimate on the capabilities of long range Sirian vessels shortly.
-
- THE MANTIS
-
- Designed as a space fighter, the Mantis resembles an aircraft
- because it must be aerodynamic enough to survive the trip from the
- manufacturing plant, through the atmosphere, into space. After being
- constructed, a Mantis ship is fitted to a shuttle craft and launched
- into orbit. From there, the unmanned Mantis is attached to a towing
- unit and taken to Solbase.
-
- The Mantis is a one man fighter craft.
- Individual computers control each part of the ship. The main
- computer systems are: the navigation system computer (used to plot
- courses), the targeting system computer (used to lock weapons onto
- an enemy target), the weapons system computer (used to launch or
- fire weapons at a target), the data-retrieval system computer
- (processes data obtained by probes), the engine systems computer
- (monitors engines, fue], and ship damage), and the flight systems
- computer (operates The Mantis several different auto-pilot modes).
-
- The pilot of the Mantis is situated in a Pilot Recovery Module (PRM)
- within the fighter. If the computer senses that the ship is about to
- be destroyed, it will attempt to activate the Quad Jump motor in the
- PRM to return the pilot to the safety of Solbase . The module can
- also be activated manually.
-
- The Mantis is equipped with a Heads-Up-Display (HUD), which shows
- various kinds of information, including fuel, weapons, engine
- performance, damage, thrust level, enemy positions, etc. Also, an
- indicator flashes on the HUD whenever data is received from a Data
- Gathering Probe.
-
- The Mantis has a standard fuel load of seven and a half minutes, but
- the pilot can elect to carry less fuel if he needs the performance
- or Quad Jump range.
-
- The weapon load of the Mantis can be chosen by the pilot. Usually a
- full complement of missiles is not carried, because the increased
- weight reduces the acceleration of the ship.
-
- QUAD JUMPDRIVE
-
- The Quad Jump drive carries a Mantis ship tremendous distances in an
- instant of time. Each jump uses up a portion of the ship's mass to
- fuel the jump (termed "jump mass"). An analogy has been made that
- the expenditure of jump mass is similar to the burning of the
- filament in a light bulb. This is the reason the ship is incapable
- of jumping over and over again; the Mantis would soon run out of
- jump mass. Most ships have a limit of two jumps, but the Mantis was
- constructed in such a way that it is capable of four jumps. The
- Mantis is easily restorable to its full jump capacity after the
- completion of a mission.
-
- PILOT TERMINAL
-
- COPY PROTECTION
-
- After you have installed the game and viewed the introduction, the
- copy protection question appears on your pilot terminal screen.
- After the correct answer has been entered, the terminal displays a
- screen grid with a picture of an eye in the center. A retina scan
- proceeds to verify the code you entered. If you entered the correct
- statistic, the main menu terminal screen is displayed, and you can
- proceed with the game.
-
- MAIN MENU
-
- After the copy protection has been verified, the main menu screen
- appears. There are a total of ten options displayed. Options that
- are not available do not appear. The ten options, along with the
- input device movements and button presses, are explained below.
-
- Keyboard Applications: When selecting a main menu option, use the UP
- and DOWN arrow keys on the numeric or arrow keypad to scroll through
- the selections. As you scroll through the list, the highlighter
- moves from option to option. Highlight the option you want to select
- and press the ENTER key.
-
- NOTE: The first letter of each option may also be used to select.
- Press the ESCAPE key to return to the classroom scene.
-
- Mouse Application: When selecting a choice from the main menu
- options, place the mouse cursor on the option you want to select and
- press the LEFT mouse button. To return to the classroom scene, press
- the RIGHT mouse button.
-
- Joystick Applications: When selecting a choice from the main menu
- options, move the joystick in an UP and DOWN motion to scroll the
- highlighter through the selections. Highlight the option you want to
- choose and press joystick FIRE BUTTON #1. To return to the classroom
- scene, press joystick FIRE BUTTON #2.
-
- ENTER NEW PILOT
-
- This option allows you to enter a new pilot. When selected, you are
- presented with an area to type in a name. Once you have entered the
- name, press the ENTER key. Your call sign is also displayed here.
- FOE has assigned you the call sign "Viper".
-
- NOTE: If there are a total of eight pilots saved under the pilot
- roster, this option will not be displayed until a pilot's name has
- been deleted from the roster.
-
- PILOT ROSTER
-
- This option allows you to view the record of any pilot currently
- saved on the pilot roster. A new pilot is placed on the roster each
- time a new game is started. When selected, you are presented with
- the current pilot roster. Place the highlighter or mouse cursor on
- the pilot you wish to view and press the ENTER key, LEFT mouse
- button or joystick FIRE BUTTON #l . The information included on the
- data sheet includes the pilot's name, rank, missions completed,
- kills, and decorations awarded. Each pilot's data sheet is updated
- as he progresses through the game.
-
- To return to the pilot roster, press any key. To return to the main
- menu, press the ESCAPE key, RIGHT mouse button, or joystick FIRE
- BUTTON #2.
-
- DELETE PILOT
-
- This option allows you to delete any pilot on the current pilot
- roster. When selected, you are shown a list of names on the pilot
- roster. Place the highlighter or mouse cursor on the pilot you wish
- to delete and press the ENTER key, LEFT mouse button or joystick
- FIRE BUTTON #1 . You are asked to verify that you want to delete the
- pilot from the roster. To return to the main menu, press the ESCAPE
- key, RIGHT mouse button, or joystick FIRE BUTTON #2.
-
- VIEW DATABASE
-
- This option allows you to view data sheets on known spacecraft or
- weaponry. As you complete missions and encounter new spacecraft,
- this database expands. Names of newly discovered objects appear in
- red, while items that have previously been viewed appear in green.
- This helps you identify objects you have already studied.
-
- When this option is selected, you are shown a two column list. One
- list is labeled SPACECRAFT and the other WEAPONS . All of the
- objects you obtain data on fall into one of these two categories. To
- view an item, use the arrow keys on the numeric or arrow keypad or
- move the joystick to position the highlighter on the name of the
- object you want to view. Press the ENTER key or joystick.
-
- FIRE BUTTON #1 : If you are using a mouse, place the mouse cursor on
- the name and press the LEFT mouse button. After an item has been
- selected, the data sheet is displayed. This sheet contains the
- technical specifications of each object along with a small 3-D
- computer model of them.
-
- To return to the database list, press any key. To return to the main
- menu, press the ESCAPE key, RIGHT mouse button, or joystick FIRE
- BUTTON #2.
-
- LOAD GAME
-
- This option allows you to load a previously saved game. When
- selected, a list of your previously saved games is displayed. To
- load a game, place the highlighter or mouse cursor on the saved game
- title and press the ENTER key, LEFT mouse button, or joystick FIRE
- BUTTON #1.
-
- NOTE: You can also use the keyboard to type in the first letter of
- the file you want to load. To return to the main menu, press the
- ESCAPE key, RIGHT mouse button, or joystick FIRE BUTTON #2.
-
- SAVE GAME
-
- This option allows you to save your current game. When selected, you
- are shown a box and asked to enter the file name for the saved game.
- After the name is typed in, press the ENTER key to save the game. To
- return to the main menu, press the ESCAPE key, RIGHT mouse button,
- or joystick FIRE BUTTON #2.
-
- QUIT GAME
-
- This option allows you to quit the game. When selected, you are
- asked if you want to quit. Answering YES returns you to DOS. To
- return to the main menu, press the ESCAPE key, RIGHT mouse button,
- or joystick FIRE BUTTON #2.
-
- CREDITS
-
- This option allows you to view the credits of the Mantis development
- team. To return to the main menu, press the ESCAPE key RIGHT mouse
- button, or joystick FIRE BUTTON #2.
-
- GAME OPTIONS
-
- This option allows you to toggle certain features of the game on and
- off. When selected, a list of these features is displayed. Among
- these features are music and sound effects. To return to the main
- menu, press the ESCAPE key, RIGHT mouse button, or joystick FIRE
- BUTTON #2.
-
- FLIGHT SIMULATOR TRAINING
-
- This option allows you to return to the flight simulator bay to
- practice flight and combat scenarios. When selected, two options
- appear. One of these options is the type of ship you want to fly
- against. Before beginning the simulation, you have the choice of
- selecting the type of vessel you want to encounter, or you can
- choose to battle several different enemy spacecraft at once. The
- other option asks you to select the number of ships you wish to
- match your skills against. Once you have finished a simulation you
- have the option of selecting another scenario or returning to the
- main menu.
-
- To return to the main menu, press the ESCAPE key, RIGHT mouse
- button, or joystick FIRE BUTTON #2.
-
- SPACECRAFT
-
- Name: Solbase I ('Solbase')
- Classification: Starbase
- Crew: 1200
- Role: Orbiting fighter platform. Primary mission is the defense of
- Earth. Secondary mission is to attack and destroy the Sirian threat.
- Armament: Assorted Mass Driver Cannons (turreted) and missile
- launchers. Large complement of "Mantis" fighters.
- Mass: 437,252,000Kg empty.
- Engines: Station keeping thrusters only. No Quad Jump drive.
-
- Name: XF5700 "Mantis"
- Classification: Tactical Space Fighter
- Crew: 1 (pilot)
- Role: Primary offensive and defensive craft of FOE. Charged with
- carrying out the Primary and Secondary missions of Solbase.
- Armament: 1 Mass Driver Cannon (spinal mount), 2 Point Defense
- Cannons (turreted), 12 small hardpoints, 6 medium hardpoints, and 2
- large hardpoints.
- Thrust: 2.1 million Newtons.
- Mass: 8,672kg empty; 50,007kg fully loaded.
- Performance: 24.7g empty; 4.2g fully loaded.
- Quad Jump Range: 36 ly empty; 11 ly fully loaded.
- Quad Jumps: 4
-
- Name: Palomino
- Classification: General purpose technical and survey craft.
- Crew: 2 (pilot, copilot) and 2 passengers (tech or science crews).
- Can optionally carry 200kg cargo in place of passengers.
- Role: Small utility vehicle for shuttling 1 or 2 passengers. Also
- used on science missions and for laying out and maintaining
- Armament: 1 Point Defense Cannon (turreted)
- Thrust: 352,000 Newtons
- Mass: 2,480kg empty; 9,540kg fully loaded
- Performance: 14.4g empty; 3.7g fully loaded.
- Quad Jump Range: 25 ly empty; 10 ly fully loaded
- Quad Jumps: 2
-
- Name: Kangaroo
- Classification: Cargo ship
- Crew: 2 (Pilot, copilot)
- Role: Cargo ship or bus. Used for ferrying parts and crew to and
- from Solbase.
- Armament: 1 Point Defense Cannon (turreted)
- Thrust: 284,760 Newtons
- Mass: 3,522kg empty; 17,981kg fully loaded
- Quad Jump Range: 18.1 ly fully loaded
- Quad Jumps: 2
-
- Name. Behemoth
- Classification: Superfreighter
- Crew. 3 (pilot, copilot, and engineer) and up to 3 passengers or
- cargo specialists. 50,000kg bulk cargo
- Role: Cargo ship. Used to carry large cargo items to and from
- Solbase.
- Armament: 2 Point Defense Cannons (turreted).
- Mass: 14,180kg empty; 76,862kg fully loaded
- Performance: 5.86g empty; 1.08g fully loaded
- Quad Jump Range: 20 ly fully loaded
- Quad Jumps: 2
-
- Name: Sirian Attack Vessel (SAV)
- Classification: Primary craft used by the Sirians when they attacked
- Earth.
- Role: Space carrier
- Armament: Assorted Missile Launchers, Point Defense, and Fighter
- Thrust: > 8 million Newtons (estimated)
- Mass: > 500,000kg (estimated)
- Performance: > 1.73g (observed)
- Quad Jump Range: minimum 9 ly
- QuadJumps: minimum 2 probably more
-
-
- Name: Dragonfly
- Classification: Small attack craft
- Armament: Missiles, Point Defense
- Thrust: 2.9 million Newtons (estimated)
- Mass: 50,000kg (estimated)
- Performance: > 6g (observed)
- Quad Jump Range: Unknown (appears to carried by SAV)
- Quad Jumps: Unknown
-
- Name: Wasp
- Classification: Large
- attack craft
- Armament: Missiles, Mass Driver Cannon, Point Defense
- Thrust: > 3 million Newtons (estimated)
- Mass: 80,OOOkg (estimated)
- Performance: > 4.2g (observed)
- Quad Jump Range: > 9 ly
- Quad Jumps: minimum 2
-
- Name: Hornet
- Classification: Large assault craft
- Armament, Missiles, Mass Driver Cannon, Point Defense
- Thrust: > 4 million Newtons (estimated)
- Mass: 120,000kg (estimated)
- Performance: > 3.8g (observed)
- Quad Jump Range: minimum 9 ly
- Quad Jumps: minimum 2
-
- Name: Drone
- Classification: Small scout craft
- Role: Unknown
- Armament: Missiles
- Thrust: 392,000 Newtons (estimated)
- Mass: 4,000kg (estimated)
- Performance: > 10g (observed)
- Quad Jump Range: Unknown
- Quad Jumps: Unknown (appears to be carried by SAV)
-
- MANTIS WEAPONS SYSTEMS
-
- HARDPOINTS
-
- A hardpoint is a place to attach a weapon aboard the Mantis. There
- are three types of hardpoints:
-
- Small - Can hold either Stinger Missiles or Proximity Mines.
-
- Medium - Can hold anything except the PseudoStellar Missile.
-
- Large - Can hold anything.
-
- MASS DRIVER CANNON
- The Mass Driver Cannon (MDC) is an advanced version of the
- tried-and-true machine gun. Instead of using gunpowder to propel a
- bullet out of the barrel, the MDC uses electromagnetic fields to
- propel a small shell, achieving tremendous velocity, and with it,
- awesome destructive force. The main MDC of the Mantis is ten meters
- long, and the turreted Point Defense Cannons are two meters long.
- Both have an acceleration of approximately 10,000g, achieving exit
- velocities of 1400m/s and 626m/s respectively. The MDC is capable of
- a large rate of fire. The amount of damage inflicted by a MDC shot
- is controlled by how fast it hits the target. One hit by the MDC
- will do little damage to most vessels, but a large number of hits
- can effectively destroy a target.
-
- POINT DEFENSE CANNON
- A smaller version of the MDC, it is designed as an anti-missile
- weapon. It is controlled by the computer on the Mantis and is
- approx- imately two meters long.
-
- STINGER MISSILE
- The Stinger missile was the first missile developed by FOE for use
- in space. Though its logic is considered simple, it has consistently
- achieved above-average hit rates during tests. It doesn't pack
- tremendous force and power, but it can destroy a Drone.
-
- More powerful missiles are currently under development. The Stinger
- contains a 100kg warhead, and has a total weight of 151kg. It has
- only 10 seconds worth of fuel, but with a performance of around 20g,
- it is estimated that it should be able to intercept all Sirian
- vessels. The engine of this missile does not fire constantly; the
- on-board computer controls the engine to conserve fuel. The best
- time to fire to maximize the chance of a hit is when the target
- doesn't have much lateral motion. The Stinger uses a small
- hardpoint.
-
- NUCLEAR MISSILE
-
- Related to the Stinger, the nuclear missile features a 200kg nuclear
- warhead; it weighs 295kg. It has a similar performance and fuel
- range as the Stinger, but carries more explosive force. The nuclear
- missiles will be best used against medium sized Sirian craft, the
- Wasp and the Homet. Be wary when using this missile, however,
- because a large burst of radiation is released when it detonates. It
- is theorized that the radiation bursts affect the Sirians' weapons
- and propulsion systems. Nonetheless, nuclear missiles will
- undoubtedly cause surface damage, but only trial by fire will tell
- us if nuclear missiles can seriously damage the Sirians . Nuclear
- missiles use medium hardpoints.
-
- PSEUDOSTELLAR MISSILE
-
- This missile is currently under development. Plans call for a 1,
- 000kg warhead, and an overall weight of around 1 ,600kg. The Mantis
- ship is already outfitted with a large hardpoint capable of carrying
- this missile. lt should normally be fired at large Sirian craft such
- as the SAV and the Homet. Its final design will be influenced by the
- success of the Stinger and nuclear missiles.
-
- DATA-GATHERING PROBE
-
- This is a small pod, about the size of a Stinger missile, that
- contains a sophisticated sensor package for detailed analysis of a
- target. By placing the package in a probe instead of on the Mantis
- itself, data can be gatbered from a hazardous area without risking a
- fighter. Data is sent back to the probe's launching craft, and each
- ship has its own assigned broadcast frequency so that several ships
- can have active probes at the same time. The Mantis ship can only
- launch one active probe at a time. Probes contain a small
- self-destruct charge that activates after data is gathered and
- retumed. The probe fits on a medium hardpoint.
-
- PROXIMITY MINE AND X-RAY LASER MINE
-
- These two types of mines are deployed in a field surrounding
- Solbase, as well as in other key places in the Solar System. The
- Proximity mine explodes if any ship without a valid IFF code travels
- within 100 meters of the mine. In contrast, the X-Ray Laser mine
- fires a high energy X-Ray laser at a target. X-Ray mines can fire
- three shots before they need replacement, whereas proximity mines
- can only be used once. Research is currently underway to develop
- more sophisticated mines that can get closer to targets by using
- cables or small rocket engines.
-
- MANTIS FLIGHT CONTROLS
-
- FLlGHT CONTROLS
-
- The Mantis follows the actual physics of real spaceflight. You'll
- notice that your Mantis ship does not respond in the same manner as
- ground flight simulators. In Earth's atmosphere, air keeps an
- aircraft airbome and helps it tum and maneuver.
-
- In space, however, spacecraft have no air currents to help them
- maneuver; they rely entirely on their engines. If a spacecraft
- thrusts in a certain direction in space, and then turns its engines
- off, it will continue to travel in the same direction at the same
- velocity - even if the ship is rotated - until the engines are
- turned on again.
-
- Normal ground flight dogfighting tactics do not apply in space. For
- instance, a loop, which is fairly easy to perform in a ground craft,
- is very difficult to execute in a spacecraft. Pursuing a target has
- similar difficulties. Keep in mind that the direction you're facing
- and the direction you're moving don't necessarily have to be the
- same. Just because you're pointed at an enemy and thrusting with
- your engines, doesn't mean you'll intercept him. Pursuing a target
- is very difficult, because in order to pursue, the direction of
- motion as well as the speed have to be nearly identical. Doing so is
- like rendezvousing with the target, which is a relatively long
- process to do safely. The physics of space flight are not simple to
- explain. The best way to learn on your own is to practice in the
- simulator. With practice, you'll catch on quickly.
-
- The basic concepts of roll, pitch and yaw still apply in space, but
- performing a pitch or yaw will not change the direction of travel as
- it does with ground aircraft (unless the engine is on). Here is a
- list of the peripheral keystrokes and movements used to control the
- flight of the XF5700 Mantis:
-
- Keyboard Applications: To control the Mantis from the keyboard, use
- the numeric keypad. The keypad controls the ship much as you expect
- it would (the up arrow pitches the ship up, the right arrow yaws
- right, etc.). Use the Insert key to apply forward thrust, and the
- space bar to fire the Mass Driver Cannon.
-
- Mouse Applications: If you're using a mouse, a blue dot will appear
- on the screen and follow the mouse around. It controls the ship in a
- natural way, i.e., moving the mouse up pitches the ship up, moving
- it right yaws right, etc. The closer the mouse cursor is to the edge
- of the screen, the faster the ship will move in that direction. Use
- the Left mouse button to apply forward thrust, and the right mouse
- button to fire the Mass Driver Cannon.
-
- Joystick Applications: The joystick controls the Mantis like you
- would expect it to. Moving the stick forward pitches down, moving it
- right yaws right, etc. Use button 2 to apply forward thrust, and
- button I to fire the Mass Driver cannon.
-
- Here is a list of the rest of the controls used to operate the
- Mantis ship:
-
- "+" = Increases throttle. Each time the key is pressed, the throttle
- is increased by 10%. The throttle controls how much thrust is
- applied when the engine is activated.
-
- "-" = Decreases throttle setting by 10% each time the key is
- pressed.
-
- "Q" = Activates the Quad-Jump engine.
-
- "L" = Activates the auto-landing sequence. You must be within 300
- meters of Solbase to activate the auto-lander. Once it is activated,
- your ship is guided automatically into Solbase.
-
- "P" = Allows you to pause the game. Press "P" a second time to
- resume gameplay.
-
- CTRL+E = Activates the Pilot Recovery Module.
-
- LEFT SHIFT = The Mantis will roll instead of yaw.
-
- ALT+Q = Allows you to quit the game and return to DOS.
-
- The Mantis is also equipped with nine different auto-pilot modes.
- The 1 - 9 keys (above the letters) are used to activate them. They
- are:
-
- 1. When this mode is selected, you manually control the Mantis.
-
- 2 . When this mode is selected, the navigation computer points the
- Mantis ship at a designated target, but will not control the engine.
-
- 3. When this mode is selected, the Mantis is on full autopilot, and
- will attempt to pursue the target.
-
- 4. When this mode is selected, the Mantis is in "creep" mode. This
- lets you fine tune the position of the ship.
-
- 5. When this mode is selected, this will adjust what the computer
- considers "stopped" to be. This isn't really a mode, just a way to
- tell the autopilot to keep adjusting "stopped" to the current target
- (so the current target is always "stopped"). This can be confusing
- at times, but can be useful when chasing a target. The autopilot is
- left in whatever mode it was in before hitting the '5' key.
-
- 6. This mode is similar to mode 5, but does not constantly update
- the zero point. It takes a current reading and uses that as the
- basis for "stopped".
-
- 7. When this mode is selected, the Mantis will face in the direction
- of motion forward, then return to mode 1.
-
- 8. When this mode is selected, the Mantis will turn and face
- backwards (opposite the direction of motion), then return to mode 1.
-
- 9. When this mode is selected, the navigation computer stops the
- ship and returns to control mode #1.
-
- HUD (HEADS UP DISPLAY)
-
- All information needed to fly the Mantis is located on the HUD
- display. The HUD controls are:
-
- "H" = Turns the HUD display on and off. The HUD only appears in the
- forward (Fl) view.
-
- "W" = Turns the weapons display on and off. The weapons display is
- located in the lower right corner of the HUD. An outline of the
- Mantis ship is displayed with the weapons outlined in red.
-
- "?" (or "r') = Replaces the outline of the Mantis with a weapons
- list.
-
- "R" = Turns the radar display on and off. The radar display is
- located in the lower left corner of the HUD. A grid pattern appears
- on the display. Enemy targets appear as red dots, while friendly
- vessels appear as blue dots. The top and bottom of the display
- represents the front and rear of your ship, while the left and right
- positions on the display correspond to the same positions on your
- ship.
-
- "D" = turns the damage display indicator on and off. The damage
- display is seen in the lower left corner of the HUD, where the radar
- screen is located. When it is selected, the names of several parts
- of the ship will appear with a damage assessment for each section
- listed to the right of it.
-
- "M" = Activates communication system. For details, consult the
- Solbase database.
-
- "C"= Turns the solar chart on. When you activate the solar chart, a
- small computer terminal is displayed with the names of the planets
- and moons in our star system. To select one of the planets or moons,
- use the following keystrokes and movements:
-
- Keyboard Applications: To select one of the planets or moons from
- the list, use the arrow keys on the numeric or arrow key pad to
- place the highlighter on the name of the world or moon and press the
- ENTER key. To return to the forward view of the HUD display, press
- the "F" key.
-
- Mouse Applications: To select one of the planets or moons on the
- list, place the mouse cursor on the name of the world or moon and
- press the LEFT mouse button. Press the "F" key to return to the
- forward view of the HUD display.
-
- Joystick Applications: To select one ofthe planets or moons from the
- list, move the joystick to place the highlighter on the name of the
- world or moon and press joystick FIRE BUTTON #1. Press the "F" key
- to return to the forward view of the HUD display.
-
- "N" = Turns the navigation chart on. When it's selected, a small
- computer terminal is displayed with the names of several surrounding
- star systems. The same peripheral keystrokes and movements for
- selecting planets or moons from the solar chart are used from the
- above section. There is also a number listed beside the name of the
- star system. The number represents the number of light years away
- the star system is from your current position. Select "Mission
- Locale" to automatically set the autopilot to the destination
- required for the current mission.
-
- "F" = Returns you to the normal HUD display after viewing the solar
- or navigation charts.
-
- VIEW CONTROLS
-
- There are several optional view controls from the ship. The
- keystrokes to obtain these views are listed below:
-
- F1 = Displays a view from inside the Mantis ship looking directly
- out in front of it. (front view)
-
- F2 = Displays a view from inside the Mantis ship looking directly to
- your left. (left view)
-
- F3 = Displays a view from inside the Mantis ship looking directly to
- your right. (right view)
-
- F4 = Displays a view from inside the Mantis cockpit looking .
- directly to your rear. This is done by a camera in the rear of the
- ship. (rear view)
-
- F5 = Displays an exterior view of the Mantis from behind.
-
- F6 = Displays the perspective from over the shoulder of a targeted
- enemy
-
- MANTIS WEAPONS CONTROLS
-
- WEAPONS CONTROLS
-
- Keyboard Applications: The following keystrokes are used to fire
- weapons:
-
- SPACE BAR = Fires Mass-Driver Cannon
-
- ENTER = Fires selected Missile or Mine Mouse
-
- Mouse Applications: The following mouse buttons are used to
- manipulate weapons' controls (NOTE: The keyboard must be used to
- fire missiles or mines):
-
- RIGHT MOUSE BUTTON = Fires Mass-Driver Cannons
-
- Joystick Applications: The following joystick buttons are used to
- manipulate weapons' controls (NOTE: The keyboard must be used to
- fire missiles or mines):
-
- JOYSTICK FIRE BUTTON #1 = Fires Mass-Driver Cannons
-
- These are the remaining Mantis weapons controls:
-
- TAB = This key allows you to scroll through your weapons selections.
- As you scroll through the selections, the currently selected
- missile, mine, or probe is displayed at the bottom of the screen in
- the weapons' display.
-
- NOTE: The Mass-Driver cannon is always active.
-
- "T" = This key allows you to scroll through enemy ships in order to
- target the one you want to fire upon. When this key is pressed, the
- closest enemy ship is targeted and locked on. To scroll through
- multiple enemy targets, continue to press this key until the desired
- vessel is targeted. The enemy vessel that is targeted will have its
- name displayed on the HUD in red, while the other ship names are
- displayed in yellow.
-
- DEBRIEFING
-
- COMPUTER RE-CREATION CONTROLS
-
- After you have completed a mission and returned to Solbase, you will
- find yourself seated in front of a computer terminal in the
- debriefing room. Here, the computer, using your flight log,
- re-creates and plays back the mission you've just completed or a
- previously saved mission. When the computer is displayed, there are
- several headings and VCR (Video Computer Recorder) buttons on the
- screen.
-
- The headings include:
-
- Mission # - The mission number you have just completed.
-
- Mission Elapsed Time - The amount of time it took you to complete
- the mission. Displayed in hours: minutes: seconds.
-
- Missions to Date - Missions completed successfully to date.
-
- Kills - The number of enemy spacecraft you destroyed during a
- mission.
-
- Missiles Fired - The number of missiles you fired during a mission.
-
- Mines Fired - The number of mines you fired during a mission.
-
- Data Recorded - A YES or NO is displayed to indicate if any new data
- was retrieved during the course of your mission from a
- Data-Gathering probe.
-
- In the debriefing room, all of the data from the mission you just
- completed is displayed under these headings . There are several VCR
- buttons displayed on the screen. These buttons are labeled.
-
- Keyboard Applications: When you select a choice from the VCR button
- options, use the arrow keys on the numeric or arrow key pad to place
- the highlight box around the button you want to select and press the
- ENTER key (or you can use the following keystrokes to select a
- function:).
-
- "L" = Load
-
- "P" = Play or Pause
-
- "ESC" = End
-
- "F" = Forward
-
- "R" = Rewind
-
- "M" = Save
-
- "S" = Stop
-
- Pressing the ESCAPE key returns you to the main menu.
-
- Mouse Applications: When you select a choice from the VCR button
- options, place the mouse cursor on the function you want to select
- and press the LEFT mouse button. To return to the main menu, select
- the End function.
-
- Joystick Applications: When you select a choice from the VCR button
- options, move the joystick to place the highlight box around the
- function you want to select and press joystick FIRE BUTTON #1. To
- return to the main menu, select the End function.
-
- Load - This function lets you load a previously saved mission. When
- it is selected, a menu appears displaying a list of the mission
- numbers saved. To select a saved mission, place the highlighte using
- the keyboard, mouse or joystick on the saved mission you want to
- re-create and press the ENTER key, LEFT mouse button, or joystick
- FIRE BUTTON #1.
-
- To return to the Computer Re-Creation Terminal screen,
- press the ESCAPE key, RIGHT mouse button, or joystick FIRE BUTTON
- #2.
-
- End - This function returns you to the main menu. After it is
- selected, you'll leave the Computer Re-Creation screen. Before
- returning to the main menu, you'll sometimes receive a Letter of
- Commendation or a reprimand. To scroll through the letter, use the
- PAGE UP and PAGE DOWN keys. After you finish reading the letter,
- press the ESCAPE key, RIGHT mouse button, or joystick FIRE BUTTON #2
- to return to the main menu.
-
- Pause - This function allows you to pause the replay of the mission.
- When it is selected, the action on the screen freezes. To resume
- play, select the Play function again.
-
- Save - This function allows you to save the previously completed
- mission. When selected, the computer will automatically save the
- mission under the mission number.
-
- Play - This function allows you to begin the replay of a mission.
-
- Forward - This function allows you to fast forward through a mission
- while viewing it. When selected, the replay will speed up and
- continue to play at this speed until the Play function is selected
- again.
-
- Rewind - This function lets you rewind a mission while you're
- viewing it. When it's selected, the replay rewinds through the
- mission until the Play function is selected again.
-
- Stop - This function stops the replay of a mission.
-
- The majority of the Computer Re-Creation Terminal screen is occupied
- by the replay window. While the mission is paused, you have the
- option to move the camera viewpoint to any position. Here is a list
- of the button presses and movements used to reposition the carnera.
- When replay begins, the camera is looking forward from the rear of
- your ship. There are three different camera mode options to select:
-
- CAMERA MODES
-
- 1. By pressing the I key on the alpha keypad, you are placed in
- camera mode 1. This mode stations the camera in a stationary
- position, but allows you to pitch, yaw, and roll it. 2. By pressing
- the 2 key on the alpha keypad, you are placed in camera mode
-
- 2. This mode allows you to point the camera at any target, including
- your ship. To scroll through all of the targets on screen,
- repeatedly press the "T" key until you have the camera positioned on
- the ship you want. You can then rotate the camera around the entire
- ship, over it, or under it.
-
- 3. By pressing the 3 key on the alpha keypad, you are placed in
- camera mode 3. This mode allows you to alter the position of the
- camera, but not the orientation of it.
-
- CAMERA MODE OPERATIONS
-
- The positioning of the camera is operated in the same manner as that
- of the Mantis.
-
- During a mission replay, you can attach the camera to a ship from
- any one of the three modes. This allows you to ride along with the
- ship instead of watching it go by. To do this, simply press the "A"
- key on the keyboard. The camera attaches to the ship that is
- currently being targeted.
-
- AWARDS CEROMANIES
-
- AWARDS RIBBONS & MEDALS
-
- Throughout the game, you are
- rewarded after attaining major milestones. Each time you are
- rewarded, you receive a medal and a ribbon. Ribbons are worn on the
- duty uniform, while medals are displayed on the dress uniform. Here
- are the awards you can obtain (Graphic representations of these
- awards are shown on the inside rear cover of this manual):
-
- FOE
- Truining - Awarded to a pilot who completes the XF5700 Mantis
- training program.
-
- Combat Readiness - Awarded to a pilot who
- completes the tactical combat readiness program. This award
- signifies that a pilot is certified for combat.
-
- Pilot's Medal -
- Awarded to a Mantis pilot who achives his f1rst combat kill.
-
- Purple
- Heart - Awarded to a pilot who has been injured in the line of duty.
-
- Venus Star - Awarded to a Mantis pilot after he achieves his 25th
- combat kill.
-
- Saturn Star - Awarded to a Mantis pilot following his
- 50th combat kill.
-
- Earth Star - Awarded to a Mantis pilot after he
- obtains his 75th combat kill.
-
- Sun Star - Awarded to a Mantis pilot
- following his 100th combat kill.
-
- Nova Silver Cross - Awarded to a
- Mantis pilot who successfully completes 50 missions without losing a
- single Mantis spacecraft.
-
- Nova Gold Cross - Awarded to a Mantis
- pilot who successfully completes 90 missions without losing a single
- Mantis spacecraft.
-
- Nebula Cross - Awarded to a Mantis pilot who
- distinguishes himself by assisting or rescuing a disabled spacecraft
- from a perilous or threatening situation.
-
- FOE Distinguished Service
- - Awarded to a Mantis pilot who displays bravery above and beyond
- the call of duty.
-
- Several of these awards can be obtained more than
- once during the adventure. After you receive a ribbon or medal for
- the first time, the same awards earned again are represented by gold
- triangles displayed on the ribbon and medal.
-
- F.O.E. RANKS
- Throughout the game, you are promoted after accomplishing major
- milestones. Rank insignias are worn on both the flight and dress
- uniforms. The following is a list of the ranks in ascending order
- (Graphic representations of these ranks are shown on the inside
- front cover of this manual):
-
- 1. Pilot
- 2. Stellar Pilot
- 3. Star Blade
- 4. Star Centurion
- 5. Star Colonel
- 6. FOE Colonel
- 7. Base Commander
- 8. Commander 2nd Cluster
- 9. Commander 1st Cluster
- 10. Galaxy Commander
-
-
- BIOGRAPHIES
-
- BIOGRAPHY
-
- "VlPER"
- Name:
- Call Sign: Viper
- Date of Birth: April 11, 2069
- Birthplace: Pittsburgh,Pa.
- Current Age - 27
- Weight: 81 kilograms
- Eye Color: Blue
- Hair Color: Brown
-
- You are Viper, born on April 11, 2069 at Magee Women' s Hospital in
- Pittsburgh, Pennsylvania. All through your formative years, your
- parents encouraged you to pursue a medical career. However, you were
- enthralled with the idea of flight, so, for a high school graduation
- gift, your parents paid your way through flight school.
-
- You attended The Pennsylvania State University on an Air Force R.O.T.
- C scholarship and graduated with a degree in Aerospace Engineering.
- While there, you met Heidi Martin. She stole your heart, and was
- smitten with the idea of spending her life with you. But your
- military commitment came first, and unfortunately you were stationed
- overseas to fight in the Eurasian War.
-
- Some say it was luck, others say skill, but you were a young hotshot
- who became an ace afterjust five missions. Your unprecedented knack
- for original and unorthodox combat maneuvers left the purists
- bewildered. However, no one could argue the results, and you were
- quickly promoted to captain.
-
- You returned from the war and began to make preparations to marry
- Heidi. Everything was running smoothly until the Sirians invaded.
- The devastation caused widespread chaos and you were immediately
- assigned to Solbase as a pilot in the experimental Mantis program.
- For over six months, Heidi was unsure of your whereabouts, until she
- too was transferred to Solbase as part of the PseudoSteller Missile
- guidance system development team. Her arrival boosted your morale,
- but all wedding plans were put on hold until the Sirian threat was
- eliminated.
-
- HEIDI R. MARTIN
- Name: Heidi R. Martin
- Date of Birth: September 17, 2070
- Current Age: 26
- Born In: Miami, FL
- Height: 1.65 meters
- Weight: 52 kilograms
- Eyes: Brown
- Hair: Brown
-
- Heidi was born on September 17, 2070 in Miami, Florida. Though her
- parents enjoyed success and vast wealth, Heidi had a normal
- childhood. She was noted for her intelligence at an early age and
- was always a top academic performer. She too attended The
- Pennsylvania State University, graduating with highest honors in the
- Computer Systems Design and Analysis program.
-
- It was then that she fell in love with a young R.O.T.C. cadet.
- However, when he completed his degree, he was sent overseas to fight
- in the Eurasian War. Heidi wasn't content to sit at home and wait,
- and was accepted into the Master' s program for Computer Engineering
- at the Massachusetts Institute of Technology.
-
- After completing the Master's program, Heidi accepted an offer from
- SysTech Inc., one of the military's leading sub-contractors for
- computer hardware. The good for~une of her placement with SysTech
- coincided with the end of the Eurasian war, and the return of her
- love.
-
- With only a few weeks until the long awaited wedding day, Earth was
- nearly destroyed by a vicious alien attack. For more than six
- months, Heidi could not locate her fiancee. Unfortunately, due to
- Heidi' s unique qualifications, she was unwillingly sent to Solbase
- to assist in the design of the computer guidance system for the
- PseudoStellar Missile. Once there, she was overjoyed to find that
- she was reunited with "Viper". However, she reluctantly agreed to
- postpone the wedding until the crisis was resolved.
-
- COMMANDER MARTIN R.STATLER
- Name: Commander Martin R Statler
- Current Age: 50
- Height: 1.75 meters
- Weight: 86 kilograms
- Eyes: Blue
- Hair: Gray
-
- Base Commander Martin R. Statler may well be the most vital
- component of the Solbase defense program. Although most of the
- people who knew him as a child could never have guessed it then, the
- introverted young bookworm they used to call "The Machine" would
- eventually go on to assume command of the planet's mightiest
- defenses.
-
- As a student in the prestigious Naval Academy, Cadet Statler was
- virtually without peer. His first assignment was aboard the aircraft
- carrier CVN Conquest. Within 10 years, he was offered the position
- of Ship's Captain. He held this position for three years until the
- opportunity arose for him to command the experimental orbital
- carrier XCL Challenge. Under Captain Statler's guidance, the program
- was a resounding success.
-
- When the experimental program was terminated, Captain Statler
- decided to return to civilian life and enjoy himself. Shrewd
- investments supplemented his pension to provide him with a
- comfortable living until the Sirians devastated Earth.
-
- The world leaders realized that an orbiting fortress, similar to the
- XCL Challenge project, was humanity's only hope for survival.
- Captain Statler was the obvious choice to assemble the manpower and
- materials needed to undertake the monumental task. He accepted
- without question, and completed the project beyond all expectations.
- Solbase was larger, more efficient, and far more powerful than its
- predecessor.
-
- MARIO B. FERETTI
-
- Name: Mario B. Ferrati
- Date of Birth: January 16, 2099
- Birthplace: Milan, Italy
- Current Age: 38
- Height: 1.70 meters
- Weight: 85 kilograms
- Eyes: Brown
- Hair: Black
-
- Mario B. Feretti was born into a wealthy, industrialist family.
- After receiving the finest education money could buy, Mario was
- determined to follow in his father' s footsteps . He acquired a
- pilot' s license and enjoyed flying his father's private jet back
- and forth to business engagements.
-
- When war broke out in Asia and the Middle East, NATO forces were
- called upon to halt the advancing Chinese armies. Mario felt
- compelled to defend the land that had given him so much, and
- enlisted as a fighter pilot in the Italian Air Force.
-
- By the time NATO forces finally drove the invaders back, Mario was a
- colonel and a seasoned veteran. Only two months before he was
- scheduled be discharged, the Sirian warships attacked. Colonel
- Feretti's family was killed, and Milan was so badly contaminated
- with radiation that his return was impossible.
-
- With no family or fortune remaining, Colonel Feretti volunteered for
- an assignment as a no-nonsense flight instructor for the Mantis
- program. He was quickly transferred to the newly constructed
- Solbase, and has proved a valuable asset ever since.
-
- VINCENT SEREMET
- Name: Vincent T Seremet
- Date of Birth: May 20, 2050
- Birthplace: Nice, France
- Current Age: 46
- Height: 1.7 meters
- Weight: 76 kilograms
- Eyes: Hazel
- Hair: Brown
-
- Colonel Seremet acquired his reputation for strategic brilliance by
- devising the counter offensive which crushed the Chinese, ending the
- Eurasian War. After the war, Colonel Seremet was appointed by the
- United Nations to lead in the formation of a plan for world peace.
- These plans were shattered by the Sirians.
-
- The new world coalition, calling itself the Fist Of Earth (F.O.E.),
- turned to Colonel Seremet to spearhead Earth's resistance. He
- insisted on the formation of an orbiting defense mechanism. Seremet
- knew there was only one man who could meet the challenge ... Colonel
- Martin R. Statler. Together, they form the intellectual heart of the
- Fist Of Earth.
-
- JOSHUA BEN-SOLOMON
- Name: Joshua Ben-Soloman
- Call Sign: Tigereye
- Birthplace: Heifa, Israel
- CurrentAge: 32
- Height: 1.95 meters
- Weight: 78 kilograms
-
- Major Joshua Ben-Solomon is arguably the most talented combat pilot
- in the Mantis program. He enlisted in the Israeli Air Force at the
- age of twenty, and had barely two years of training before his
- homeland was plunged into war with Syria and Jordan. Facing
- overwhelming odds, military leaders found it necessary to activate
- all available pilots, regardless of their level of experience, and
- assign them directly into active combat. The war dragged on over a
- period of four years, but eventually the invaders withdrew.
-
- Within three months of the Israeli victory, a second war brokeout,
- this time in Asia, and NATO requested Israel's assistance. Joshua, a
- captain by this time, volunteered for combat again. He was shot down
- twice, but managed to survive and return home.
-
- Each time, he insisted on immediate return to active combat. Before
- the war's end, Joshua was promoted to the rank of Major, and was
- recognized as Israel's only double ace.
-
- After ten straight years of combat sorties, Major ben-Solomon was
- ready to return to civilian life. However, the Sirian attack left so
- few survivors, that he was forced to accept the fact that mankind
- would need to muster every combat-trained pilot it could find just
- to survive. He volunteered for duty at Solbase even as it was being
- constructed.
-
- CHARLES D. EMMETT
- Name: Charles D. Emmett
- Call Sign: Joker
- Date of Birth: September 23, 2068
- Birthplace: Jacksonville, FL.
- Current Age: 28
- Height: 1.80 meters
- Weight: 95 kilograrns
- Eyes: Green
- Hair: Brown
-
- When 21 year old Charlie Emmett graduated a year early from college
- with a degree in Applied Physics, there were high hopes for him. As
- a member of the Air Force R.O.T.C. program, he had excelled in both
- his academic and military training. It was expected that he would go
- on to become one of the top graduates to emerge from flight training
- school.
-
- Unfortunately, the rigid structure of a full-time military career
- didn ' t seem to agree with Charlie. He developed into a rather
- devious prankster, and only his tremendous potential as a fighter
- pilot kept him from being removed from the flight training program
- altogether. He graduated with high marks, but his instructors saw
- little hope for advancement in "The Joker's" military career.
-
- After the Sirian invasion, Base Commander Statler began assembling a
- core of skilled personnel to man the newly constructed Solbase. He
- decided to take a chance on Charlie, and hasn't been let down yet.
- Captain Emmett has become a highly respected fighter pilot, though
- he still has a wicked sense of humor that rankles many of his
- superiors.
-
- PIOTR KARPOV
- Name: Piotr Karpov
- Call Sign: Warrior
- Birth place: Vladivostok, Russia
- Height: 1.85 meters
- Weight: 80 kilograms
- Eyes: Blue
- Hair: Blonde
-
- Piotr Karpov was orphaned at the age of eight. A brilliant child, he
- was fortunate enough to qualify for the elite Russian Military
- Academy of Science and Mathematics. This school was used to produce
- the Motherland's foremost military research and development
- scientists. Although involved with the design of Russian combat
- aircraft, Piotr' s real talent lay in his uncanny ability to
- successfully test the prototypes others could not fly.
-
- Piotr's stellar performance as a pilot led to his selection in the
- technological exchange between NATO forces in the effort to win the
- Eurasian War. When the Sirians invaded, Commander Statler personally
- recruited Major Karpov as a test pilot for the XF5700 Mantis
- fighter. As one of the few surviving test pilots, Karpov trained
- most of the new Mantis pilot recruits. His combat and flight
- experience made him the ideal candidate for the position of Blue
- Squad leader.
-
- BIOGRAPHY
-
- A.R.M.S.
-
- The A.R.M.S. (Advanced Robotic Maintenance System) unit was designed
- in conjunction with the development of the XF5700 Mantis prototype.
-
- The A.R.M.S. unit was essential to the Mantis program because it was
- impossible for human technical crews to keep pace with the extensive
- amount of repairs required after missions and the stringent time
- constraints involved in servicing the fighters. The A. R.M.S . unit
- never leaves its ship unattended. If a missing part is required for
- maintenance, the unit transmits the order directly to the Command
- Service Center, and the part is delivered on-site at once.
-
- A.R.M.S. are reliable high-tech mechanics, equipped with the latest
- in high-tech tools so they can provide on-the-spot mecha nical,
- structural and electrical repairs to Mantis fighters. A single unit
- can repair a badly damaged ship in less than 24 hours.
-
- The A.R.M.S. units are also equipped with the latest computer
- hardware. Each unit contains the entire structural engineering
- blueprint and layout of the Mantis ship, a detailed history of it's
- pilot, and all records of known enemy spacecraft. The
- technologically advanced A.R.M.S units are credited for the early
- success of the Mantis program.
-
- GLOSSARY
-
- THE GLOSSARY
-
- g - unit of acceleration, 1g is the force of gravity on the surfidce
- of the Earth, about 9.8 meters per second squared. This means that
- an object with an acceleration of 1g applied for 1 second will have
- a velocity of 9.8 meters per second.
-
- IFF - Identification, Friend or Foe. Any ship without a valid IFF
- code is assumed to be hostile. Many weapons systems use this to
- determine who to blow up.
-
- kg - kilogram. A unit of weight in the metric system; 1 kilogram is
- about 2.2 pounds.
-
- km - kilometer. A unit of measurement in the metric system, I
- kilometer is about 6 tenths of a mile (0.6 miles). There are 1.
- 609344 km per mile.
-
- Lagrange - A Lagrange point is a stable point in a gravitational
- system. A Lagrange point does not move with respect to the two
- bodies it' s defined for. As an example, by putting Solbase at one
- of the Earth-Moon Lagrange points (there are 5), it will maintain a
- constant distance from both the Earth and moon. Lagrange points are
- named after Joseph Lagrange, the l 8th Century Mathematician and
- Astronomer who predicted the distance of these points.
-
- ly - Light Year. I light year is the distance light travels in I
- year, approximately 9.4 trillion kilometers. (5.88 trillion miles.)
-
- Newton - a unit of force. If a force of 9.8 Newtons is applied to an
- object weighing I kg, it will accelerate at a rate of I g. It is
- named after Isaac Newton, who came up with the Theory of Gravity.
-
- Pitch - moving the front of a ship up or down is called pitch.
-
- Yaw - moving the front of a ship left or right is called yaw.
-
- XF5700 MANTIS EXPERIMENTAL FIGHTER
-
- TECHNICAL SUPPLEMENT IBM-PC and Compatibles VGA/MCGA Version
-
- BEFORE ANYTHING ELSE...
- First, make a copy of your original diskettes using DOS's DISKCOPY
- command (see your DOS manual if you have any questions).
-
- HARD DISK INSTALLATION MANTIS must be installed onto a hard drive.
- In its maximum configuration, MANTIS requires 20MB or more of space,
- but you can tailor the installation to minimize the space required.
- Insert the copy of Disk 1 into your floppy drive and type A:INSTALL
- (or B:INSTALL) from the DOS prompt, then follow the on-screen
- prompts. You will be able to choose the hard drive and directory
- where you want the game installed. The Install program will inform
- you how much disk space will be required for the configuration
- options you have selected. If you want to abort the installation,
- hit ctrl-Break (ctrl-C) at any time during the installation.
-
- RUNNING THE GAME After changing to the drive and directory where
- Mantis was installed, type MANTIS to start the game. The first time
- you run the game, you will be able to select the video mode and
- sound cards you have. The Sound and Music drivers are separate, so
- that you can listen to the digitized sounds on one sound card and
- music on another. If you have a Sound Blaster or Sound Master II,
- choose AdLib for the music. The use of a mouse or joystick is highly
- recommended. If you want to change the setup at a later date, change
- into the game directory and type SETUP from the DOS prompt.
-
- EXPANDED MEMORY The game uses expanded memory when available.
-
- COPY PROTECTION Once the game is started, you will be asked for some
- information from the manual. Keep it handy.
-
- FLIGHT CONTROLS Please read the manual before you start the game
- (especially the section on flight controls), and keep in mind that
- flying a spacecraft is not the same as flying an airplane.
-
- READ ME FILE Before starting the game, refer to the Read Me file for
- last minute additions to the manual and technical supplement. As
- well, a troubleshooting section will have possible solutions to
- technical problems you may have.
-
- CREDITS
-
- Based on Warhead by Glyn Williams
-
- DESIGNED BY
- Mark E. Seremet
- Paul M. Conklin
- Glenn Dill
-
- 3D PROGRAMMING
- Glenn Dill
-
- 2D PROGRAMMING
- Chris Short
- Glenn Dill
-
- ART DIRECTOR
- Quinno Martin
-
- ART DEPARTMENT
- Wendy Jobe
- Kelly Vadas
- Kelly Trout
- Jeff Schaid
-
- MANUAL BY
- Paul M. Conklin
- F.J. Lennon
- Mark E. Seremet
- Glenn Dill
-
- SOUNDS BY
- Paragon Studios--Paul M. Conklin
-
- MUSIC BY
- Paragon Studios--Michael Bross
-
- CAST
- "Viper" Jim Fuhrman
- Heidi R. Martin Virginia Tomasko
- Commander Statler Richard Greaves
- Vincent Seremet Vince Berruti
- "Tigereye" Chris Short
- "Warrior" Jeff Jobe
- "Joker" Bill Petras
- Newscaster #1 Wendy Jobe
- Newscaster #2 Kelly Vadas
- Newscaster #3 Laura Kampo
- Steyr Jeff Schaid
-
- SPECIAL THANKS...
- . . .to Bob for help with the spacecraft.
-
-
-