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1990-09-07
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MIDWINTER II - FLAMES OF FREEDOM
--------------------------------
PRE-HISTORY:
------------
CHAPTER 1 - THE YEAR 2099
Chill blew the wind.
The tiny figure on the makeshift bed wrapped his goose-pimpled arms
tight around his torso. As he used his chin to inch the blanket closer
to his neck, he shivered. And winced. The instinctive motion of
bringing his knees to his chest only brought searing pain from his
knee.
He drew in his breath slowly, slowly. Alone in the single roomed
shack,he knew that he was close to death. Whether the cold took its
toll before they found him, and took more, no longer mattered.
His eyelids fell. A normally vivid imagination struggled to conjure
up the most familiar of scenes; the grey-haired man with the pointed
finger, loaded and ready to fire another pearl of wisdom.
"Davy, you are but a boy of twelve summers."
"But Grampa, I....."
"I know, little thing. You've not seen a summer yet. But be patient.
Embers can be rekindled. Be patient. Just be patient."
Patience was all Davy had left.
-----------------------------------------------------------------
He couldn't dream in greens, just greys. No voices in his head,
just the crack of a rifle in a distant valley.
He slipped and fell and was awake.
"David, David, it's me, its Ginny." A gloved hand stroked his
forehead.
Peering through sore, cracked eyes he distinguished a golden curl and
a bloody face. He jerked up and rocked back with the pain.
"Easy David. Its over. You're safe. We're all safe". The comfort in
the voice which normally made his heartskip a beat was strained
almost beyond recognition. But it was her.
"Hello chappie. We're come to take you home." John Stark, his hero.
"And your Grampa's here. He's..... he's going to be alright."
Davy's eyes flicked from Stark back to Virginia, and then past them
both to where his grandfather stood, leaning against the doorway,
staring in to space, muttering.
Davy tried to speak but his lips froze. Another glance through the
grown-ups failed to answer his questions. Virginia's face was cut and
bruised. Captain Stark had his arm in a makeshift sling. His
grandfather stood motionless, expressionless, save his mumbling.
Davy wept. Frompain, from cold, from hunger, from relief. He sobbed
long and hard. And he sobbed loudest of all as he realised that his
childhood was over.
"Welcome to Verde".
A white uniform filled the patient's vision.
"How do you feel?" asked the young nurse.
De Falco blinked. He parted his lips to expel a barely audiable breath.
"Where?"
A frown sent pain from his skull through his neck and down his back.
"Your craft. It was washed up here on Verde. What happened? You're in
a right state".
Her calming tones mixed statement with question, but De Falco only
heard her prying.
He remained silent. His evil provided the high-power fuel for his
racing mind. Already he'd remembered the fine detail of defeat.
Already he knew the source of his mistakes. He would speak only to
the highest authority on whichever god-forsaken island he'd been
dumped, and he told her so.
-----------------------------------------------------------------
The dozen men inthe bar of the Marianbad Inn sat silently, tears
welling and chests bursting.
"Come on, John", whispered the nearest to the radio set.
"..and the battle of Shining Hollow was won..... The invading forces
surrendered on the death of their leader and his generals. Our island
is ours again. Fellow fighters, we have been through worse before..."
Stark held his hand over the microphone to hide the release of another
lachrymal sigh, and continued.
"..and I fear we will encounter worse again. We must steel ourselves
for the future. We have more discoveries to make. We have more to
learn and more to teach our children.The coast of the Midwinter Island
is not the edge of the world. It provides little defence from our
enemies or the elements. A new day is dawning. A new fight must be
fought. It will be long. It will be hard. And.... and it will be won".
Drinks gently frothed as hands trembled. No man met another's eyes.
-----------------------------------------------------------------
"Quite frankly, Mr. De Falco, I find it hard to believe. Thousands of
soldiers, and buggies, gliders, mortar shells - against a handful of
troops, no matter how well trained. I suggest to you, candidly, that
you need longer stay in our infirmary".
President Blanco opened his palms as he spoke, exasperated at the
wild-eyed visitor's outrageous claims.
De Falco pursed his lips, and hissed;
"Then perhaps you are lucky that we did not reach your island first.
You would have provided easy pickings. The Midwinter Isle exists;
it is there. It could be yours, with my help. Do you not need
resources, do you not covet land?"
The President grew impatient.
"Look, De Falco, from whence you came I neither know nor care. You
obviously know little of me or my people. We struggle for freedom
everyday. East of us lie islands threatened by a brutal regime.
South of us warfare abounds. The inexorable spread of the Saharan
Empire will,one day, reach our shores. We are not interested in
causing conflict. We seek only alliance and trade with neighbours.
War is neither desirable nor affordable. If you are not suffering a
reaction to your ordeal, I suggest that you seem to be the most
injudicious of men. I am afraid that, if you will not accept
treatment, I must you to leave Verde at your earliest convenience".
De Falco clenched his teeth. His eyes burned. He focussed them on
Blanco, who held his piercing stare for a moment.
"Farewell, Mr De Falco", bade the President.
The saliva struck just below his left eye.
-----------------------------------------------------------------
CHAPTER 2 - THREE YEARS LATER
Brightly shone the sun.
Professor Kristiansen read the thermometer and scurried insideto plot
the last of the month's readings on his charts. Hypothesis,
observation, conclusion. Greenhouse, greyer outlook.
Davy peered over his shoulder.
"Well grampa, are you going to tell them yet?" sneered the gangly
youth, his voice ranging from falsetto to bass within a sentence.
Kristiansen quelled his gathering desire to put the boy in his place.
There was so much of the old man in the new man. It never failed to
sting him to the core.
"Davy, how can I tell them? How do you explain that our homes, their
lives and the whole damn adventure is threatened. It's not like
three years ago. It's not an extinguishable force this time".
"So its even more important to warn them. John knows we're worried.
People can see that Harper's Lake has grown to threaten the village.
People know, grampa, people know".
The pleading tones of youth, the flooding memories of the old man, the
pain of the knowledge and the fear of the unknown. The bonds between
them began to stretch.
-----------------------------------------------------------------
"Gentleme, we now turn to item 6.1 on todays agenda, 'Project Atlantic
Explorer'. Dr. Grainger will speak tothe attatched paper".
John Stark's voice boomed with increased authority.
The twelve men of the Midwinter Security Council shuffled their
documents nervously and turned towards the three newcomers.
"May I introduce myself as Dr. Mark Grainger, Chair of the 'Atlantic
Explorer' project, and my two assistants, Mr. Iwamoto and Miss Tambo.
Nearly two years ago, we were charged with investigating the
feasibility of the launch of an expedition to explore the Atlantic
seas to the south-east of Midwinter. The project was initiated at
your request after the events of three years ago, with two main aims.
Firstly, to investigate the possibility of colonising any landfalls
within easy travelling distance, in the hope of easing the pressure
of the increasing population, forecast for our island within the next
decade, and then to attempt to pinpoint the source of the erractic
radio messages heard at that time. You have, of course, since been
made aware that these broadcasts have discontinued ".
"My two colleagues here today have been instrumental in facilitating
the formulation of the proposed action outlined in the report.
Mr Iwamoto has co-ordinated the development of the water-borne
transport experiments, utilising much of the hardware abandoned by
the invasion force, and has been liaising closely with the team
concurrently investigating powered aerial transport".
"Miss Tambo arrived on the Midwinter Isle some eighteen months ago
following the sinking of a ship from the African port of Dakar.
From Miss Tambo's condition on arrival, our medical staff believe
that she had been drifting on a raft for several weeks. Miss Tambo
has assured us that the ship was within sight of land when it went
down. Examination of all available evidence has led us to the
conclusion that it was not the Midwinter Isle which they had sighted.
Miss Tambo has further presented us with detailed accounts of life
in Africa, and has, like Mr.Iwamoto, valuable and interesting
information to relay to you today".
"Gentlemen, if you could turn to page 4 of the report, I will begin
our presentation in detail."
John Stark flicked through his papers. It was a detailed report. But
he knew that however long Grainger spoke for, the arguments would rage
much longer. He drummed his pencil on the table, determined to resist
the calls for exploration.
-----------------------------------------------------------------
The stench in the streets of Dakar was a heady cocktail of decay and
disease, despite the teeming rain. Field-Marshall Franklin Ngcobo was
soaked through to his skin. At the end of his 1500 mile journey, it
had taken a bare half mile walk through the streets to complete his
discomfort. Now, standing on the dockside, he gazed across the water;
from the ships laden with troops in the foreground, to the waiting
adventure beyond the horizon.
A voice behind him jolted his mind back to reality.
"Franklin, its good to see you. Pleasant journey?"
"Good evening, General. No it was not. Over one thousand miles to wave
goodbye to you is not, with all respect, what I would call pleasant."
Realising that that sounded Harsh, Ngcobo forced a grin.
"Everything is set, sir. The forward party have weakened resistance on
Ghazal, and have, this afternoon, regrouped to set sail for Beni
Mazar. I am sure that our leaders in Tamanrasset will be pleased."
The General's pompous air further clouded Ngcobo's skies.
"General, for a man who has been with the Saharan Empire only two
years, you carry much responsibility. You have your orders. Ghazal
is rich in minerals. It is the ore we are going to exploit, not her
people. Ensure that it is so".
Ngocobo paused for a second, assessing the impact of his instructions
on the twitching man.
"Report back every two hours".
His impatient subordinate grinned.
"Of course, sir". He knew that he had his power back, the energy
driving the lies which tumbled freely from his lips.
A young sergeant hailed them from fifty yards.
"General De Falco, we are waiting for orders".
-----------------------------------------------------------------
"They agreed to it Olaf. They damn well agreed to it". Stark's
exasperation made the professor's task all more difficult.
"Well, John, it may be for the best in the long run. We can't predict
the future,after all, we can only make judgements based on all the
available evidence".
Kristiansen trod a fine line, placating Stark's anger whilst paving
the way for his own bombshell.
"But it's madness. They're dreaming of a pot of gold at the end of a
rainbow. Fool's gold won't buy food!" Stark was not in a mood to be
reasoned with.
Kristiansen scratched his forehead and folded his arms. The giveaway.
John Stark had known Olaf Kristiansen for thirty years and, despite
the ups and downs, he could read the old man like a book.
"Olaf, do you have something to tell me?: asked Stark gently.
"Tes, Yes, I do, John. Sit down".
For a fleeting moment, John perceived a sense of deja vu.
It chilled him.
"Go on", he croaked.
"You know that I have been monitoring the climatic changes which we
have all witnessed over the past three years. The physical
manifestations are clear. Our lakes have risen and fallen seasonally.
Now they flood regularly. The lowland snowfalls have melted quickly.
Even compacted icewalls have begun to crumble in places".
Stark nodded.
"Tellme something new, professor".
"Its not good, John. Its warming up. Its pace is accelerating.
Drastically. For an island such as ours, there is only one way to
go, and that is back from where it came. Back into the Ocean."
Stark laughed nervously.
"Get to the point", he pleaded.
'The expedition is not an unaffortable luxury. It is a lifeline, John."
-----------------------------------------------------------------
CHAPTER 3 - THREE YEARS LATER
The rap of knuckles on the bedroom door brought him awake. The sound of
the voice made him jump.
"Davy, its gone eight. You're late". The teasing tones of Robbie Parris
showed nosigns of suffering the hangover which beset his slumbering
colleague.
Davy formed a scathing reply, but before it could be delivered, he
realised that he was not alone in his bed. His first nighton Verde had
been a good one.
He eased back the duvet and crept to the door. He opened it an inch
and whispered,
"Five minutes, mate. I'll see you downstairs".
"Get a move on, lover boy. We've got a lot to do today".
Davy shut the door and cringed. He was going to have to face a lot
more of Robbie's sarcasm before last night was forgotten.
As he dressed, he gathered his thoughts. The thoughts of a nineteen
year old youth, on his first trip away from Midwinter. He'd heard so
much about Verde from his grandfather, but he was not sure that the
life he'd sampled here sofar was not the one which so excited the
ailing geriatric.
Davy had been sent by the Midwinter Trade Council, of which he was
the rising star, to put the seal of approval on export and import
agreements thrashed out over the past fourteen months. Robbie's role
was to oversee similar talks on the relocation of the first thousand
settlers. The two men were well briefed and eager.
Having collected yesterday's quickly discarded clothes, he flipped
open his briefcase to check that he had all the necessary documents
for the day's business. His eyes fell on the note from John Stark,
wishing him luck for the trip. Good old John, he had taken the last
few years well, despite his initial judgements having been proved so
drastically wrong. Davy thought it unfair that the man whom he had
worshipped for so long now found that his wisdom met with scepticism
more often than approval.
But this was not the time for sentiment, it was the hour of action.
All the negotiations had been smoothly talked to the verge of
completion, all the well laid plans were about to come to fruition.
The Midwinter Isle had found a much needed partner, and the future
matched the weather. Brighter each day.
-----------------------------------------------------------------
The leather strap fizzed through the air before cracking against bare
flesh.
Convulsing against the stone slab to which he was tethered, the
young man yelped. His wealds glistened in the rays of light piercing
the gloom from the high window.
Administering the final blowswas De Falco's privilege.
"You are a lucky man", he hissed at the twitching body.
"Other Dhafrans will find out how lucky in years to come."
Another lash smacked home, splattering blood across the tiled floor.
The prisoner's tortured body lay motionless.His luck had expired.
De Falco turned to hand his instrument of torture to the waiting
subordinate, who stood nervously nearthe door.
"Clean up the mess in here and put the body on display. Make it clear
that the Saharan Empire cannot be resisted. I want the last few
renegades rounded up by nightfall".
The soldier wiped his browand nodded obediently.
"Then send notice to Tamanrasset that Dhafrahas fallen. Remind them
that half the islands are now under our rule, and inform them of my
recommendation that this island should be used to make firm our grip
by the construction of a large militarybase."
De Falco rubbed his stubbled chin thoughtfully.
"And invite a delegation from Tamanrasset to the city of Quida in the
north. Its timefor our leaders to witness our efforts."
He spun on his heels and left with a thundering laugh.
-----------------------------------------------------------------
The huge oak doors swung open and President Blanco strode purposefully
forward, hand outstretched.
Davy was, for a moment, more in awe of his surroundingsthan at the
mountain of a man who was pumping his arm in greeting.
"Mr.Hart, it is good to meet you. How is your grandfather?"
"Good morning, sir. Theprofessor is, as always, stronger in mind than
in body. He sends his regards."
Good, good. Well, shall we sit? I am not as young as you, after all."
Davy grimaced. He hated people remarking upon his lack of years. They
always equated it with a lack of experience, not knowing that he'd been
through more trauma before his teens than most witness in a lifetime.
The President noticed Davy's discomfort.
"Well, this is a long way to come to merely sign a piece of paper.
What news do you bring from Midwinter?"
"Mixed, sir, to be honest. The refugee list is over subscribed by a
factor of five. Rumours have spread like wildfire that the island
has less than five years before she is reclaimed by the seas. This
has not been helped by your reluctance to negotiate Trade Agreements
beyond this time. But we have much to offer you, as I know you have
us."
Blanco allowed a feint smile to play on his lips.
"Your grandfather told told me that you speak your mind. How
refreshing it is to hear that borne out."
"When time is of the essence, it pays to get to the point. We are
looking to extend our agreements, once those on the table today have
been ratified."
"My friend, you must understand my air of caution. Trade of commodities
must be two way. We are already offering you much in addition to our
hand of friendship."
"Indeed you are. But bonds may be strengthened in other ways. I heard
that Dhafra fell last night. Perhaps it would be prudent to cast our
eyes east in tandem. Once the swelling wave breaks, it is too late
to start building a sea wall."
The President chuckled.
"An analogy constructed from both hind and foresight, I imagine. To say
that we are not worried by events in the east would be untrue. To
admit that we are unaware that your Security Council have more
advanced military hardware than we do would also be a lie. As you say,
perhaps we could discuss a more formal alliance. Will you make my
willingness to discuss such things known to your people?"
Davy nodded his agreement.
"Naturally, any military treaties would be be for deterrent purposes
only. Midwinter is not an aggressive nation. Nor is Verde. But
together, our forces would form a strong line of defence."
The doors behind them opened amd a smartly dressed woman of Davy's age
entered.
As she handed Blanco a note, Davy thought that she looked familiar.
"Thank you Jutta.This is Mr.Hart from the Midwinter Isle. Are the
Trade papers ready for his signature?"
"Yes, sir. I'll have them sent in."
She turned to leave, ignoring Davy's embarrassed motions to a handshake.
"Jetta", snapped the President, "Mr.Hart is being polite".
As Davy's eyes met hers, he flushed crimson.
"Yes, sir. Davy and I met last night. There is no need for formality
this morning."
CHAPTER 4 - THREE YEARS LATER
Every time a thought began to form, the 'bleep' of the heart monitor
stifled it. He began to wish that the monotonous confirmation of the
old man's tenacity in clinging to life would cease.
How could he even entertain the thought! Davylowered his head into
his hands, peering through his fingers at the shrouded figure,
surrounded by banks of equipment which he had designed throughout his
now ending life.
Davy's head was a maelstrom of emotion, impatience, ideas and sorrow.
His decision making powers were deerting his mind, just as his
grandfathers breath was deserting his body.
His quandary was immense. The old man's last request was to die on
Midwinter. His only hope was to leave with the last of his people for
the safe haven of Verde.
The authorities were closing the medi-centre in twenty-four hours.
Davy prayed that nature would pull the plug before he was forced to
himself.
He hadn't heard the doctor's entrance.
"I'm so sorry, Davy."
Davy recoiled from his thoughts, leaping back to the present. The
silence which at last filled the room flooded his ears and brought a
trickle tear of relief.
He rose, crossed to the bed, and gently kissed the lips of his
grandfather's body.
-----------------------------------------------------------------
"You are dismissed, herewith. You will be taken back to Tamanrasset to
await court martail. The catalogue of evil which you have perpetrated
sickens me. What sort of man are you, De Falco?"
De Falco widened the grin which he had fixed before the tirade from
the Tuereg Prince had begun.
"Sir, I am a man who has striven, over thirty years, to enable the
creation of a new order which the predicament of our planet demands.
There are those who's destiny it is to govern, and there are those
only fit to be slaves. I am, admittedly, single-minded in my quest
for power. I am on of the chosen few. I have facilitated the spread
of your empire. I have enabled you to lay claim to forty islands,
their people and their resources. I have dedicated myself to giving
the Saharan Empire everything it covets. Now you betray me, Now you
spurn me. Now you seek to undo all that I have done. We are but one
step from taking Verde and Midwinter. What I am not, is lacking the
moral fibre which you and your like are. Tamanrasset has its salves.
Tamanrasset has its natural order. Now I have given order to the East
Atlantic. I will be remembered as the greatest son of the Saharan
Empire. Your epitaph will, I am sure, remember tou as one who
hindered rather than helped."
Prince Sendero, heir to the Tuereg throne, was caught in two minds.
Should he have De Falco executed immediately, orwas heto follow his
father's advice and send the maverick back to Tamanrasset to be
killed?
He pondered awhile, chiefly to allow himself time to choose his
words carefully.
"De Falco. You are correct in stating that a new order has to be
imposed. However, you no longer have a part in our plans. We have
used you to get ourselves into a position of strenght. We believe in
an ordered society. We have our slaves. The islands will be nurtured
as slave colonies. You will be amongst their number."
"You have overstepped the mark time and time again. The blood of a
thousand people stain your hands. Your actions mean that the coercing
of our new colonies into working for us will be difficult.
We cannot exploit corpses. There are many fine jewels which are now
ours. We have the task of cutting them into priceless gems. Such a
process requires skilled craftsmen, not sadists armed with
sledgehammers. Your time as a leader of the Saharan Empire is over.
I have reconsidered my decision to have you sent back to the mainland.
I will have the necessary papers drawn up to enable you to begin your
new duties as my personal slave tomorrow."
For the first time in years, De Falco's smile vanished.
-----------------------------------------------------------------
Cheering crowds, vehicles bedecked with bunting and the beat of
marching drums filled the teeming streets of Union.
The carnival atmosphere floated through the first-floor window of
President Blanco's office where he sat, in full uniform, putting the
finishing touches to his soon to be delivered speech.
Next door, in the government chamber,over one hundred dignitaries
and officials from the former islands of Midwinter and Verde chattered
excitedly, toasting the birth of a new beginning with fine wines.
He ran through his text for the final time.
"People of Agora, today we celebrate a landmark in time. The coming
together of two tribes in peace, friendship and prosperity. Yesterday
is history, tomorrow another day. Today, let us not ignore the
lessons of the past, nor deny the uncertainty of the future. Let us
celebrate, reflect, and plan."
"Celebrate our freedom. Enjoy the mutual benefits which our former
islands bring each other. Give thought to the opportunities afforded
us."
"Reflect on the struggles along the road to where we are. Remember the
pain and suffering endured by our forefathers. Never forget that we
can overcome everything bar the passage of time."
"Plan carefully to maximise potential. Fear not what time has in store
for us, but be mindful of the dangers we face. And prepare yourselves
to be part of Agora's future."
"Just over the horizon lies danger. The Saharan Empire show no mercy
to the weak. Our economy must be developed, education and training
must be advanced, and our defences must be strengthened."
"It gives me great pleasure to announce to you the information of the
Atlantic Federation. We aim to build from our base here on Agora,
strengthening our trading links with the islands suffering at the
hands of the Saharan Empire, and encouraging them in whatever ways
possible. We will negotiate with the Saharan regime, in an attempt to
bring peace and prosperity across the Atlantic.
The Earth is, at long last, beginning to bear fruit again. Let us
spread our harvest wide. May the Atlantic Federation be a vehicle of
progress, a force for liberty, and a spark which lights the flames
of freedom longing to melt the last of the ice away."
-----------------------------------------------------------------
Peering into the gloom, the guard blinked his eyes as he tried to focus
on the bed in the corner of the cell. It was empty.
As panic set in, the dull thud to his left set the guard's eyes turning.
Stepping into the darkness, he looked up towards the sound.De Falco's
body swung gently against the wall, hung high, sheets knotted to the
air vent.
It was the guard's turn to smile.
-----------------------------------------------------------------
S E C R E T & C O N F I D E N T I A L
From: ..........................The Presidetial Offices, Union, Agora
To: ............Commander Blair, Atlantic Federation Security Council
Dear Joe,
Further to your letter of the twenty-third of this month, The
President has asked me to inform you that your paper entitled
"Intelligence Gathering - A Plan for the Future, will be tabled at the
next Grand Council meeting with his full approval.
He would welcome the opportunity of a meeting with you and your team
before the meeting, scheduled for the fifteenth of next month.
I suggest that you telephone me to arrange a firm date.
Once done, I will notify you of the areas contained in the report
which are felt by The President to need additional clarification.
He will, of cousr, require a full briefing under Security Notice B1.
Yours ever,
K. Svensson
Private Secretary to The President.
P.S. Joe, this is a STRICTLY need to know basis as far as your guys
are concerned.
-----------------------------------------------------------------
DAILY CORRESPONDENT
Agora's Leading Newspaper
-------------------
SAHARAN COMMUNIQUE OFFERS PEACE HOPE
Union, 1 January, 30
The President of the Atlantic Federation today revealed that he has
received a "New Year's Greeting" from the leader's of the Saharan
Empire, in which they speak of "A new epoch of hope, peace and
co-operation" over the coming years. It is believed to be the first
direct communication from the Empire for eighteen months, and its
tone and content have sent shock-waves through Government cicrles.
Speaking at a hastily arranged briefing, President Blanco told
waiting reporters that he was both "excited and amazed" at the
apparent about-face detailed in the communique, coming as it does
less than a month after reports of massive troop build-ups on Dhafra.
The Empire have offered to build both Trade and Diplomatic links
with the Federation, in the hope that "mutual understanding will lead
to financial and military stability throughout the East Atlantic".
In his announcement, The President said that he "welcomed the
appearance of reason after far too much time spent eyeing each other
as alien races", and that he would be replying to the message in "the
most positive way possible".
However, late last night in Townsville, it was becoming apparent
that The President may be isolated in his views. The Security Council
offered "no comment" to the suggestion that the Saharan Empire may be
using this tactic to weaken resolve amongst the Agoran people, which
was quickly followed by increased speculation that the predicted
arguments over proposed increase defence spending from next month
may be set to take a new turn.
IS THE COLD WAR COMING TO AN END?
From Our Political Correspondent, Henri Lafayette
"It had to happen. The strenght of the Atlantic Federation has grown
and held its own in the face of all threats from the East.
The Saharan Empire must know that their furthest flung outposts, our
nearest neighbours such as Panao, Vicenza and Gamboa, are unmanagable
without the financial input that trade with Agora offers."
Such were the bullish tones of President Blanco yesterday. The
questions now to be answered are even more numerous than those begging
response before receipt of the communique. What exactly are the
Saharans planning? How do they envisage Agora's position alongside
the dictatorship imposed on the Slave Isle?
And, perhaps the most pertinent question of all is to ask ourselves
'Do we trust them?'.
So deep is the resentment of the Empire buried in our society, so
strong the feelings of revusion at their capture of the Slave Isles
two decades ago, and so consistent the line of anti-Empire propaganda
flowing from The President himself throughout his Premiership, it
seems inconceivable that the past can be forgotten and new partnerships
forged.
But, if our leadership is to be believed, this is the opportunity
of a lifetime, to be grasped with both hands. We must hope, for the
sake of the Federation and all our people, that the hands which grasp
are not severed at the wrist by an enemy which, in the past, has not
found itself wanting in the dirty tricks department. Let us join
The President in welcoming the initiative. But, as he once said
himself, "Let us not ignore the lessons of the past, nor deny the
uncertainty of the future".
MALARIA SCARE RESURFACES ON PANAO
The Daily Correspondent has learnt from an Agoran citizen in hiding on
the Slave Isle of Panao, that fears are growing that the malaria
epidemic of thity years ago may be set to take hold once more. Medical
facilities on the island have, we understand, asked for immediate
assistance from the Saharan authorities, in order to curb the rising
danger. Its proximity to Agora led to all fishing wessels being banned
from entering our waters during the last outbreak, which because of
the intensity of the fighting against the Saharans on the island at
the time, caused great consternation for our government.
-----------------------------------------------------------------
THE MESSENGER
"Telling it how it is"
DON'T TRUST THEM - Saharan Dogs Will Bite!
------------------------------------------
The Agoran leaders were plunged into a new fight with the barbaric
Saharan regime yesterday as they sent us a "peace message"in an attempt
to con us into becoming friends.
Despite years of blopdy slaughtering and the maiming of innocent men,
women and children, President Blanco last night said that he was ready
to talk to the madmen of Tamanrasset!
The message was the first time that Agora has officially heard from the
Evil Empire in over a year, in which time they have continued to rule
with an iron fist over the Slave Isles.
Only last week, our intelligence in Dhafra spoke of a huge build up of
soldiers, guns, and tanks. The Saharan Empire are completing their
evil schemes to attack Agora, and have abviously used the "peace
message" as a cover for their plans.
The Messenger, speaking as it does on behalf of the citizens of Agora,
is proud to tell President Blanco that we are ready to fight off the
Evil Empire even if he is willing to be tricked into becoming their
friends.
TOP COP BRANDED TRAITOR
A high ranking Federation Law Officer has defected to the Saharan
Empire whilst engaged in undercover work on Iquitos. Agent Raj Nazir
found the highlife enjoyed by wealthy Saharans too much to resist when
offered a new house and job on the holiday haven. He is now spilling
the beans to the local Saharan authorities in exchange for money and
luxury goods. When we contacted the headquarters of the Federation
Security Council in Union, we were allowed only to speak to the
Personnel Officer, who told us that "Agent Nazir is no longer in our
employment. His whereabouts are the subject of much speculation, but he
knows nothing which could damage the Federation or its people". Nazir
left behind his wife and two children, who were last night "resting
with friends".
-----------------------------------------------------------------
Jibaile, Corozal, 8 January 30
President Blanco,
Atlantic Federation Government Buildings,
Townsville,
Agora.
Mr.President,
I pray that this letter reaches you, for in
writing it I endanger the lives of many. News has reached me of the
Communique issued to your Government by the leaders of the Saharan
Empire, and your apparent response. As the leader of the illegal
Corozal Democratic Party, I beg you to set your face against the
blantant untruthfulness of the message. On Corozal, we made the mistake
of allowing the Saharan Empire to gain creedence when they first
approached us nearly twenty years ago. They abused our trust, flouted
all decency, and now impose the strictest denial of human rights on our
people, backed by the threat of further military action if we do not
comply with their every command.
More of our people are transported back to the African mainland
as slaves every day. The Empire is ruled by men who will go to any
lenght to extend their domain. I know that they covet Agora as the
jewel in their crown. Not only are the Atlantic Federation in control
the last free island in the East Atlantic, they are also the only hope
remaining for the millions of Slave Isles citizens who long for
emancipation.
With every breath in my body, I plead with you not to befriend the
Empire. If you do so, Agora will fall. There are alternatives which do
not involve full-scale military confrontation, although I understand
that you feel it to be inevitable unless you reach compromise with the
Empire.
Corozal is lucky to be home to men and women who are never prepared
tolay down in the face of injustice. We have cultivated and intricate
network of undercover intelligence operatives whose task is to make
life as difficult as possible for our oppressors. Instead of embarking
upon a futile quest for intercourse with the desperate men of the
Saharan Empire, I suggest to you that an alliance with the downtrodden,
but not beaten, people suffering at their hands is the only course of
action which will, in the long run, bring peace and prosperity to the
East Atlantic, and, to be quite candid, is the only option which will
save your island from befalling the same fate as Corozal.
I am sure that, if you wish to enfafe in further dialogue, you
will be able to contact me.
Yours truly in peace and friendship,
Badzal Zola.
-----------------------------------------------------------------
Extract from the minutes of the Atlantic Federation Grand Council
meeting, 15th January 30
Item 5.0: "Intelligence Gathering - A Plan for the Future"
The Council was addressed by Commander Blair, Deputy Chair of the
Atlantic Federation Security Council, who spoke to his tabled paper.
In outline, the paper proposed the formation of a new department
within his organisation, charged with recruiting, training and
utilising a squad of Agents for placement upon the Slave Islands, with
the aim of soliciting and gathering information pertinent to Saharan
Empire activities, and to seek out and liaise with known activists
working to undermine the Saharan Empire's activities. Such a body of
men and women would be answerable directly to the Grand Council via the
Security Council Chair and Federation President, and their work would
at all times be classified, confidential, secret, and subject to the
highest security clearance.
The paper received the full support of The President, who assured the
Council that hisremarks of earlier in the month had been
misinterpreted, and he in no way sought to forge alliances with the
Saharan Empire.
Points of enquiry were raised by several Council members, which
focussed on the day to day proceedures to be adopted by such operatives
whilst on assignment, and on the calibre of Agent available for such
missions.
Commander Blair explained that the Field Agents would be put in place
on each of the islands, with the aim of preparing information for return
to Agora, which would be disseminated by the Security Council. A top
tier of Agents would be on constant alert on Agora, who would provide
help and back-up to Field Agents as requested, travelling undercover
to any of the Slave Islands requiring urgent assistance.
The Agents were to be recruited carefully from existing Security
Forces, and, in addition, from the limited number of Federation allies
throughout the East Atlantic.
With the proviso that Commander Blair return to the next meeting with
detailed organisational structures for final approval, the document
received assent by seventeen votes to nil, with two abstentions.
Item 6.0: A vote of confidence in President Blanco
Subsequent to the earlier discussions regarding President Blanco's
statements about the Saharan Communique, it was accepted by the
proposers that this item be dropped from the Agenda.
President Blanco accepted the Council's warnings as to his future
conduct in such matters.
-----------------------------------------------------------------
M E M O
From: ................................. The P.S., Chair A.F.S.C.
Date: ............................................. 21 June 30
To: .................................. The P.S., President Blanco
Ref: ................................................... HY65/B.1
Subjext: .................................... Cobra Agent Reports
S E C R E T & C O N F I D E N T A L
MESSAGE:
Dear Ken,
Please find enclosed the first batch of reportsfrom those COBRA
agents who are now in place, for the President's attention. Usual rules
apply.
Any comments should be strictly saved for tomorrows meeting.
The deadline for Grand Council papers is next Thursday, so we must
move fast on 'tracing' the leaks. I couldn't spot the spoon-fed stuff
myself!
All the best, fingers crossed,
Sal
-----------------------------------------------------------------
M E M O
From: ................................. The P.S., Chair A.F.S.C.
Date: ............................................. 25 June 30
To: .................................. The P.S., President Blanco
Ref: ................................................... HY69/B.1
Subjext: .................................... Cobra Agent Reports
S E C R E T & C O N F I D E N T A L
MESSAGE:
Dear Ken,
The bait was taken. The day after the first reports reached the
President, the Airship base on Maji was stuffed with troopes, all
heavily armed, and a five mile cordon was thrown around the base.
The following day Professor Challenger was rooted out and is believed
to have been killed. Having found the leak, Commander Blair wants it
plugged a.s.a.p. The method is open to discussion, but it looks messy.
Blanco is on his way out, that much is sure, but they are really
baying for his blood over here. Show trials and extradition at best,
the moment the 'hangers' have been waiting for at worst.
Can you get in touch tonight to smooth things over?
Sal
-----------------------------------------------------------------
COBRA Field Agent Report
Agent: Radovan Krajewski Base: Gamboa
Date: 19.6.30 Time of Transmission: 2330
Taken by: DD Code: Passed
Report Filed:
Progress delayed by heavy floods. Military base in W. not
accesible. Low population, unable to make contacts but little
Saharan prescence. Potential as staging post. More soon.
R.K. ends.
-----------------------------------------------------------------
COBRA Field Agent Report
Agent: Esther Glynn Base: Jerez
Date: 19.6.30 Time of Transmission: 2135
Taken by: DD Code: Passed
Report Filed:
Pop, main Portuguese/African. Main trade copper, becoming less. Jorges
Tequise, resist leader in prison. No contact established. One military
base. Recruit potential fair. More soon. E.G. ends.
-----------------------------------------------------------------
COBRA Field Agent Report
Agent: Jack Eiseb Base: Maji
Date: 19.6.30 Time of Transmission: 1800
Taken by: DD Code: Passed
Report Filed:
S. Emp. leader Col. Mendoza v. strong, loyal troops, local resistance
active, much blood. Rebel leader Prof. Challenger, in N. plans raid on
Airship field in W. soon. Industrial base strong in N., much export to
Taman. Potential recruit high. Land fair, climate fair. More soon.
J.E. ends.
-----------------------------------------------------------------
DAILY CORRESPONDENT
Agora's Leading Newspaper
-------------------
BLANCO RESIGNS!
SPY SCANDAL ROCKS THE FEDERATION
Henri Blanco has resigned as President of the Atlantic Federation, in
cicumstances which are leading to incredible speculation that he is an
agent of the Saharan Empire.
The magnitude of his treachery is not yet clear, but to have a
traitor as head of state certainly means that our nation state is in
perilous danger of foreign intervention.
Mr. Moshe Sarid, the deputy premier, revealed the worldshattering
scandal with the words; "One man may have taken us to the brink of
destruction". Such terms may appear to overstate the dire predicament
of our nation, but, as President Blanco will have had access to every
single piece of intelligence and Gouvernment information for over
twenty years.
How long he has been in the pocket of the Saharan Empire is unclear,
but, in an effort to prevent widespread unrest amongst Agoran people,
Mr. Sarid confirmed that he believe it to be "less than a six month
period".
The whereabouts of the President and his immediate family were kept
a secret last night, but Security Council advisors and media
representatives were calm, positive, and obviously well briefed.
It may well be the case that the Security Council have been keeping
close checks on the ex-President for some time, which would explain the
apparent calm with which they are handling this devastating news.
The problem over the coming months will no doubt be to ascertain
just how much Blanco has fed to the Saharan Empire, and now Agora and
the Atlantic Federation can restore confidence in their security and
intelligence operations.
Last january, Blanco caused uproar following his reaction to the
"Peace Communique" from the Saharan Empire. His actions may now be seen
in a different light following these amazing events. Blanco was a man
with corrupted values and dishonest aims. If his point of view at that
time had held sway, his discovery as a spy now would be all the more
damaging. Luckily, the Atlantic Federation took the initiative away
from Blanco by producing alternative policy decisions, forcing him to
support them, which have led to a strenghening of Security Forces, and
limiting his influence. It may indeed be the case, if rumours from
Government circles are correct, that the heightened Security position
finally led to Blanco's exposure for what he is - an enemy of the
state, condemned by his own admissions to confinement for the rest of
his life.
THE SECRET OF STATE
From our Political Correspondent, Henri Lafayette
The evidence against ex-President Balnco, gathered by the top Agents of
the Security Council, will have been seen by very few people.
The same will be true of the information passed by Blanco to the
Saharan Empire. The knowledge of what has been leaked, and its
political, economic and military importance, is the privilege of very
few.
The deputy premier's remarks that Blanco may bring Agora closer to
suffering foregin intervention smacks of one without that privilege.
The real power brokers behind the throne are unlikely to be members of
the Government. They are the Chief Officers of the Security Council.
This small band of hand-picked military and intelligence elite are
mentally in the front-line of a war in which, as yet, no shots have
been fired. Blanco's disclosures may well bring conflict into sharper
focus in these men's mind, but the how, when,and where of war will have
been their centre of attention throughout their careers.
These men are the players in a massive underground Chess game, only
brought to light when our side lost, let us pray, not their King, but
their Queen.
The number of lesser pieces left the Federation's disposal is
unknown. But one thing is. The chance of stalemate in this game of
Atlantic power-politics is virtually nil.
-----------------------------------------------------------------
STRICTLY CONFIDENTIAL
The Atlantic Federation Security Council,
Central Offices,
Command Island,
Agora.
Salvatore Bella.
COBRA Agent j89/e
Dear Agent Bella,
It was most interesting to meet you yesterday. In the light of
your information gathered regarding "Operation Scorpio", I have
arranged for you to meet Commander Blair on Friday, here, at 1445
hours.
Since then, I have received corroborating information from an
Agent on Ghazal and am currently seeking urgent contact with all
Agents on assignments based on eastern islands. If, as it appears,
the Saharans are preparing to launch an attack from the mainland,
my soundings with strategists here at HQ are pointing to a minimum
of one years delay in building sufficient troop levels from the
Empire's current levels around Dakar.
It is of no doubt in my ming that the Saharan Empire lust after
our island. I believe that we may, thanks to your vigilance, have
gained enough time to combat it. The Commander would welcome a
discussion regarding potential strategic paths on Friday. We must
tread a fine line between preparation for war and avoidance of its
precipitation.
Intelligence gathering is now at a premium. As such a valued
agent, I am sure that you will appreciate that we need you in the
field. Will you therefore prepare to leave Agora next Monday on
assignment. You will be fully breifed after your meeting with
Commander Blair on Friday.
Yours sincerely,
Stefan Lubovski
Director of Field Operations,
COBRA.
-----------------------------------------------------------------
FLAMES OF FREEDOM
OPERATIONS MANUAL
*** *** **** **** ***
* * * * * * * * *
* * * **** **** *****
* * * * * * * * *
*** OVERT *** PERATIONS **** U * * E * * U
-----------------------------------------------------------------
FLAMES OF FREEDOM OPERATIONS HANDBOOK
This handbook is designed for the use of COBRA field operatives
seconded to Operation Wildfire. It provides details of the history of
the conflict between the Atlantic Federation and the Saharan Empire,
information on the 41 islands of the region, full technical
specifications for transport, armaments, sabotage techniques, and
provides information for a range of situations likely to be
encountered throughout the operation.
Its contents are Top Secret and Higly Classified. You are
privileged to have access to this sensitive material. Please take
care of it.
Good Luck.
CONTROL
-----------------------------------------------------------------
HOW TO USE THE HANDBOOK
There are several ways to learn your craft as a Field Operative, and,
whilst trying out and learning the game, you are also encouraged to
familiarise yourself with the layout of the Handbook.
_ -----------------------------------------------------------------
|_| Those agents who wish to get into the thick of the action as
quickly as possible, follow the "Firefight" route. Those pages
and chapters which are essential reading for this route are
marked by a square.
-----------------------------------------------------------------
-----------------------------------------------------------------
/_\ Those who wish to sample more of the tactical elements, as well
as the action, but do not want to see the full range of game
options yet, follow the "Raids" route. Those pages and chapters
which are essential reading for this route are marked by a
triangle.
-----------------------------------------------------------------
-----------------------------------------------------------------
() For those wishing to try the full game from the start, playing at
the strategic, the tactical and the action level, every page
becomes essential reading. This is marked with a circle as the
"Campain" route.
-----------------------------------------------------------------
When you first play "Flames of Freedom", select the "Firefight" route.
You may not find life easy. You may not even survive. But you will know
what an action-packed challenge you're facing!
After a short while, you'll want to know more about the range of
options available to you from a strategic angle, whilst guaranteeing
that the mistakes which you are bound to make whilst learning do not
prevent you from winning the game eventually. "Raids" allows you to do
this.
Finally, when you are ready from the ultimate challenge, in which
every decision you make could have a bearing on the outcome, and where
the more knowledge you have, the better your chances of success, you
should read every page, via the "Campaign" route.
The handbook is divided into 20 chapters, each dealing with a
specific area of your work. The first 8 chapters explain how to prepare
for missions, and describe the workings of your Head Quarters. They
provide everything you need to know about getting started, and will
best serve you in the order in which they appear.
The second section of the Handbook covers all aspects of your work
in the field. The order of events whilst undertaking a mission will
vary with each mission, mostly determined by you, but sometimes by fate.
You will find the second section at its most useful if you reaf each
Chapter when it becomes relevant during the game.
-Page 4-
For a very brief description of any terms which are used during
the game please consult the Glossary on page 160.
Finally, a section is provided at the back of the Handbook for
notes, but do not think that every piece of information you receive
must be noted down. Nearly all of it will be accessible on-screen, via
the Function Keys. It is therefore important that you get your
Keyboard Overlay to hand now.
-----------------------------------------------------------------
THREE LEVELS OF PLAY
Action...... Moving around, exploring, fighting the enemy, all in
glorious solid 3-D.
Raids....... Using your tactical skills to complete a whole missin on
one island. This involves lots of action, but need some
thought as well.
Campaign.... Using your strategic skills to complete a massive
campaign, encompassing all 42 islands.. You'll need all
your action skills, all your tactical skills, and an
ability to plan ahead in depth.
-----------------------------------------------------------------
THE FUNCTION KEYS
F1 ...........................................Special Actions Key
F2 ......................................................Rest Key
F3 .................................................Autoroute Key
F4 ................................................Quick Time Key
F5 .......................................................Map Key
F6 ......................................................Self Key
F7 ..................................................Notebook Key
F8 ........................................Mission Objectives Key
F9 ............................................Secret Weapons Key
F10 .........................................................Quit
-----------------------------------------------------------------
"Campaign Game: If you intend to play a campaign game, please prepare
a blank, formatted disk".
-Page 5-
CONTENTS:
---------
Historical Background............................................. 8
The Atlantic Federation and Agora................................. 8
The Saharan Empire and the Slave Isles............................ 8
Operation Wildfire................................................ 8
Chapter 1 - Getting Started...................................... 10
Loading Instructions............................................. 11
Control Method................................................... 12
Chapter 2 - The COBRA HQ......................................... 14
Chapter 3 - The War Room......................................... 17
Start New Campaign............................................... 18
Load Existing Campaign........................................... 19
Save Existing Campaign........................................... 19
Create Back-Ups.................................................. 19
Chapter 4 - The Personnel Department............................. 20
Name............................................................. 21
Sex.............................................................. 22
Appearance....................................................... 22
Psychology....................................................... 23
Physique......................................................... 25
State of Health.................................................. 26
Personnel Filing................................................. 27
Chapter 5 - Training............................................. 29
Strategy Training................................................ 30
Escape Training.................................................. 32
Transport Training............................................... 33
Firefight........................................................ 34
Chapter 6 - Campaigns and Raids.................................. 35
Chapter 7 - The Missions......................................... 37
Chapter 8 - The Mission Briefings................................ 39
Selecting a Mission.............................................. 40
Mission Briefing Screen.......................................... 41
Accepting the Mission............................................ 44
Chapter 9 - Transport & Movement................................. 45
Transport Types.................................................. 46
Transferring Between Modes....................................... 46
The Views........................................................ 47
The 3-D Landscape................................................ 47
The Transport Control Panel...................................... 47
-Page 6-
Chapter 10 - Special Actions..................................... 52
Leaping into Vehicles............................................ 53
Talking to People................................................ 53
Grabbing Objects................................................. 54
Chapter 11 - Engaging the Enemy.................................. 55
Your Firepower................................................... 56
Enemy Tactics.................................................... 56
Tactical Status.................................................. 56
Hints and Tips................................................... 58
Weapon Effectiveness............................................. 58
Chapter 12 - Map Reading......................................... 60
Chapter 13 - Autoroute and Quick Time............................ 65
Setting your Route............................................... 66
Chapter 14 - Making Contacts and Meeting People.................. 68
Immediate Assistance............................................. 70
Conditional Help................................................. 70
Persuasion....................................................... 70
Betrayal......................................................... 71
Types of Help Offered............................................ 71
Chapter 15 - Escaping from Capture............................... 75
Chapter 16 - Your Notebook....................................... 78
Chapter 17 - Self................................................ 82
Chapter 18 - Rest................................................ 85
Chapter 19 - Achieving Your Mission Objectives................... 88
Chapter 20 - The Armada.......................................... 90
The Composition of the Armada.................................... 91
The Attrition Rate of the Armada................................. 92
Winning or Losing................................................ 92
Appendix A - The Slave Isles..................................... 94
Appendix B - Weapons Systems.................................... 135
Appendix C - Secret Police Guards............................... 139
Appendix D - Transport Modes.................................... 145
Appendix E - Building Types..................................... 156
Glossary........................................................ 164
Index........................................................... 173
Credits......................................................... 177
_
|_| If you are following the Firefight route, go to page......... 11
/_\ If you are following the Raids route, go to page............. 11
() If you are following the Campaign route, go to page........... 8
-Page 7-
HISTORICAL BACKGROUND
---------------------
THE ATLANTIC FEDERATION AND AGORA
Our Atlantic Federation was formed in 2018 by the political inification
of the nations of Verde and Midwinter, following the partial
destruction of the Midwinter island by rising sea levels. Its guiding
aims were to form binding economic and political ties between the
people of Midwinter and Verde, and to extend the hand of friendship to
other nations, countries and islands.
The island of Verde was officially renamed Agora, from the meeting
place in Ancient Athens, the birthplace of democracy. With the final
disappearance of the Midwinter island, Agora became the home of the
Federation and her people.
Agora is the most westerly of 42 islands which stretch in a broad
band to the African mainland. Our neighbouring islands have, for thirty
years, been controlled by the dark forces of the Saharan Empire.
Intelligence reports lead us to believe that their next target is
Agora itself.
THE SAHARAN EMPIRE AND THE SLAVE ISLES
Life for most people on the Saharan controlled islands is, in the
main,atrocious. Hundreds of thousands have been transported back to
the African mainland as slaves, and those still living on the islands
are under the total control of the Saharans, working in a variety of
ways to serve the Saharan Empire's desires for economic, political and
military strength.
The threat to Agora is taken very seriously. A small number of COBRA
Field Agents, placed by the Atlantic Federation Security Council on the
islands have been working undercover for sometime. They have discovered
plans for "Operation Scorpio", which we believe to be the code-name the
Saharans are using for their attack on Agora.
These same agents have also executed covert reconnaisance, allowing
us to compile a fairly comprehensive picture of life on the islands.
Resistance amongst the people of the island is at higher levels than
we anticipated, and in many places, intricate networks exists, enebling
the underground movements to engage in acts of sabotage and defiance
against the Saharans. However, the resistance groups lack the training
and resources necessary to instigate a full-scale uprising against the
island authorities, and, as each island has diverse organisational,
cultural, and political aspects, there has been no prospect of island
resistance groups joining to form a pan-Atlantic anti-Saharan
coalition.
OPERATION WILDFIRE
As the last island remaining free from Saharan domination, we have
decided to launch a
-Page 8-
counter operation aimed at preventing the Saharan Empire from gaining
control of Agora. This strategically planned series of missions is to
be codenamed "Operation Wildfire".
As one of the top COBRA agents available, you are to be sent from
Agora to undertake hazardous missions which may cost you your life or
your liberty. You are to aid the liberation of the Slave Isles by the
completion of top secret missions which are designed to bring each
island's local authorities to their knees, one after the other. Once
local Saharan forces are weakened, the resistance forces will be able
to gain control of the island.
However, the Atlantic Federation must, at all costs, avoid provoking
a Saharan backlash which could result in an immediate attack on Agora.
It is therefore vital that the Saharan Empire believe that the
uprisings are wholly caused by the inhabitants of the Slave Isles,
and are not instigated by Federation Agents.
The Saharan Empire is assembling a vast Armada all along the African
coast. Eventually, the Saharans are bound to initiate Operation Scorpio
and set sail to attack Agora. The more islands we can liberate before
that time, the better our chances if withstanding attack, as the
liberated islands will then contribute forces to our efforts to defeat
the Armada. Once the Saharan Armada sets sail, no more missions can be
completed. You must drop what you are doing, and join the attack on the
Armada, with all possible speed. Although other Federation forces will
be able to neutralise part of the enemy invasion fleet, your
contribution to the counter-attack is vital.
-Page 9-
-Page 10-
CHAPTER 1 - GETTING STARTED
---------------------------
Execute the relevant Loading Intrsuctions before making your way to the
Atlantic Federation Head Quarters on Agora, where you will be asked to
perform a simple identification test for security purposes.
COMMODORE AMIGA VERSIONS
A Commodore Amiga with a minimum of 512K of RAM and a colour monitor
are required. Flames of Freedom may be played via mouse, joystick or
keyboard, but a mouse is recommended as the interface has been designed
to take advantage of this method of control. When playing by mouse or
joystick, some keystrokers will also be necessary.
Turn of your computer and remove all unnecessaey peripherals.
If your computer has KickStart in ROM, insert the Program Disk into
the internal drive at the Workbench prompt - the program will then
auto-load. Please follow any on screen prompts.
If your computer does not have KickStart in ROM, load KickStart as
normal, insert the Program Disk at the Workbench prompt and the program
will then auto-load. Please follow any on-screen prompts.
What if my Amiga software fails to load?
In the vast majority of cases a loading problem is not because of
faulty software, but either an incorrect loading proceedure or a
hardware fault.
Please ensure that the loading instructions have been correctly
executed. The commonest hardware failures are due to a misalignment of
the heads in the disk drive. Such faults may be detected by loading
the game on another computer. (Either use a friend's machine or ask
the software store from which the game was purchased to test it).
Alternatively, a virus may have transferred into your hardware from
another piece of
-Page 11-
software. Pirated copies of games are an incredibly common source of
viruses. It always pays to own original software.
In the unlikely event of a software fault, please return the
complete package, with receipt to the place of purchase. MicroProse
regret that goods cannot be replaced unless bought from the company
directly.
If you have any difficulty whilst loading Flames of Freedom, or need
help whilst running the game, MicroProse will be happy to help you on
the Helpline. Please ring (0666) 504399. Mon-Fri. 9 a.m. - 5.30 p.m.
Please have a pen & paper handy when you call.
CONTROL METHOD & SECURITY CLEARANCE
Once you have successfully loaded the software, during which time you
are taken to COBRA HQ on Agora, you will be asked to give your chosen
method of control for the game.
Press "M" to play by Mouse (the recommended method of control)
Press "J" to play by Joystick.
Press "K" to play by Keyboard alone.
You must then abtain security clearence by correctly identifying the
portraits of two members of the Saharan Federation Secret Police.
A guide can be found on pages 139 - 144 of this handbook. To select a
name, move the on-screen pointer over the name and press fire on your
joystick, the left mouse button on your mouse, or the Space Bar on
your keyboard, according to the method of control you have just
selected.
To skip the title credits during loading, you may press any key.
THE GAME CONTROLS
Throughout this handbook you will see references to a variety of
"Buttons", such as "Icon Button", "Zoom-In Button", or "Island
Button". The physical representations of these buttons are detailed
opposite, along with basic directional controls. More specific
controls are detailed as necessary throughout the handbook.
-Page 12-
Mouse Joystick Keyboard
FIRE BUTTON <SPACE> FIRE BUTTON <SPACE>
ICON BUTTON LEFT MB. FIRE BUTTON <SPACE>
ISLAND BUTTON <SPACE> <SPACE> <RETURN>
ZOOM-IN BUTTON LEFT MB. "<" KEY "<" KEY
ZOOM-OUT BUTTON RIGHT MB. ">" KEY ">" KEY
MOVE CURSOR UP UP UP NUM.KEY. 8
MOVE CURSOR DOWN DOWN DOWN NUM.KEY. 2
MOVE CURSOR LEFT LEFT LEFT NUM.KEY. 4
MOVE CURSOR RIGHT RIGHT RIGHT NUM.KEY. 6
-Page 13-
-Page 14-
CHAPTER 2 - THE COBRA HEADQUARTERS
----------------------------------
The Head Quarters of the Atlantic Federation Covert Operations BuReAu
is located on Coral island, nestling in the relative safety of Union
Bay.
In front of you are five doors, each clearly signed, behind each of
which you will find a different department which you may enter. They
are Personnel, Training, Control, Raids and the War Room. To enter a
department, move the on-screen pointer over the door. Then, depending
on your chosen method of control, press either the left mouse button,
joystick fire button, or keyboard Space Bar. This method of selection
(by left mouse, fire, or Space Bar) is used to make most choices
during the game, and is referred to throughout the handbook as the
"Icon Button".
As a newly seconded operative, you have a choice as to how you
learn about being a COBRA special agent. There are three methods of
discovery, via "Training", "Raids", or "Control". Put simply,
Training allows you to practise individual skills which you must
master for success in more complex tasks. Raids will allow you to
complete one mission in isolation, without reference to the overall
"Operation Wildfire" Campaign. Control allows you to begin your
assignments proper, as part of the "Operation Wildfire" Campaign.
You may select "Training" or "Raids" immediately.
To see some action as fast as possible, via the "Firefight" route,
select "Training" and then select the "Firefight" icon which will
appear. Please go straight to page 30 if this is your choice.
_
|_| -> Page 30
-Page 15-
To perform a mission immediately, you may select "Raids". Please go
straight to page 35 if this is your choice.
If you select "Control", to begin playing a Campaign, you will be
asked to insert your Campaign Disk. Campaign Disks must be prepared in
the "War Room" before starting a campaign, to avoid the risk of
permanently altering your original Mission Disk, as the campaign disk
is updated during each mission. Until you have visited the War Room,
you can not start a Campaign.
The Personnel Department will allow you to configure an Agent as you
wish, and it is important to visit this department before starting a
Campaign if you want to achieve success. You may perform a Raid without
visiting the Personnel Department, and to engage in a Firefight, the
visit is unnecessary.
Full details of the methods of operation for each department are
given in the following Chapters; War Room - Chapter 3,
Personnel - Chapter 4, Training - Chapter 5, Raids - Chapter 6,
and Control - Chapter 8.
/_\ -> Page 35
-Page 16-
-Page 17-
CHAPTER 3 - THE WAR ROOM
------------------------
On entering the War Room you will be presented with five selectable
icons; to start a new campaign, to load an existing campaign, to save
the current campaign, to create back-ups of Program, Graphics, or
Mission Disks, or to return to the corridor.
START NEW CAMPAIGN
Selecting this option will allow you to make a back-up of your original
"Missions" disk, for use in the game as a "Campaign" disk. It is vital
that you do this, as the disk will be updated as you perform each
mission. You cannot start a campaign without creating a "Campaign"
disk. Have a blank, formatted disk ready. Please ensure that the blank
disk is write-enabled.
Type in your personal codename for the Operation. The purpose of
this codename is to prevent Campaign disks getting mixed up. It is
impossible to load data for one campaign and accidentally save it to
the disk for a different campaign. You may also find the codename
useful for your own reference. We recommend labelling your Campaign
disk with your chosen codename for the Operation.
You will receive further on-screen instructions asking you to
confirm that you intend to 'create a campaign disk'. You may 'abandon
the operation' at this stage.
Once you make your confirmation, you will be asked to insert your
Flames of Freedom "Missions" disk (i.e. the original "Missions" disk),
and then click on the copy icon. Please follow the on-screen prompts
carefully.
-Page 18-
Creating a Campaign disk take about five minutes. However, each new
campaign will give you many hours og enjoyment!
LOAD EXISTING CAMPAIGN
To load an existing campaign, select the relevant icon and follow the
on-screen prompts.
SAVE CURRENT CAMPAIGN
To save an existing campaign, select the relevant icon and follow the
on-screen prompts.
CREATE BACK-UP DISKS
You may back-up any of your Flames of Freedom disk by selecting this
icon and following the on-screen prompts. You will need one blank
formatted disk for each Flames of Freedom disk you wish to copy.
EXIT TO CORRIDOR
When you have finished in the War Room, Select this icon to exit to
the corridor.
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CHAPTER 4 - THE PERSONNEL DEPARTMENT
The Personnel department allows Special COBRA Agents immediate access
to their personal records. All choices are made by moving the on-screen
pointer over the relevant icon and using the "icon selector".
You may assume any alias, disguise, and characteristics you wish,
and those of Field Agent Gavin Steel are available for your immediate
use if you so desire.
Alternatively you may select an 'agent' from your own recorded
files, if you have been here before, or include one for later use.
(More information on "Personnel Filing" can be found on page 27).
However, it must be emphasised that the agents during an Operation
is strictly forbidden.
Once you begin the "Operation Wildfire" campaign, you undertake to
play the role of your chosen agent until its completion, and must start
the entire campaign again if you choose to change roles.
It is therefore imperative that you give thought and consideration
to your selections when choosing to "Use New Agent". They will now be
explained to you.
NAME
Please enter your forename and surename as you wish them to appear on
all your records and documentation. Press 'return' after typing each
name via the keyboard.
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SEX
Please indicate your chosen sex by selecting either the male or female
icon at the bottom of the screen.
APPEARANCE
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All Federation Agents have the opportunity to create a facial
appearance for themselves via the portrait designer. By selecting
feature combinations via the grey symbols, on the right, the overall
appearance, shown on the left can take on thousands of different forms.
There are eight features to combine; face shape, nose, mouth, eyes,
hair, beard, moustache and glasses.
Hair, beard and glasses may all be toggled on or off by selecting the
grey 'circle' icon.
You may 'scroll' through all the options available for each feature by
selecting the grey 'plus' (to go forwards) or 'minus' (to go backwards)
icons.
Each feature may be positioned on the face by selecting the 'arrow'
icons. The grey 'up' arrow moves the feature up the face, and the
'down' arrow moves it down.
You may experiment with * portrait designer for as long as you like.
Try creating your own face, or the face you'd like to have, or been
the one you think you might have in a few years!
You can choose to be Black or White. SOme feature options are
designed for use with Black faces, and others with White faces, but
ultimately, the choice is yours.
Once you have decided on your appearance, select the "Exit" icon at
the bottom of the screen.
PSYCHOLOGY
Every Federation Agent has a slightly different Psychological make-up,
and you may define yours as you wish, within certain limits. Eight
psychological traits have been identified;
SMILING MOUTH - Charm
MAN / WOMEN SEXSYMBOL - Sex Appeal
MONEY - Bribery
KNIFE AGAINST A THROAT - Threats
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WEIGHT MACHINE (DIDN'T FIND THE RIGHT WORD) - Reason
EYE WITH A TEAR - Pleading
HAND WITH POINTING FINGER - Authority
MOUTH WITH A "TUNG" = Deception
Each of these traits are rated as 'poor', 'average', 'good' or
'excellent', and each may be changed by selecting the appropriate
icon. Ratings are increased by using the left mouse button, or by
using "<" key on the keyboard if you have chosen joystick or keyboard
control. Ratings are decreased by using the right mouse button, or by
using the ">" key on the keyboard if you have chosen joystick or
keyboard control.
Whilst deciding on your psychologocal make-up, bear two things in
mind; nobody is perfect, and it takes all sorts of people to make a
world.
To be successful COBRA Agent takes skill and thought, but, as as
with everything in life, it involves maximising your strenghts and
allowing for your weaknesses. Every aspect of your psychological
make-up will be called upon at one time or another during your work,
and there will be situations which you can cope with easily, and
situations which you will find difficult, depending on your chosen
psychological profile.
There is a trade-off involved with every change you make, as being
highly rated in a certain characteristic (for instance 'pleading'),
will mean that your rating for another will automatically be lower (in
this instance 'authority').
The relationships between characteristics are often complex, but as a
general guide;
Charm..................changes...........................Authority
Sex Appeal.............changes..............................Reason
Bribery................changes...................Charm / Authority
Threats................changes.........Charm / Sex Appeal / Reason
Reason.................changes.................Deception / Bribery
Pleading...............changes.................Authority / Threats
Authority..............changes..................Deception / Reason
Deception..............changes.......Charm / Sex Appeal / Pleading
The importance of your chosen psychological characteristics will become
clearer when you
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read Chapter 14, "Making Contacts and Meeting People" on page 68.
Broadly speaking, they determine your ability to persuade other
characters to help you during your missions.
You can improve by practice. For example, if you use your charm a
lot, you will become more charming over time. However, this slightly
decreases your skills in other areas. Improving your charm by constant
practice will slightly decrease your authority. To make an overall
improvement you must keep a balance in the approaches you use. If you
go around behaving like a thug all the time, you will end up with the
profile of a thug.
When you have chosen your psychological profile, select the "Exit"
icon at the bottom of the screen.
PHYSIQUE
Every Federation Agent has a slightly different Physical Profile, and
you may define yours as you wish, within certain limits. Five physical
traits have been identified;
RUNNING MAN - Reflexes
FOOT IN BANDAGE - Sturdiness
SWEETING MAN - Endurance
SLEEPING MAN - Recuperation
ARM - Stamina
They too are rated as 'poor', 'average', 'good', or 'excellen', and
each may be changed by selecting the appropriate icon, using the same
selection methods used for changing psychological ratings. As with
the psychological traits, they are interrelated, within the following
guidelines;
Reflexes...............changes...........................Endurance
Sturdiness.............changes.............................Stamina
Endurance..............changes........................Recuperation
Recuperation...........changes..........................Sturdiness
Stamina................changes............................Reflexes
Your physical profile will govern everything you do as a COBRA agent,
to a greater or lesser extent, and will alter according to those
things you do.
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Reflexes................................governs resistance to injury.
Sturdiness......................governs rate of recovery from injury.
Endurance...............governs rate of depletion of energy reserves.
Recuperation.........governs the amount of energy gained during rest.
Stamina..............governs how quickly muscle power is replenished.
Improvements can be made to your physical profile asfollows;
Reflexes...............are enhanced by being in lots of 'collisions'.
Sturdiness...................is enhanced by being injured frequently.
Endurance.........is enhanced by running low on energy for some time.
Recuperation.....................is enhanced by long periods of rest.
Stamina..........is improved by periods of energy intensive activity.
Your physical profile may also take a turn for the worse, as long
periods of convalescence will reduce Reflexes, Recuperation and
Stamina, whilst long periods spent held in detention by the enemy
reduce Sturdiness.
Improvements or reductions are likely to be gradual, but if
significant improvement is made, your Physical Profile, may be saved
on file by visiting the Personnel Department whenever you return to
Head Quarters.
Once you have set your Physical Profile as you want it, select the
"Exit" icon at the bottom-left of the screen.
STATE OF HEALTH
-Page 26-
Your overall State of Health at the beginning of your time as a COBRA
agent will, of course, be perfect.
On the left-hand side of the screen you can see your created face,
and on the right, your body. Your body is comprised of six parts which
may be either 'undamaged' or 'injured'. They are your head,body, left
arm, right arm, left leg and right leg. If a part becomes injured, it
will be overlayed by a "Red Cross" symbol. The body parts, or
combination of parts, which become injured determine which activities
you will or will not be able to perform. Injured body parts will
recover during long periods of rest. As a rule, head injuries will heal
before body injuries, which, in turn, recover quicker than arm injuries.
Leg injuries take longest to heal. However, if more than one limb is
injured at any one time, some degree of simultaneous reapir will take
place.
There are two factors governing your State of Health;
a) Energy Reserves, which represents your total stock of energy
b) Muscle Power, which represents your 'instantaneous' energy
Energy reserves are shown by the number of 'running man' icons at the
bottom of the screen. One is shown for each 'full tank' available, and
initially they number six.
Muscle Power is shown by the larger 'running man' icon above the
Energy Reserves. This acts as a 'fuel gauge', the colouring draining
away as tasks requiring energy are performed.
When Muscle Power falls to zero, it is replenished automatically
from your Energy Reserves, BUT this triggers exhaustion (all actions
take place at half-speed). To avoid exhaustion you must stop and rest
before Muscle Power reaches zero. If you run out of Energy Reserves,
you will blackout and be forced to stop and rest. After a sustained
period of rest, during which you will eat and sleep, your Energy
Reserves will recover.
The screen showing your State of Health is for information only, as
you cannot alter your health whilst in Personnal Department of Head
Quarters! You may go back to see the choices made for either your
Physical or Psychological profiles, by selecting the "Heart" or "Head"
icons respectively.
Finally, select the "Exit" icon.
PERSONNEL FILING
Once you have configured a 'new agent', you will be able to begin life
in your new role by selecting to 'Use This Agent'. You may want to save
your records on file before you leave, by opting to 'Include Agent in
Files'.
INCLUDE AGENT IN FILES
Selecting this icon will display two options: to continue saving or to
abandon your filing.
-Page 27-
Up to tweleve characters may be filed on one disk. Simply click on one
of the empty 'slots', and the agent will be saved. If all the slots are
full you can write over an existing agent.
SELECT AGENT FROM FILES
To 'select an agent from your files', select that icon, and confirm
that you wish to continue.
All the agents whose records are held on disk will be shown. Clock
on the portrait of the agent whose record you wish to load.
(Please note that the inclusion of an agent on file does not save
any mission information. Personnel files are saved to allow you to
restart at any time using the same character. To save the game
position, enter the War Room and select to "Save Current Campaign").
Once you have finished in the Personnel Department, select to "Use
this Agent" to return to the Main Corridor.
() -> 36
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-Page 29-
CHAPTER 5 - TRAINING
On entering the Training Department, you will be presented with a menu
from which to choose any one of eight options.
They are: Strategic Planning, Escape Training, Training on any one of
the forms off transport across Land, Sea, or Air, Training on
Amphibious craft, to "Firefight", or to return to the corridor.
_
|_| -> 33
STRATEGY
Selecting the "Strategy" option allows you to use the strategic
planning maps placed at your disposal. The strategic planning allows
you to make a precise simulation of the strategic part of a campaign
without actually having to engage in any action. You don't want to
spend hours and hours of play before discovering that you have made
a monumental strategic blunder.
This map initially shows the 42 islands, and the coast of Africa,
colour coded to denote ownership.
The red island is Agora, controlled by the Atlantic Federation. The
dark green islands (plus the mainland) are strongholds of the Saharan
Empire. The light green islands are outposts of the Saharan Empire.
Areas of the map may be magnified by moving the on-screen pointer
over the area to be enlarged, and then pressing the "Zoom In button".
This is the left mouse button, or the "<"
-Page 30-
key during joystick or keyboard control. After the first magnification
all island names can be seen.
To reduce the map once magnified, press the "Zoom Out button". This
is the right mouse button, or the ">" key during joystick or keyboard
control. Double presses of Zoom buttons will perform double
enlargements or reductions.
The lines joining islands are either light blue or dark blue. These
show the supply routes for all Slave Islands and, ultimately, every
island can be traced back, via the supply lines, to the mainland. For
an outpost to remain under Saharan control, it must at all times be
able to trace a path via 'active' light blue lines to either a
stronghold (Lobos, Camargo or Dhafra) or to the mainland.
Once an island is liberated, it allies itself with the Atlantic
Federation and it will turn pink. In a real campaign, this happens
when you successfully complete a mission. It can be simulated during
strategic planning by moving the on-screen pointer over an island and
pressing the "Island button". This is the Space Bar during mouse or
joystick control and the "return" key during keyboard control. All
supply routes eminating from the island will turn dark blue, as the
routes can no longer be used by the Saharan Empire.
The loss of supply routes when an island is liberated can have a
domino effect on other islands. For instance, if Lobos is liberated,
the islands of Panao and Vicenza will also fall of their own accord
as they cannot trace an active supply route back to a stronghold or
to the mainland. This means that, in a real campaign, completing one
mission can lead to the liberation of many islands.
Use the strategic planning map to simulate the liberation of a
number of islands and get a feel for the geopolitical importance of an
island in terms of the overall campaign. To reverse the liberation of
an island, reselect it using the "Island button".
At the bottom-left corner of the screen you will see a "Key" icon.
Moving the pointer over the "Key" will display further icons.
KEY - Key Icon
MAN STANDING - Return to Training Menu
SMALL MAP - Restore Map to original poûHHHHHHHHHHHHHHHHHHHHHHÈÈÈÈÈÈÀÐÐKTXVÒSSI¨H¨ ¹¥Í½ÙɹåÑ¡½±±½Ý¥¹ÉÕ±Íí)5)5Å¥Q¡É½ÕѵÕÍÑ ±Ý åÍ Ù½¥±¥É ѥͱ ¹Í¥Á½ÍÍ¥±¹)5)5É¥]¡¹¥Ñ¥Í¥µÁ½ÍÍ¥±½Éѡɵ Ñ½É ¡½É ݥѡ½ÕÑ)5åµÁ ÍÍ¥¹±¥Éѥͱ ¹Í±Ñ¡Éµ µÕÍÑ ÑÑ ¹ÉµÑ )5 +K«K ѥͱ ¹Í¥¹¥ÑÍÁ Ñ¡¹%Ñ ±Ý åÍÍÍѽµ ÍÝ)5ÍÕ¡ ÑÑ Í ÍÁ½ÍÍ¥±¹)5)5Í¥]¡¹Ñ¡É¥Íµ½ÉÑ¡ ¹½¹Õ¹½ÁÁ½ÍɽÕѱѡɵ Ý¥±±)5¡½½ÍÑ¡Í¡½ÉÑÍѹ)5)5Ñ¥%Ñ¡É¥Í ¹ÅÕ ±¡½¥Ñݹ ÍÑɽ¹¡½± ¹ ¹½ÕÑÁ½Íѱ)5¢¡É½ÕÑÝ¥±±½Ù¥ Ñ¡ÍÑɽ¹¡½±¹)5)5Q½ÍÕµµ ɥͱѡɵ Ñ ÍÑ¡ Í¥Íѱ͡½ÉÑÍÑɽÕѹQ¡)5ÍÑÉ Ñ¥Á± ¹¹¥¹¥ÙÍ Ñ½Ñ ±±å ÕÉ ÑÍ¥µÕ± Ñ¥½¹½Ñ¡É½ÕÑ)5ѡɵ ݽձGÑ ¥Ñ¡½Í¥Í± ¹Í¡ ¹±¥É Ñ¥¹Ñ¡)5 µÁ ¥¹¥Ñͱ¹)5Q¡Éµ ½¹Í¥ÍÑͽ¥É±ÑͱµÁ¡¥¥½ÕͱÑÍ ¹MÕÉ )5±Ñ͹]¡¹ MÕÉ ±ÑÉ ¡ÍÑ¡½ Íѽ ±¥É ѥͱ ¹±)5¥ÑÁ ÕÍÍѽ#¥Íµ É 1 ¹Éµå¹Q¡1 ¹ ɵ嵽ÙÍ¥¹± ¹Ñ½)5ÉÑ Ñ¡¥Í± ¹±½Éµ ¥¹ ɹéÙ½ÕÍݥѡѡMÕÉ ±Ñ)5ÕÉÑ¡Éɽչѡ½ Íѹ%¥Ñ¡ÉÑ¡MÕÉ ±Ñ±½É¥ÑÍ1 ¹)5 ɵå ÉÍÑɽå½ÉѡɹéÙ½Õͱ¹¥Ñ¡É ¹Áɽ ¹å)×2ÕÉѡɹ)5]¡¹ ±Ñ½É ¹ ɵå¥ÍÍÑÉ½å±¥Ñ¥Í ÁÁ ÉÍɽµÑ¡µ Á¹)55 Ñ¡¥¹Ý¡ Ñ¡ ÁÁ¹Í¥¹ É ± µÁ ¥¹±M ¡ É ¹Õ¹¥ÑÍÍÕÉ)5 ÑÑɥѥ½¹Õѽѡ Ñ¥½¹½É Ñ¥½¹½É͹ÑÑɥѥ½¹¥Í±¥¡Ñ)5¥¹Ñ¡¹¥¡½ÕÉ¡½½½M ¡ É ¹¥Í± ¹Í±ÕÑ¡ ÙåÝ¡¹Ñ¡Éµ )5¡ ÍѽÉÑ ±¥É ѥͱ ¹Í¹MÕ¡ ÑÑɥѥ½¹¥Í¥¹Á¹¹Ñ½)5å½ÕɽݹÁÉͽ¹ ± Ñ¥½¹Í¹e½ÕÉÑ Í¥¹Ñ¡ µÁ ¥¹¥Íѽ ÕÍ)5 ¥Ñ¥½¹ ± µ ¹)5%¹Ñ¡¥Ístrategic simulation, some elite elements of the Armada
will always reach Agora, no matter how tortuous the route. The number
of Saharan units reaching their ultimate target gives an indication
of the difficulty of your personal battle against the Armada. In the
campaign itself, no units must reach their targets on Agora.
Once the Armada has completed its path, select the "Restore Map"
icon to try a different configuration, or reselect the "Launch Armada"
icon to clear them from the map.
To quit Strategic Planning and return to the Training Menu, select
the "Waiting Man" icon.
ESCAPE TRAINING
Should the unthinkable happen, namely your capture by the Saharan
Empire's Secret Police
-Page 32-
whilst operating in the field, your Escape Training could prove to be
a lifeline.
You have the opportunity to practice your response to a number of
Secret Police Guards who watch over you as you languish in your cell.
Your aim is to escape by means of a bribe, aggressive behaviour, or
seduction. Alternatively, you may bide your time and wait for more
susceptible guard.
Knowing your own psychological profile and guessing, that of your
guard are the keys to success. The simulator offers you the chance to
learn the likely responses of a number of Saharan guards before facing
them for real on your missions. Each guard has his own particular
susceptibilities, and will react predictably to bribery, aggression or
seduction, given your own rating for bribery, threats and sex appeal.
However, on one day in seven, each guard has an "off day", and does
the opposite of what you would expect.
The guards you encounter in Training will also be encountered
during a real mission, and will react in the same way.
Full information on escaping capture is to be found in Chapter 15,
starting on page 75. You should read this before using the Escape
Training simulator.
The only way to return to the main Training menu is to escape from
capture. Good Luck!
TRANSPORT TRAINING
By selecting the 'Land', 'Sea', 'Air', or 'Amphibious' icons, you may
call up sub-menus which list the forms of transport in each category.
By selecting an icon from the sub-menus you can practice using that
form of transport.
To return to the main menu from a sub-menu, select the "Chalkboard"
icon, and to return to the corridor select the "Corridor" icon.
Full information on Transport is to be found in Chapter 9, starting
on page 45. You should read this before using the Transport Training
simulator.
Whilst using the Transport Training simulator you will not come
under attack from enemy units, giving you ample opportunity to master
the controls for each mode of transport. Transport training takes place
on the island of Agora. You may travel to other islands during
transport training, but they will appear barren and empty.
To return from any individual form of transport training to the
training menu, press Function Key F10 on the keyboard.
FIREFIGHT
The Firefight option offers puts you into the thick of the action
through a mission.
You will find yourself in a Flying Sub, in the middle of a battle
with an enemy unit. You can manouevre your vehicle and fire your
weapons. As well as that you can try out every aspect if the Firefight
mission, including talking to people, persuading them to help, getting
-Page 33-
captured, destroying buildings, achieving mission objectives, even
completing the whole mission.
FIREFIGHT FLYING START
Your Flying Sub can travelthrough the air, across land and underwaters,
and is the most versatile vehicle in the game. The "Help" key will
always show you the main controls for every vehicle you use. Please
refer to your keyboard guide for other key functions.
Mouse Joystick Keyboard
SPEED UP UP UP NUM.KEY. 8
SLOW DOWN DOWN DOWN NUM.KEY. 2
TURN LEFT LEFT LEFT NUM.KEY. 4
TURN RIGHT RIGHT RIGHT NUM.KEY. 6
TILT NOSE DOWN LEFT MB. "<" KEY "<" KEY
TILT NOSE UP RIGHT MB. ">" KEY ">" KEY
FIRE WEAPON <SPACE> FIRE BUTTON <SPACE>
SELECT WEAPON + / - + / - + / -
JUMP OUT OF VEHICLE <ESC> <ESC> <ESC>
-Page 34-
-Page 35-
Having investigated the functioning of the Training Department, you
will have seen how it is possible to practice elements of the game in
isolation, be they driving, flying, escaping, or fighting.
But no matter how much you practice individual skills at HQ, there's
no substitute for learning by experience in the field. No matter how
good an agent you feel yourself to be, you are never too good to learn
more.
In Flames of Freedom you have a choice as to which style of game you
wish to play. If you select a "Raid" game, you can tackle any of 41
action packed missions. Each mission can be completed in one playing
session. They are graded according to difficulty. Some can be finnished
in as little as half an hour. Some may take a lot longer. Every single
one is a complete game in itself.
If you select a "Campaign" game, you have to complete a number of
the individual missions and then, in the final stages of the Campaign,
you must defeat the massively powerful Saharan Armada which sets sail
from the coast of Africa. The route that the Armada will take depends
entirely on which island you have liberated in the course of your
missions. In addition, each liberated island, contributes forces to the
counter-attack on the Armada.
A Campaign game offers you a stupendous challeneg packed with
variety. As well as all the action and tactics of the missions, your
overall strategy is vital in defeating the Armada. A Campaign game will
keep you on the edge of your seat through many sessions of play. A
Campaign victory is a victory indeed.
To play a Raid game, select the "Raids" door in the HQ corridor. To
play a Campaign, select the "Control" door.
On entering the "Raids" Department you will be asked to select a
difficulty level, from Novice, through Intermediate and Experienced, to
Expert. The difficulty level governs how many Secret Weapons you start
off with, ranging from a lot for a Novice through to none for an
Expert.
Once you have selected a difficulty level, you will be asked to choose
a mission. The processes for mission selection are identical whether
they are performed as a Raid or as part of a Campaign, and are covered
in Chapter 8 - Mission Briefings, starting on page 39.
-Page 36-
-Page 37-
Each of the forty-one missions are very different in objective,
content and effect on the campaign. Before each mission you will be
comprehensively briefed on your mission objectives, transport
available, weapons available, known contacts, political background of
the island, and generally given all available Federation intelligence.
What you will not be told is the range of options open to you as a
Field Agent, the adventures you are likely to experience, and the
incredible diversity of situations you will encounter. For that the
Federation relies on your intelligence, skill and ambition. That is
why you were recruited. That is why you are the one being sent on the
mission.
Having said that, it is only fair that you are given a general
overview of the elements which comprise most missions and the means
by which you can complete them.
The ultimate aim of every mission is to liberate the island. At the
beginning of each mission you are given an island report, outlining in
brief the background of the island, the major objectives, and any
relevant details. For example, you are told that the island of Khash
houses the Imperial Treasury, and your major objective is to deprive
the Enemy of its primary source of revenue. In pursuit of that overall
goal, and to achieve success, you must complete a number of very
specific objectives, given to you during the mission briefing.
You arrive on or near the island with a particular type of
vehicle, or on foot. That mode of transport may be swapped for any
other you find on your travels, and you may keep leaping from vehicle
to vehicle as and when you find them. In fact, for most missions, more
than one type of vehicle is needed to accomplish your objectives.
Chapter 9 - Transport - start on page 45, and gives a general insight
into moving around the islands, seas and skies above them.
You are given weapons to use on the island, but additional weapons
may be carried and used once you have found them. You will need to find
additional weapons in order to be successful. Appendix B - Weapons
Systems - starts on page 135, and gives detailed information on the
range of weapons which may be found.
You will be given the names and locations of any known contacts on
the island, but these people comprise only a small fraction of the
people you will see, meet and talk to. Contacts themseleves will often
refer you on to other people likely to help. As a word of warning,
whilst every attempt is made to provide you with contacts who are
reliable and thrustworthy, you should be wary of everyone you meet.
However some of the people you will meet will offer extremely valuable
help. Chapter 14 - Meeting People - starts on page 68, and covers
every aspect of human interaction.
Encountering vehicles, weapons and people will demand an immediate
response from you. The Chapter on Special Actions, starting on page 52,
covers such events.
Where you travel on the island is up to you. You are provided with
comprehensive maps of the island which you must learn to read and use
to the maximum benefit. The Chapter on Map Reading starts on page 60.
You will always need to keep a check on your personal state of
health, and will from time to time need to take rest and recuperation.
Chapter 17 - Self - and Chapter 18, Rest, deal with these.
Keeping track of what you've done and what you have learnt will be
vital, and you will carry a personal notebook for this purpose. It is
updated automatically when significant events occur. Chapter 16 - Your
Notebook - will help you get the best from it.
There is a danger that you may fall victim to the Saharan Empire's
secret police. In the event of such a situation arising, Chapter 15 -
Escaping from Capture - will prove vital reading.
You will be under constant threat of attack from Saharan forces, and
you yourself will want to surprise enemy troops. Chapter 11 - Engaging
the Enemy - indicates the best lines of approach.
The sequence of events after a mission's completion can be found in
Chapter 19, Acheiving your Mission Objectives, on page 88.
Eventually, the Saharan Armada will launch its attack aimed at
capturing Agora. The actions expected of you once this situation
arises are explained in Chapter 20, The Armada, on page 90.
-Page 38-
-Page 39-
CHAPTER 8 - MISSION BRIEFING
SELECTING A MISSION
Once you have decided to attempt any mission as a Raid, by selecting
the "Raids" door and then specifying your chosen difficulty level, or
as part of the overall Campaign, be selecting the "Control" door, you
will greeted by Control himself, the Director General of COBRA, and be
asked to select which island you are going to perform a mission on.
As you move the on-screen pointer over the islands, you will notice
that one or more "Skull" symbols appears in the top left-hand corner
above Agora. The Skull Ratings indicate the difficulty of a mission.
"Five-Skull" missions are the hardest, with "One-Skull" missions being
the easiest.
The Map may be magnified ny using the "Zoom In button", and then
reduced by using the "Zoom Out button". Once the map is magnified once,
all island names can be seen. Icons can be seen in the bottom right
hand corner;
ISLANDS WITH LINES BETWEEN
Allows you to go to Strategic Planning, as explained earlier on page
30. Accessed at this stage, Strategic Planning takes as its starting
point the islands currently liberated in your Campaign. (The Strategic
Planning option will not appear if you are performing the mission as
a Raid)
-Page 40-
MAN STANDING - Returns you to the corridor.
Once you have decided which mission you would like to go on, move the
pointer over that island and press the "Island button". Please follow
any on-screen disk prompts.
MISSION BRIEFING SCREENS
The island report will be loaded and displayed. This outlines in brief
the background of the island, the major objectives, and any relevant
details. This is the first section of your mission briefing.
There are seven sections in all. You can step through them is
sequence by using the "Turn Page" icons. Alternatively, you can look
at each section individually using the "Question Mark" icon.
When you select the Question Mark icon, Control will appear to brief
you on your mission. There are seven aspects of the mission about which
you may question him. These are represented by the seven icons across
the bottom of the screen. In the upper right-hand corner are icons to
accept ("thumbs up") or reject ("thumbs down") the mission.
The seven areas of information are, reading the icons from left to
right, Island Report,
-Page 41-
Mission Objectives, Journey Time to Mission Island, Supplied Transport,
Supplied Weapons System(s), Contacts, and General Intelligence.
Each area of information can be obtained by moving the on-screen
pointer over the relevant icon and pressing the Icon Selector.
ICON:
An island - Displays the island report.
A house - Mission Objectives. Each mission comprises a number of
objectives, all of which must be completed to achieve
success. Each objective will appear in turn. The numbering
of the objectives does not indicate an order of priority.
It is not necessary to commit your objectives to memory, as
you will be able to review them throughout the mission.
Island & running man - journey to island. This display the route and
time you will take in travelling to the island.
Ship, sub - Transport supplied. Your transport on arrival on the island
is shown.
Gun & ammo - Weapon(s) supplied. The weapon(s) which you will start the
mission with are shown.
Man - Contacts. This displays the names and portraits of those people
on the island knowm to be willing to help.
Book - Island Intelligence. Finally, you see a summary of the
Intelligence gathered on the island thus far. The island map is
shown, overlayed by a number of coloured roundels. The map
cannot be magnified.
-Page 42-
Immediately below each roundel is a red point, indicating the exact
position of the feature represented by the roundel. By moving the
on-screen pointer over this point, the exact nature of the feature can
be seen. Even if a point is hidden, moving the pointer over its
position will bring that roundel to the fore. The roundels comprise
one of six basic types.
ROUNDELS:
body - Indicates the known position of a person.
Scorpio - Indicates the position of an enemy unit.
Gun - Indicates the position of spare weapons and ammunition.
Truck - Indicates the position of spare land vehicles.
Plane - Indicates the position of spare air vehicles.
Boat - Indicates the position of spare sea vehicles.
-Page 43-
Where the location of a feature co-incides with a named town or
village, the name of the place will be shown above a description of
the feature. The feature will be described in one of the following
ways.
People : Their names are given
Enemy Units : Each unit has a Commander, whose name is given, and
the number and type of vehicles he commands will be
detailed.
Spare Vehicles : The type of vehicle is shown.
Spare Weapons : The type of weapon is shown.
At some points, one or more features may coincident. In such cases,
each coincident feature will be given an item number. The features will
be automatically stepped through on screen.
Known villages are represented on the map by blue dots. Moving the
pointer over the dot will display the name.
All information known to the Federation before the commencement of
your mission is shown on the intelligence map, but on some islands this
may be limited. Whenever you come across a feature on your travels, it
will automatically be registered on the intelligence screen.
ACCEPTING THE MISSION
Finally, you must accept or reject the mission by selecting either the
"thumbs-up" (to accept) or the "thumbs-down" (to reject) icon in the
upper right-hand corner of the briefing screen. If you reject the
mission you return to the Mission Selection map.
If you accept the mission you will be given a message of luck by
Control before making your journey to the island. The next time you
return to Head Quarters will, hopefully, be after the successful
completion of your mission.
It is time for your Fieldcraft to be put to the test.
-Page 44-
-Page 45-
CHAPTER 9 - TRANSPORT AND MOVEMENT
TRANSPORT TYPES
There are 22 different types of transport which you may utilise during
your missions, and they are divided into four categories; Land, Sea,
Air and Amphibious.
LAND SEA AIR AMPHIBIOUS
Bus...............Frogman............Ballon............Flying Boat
Jeep..............Swimming...........Biplane............Flying Sub
On Foot............Minisub...........Helicopter.........Hovercraft
Tank................Ship.............Parachute.............Crawler
Train.............Speedboat..........Rocket Pack
Truck.............Submarine..........Zeppelin
Each mode of transport has its own characteristics, benefits and
drawbacks, whichare all fully documented in Appendix D, Transport
Types, on page 145.
The specific controls for each mode of transport are also documented
there, along with other vital statistics such as top speed and range.
Whilst using any form of transport, pressing the "Help" key will
display its controls. Press the Help key again to resume the action.
Any mode of transport may be practised brefore leaving Agora, via
the Training Department (see page 29 for more information), and you
may find this facility useful both before and between missions.
TRANSFERRING BETWEEN TRANSPORT MODES
You will always be provided with a mode of transport with which to start
your mission, but you will probably need to use several modes in
achieving the sucessful completion of a mission. Transfer between
vehicles is simple. Whenever you see a vehicle ahead ofàhas a 'human' mode of movement associated with it. To
transfer from your current vehicle to the human mode, simply press
"ESC" key on the keyboard. The human modes are On Foot, Parachute,
Swimming, or Frogman, depending on the area of the landscape in which
you are travelling. These methods of movement are especially useful if
you wish to explore restricted areas of the landscape, such as
buildings or underwater bases, and to use certain weapons you must be
in human mode (for example, planting dynamite).
-Page 46-
THE VIEWS
Each mode of transport allows you to see your surroundings directly
ahead of you. In some modes, such as "On Foot" and "Swimming", you see
only your surroundings. Most modes show part of the vehicle as well.
For instance, when in a jepp, you will be able to see through the
windscreen. In some, such as a Biplane, you can see more of your
vehicle. In this example, the nose section ahead of you and the wings
to either side.
THE 3-D LANDSCAPE
In every mode, the full effect of the stunning 3-D landscape and its
components allow you to identify varying terrain, people, buildings,
and other vehicles at a glance. Every type of building and vehicle can
be found in the relevant Appendix at the end of the handbook, which is
useful for identification purposes.
Each element of the landscape may be crossed in certain modes of
transport, as shown in the table at the start of this Chapter. Whilst
on land you have full freedom of movement in all 360o around you,
unless your path is blocked by a solid object. If you are in a mode of
transport which allows you to fly, you may also take off. While in the
air, you may move in any direction up to a ceiling of 12000 feet above
sea level. Sea surface vessels are restricted in a similar way to land
surface vehicles (unless the vehicle has aerial or underwater
capabilities as well). Sub-aquatic modes of transport are restricted
by the solid sea bed below them; all but the Crawler can break the
surface and travel across the sea. Certain vehicle types allow you to
"loop-the-loop", both in the air and underwater, provided that you
have enough clearance above the ground or sea-bed.
When crossing in a vehicle from land to sea, or vice versa, take
care. If you cross whilst in a human mode (i.e. On Foot, Swimming, as
a Frogman or whilst Parachuting), you will automatically switch from
one human mode to another. If you cross in an Amphibious mode of
transport, your journey may continue uninterupted. If you drive into
sea in a land vehicle, or drive onto the land in a sea vehicle, you
will find yourself stranded! Usually it's possible to get out of
difficulties by waiting for the next wave and going into reverse.
Sometimes, however, you'll find yourself well and truly stuck. Then
you'll simply have to abandon your vehicle.
THE TRANSPORT CONTROL PANEL
In order to make the control of every mode of transport easy to learn,
there is a standardised instrument display which will appear at the top
of the screen.
See overleaf
-Page 47-
+-------------------------------------------------------------------+
| +-----------+ +-----+ +---------+ +-----+ +---+ +---+ +---------+ |
| | | | B | | | | E | | | | | | | |
| | | | | | | +-----+ | H | | I | | | |
| | A | +-----+ | D | +-----+ | | | | | K | |
| | | +-----+ | | | F | +---+ +---+ | | |
| | | | C | | | +-----+ +---------+ | | |
| | | | | | | | G | | J | | | |
| +-----------+ +-----+ +---------+ +-----+ +---------+ +---------+ |
+-------------------------------------------------------------------+
INSTRUMENTATION
A) Short Range Radar / Special Actions Window.
B) Muscle Power Indicator
C) Time Clock
D) Mini-Map
E) Compass
F) Speedometer
G) Turn Indicator
H) Artificial Horizon
I) Fuel Gauge
J) Altimeter
K) Weapon Selector
SHORT RANGE RADAR
The short range radar detects any objects within a few kilometres of
your position.
You are represented by the White Dot in the centre of the window.
Your field of vision corresponds to the sector above the white dot,
marked A in the diagram left.
As you turn, the radar plot rotates so that your line of sight in
the landscape always corresponds to 'straight up' on the radar.
The coloured dots which may be seen on the shortrange radar
represents: See next side
-Page 48-
White..........................................................You
Bright Green........................................land Transport
Yellow........................................Amphibious Transport
Light Blue......................................Airborne Transport
Dark Blue.......................................Seaborne Transport
Orange...................................................Buildings
Dark Green...................................................Trees
Brown.................................................Other People
Grey......................................................Missiles
MUSCLE POWER INDICATOR
The Muscle Power Indicator shows how quickly you are using up energy.
Each Emptying of the indicator uses up one tankful of your Energy
Reserves.
When the indicator is red and white, you are tireless and all your
actions take place at normal speed. When the indicator is grey, you
are exhausted and all your actions take place at half-speed (you will
notice the game clock ticking over twice as fast as normal).
Exhaustion is overcome by stopping to rest for a few minutes. Your
Muscle Power is then refreshed from your Energy Reserves. Resting for
an hour or more will automatically replenish your Energy Reserves as
well. If you run out of Energy Reserves, you will blackout and be
forced to stop and rest.
TIME CLOCK
The 24 hour clock shows the time of day. Each day is divided into
periods of daylight and darkness, with sunrise starting at 0600 hrs,
and sunset at 1800 hrs, as you are near the Equator.
Periods of darkness offer you the opportunity to carry out
manouevres whilst the enemy are in a reduced state of alert. However,
you will find it more difficult to move around yourself. You are
equipped with a pair of Infra-Red Goggles which may be turned on and
off by pressoing the "I" key on the keyboard. When they are active,
your night-time vision is improved. They will stay on for a period of
up to an hour (game time), when fully charged. As soon as you switch
them off or they run out of power they will start to recharge. It is
recommended that you switch them off as soon as possible to keep them
fully charged for emergencies. If the batteries are below quarter
power, you will not be able to switch them on.
-Page 49-
Firing ogg flares (if you have them) will also light up the landscape
for a short while.
THE MINI-MAP
The mini-map covers an area corresponding to the main map at full zoom
(centered on your position), and shows the relief map of your
surroundings, enabling you to identify hills and slopes, ocean trenches
and shallows, and the coastline. The read arrow indicates both your
position and direction.
THE COMPASS
The compass indicates the direction in which you are currently heading.
SPEEDOMETER
Showing your velocity in both figures and as a bar. Velocity may be
positive (red) when going forward, or negative (green) when going
backwards.
TURN INDICATOR
The turn indicator shows both direction and rate of turn. The harder
you turn, the longer the arrow becomes.
ARTIFICIAL HORIZON
The green line represents the position and angle of the horizon
relative to your vehicle, and may be used to estimate your tilt and
roll.
FUEL GAUGE
Your fuel gauge shows the amount of fuel left in the vehicle (where
appropriate).
ALTIMETER
The Altimeter shows your height above the ground or depth below the
sea level, in feet. When above the ground, values appear in green,
and when below sea level, values appear in blue.
-Page 50-
WEAPONS SYSTEM SELECTED
The window shows the current weapon selected, and gives in figures the
ammunition remaining. To select another weapon, press the "+" (plus),
or "-" (minus) keys on the main keyboard. The window will show each
weapon in turn if you continue to press + or -. The weapon shown in
the window is the one you are currently using, and the one which will
fire when you press the "Fire button" (Space Bar during Keyboard or
Mouse control, Fire button during joystick control). For information
on using each weapon, please see page 135.
SPECIAL ACTIONS
The short range radar window is also used as a "Special Actions"
window. There are three possible Special Actions. You can Talk to a
person, Leap into another vehicle, or grab a weapon out of a weapons
box. Whenever you come close enough to a person, vehicle, or box, one
of the three Special Actions icons will appear in this window. Hitting
the Special Actions key (F1) will then trigger that particular action.
Further information is given in the next Chapter, "Special Actions".
MESSAGES
Occassionally, a message may appear across the main display giving you
important extra information about special situations.
-Page 51-
-Page 52-
CHAPTER 10 - SPECIAL ACTIONS
As a top Field Operative, the Atlantic Federation depend on you for
your quick wits and reflexes. Your mission involves hundreds of
decisions, each of which must be taken by you alone. The Federation
have given you one mode of transport, and maybe a couple of weapons.
They've also given you a few names and faces to look out for.
Unless you get hold of other vehicles, weapons and people, you're
not likely to succeed.
To make the execution of all these essential actions quick and easy,
your instrumentation panel contains a "Special Actions" window, which
is shared with the short range radar.
When you are close enough to another vehicle to "leap" into it, or
close enough to a person to "talk" to them, or close enough to an
object to "grab" it, one of the following icons will appear in the
window;
RUNNING MAN - Leap
A HANDSHAKE - Talk
A HAND AND A CUBE - Grab
To execute the action, press Function Key F1 on the keyboard. So long
as the action is stil possible, the icon will remain. When you move out
of range of the vehicle, person or object, the icon will disappear.
LEAPING INTO VEHICLES
Once you "leap" from one mode of transport to another, an intermediate
screen will appear while you jump. The landscape will then reappear,
viewed from your new vehicle. The method of control for your new
vehicle will probably differ from that of your previous transport
mode. Consult the control data on your new mode in Appendix D if
necessary.
TALKING TO PEOPLE
Once you "talk" to someone, his or her portrait will appear, along with
some information about them. You may, at this stage, change your mind
about talking to them by selecting the "Exit" icon. Please refer to the
Chapter "Making Contacts and Meeting People" on page 68, for full
details of how to talk to them.
-Page 53-
GRABBING OBJECTS
All the objects you can grab are stored in Weapons Boxes. The contents
of a Weapons Box can only be discovered by "grabbing". Once you "grab"
an object, its picture will appear, along with some information about
it. It will usually be a weapon, but it might be some vital documents
or even a deadly booby trap. If it is a weapon or papers, you will
automatically collect them and add them to your resources. Simply wait
a few seconds to return to the 3-D environment. If it is a booby trap,
you will be told how long you have to get away from it before it
explode. If you do not make it, you will be hurt, so get moving!
-Page 54-
-Page 55-
CHAPTER 11 - ENGAGING THE ENEMY
Engaging enemy forces during a mission is inevitable, no matter how
much you aim to void them. Enemy forces are divided into units,
according to the transport mode used by them. Each unit has a
Commander, and the size of units can vary from a few vehicles to
dozens.
YOUR FIREPOWER
Each vehicle type is vulnerable to attack with certain weapons. Some
weapons are highly specialised, being effective only in certain area
of the landscape or against certain vehicles. Others have more general
capabilities and may be used against a wide range of targets. The
table at the end of this chapter shows each weapon's effectiveness
against each vehicle type. It can also be found in Appendix B,
Weapons Systems, which gives a fuller account of each weapon's
general characteristics.
ENEMY TACTICS
The enemy vehicles you encounter during your missions all use the
same sort of tactics against you. If you understand the enemy's
tactical procedures, you will have a distinct advantage in battle
(or in avoiding it).
TACTICAL STATUS
The tactical status of each enemy vehicle changes as it picks up
signals of your activity, proceeding through 5 different phases:-
IDLE The vehicle remains stationary, watching for any sign of
your activity.
ALERT The vehicle makes intermittent movement, looking for further
signs of your activity.
SEARCH The vehicle moves at speed on a search pattern, looking for
strong signals of your position and movement.
ATTACK The vehicle moves directly towards you on an attack run.
EVADE The vehicle breaks off its attack run and veers away from
you, before makinga fresh attack.
-Page 56-
DETECTION FOOTPRINTS
A detection foorprint corresponds to the zone in which you are
"visible" to the enemy vehicle.
The actual size and shape of the footprints are different for each
type of vehicle and there are different footprints for activation
(signs of your activity), tracking (signals of your position and
movement), lock-on (accurate tracking for weapons systems) and evade
(range of approach).
The activation, tracking and lock-on footprints are directional
footprints with a longer zone of detection ahead of the vehicle than
behind it.
FIRING WEAPONS
An enemy vehicle will fire at you both in the ATTACK pahse and the
EVADE phase. Before firing, the vehicle must pick up a continuous
burst of lock-on signals.
TIME-OUTS
The enemy vehicle will only remain in the higher phases of tactical
status for a certain amount of time before giving up the search and
dropping down to a lower, less active phase. This is a time-out.
The length of time before a time-out varies according to the type
of vehicle and tactical status.
-Page 57-
HINTS AND TIPS ON ENEMY TACTICS
There is no substitute for actual battle experience, but knowing how
the enemy tactics work gives you a framework to relate your experience
to.
The time-outs and detection footprints for each type of enemy
vehicle are something you must discover for yourself during battle.
However, there are some particular things worth mentioning.
1) Biplanes, Flying Boats & Flying Subs
The tactical status of these three types of unit never falls below
search. If you find a stationary biplane, for instance, it will
always be a spare vehicle and NOT a part of an enemy unit.
2) Sneaking Up
Because the enemy vehicles look further ahead than behind, it's
possible to sneak up on certain types of enemy vehicle from behind.
With a tank, for instance, you should be able to get within grenade
range before you are spotted.
3) Rapid Manouevres
Rapid and violent manouevres on your part can prevent the enemy
vehicle from getting a continuous lock-on signal and thus prevent it
from firing on you. To succeed in this, you must get out of its,
forward-looking lock-on "beam". Heading directly away from the vehicle
will only do this if you can out-run it very quickly! Heading away at
right angles is much more likely to succeed.
4) Consistency
Enemy vehicle commanders go through a rigid training system and
consequently react very predictably. Learn how one tank behaves and
you've learnt how all the other tanks will behave.
WEAPON EFFECTIVENESS
The table below shows the probability of a player using a particular
weapon, "killing" a particular vehicle with a hit. Figures are all
given as percentages, with a figure of 100% indicating that a hit
with that weapon will always destroy that vehicle.
-Page 58-
D L L
S Y A G G A M
N R N P R U R R U L I
I I A I O N E E N I S K
P F M S C C H N N C M M O S N
I L I T K H A A A H P I R I I
N E T O E E N D D E E N C L F
G E L T R D E E R T E A E E
TANK 5 100 1 70 30 50 100 0 0
JEPP 60 100 20 100 100 100 100 0 0
TRUCK 50 100 10 100 90 100 100 0 0
BUS 40 100 10 100 90 100 100 0 0
TRAIN 20 100 5 100 80 100 100 0 0
MAN ONFOOT 100 100 100 100 100 100 0 0 100
SPEED BOAT 70 100 10 100 100 100 100 100 0
CRAWLER 50 100 10 100 80 100 100 80 0
MINISUB 50 100 5 100 100 100 100 100 0
SUBMARINE 5 100 1 100 50 70 100 70 0
SHIP 10 100 1 100 80 100 100 90 0
FROGMAN 0 0 0 0 0 0 0 0 0
BIPLANE 30 100 2 100 100 100 100 0 0
HELICOPTER 50 100 2 100 100 100 100 0 0
ZEPPELIN 100 100 10 100 100 100 100 0 0
BALLON 100 100 10 100 100 100 100 0 0
ROCKET PACK 0 0 0 0 0 0 0 0 0
PARACHUTE 0 0 0 0 0 0 0 0 0
FLYING BOAT 20 100 2 70 100 100 100 50 0
HOVERCRAFT 40 100 4 70 100 100 100 0 0
FLYING SUB 30 100 1 70 100 100 100 90 0
SWIMMING 0 0 0 0 0 0 0 0 0
A M H S T
S A A E O
S R C R E S U W R
A I H P H K T H N A P
U F S I L O E I A E D T E
L L U N M O A N N L E E D
T E B E G N T G K L R R O
TANK 1 1 2 5 70 100 0 0
JEPP 40 40 60 40 100 100 0 0
TRUCK 30 30 45 30 100 100 0 0
BUS 20 20 30 20 100 100 0 0
TRAIN 10 10 15 10 100 100 0 0
MAN ONFOOT 100 100 100 100 100 100 0 0
SPEED BOAT 50 50 75 50 100 100 100 100
CRAWLER 20 20 30 30 100 100 80 100
MINISUB 30 30 40 40 100 100 100 100
SUBMARINE 1 1 2 5 100 100 70 100
SHIP 5 5 10 10 100 100 90 100
FROGMAN 0 0 0 0 0 0 0 0
BIPLANE 15 15 25 15 100 100 0 0
HELICOPTER 25 25 35 25 100 100 0 0
ZEPPELIN 50 50 75 50 100 100 0 0
BALLON 50 50 75 50 100 100 0 0
ROCKET PACK 0 0 0 0 0 0 0 0
PARACHUTE 0 0 0 0 0 0 0 0
FLYING BOAT 10 10 15 20 100 100 50 100
HOVERCRAFT 20 20 30 20 100 100 0 0
FLYING SUB 10 10 15 30 100 100 90 100
SWIMMING 0 0 0 0 0 0 0 0
-Page 59-
-Page 60-
CHAPTER 12 - MAP READING
Whilst in the Atlantic Federation Headquarters, you will see the
Political Map, allowing you to perform your Strategic Planning and
Mission Selection. The Political Map shows each island in outline,
coloured to indicate whether it is under Federation or Saharan control,
with supply lines between islands shown as active or broken. Full
information can be found on page 30.
During mission briefing, the intelligence map shows the selected
island in relief form, overlayed by roundels indicating the location
of people, vehicles, weapons and enemy units. Full information can be
found on page 43.
Once you start your mission, you are given access to a high detail
relief map of the whole East Atlantic, showing all 42 islands and part
of the African mainland. This can be accessed at any time during your
mission by pressing Function Key F5.
The map will first appear focused on the mission island. It can be
magnified and reduced at will. To magnify, move the pointer to the
centre of the area you want to enlarge, end then press the "Zoom in
button". To reduce, simply press the "Zoom out button". Double presses
of "Zoom buttons" cause double enlargements or reductions. The map can
be reduced or magnified whilst in any map display mode (see below).
Your position is shown by the red dor below the white "running man".
The red lines on the map show roadways, the blue lines show railways,
and the white lines show shipping routes.
In the lower left-hand corner you will see a "Key". Moving the
pointer over this icon will 'open' the map key icons, displaying them
along the bottom of the screen.
The icons which appear are;
MAN - Exit.
Reverts back to the screen from which you accessed the map.
MOUNTAINS - Isometric.
Changes the view from overhead to isometric.
MOUNTAINS FROM ABOVE - Overhead.
Changes the view from isometric to overhead.
-Page 61-
MOUNTAINS AND HORIZON - Sea Bed.
Turns relied map of sea bed on.
SEA AND MOUNTAIN - Sea Surface.
Turns relied map of sea bed off.
ISLANDS WITH LINES BETWEEN THEM - Political Map.
Displays Political Map.
ISLANDS - Relief Map.
Reverts back from Political to Relief Map.
LANDSCAPE AND A SMALL BOX WITH "TEXT" - Show villages.
Displays locations of all known settlements and names.
LANDSCAPE AND A SMALL BOX WITHOUT "TEXT" -
Hides locations of all known settlements and place names.
LANDSCAPE AND A LARGE BOX WITH "TEXT" - Show Village Info.
Displays settlement information window.
LANDSCAPE AND A LARGE BOX WITHOUT "TEXT" - Hide Village Info.
Hides settlement information window.
MAP WITH 3 CIRCLES AND "RUNNING MAN" - Set Autoroute.
MAP AND "RUNNING MAN" - Cancel Autoroute.
OPEN BOOK AND A PENCIL - Show intelligence data.
CLOSED BOOK - Hide intelligence data.
Each icon represents an option which may be selected by moving the
pointer over the icon and pressing the "Icon button". Notice that
once the key is opened, the circle around the pointer disappears. If
the circle is present, the pointer can 'pick-up' map features as it
moves over them. When the map key is open, it can't. To 'close' the
map key, click anywhere on
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the map once. You must also close the key before magnification or
reduction.
As you may see, the icons are each one of a pair, one to activate an
option, and one to deactivate it. In addition, settlement information
can not be shown unless the settlements are themselves being shown.
Isometric views and sea bed relief views gives you a better
indication of the changing terrain of an island and the surrounding
ocean than that offered by the top-down view. Settlements, roads and
railways are not shown on the isometric view.
The political map shows the colour-coded ownership of the islands
and supply lines between them. It can display settlements and
intelligence data, if those options are turned on.
Settlement locations are shown as blue dots (when the option to show
them has been activated). By moving the pointer over the blue dots you
can display their names. (Before doing this, make sure that the map key
is closed). If you activate the "settlement information window" option,
the buildings types found in each settlement will also be shown.
Buildings which have been destroyed are listed in red. More information
of building types can be found in Appendix E, starting on page 152.
By turning the intelligence data option on, the positions of people,
enemy units, spare vehicles and spare weapons are mapped. Only items
you have knowledge of are displayed. They are all marked with coloured
roundels. Some of the roundels may overlap, but even those partially or
totally hidden at first can be seen and identified.
Immediately below each roundel is a red dot, indicating the exact
position of the item represented by the roundel. By moving the
on-screen pointer over this dot, full details of the item can be
displayed. Even if a dot is hidden, moving the pointer over its
position will bring its roundel to the fore. The roundels comprise
one of six basic types.
body - Indicates the known position of a person.
Scorpio - Indicates the position of an enemy unit.
Gun - Indicates the position of a spare weapon.
Truck - Indicates the position of spare land transport.
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Plane - Indicates the position of spare air vehicles.
Boat - Indicates the position of spare sea vehicles.
Hovercraft - Indicates the position of space amphibious transport.
Where the location of an item coincides with a named town or village,
the name of the place will be shown above a description of the item,
provided that the settlement location icon has been previously
selected. The item may be described by one of the following ways.
People: Their names are given
Enemy Units: Each unit has a Commander, whose name and rank is given,
together with type and number of vehicles in his unit.
Spare Vehicles: The type of vehicle is given.
Spare Weapons: The type of weapon is given.
At some locations, one or more items may occur simultaneously. In such
cases, each coincident item will be given an item number. The items
will be automatically stepped through on screen, so long as the
pointer remains over them.
Whenever you come across an item on your travels it will
automatically be registered. Weapons, vehicles, people and enemy units
register as intelligence data. On rare occasions, you may discover an
unknown building or settlement, but the vast majority of settlements
are known about before you start the mission.
Autoroute and its accompanying features are all explained in the
following Chapter.
As the Map becomes filled, you may find it easier to read when only
one type of roundels at a time is displayed. This can be done by
pressing number keys 1 to 5 on the keyboard which have the following
effect;
1. Displays all knowledge.
2. Displays Enemy Unit knowledge.
3. Displays Spare Weapons knowledge.
4. Displays Spare Vehicle knowledge.
5. Displays Peoples knowledge.
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CHAPTER 13 - AUTOROUTE & QUICK TIME
The Autoroute facility allows you to map out journeys you wish to make,
and then execute them with "hands-free" control, watching the passing
landscapes, until it becomes necessary for you to take direct control
of the vehicle again. Quick Time similarly allows you predetermined
movement from A to B, but differs from Autoroute in that your route is
displayed on the map of the island rather than by travelling through
the actual landscape.
Quick Time allows you to skip the drudgery of long, uneventful
journeys, but the game clock still ticks on. It is quick for you
personally, but not necessarily for your hero!
SETTING YOUR ROUTE
Autoroutes are set via the map, at any magnification or view. However,
they are best set at a magnification which gives you sufficient detail
of the area you wish to cross. You must use the overhead view. To
display the map, press Function Key F5. Once it is displayed, and you
have selected the magnification and view which you require, open the
map key by moving the pointer over the key icon. Select the "Set
Autoroute" icon. The key will close, and a circle will appear around
the tip of the pointer.
In setting an autoroute, you must plot the path you wish to follow
on the map. This path need not be in a straight line, but, in order to
"curve" or change direction, a "waymarker" must be plotted. Waymarkers
are plotted by moving the pointer to the desired location on the map,
and then pressing the Space Bar. Once the first waymarker has been
plotted, a red line will link your current position (shown by the
white "running man") to the waymarker. As subsequent markers are
plotted, the red line will continue to link them, showing the route
you will take. Up to 100 marker may be plotted along one route.
Once you have started to plot an Autoroute, the "Cancel Autoroute"
icon will appear in the key. Select this icon if you make a mistake
in plotting, or change your mind about plotting an Autoroute.
Autoroutes may be set which cross the seas to another island. If
you wish to do this, or if you wish to cross land not shown at the
current magnification, select a lower magnification which shows
sufficient area of the map to allow the plotting of the whole route.
However, if you intend to jorney across land then sea, or vice-versa,
it is wise to be travelling in a mode of airborne or amphibious
transport, otherwise your journey may be rudely interrupted!
Once you have set the autoroute, select the "Exit" icon from the key.
You will be returned to the mode of transport which you were last using,
travelling along your chosen route at about three-quarters of the
transport mode's top speed. The Radar Map/Special Actions window of the
instrumentation display will read "Autoroute". To take direct control of
the transport again, press "Autoroute Off" (Function Key F3). The word
"Autoroute" will disappear, and you will once again have direct control
of your vehicle.
Using Autoroute demands that you keep your eyes open and your wits
about you. You may still crash into any object (such as trees,
buildings, people or enemy units), you may still
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be fired upon, and you may, if you have set an autoroute which crosses
from land to sea or vice-versa, crash as you cross the coastline, if
your vehicle is not amphibious or airborne.
You can select Quick Time at any moment during an Autoroute journey,
by pressing the "Quick Time" key (Function Key F4) whilst you are
travelling through the landscape. Alternatively, having plotted your
route on the map, you can go straight into Quick Time by pressing the
Quick Time key instead of selecting the "Exit" icon. This avoids having
to return to the 3-D landscape.
In Quick Time you will then see the "running man" move quickly across
the map to your selected destination. To return to the 3-D landscape
during a Quick Time journey, press The Quick Time key (Function Key F4)
again. You will then find yourself moving along in Autoroute mode.
If, during a Quick Time journey, you pass close to a building or
person of significance, or an enemy vehicle, or you approach the
coastline in a vehicle unable to cross it, "excitement detection" will
be triggered. Your Quick Time journey will be terminated, and you will
be put back into the 3-D landscape to deal with the situation.
Once you reach your selected destination in Quick Time, you will be
put into the 3-D landscape automatically.
If your Quick Time or Autoroute journey has been interrupted, either
by yourself or by "excitement detection", you can wander some distance
off chosen route. Nevertheless, you can still, in most circumstances,
resume your automatic journey by pressing the Quick Time or Autoroute
keys. You will be steered back towards your chosen route. However, if
you are near the coastline in a vehicle unable to cross it you may
encounter difficulties.
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CHAPTER 14 - MAKING CONTACTS & MEETING PEOPLE
The area available for you to cover whilst playing "Flames of Freedom"
is vast, and is filled with a myriad of characters with varying looks,
personality and intentions.
Some of them are agents of the Saharan Empire who will betray you
given half a chance. Others are uncommitted to either side, and are
ripe for recruitment. Some are known friends and agents of the
Federation. The challenge for you is to learn to tell the difference
between them, and then act accordingly.
When you are close enough to someone for conversation to take place,
the "Talk" icon will appear in the Special Actions window. Press the
Special Actions key (Function Key F1) to meet them.
The person's portrait will appear, along with his or her name,
occupation, age and sex.
The time and date are also shown, along with an "Exit" icon, in the
upper right corner, which may be selected to return to the 3-D
environment, and a "Shake Hands" icon, in the lower left corner, which
may be selected to talk to the person.
The person may be one you recognise immediately as a friend or foe,
and therefore you might not want to engage the person in conversation
immediately. If you want to avoid talking to the person, select exit to
return to the 3-D environment. To talk to them select to "shake hands".
When you shake hands with the person, one of three things may
happen; Immediate
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Assistance, Conditional Help, pr Persuasion.
IMMEDIATE ASSISTANCE
Some people are eager to help you immediately, You can accept or reject
this help, as explained later.
CONDITIONAL HELP
Some people will offer to help you, provided that you fulfill certain
conditions that they specify. The conditions take a similar form to
mission objectives, and include assassination, sabotage, recruitment,
rescue, destruction of particular enemy unit or seizure of vital
documents.
A screen will brief you as to the conditions to be met. Most such
characters will require you to fulfill just one condition.
Occasionally, you will be required to fulfill as many as three. These
will be stepped through automatically.
You must fulfill all the conditions set, and then talk to the person
again to gain their help.
PERSUASION
Some people need to be persuaded to help you. You may use any of your
psychological skills to persuade the person, namely Charm, Sex Appeal,
Bribery, Threats, Reason, Pleading, Authority or Deception. Each of
these skills is represented by anicon which will appear across the
bottom of the screen. You cannot use sex appeal on a member of your
own sex, but can select any of the other icons (using the "Icon
button") in the hope of persuading the character to help you.
It will obviously benefit you to use a skill at which you are highly
rated, but it is also important that you use a skill to which the
person you have met is susceptible. A balance must be struck!
Once you use a skill, the person's reaction will be given. This may
take one of three forms. He will help you, or he will refuse to help
you, or he will remain non-commital. If he remains non-commital, you
can try another skill in an effort to persuade him. If he refuses to
help, no other means of persuasion will work. However, you can still
enlist his help be getting someone else to contact him for you (if
there is anyone who will do that).
In some cases, the person may be so hostile towards your method of
approach that he or she becomes violent causing you physical damage.
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BETRAYAL
If the person is a traitor, they will betray you to the Secret Police.
Traitors behave exactly like any other character until it comes to the
point when you would normally be offered help. Instead, you will be
arrested and imprisoned in the nearest Secret Police HQ, (as explained
in Chapter 15, Escaping Capture, starting on page 75).
More often than not, traitors will say that they are eager to help
you; you will get arrested as soon as you accept their offer to help.
Sometimes traitors will pretend to need persuasion; as soon as you hit
on the right method, you will be betrayed. The worst case is a traitor
who sets conditions; you go through all the effort of helping them,
only to be rewarded by arrest and imprisonment!
All traitors are craven cowards. Having betrayed you once, a traitor
will never betray you again - he is terrified of your taking revenge,
and will do all he can to help you.
HELP OFFERED
The Help offered by a character may take one of nine forms, each of
which are represented by the following icons;
MAN WITH A BLINDFOLD - Secret Journey
TIRE - Transport
HOUSE - Shelter
GUNS & AMMO - Weapons
PASSPORT - Papers
MOUTH WITH A "I" - Knowledge
MAN - Contacts
EXPLODING HOUSE - Assignments
RED CROSS & HAND IN BANDAGE - Treatment
More than one type of help may be offered by each person you enlist.
You may choose all types of help offereed, just some of them, or none
at all. To receive the help, select the required icon via the icon
button.
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SECRET JOURNEY
A person may offer to take you to meet another person whom is known to
them, but whose whereabouts are to remain secret. Typically such a
person might be a high ranking member of the local resistance, whose
life would be endangered by anyone gaining knowledge of how to find
them.
If you select the "Secret Journey" icon, a screen will brief you
as to whom you will be taken to meet, giving you some information about
them. Yoy may, at that stage accept or reject the offer via the
"thums-up" or "-down" icons.
Once you accept the offer, the journey will be made automatically
and you will effectively be "blindfold" for a while. The clock will
update to take account of the time taken for the journey, and you will
"open your eyes" to be greeted by the person you have been taken to
meet. You can then talk to him in the hope of gaining his help.
If you are offered "Secret Journey" as one of several types of help,
you might like to accept that help last of all, as you will be taken on
your secret journey immediately, and will no longer be able to talk to
your helper.
TRANSPORT
A person may offer you a form of transport for your personal use. The
mode of transport will be shown via a briefing screen when you select
the "Transport" icon. You may choose to accept or reject the offer of
Transport by selecting either the "thumbs-up" or "-down" icons. You
will immediately find yourself in the 3-D environment at the controls
of your new vehicle.
SHELTER
A person may offer to shelter you from the Saharan Forces for a while,
which is especially useful if the enemy are in hot oursuit and you have
limited resources at your disposal. When you emerge from hiding, the
enemy will no longer be hunting for you and have a period of grace,
during which you can make your escape.
WEAPONS
A person may offer you weapons for your personal use. The weapons system
offered will be shown via a briefing screen when you select the
"Weapons" icon. You may choose to accept or reject the offer of a Weapon
by selecting wither the "thums-up"
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or "-down" icons. Once you take a weapon you may use it in the 3-D
environment.
PAPERS
A person may offer you papers for your peronal use. The quality of the
papers offered will be shown via a briefing screen when you select the
"Papers" icon. The quality may range from excellent, through good and
average, to poor. You may choose to accept or reject the offer of
papers by selecting either the "thumbs-up" or "-down" icons.
Once you hold Saharan papers you will have an increased chance of
passing by enemy units without being attacked. The chances of not being
attacked increase as the quality of the papers improve. However, once
you open fire on an enemy unit, they will retaliate. Papers are valid
until you select a new mission.
KNOWLEDGE
A person may offer you valuable information regarding the location of
people, vehicles or weapons. The locations will be shown via a map
screen, the exact position being indicated by the appropriate roundel.
The information will be automatically added to your notebook.
CONTACTS
A person may offer to contact people they know and enlist their help
prior to your meeting them. They will be eager to help as soon as you
talk to them. Their locations will be shown via a map screen.
ASSIGNMENTS
A person may offer to perform an assignment for you, be it sabotage,
rescue, murder, or the ambushing of an enemy unit. The nature of the
assignment will be revealed via a briefing screen. You may choose to
accept or reject the offer of help by selecting either the "thumbs-up"
or "-down" icons. If you accept it, the assignment will be carried out
automatically whilst you wait in safety, The execution of an
assignment can often, if you are fortunate, result in the completion
of a mission objective.
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TREATMENT
A person may offer you medical assistance. The person's medical skills
will range from poor, through average and good, to excellent. Each
level of skill will allow them to repair one damaged body part in a
session. Once you have taken all the help you require, select the
"exit" icon to return to the initial meeting screen. Select the "exit"
icon once again to return to the 3-D environment.
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CHAPTER 15 - ESCAPING FROM CAPTURE
When a traitor betrays you, you will be arrested be the Saharan Empire's
brutal Secret Police Force.
You will be taken to and held in a cell in the nearest Secret Police
Headquarters, where you may suffer physical punishment. However, the
more significant consequence of being arrested is the loss of your
liberty and the reduction of time available before the Saharan Armada
sets sail. It is in your interests to escape deom prison as quickly as
possible whilst trying to preserve your health. The more trouble you
cause the Saharan Empire Secret Police, the worse they will treat you.
The screen which appears once you are in prison shows the portrait
of your guard, along with some information about your predicament,
including his or her name.
Above this information are clock and calendar showing time and date.
In the lower left hand corner is a "chalk-mark". This shows the number
of days which you have spent in prison.
You will be watched by a different guard every day, and every day
you may try to escape if you wish. Each guard has different
susceptibilities.
Some have several weaknesses, while other have virtually nil. You must
decide whether you want to attempt an escape, bearing in mind that if
you attempt to escape and are caught, you will be severely beaten and
tortured. It is not desirable to be free from prison in a matter of
days if it will take a couple of weeks for your body to recover from
its ordeal.
To do nothing for 24 hours, select the "Do Nothing" icon.
Once you have chosen to attempt an escape, you must decide which plan
to use. You may choose to attempt bribe the guard, attack the guard,
or seduce the guard (if they are of the opposite sex), by selecting the
relevant icon.
MONEY PILE - Bribe
FIST - Attack
LIPS - Seduce
MOON/SUN - Do Nothing
The outcome of your escape attempt will be shown. If you are successful,
you will be returned to the 3-D environment. If you are caught trying to
escape, you will be beaten, tortured, and returned to your cell with a
different guard. The only way to exit the jail sequence isto escape,
unless you spend twenty days there. After this time you will be
automatically rescued, but the time penalty incurred is disastrous for
your chances of
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liberating enough islands before the armada sails.
Each guard behaves in a predictable fashion, and if you get to know
all the prison guards well, you will be able to take the best possible
approach to each. Unfortunately, one day in seven each guard has an
"off" day, and does the opposite of what you might expect! Sometimes
this is the only opportunity you will get to escape from a vicious
guard.
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CHAPTER 16 - YOUR NOTEBOOK
With so much happening in Flames of Freedom, you might find it difficult
to keep track of everything. To help you on your missions, you are given
a notebook which will automatically be updated for you. The notebook may
be seen by pressing the Notebook key (Function Key F7).
The notebook menu shows your portrait, the time and date, and the number
of days spent on the current mission. At the bottom of the screen are
seven icons, each of which will display a different section of the
notebook when selected. They are;
SHOW CONTACTS. (MAN IN A HAT)
Selecting this icon will display the name and portrait of one of your
contacts (i.e. a person you have knowledge of who is eager to help
you). The three icons in the upper right-hand corner step through the
contacts forwards, backwards, and return to the notebook menu
respectively. By selecting to step forwards you may see all your
contacts in turn. Note that, above each contacts name, the word
"Contacted" or "Contact" appears, depending upon whether you have met
them yet or not. Remember that not every single contact can be trusted.
Some may be traitors!
PEOPLE MET (HANDSHAKE)
Selecting this icon will display the name and people of one of the
people you have
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met on the island. The functions of the three icons in the upper right
hand corner are identical to those described above. Above the persons
name a message will appear. This may be one of five types.
a) "offered help by..." indicates that the person gave you, or offered
you help of one sort or another. You may have taken all the help the
charcter has to offer, or you may not. If the character still offers
help which you have not accepted, the relevant "Help" icon will appear
on the bottom of the screen. (See page 71 of "Meeting people and making
contacts" for more information about the icons). Selecting this "Help"
icon will have no effect at present. You must return to the person to
get help.
b) "Will help if..." indicates that the person offered you conditional
help, the conditions of which have not yet been satisfied. By
selecting the "thumbs-up" icon you may see the conditions of the help.
(See page 70 of "Meeting people and making contacts" for more
information about conditional help).
c) "Talked to..." indicates that you met and talked to the person, but
have not tried to persuade them to help, or that they remained
non-commital and may still help you if you return to them.
d) "Refused help by..." indicates that the person refused to help you
despite your using one of your psychological skills on him or her.
Such people cannot be persuaded to help, even if you return to them on
the island.
e) "Traitor!" indicates that the person betrayed you to the Secret
Police, at which time you were captured, tortured and beaten.
ENEMY UNITS DESTROYED (EXPLOADING TANK)
Selecting this icon will show any enemy units which you have destroyed.
For each unit you will see the portrait and name of its commanding
officer, the number of vehicles lost, the number remaining, and any
bonus earned for their destruction. A picture of the type of vehicle
destroyed is also shown. The three icons in the upper right-hand
corner step through the enemy units forwards, backwards, and return
to the notebook menu respectively. By selecting to step forwards you
may see all the enemy units which you have destroyed in turn. (For
more information on destroying enemy units, please see page 55 of
"Engaging the Enemy").
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BUILDING SABOTAGED (EXPLOADING HOUSE)
Selecting this icon allows you to see any of the buildings which you,
or one of your helpers, have sabotaged and destroyed. For each building
you will see its typa and location, along with a picture of it. The
three icons in the upper right-hand corner step through the buildings
forwards, backwards, and return to the notebook menu respectively. By
selecting to step forwards you may see all the buildings sabotaged in
turn.
WEAPONS AVAILABLE (GUN & AMMO)
Selecting this icon allows you to see any of the weapons currently
available to you. For each weapon you will see its type and picture.
The three icons in the upper right-hand corner step through the
buildings forwards, backwards, and return to the notebook menu
respectively. By selecting to step forwards you may see all the
weapons available in turn.
PAPERS AVAILABLE (PASSPORT)
Selecting this icon allows you to see the papers currently available
to you. You only ever hold one set of papers - the best of those you
have been given.
CAMPAIGN REWARDS (DOLLAR SIGNS)
Selecting this icon allows you to see the accumulated wealth, mission
bonuses, and luxury goods which you have earned so far in the Campaign.
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CHAPTER 17 - SELF
You may check on your psychological and physical profiles, and on your
state of health by pressing the Self Key (Function Key F6) at any time.
You cannot alter your psychological or physical profiles during a
Raid or Campaign (you must return to HQ and start again with a new
character if you want to do that), but you can check to see if there
has been any improvement or deterioration in any particular trait.
Your rating for a particular psychological trait will improve if you
use it a lot when trying to persuade people to help you. However,
improvements in one particular area will lead to a slight deterioration
in others that you have not been using, as there is a trade-off between
skill in one area and skill in another. For instance, if you have been
charming to everybody, your rating for Charm may have increased, but
your rating for Authority will have decreased to balance it. To make an
overall improvement you must keep a balance in the approaches you use.
Your physical traits (viewed by selecting the "heart" icon) may also
change over time, according to the physical activity you do.
Reflexes are enhanced by being in lots of 'collisions'.
Sturdiness is enhanced by being injured frequently.
Endurance is enhanced by running low on energy for some time.
Recuperation is enhanced by long periods of rest.
Stamina is improved by periods of energy intensive activity.
Your physical profile may also take a turn for the worse, as long
periods of convalescence will reduce Reflexes, Endurance, Recuperation
and Stamina, whilst long periods spent held in detention by the enemy
reduce Sturdiness.
You may check on your state of health by selecting the "red cross" icon.
Your body is comprised of six parts which may be either "undamaged" or
"injured". They are your head, body, left arm, right arm, left leg,
right leg. If a part becomes injured, it will be overlayed by a
"Red Cross" symbol. The body parts, or combination of parts, which
become injured determine which activities you will or will not be able
to perform. Injured body parts will recover during long periods of rest.
As a rule, head injuries will heal before body injuries, which, in turn,
recover quicker than arm injuries. Leg injuries take longest to heal.
However, if more than one limb is injured at any one time, some degree
of simultaneous repair will take place.
You may be offered first aid by a person you meet. (Please see page
74 for more information about first aid).
There are two other factors governing your State of Health;
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a) Energy Reserves, which represents your total stock of energy
b) Muscle Power, which represents your "instantaneous" energy
Energy Reserves are shown by the number of "running man" icons at the
bottom of the screen. One yellow man is shown for each "full tank"
available. When they need replenishing they turn red.
Muscle Power is shown by the larger "running man" icon above the
Energy Reserves. This acts as a "fuel gauge", the colouring draining
away as tasks requiring energy are performed.
When Muscle Power falls to zero, it is replenished automatically from
your Energy Reserves, BUT this triggers exhaustion (all actions take
place at half-speed). To avoid exhaustion you must stop and rest before
Muscle Power reaches zero. If you run out of Energy Reserves, you will
blackout and be forced to stop and rest. After a sustained period of
rest, during which you will eat and sleep, your Energy Reserves will
recover.
Once you have finished viewing your psychological or physical
traits, or your state of health, select the "Exit" icon to get back
to the action.
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CHAPTER 18 - REST
Whenever your Muscle Energy or Energy Reserves drop, you will need to
rest. You may want to rest if your body has sustained physical damage,
so that time may heal your wounds.
To rest, press the Rest key (Function Key F2).
The screen shows your body on the left, with physical damage to any of
your six body partsindicated by a "Red Cross". The "running man" icons
at the bottom of the screen show your Muscle Power and Energy Reserves.
The larger icon shows your Muscle Power, and is yellow when full,
draining away to red when empty. If this fuel gauge shows empty, you
must rest for a short while to refill it from your Energy Reserves,
shown by the six smaller "running man" icons below it. Yoy can, if you
wish, replenish you Muscle Power and your Energy Reservesby simply
stopping and doing nothing whilst still in the 3-D landscape. It might
take some time, however.
To top up your Muscle Power, select the "5 minutes" icon. The time
shown on the clock will advance by five minutes and your Muscle Power
will increase.
If your Energy Reserves run low, you must stop for a much longer
time, during which you will eat and sleep. This is done by selecting
the "Hours" icon. You will rest for one hour, during which time one
Energy Reserve tank will be replenished. The clock will advance one
hour.
You may take as many minutes or hours rest as you wish by a
continuous press of the "Icon button".
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If you rest for hours, the injuries you have sustained will continue
their healing processes. Once a body part becomes fully functional
again the Red Cross will disappear. They may not heal completely while
you are resting, but they will be closer to recovery.
Once you have finished resting, select the "Action" icon.
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CHAPTER 19 - ACHIEVING YOUR MISSION OBJECTIVES
Throughout your mission you may review your mission objectives by
pressing the Objectives key (Function Key F8). Your objectives will
be stepped through on screen, with a "return to the action" icon in
the lower left corner which may be selected at any time.
The number of objectives which comprise a mission varies, but on
each mission, every objective must be achieved for the successful
completion of the mission.
As each objective is completed during a mission, Control will appear
to inform you of the fact, immediately on your return to the 3-D
environment. The completed mission objective will appear, overlayed by
the Federation's seal of approval, with a "return to the action" icon
in the lower left corner.
He may also appear to inform you that your actions have now
satisfied the conditions for help laid down by one of the people you
have met. To gain help offered you must return to the person.
Eventually you will achieve your final objective. You will be told
of its completion, in the normal way. Once you select the "return to
action" icon, you will be told of your overall mission's succesful
completion. Your mission objectives, each overlayed by the Federation
seal of approval for a job well done, will appear in turn. Select the
"return to action" icon again to see the updated political map of the
Slave Isles, with the island you have just liberated turning pink.
As a proud and willing servant of the Atlantic Federation you will
no doubt be filled with joy. As further reward for liberating the
island, the local people will thrust luxury goods upon you in thanks
for your work, and Control will inform you of your financial bonus to
be paid by the Federation.
On completion of each island you are also given a Secret Weapon to
use on later missions. (Information about the Secret Weapons which you
can collect can be found in Appendix B on page 138). Finally, the value
of your luxury items and bonus are added to any rewards gained for the
destruction of enemy units, and then combined with wealth accumulated
from other missions to give your total wealth.
You will then return to Agora for rest and recuperation. The lenght
of time needed for your body to recover from its ordeal will depend on
the amount of punishment taken during the mission. The Federation
stipulates a minimum recuperation period of five days.
You must save your campaign to disk at this stage. Once you are fit
and well, you must report back to the Federation HQ to be briefed for
your next mission.
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CHAPTER 20 - THE ARMADA
Atlantic Federation intelligence reports have allowed us to establish
enough facts about the massing Saharan Armada to allow us to make
detailed predictions about their actions after they set sail for Agora.
Whilst you will not be actively engaging the Armada for an estimated
six months after your enrollment as a Special Field Operative, your
work in that period must take into account the Armada's likely route
to Agora. In fact, your work before the Armada sets sail will force
the route taken by the Armada.
You can use Strategic Planning to see a wholly accurate simulation
of the Armada's route at any time you return to HQ between missions.
You can see, as descussed on pages 30-31, that the route taken by the
Armada follows certain rules. What is harder to predict is the speed
and ease with which they will travel. That depends on your actions
before they sail, as each liberated island contributes more brigades
to your force, and on your actions after the Armada sails, as the
Federation forces cannot defeat the Armada on their own. Your
individual input is crucial.
You can be certain of one thing. Once you receive the message telling
you that the Saharan Armada has set sail, you must abort the current
mission and prepare to engage the Armada. You will not be allowed to
complete the current mission. However, you can still enlist people from
any island and gain their help.
THE COMPOSITION OF THE SAHARAN ARMADA
The structure of the Saharan Forces within the Armada is believed to
differ from that normally encountered on islands. The Armada consists
of around 60 units, combined for travel into about 20 Battle Groups.
The individual units will not be shown on the Main Map, but the Battle
Groups will be. Each Battle Group is designated as either an Air Force
Battle Group, Amphibious Battle Group, Naval Battle Group or Army
Battle Group, and these four types are shown by Zeppelin, Hovercraft,
Ship and TAnk roundels respectively.
However, a Naval Battle Group, for instance, need not consist solely
of sea-going craft. They may well have limited aerial support from a
unit of biplanes, which are under the command of the same Naval Group.
Army battle groups are carried by ship and disembarked onto any
liberated islands which the Saharan Armada is forced to pass by. The
Army units, (and close by Amphibious units), will head for the interior
of the island to battle with brigades fighting alongside the Federation.
Whilst such battles are being fought, the Naval units will travel
further around the coast to rendezvous with the Army units after the
battle. If either the Naval or Army units are destroyed before the
rendezvous point, the other will desert and so both will be lost.
As with any invasion force, the Saharan Armada will consist of units
whose abilities range from average conscrips, to elite crack troops. As
you liberate islands, brigades will be
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contributed to the Federation forces. These allied brigades will be best
equipped to engage the average Saharan units. Your job is to take on the
elite. Elite units will reach Agora regardless of the opposition they
face from Federation brigades. Only you, in person, can finish them off.
THE ATTRITION RATE OF THE ARMADA
The Attrition rate varies according to how actively the Armada is being
engaged. This fundamentally depends on whether the Armada Battle Groups
are passing islands which you have liberated. Liberated islands will
force the Armada to suffer far higher rates of attrition as they house
brigades of allied troops. The number of brigades available to engage
the Armada varies from island to island.
The longer the distance you can force the Armada to travel, the more
attrition they will suffer. The more liberated islands you can force
them to pass, the more attrition they will suffer. If you can force the
Armada to take a difficult route and if you can liberate enough islands
to form a large Federation counter-force, then most or all of the
Armada's conscript Battle Groups will be destroyed without your personal
intervention. This will leave only a handful of elite Battle Groups for
you to polish off personally.
If, on the other hand, you have blundered on your missions,
liberating only a few islands and leaving the Armada an easy route to
Agora, then stopping the Armada becomes an almost superhuman task. Up to
twenty massive Battle Groups will reach Agora more or less intact and
you will personally have to destroy 4 to 5 times as many enemy vehicles
to win the campaign.
You may find it easier to engage enemy on and around non-liberated
islands, as such islands will not be battle-worn and should still
contain lots of spare vehicles and ammunition, and people to help you.
As can be seen by running a Strategic Planning simulation, the
Armada moves in waves. Some Battle Groups will cover ground very
quickly. However, their attrition rate may be high. Others move more
slowly but may keep more of their Group intacts.
Finally, do not expect the Armada to follow their predicted path
blindly into an ambush you have set up. If you merely sit and wait
aloung their route they will divert to avoid you. You must actively seek
them at all times.
WINNING OR LOSING
For the Atlantic Federation and the Slave Isles to be rid of the
scourge of Saharan domination, the entire Armada must be destroyed. Such
a show of strenght will undoubtedly incite all unliberated Slave Isles
to rebel in unison, thus crushing the Empire's forces and pushing them
back to the African mainland. Such a victory will amke its instigator a
worldwide hero. Such acclaim awaits you.
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Defeat, on the other hand, is not easy to contemplate. If any Battle
Groups of the Saharan Armada reach the COBRA HQ or Union on Agora, the
game will be up. Agora will become the forty-second Slave Isle.
You have the opportunity to return a hero. There is a chance you
will trail back in shame. Flames of Freedom is all about you making
the right decisions at the right time. Choosing the correct option from
the vast range available. Executing your actions with deadly accuracy.
You have many tools, of which this handbook is one, at your disposal.
The future of the Atlantic Federation is now being passed into your
hands.
If you are impatient to get to grips with the Armada, press the "A"
key whilst in the 3-D landscape. This will trigger the Armada instantly.
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APPENDIX - A
THE SLAVE ISLES
---------------
LOBOS
A key stronghold island controlling the western region of the Saharan
Empire, Lobos is the home port of the Imperial Occidental Fleet. Radar
installations guard the approaches to the huge natural anchorage at
Deep Water. Amongst the units stationed on this island are Sea Hawk
Flying Submarine Squadrons commanded by the notorious Amandu Dengal.
Your overall mission is to liberate the island, the loss of which will
cripple the Empire's western capability.
1) Assassinate Admiral Amandu Dengal, commander of the infamous elite
Imperial flying sub unit known as the Sea Hawk.
2) Sabotage the radar at Outlook Island, the radar station which alerts
the Empire of any ships approaching Deepwater Bay, and the heart of
their naval forces on Lobos
3) Sabotage the underwater base at Deepwater Sound, the heavily
fortified centre of naval operations.
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DHAFRA
The island is the location for the Empire's Northern Sector Command
Headquarters. It is stronghold of prime importance; every element of
the enemies' services are present on the island. In addition Dhafra is
the Empire's major source of uranium and iron ore. Local miners are
known to be sympathetic to our cause. The overall mission is to
actively incite the population to rebel.
1) Enlist Doctor Habib Ayyub the geologist, who is a much liked and
respected member of Dhafra's community.
2) Enlist Jan Karlstaad a sympathiser to the cause, but wary of
strangers.
3) Enlist George Davies, an ex-miner with many friends.
4) Sabotage the Secret Police HQ at Boulder Valley.
5) Sabotage the Enemy HQ at Blackridge Plateau.
6) Sabotage the Radio Station at Blackridge Plateau.
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CAMARGO
Camargo is the HQ of the Imperial Armoured Corps, where the elite
armoured units undergo rigorous battle training. The entire
south-eastern peninsular has been turned into a massive walled ghetto,
named Eden. Here, politicians, revolutioners, resistance fighters, and
those who have simply dared to speak ill of the Empire are forced to
live in terrible, disease-ridden conditions. Those who survive disease
eventually meet their end at the hands of the Imperial Police death
squads. An armed breakout from the ghetto is the key to liberating
Camargo.
1) Enlist General Fadi al-HAdi, one of the most influential officials
in the Imperial Army.
2) Rescue Lieutenant Ziad Sirhan, the Resistance Leader held in the
notorious Eden Ghetto.
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PANAO
Agora's air defences are constantly probed and tested by fighter
squadrons from the Atlantic Fields airbase on the west of Panao. The
island itself is rocky and mountainous. There is a small fishing
industry, tin mining and some farming. Governer Farinola, a right-wing
fanatic, has Panao firmly under his control. His trusted partner in
terror, Dr. Burquest, has brainwashed many of the islands key
personnel. Your objectives is to depose Farinola by getting the
Army, the Air Force and the Police on our side.
1) Enlist Catherine Ellis, only daughter of the chief of Secret Police.
If she's on our side, her father is sure to help us - he dotes on
her.
2) Enlist Magdala Umar, wife of the military commandant. He does
everything she tells him to, principally to avoid her incessant
nagging.
3) Enlist Colonel Masi Bourguiba, Air Force Commander on Panao. His
help will be vital in liberating the island.
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GAMBOA
A lush and verdant island, Gamboa is run by the Secret Police Narcotics
Bureau. Opiates are cultivated here by the Bureau and then smuggled to
Agora in an attempt to subvert the population. The abundant narcotics
crop is also used to keep the local population under control. Under the
very noses of the Secret Police, the resistance operate a highly
effective escape pipeline from Gamboa, but to free the island you must
disable its narcotics industry.
1) Enlist Albert Price, chief chemist for the Narcotics Bureau, whose
girlfriend is held in slavery to ensure Price's loyalty.
2) Seize documents containing the names of all Narcotics Bureau
personnel and informers.
3) Destroy Colonel Makonnen's Flying sub squadron, an elite Secret
Police unit which is currently trying to locate and smash the
resistance.
4) Sabotage everything at Stony Shore the major centre for narcotics
processing on the island.
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IQUITOS
Iquitos is the headquarters of the Imperial Propoganda ministry, its
radio stations beaming a constant stream of fiction towards the island
of Agora. Although it is a frequent port of call for merchant ships
plying their trade between the nearby islands, much of Iquitos remains
an unspoilt tropical paradise, a tranquil haven for the rich and the
famous.
Your charm and pleading will be crucial in gaining the help of the
islands jet-set. As well nas silencing the voice of the Empire, you
must also wreck the island's sea trade.
1) Sabotage the Radio Station at Echo Pass, the main source of Saharan
Propaganda, the aim of which is to subvert the population of Agora.
2) Enlist Feodor Dvorak, millionaire businessman and recluse. He is
known to be generous and will be able to bribe the island's governor
to relinquish control.
3) Destroy Major Bamba's speedboat squadron which guards the islands
vital trade routes.
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MARACAY
This island seethes with intrigue and espionage. The free port on the
south-western coast has been likened to the pre-flood colony of Hong
Kong. Every secret organisation, for good or evil, has an agent
representing its interests on the island. In addition to agents, you
will encounter secret societies, racketeers and various other criminal
elements. Trust no one.
1) Enlist Cadi Soromenho, an agent, under the guise of a businessman,
has infiltrated numerous Imperial agencies. The information he has
will be of great help in destroying Imperial commerce.
2) Rescue Janine Howard, a renowned journalist, who is under constant
Imperial Police surveillance, because she might give far from
beneficial reports on their activities and practices.
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CALABAR
Calabar exports exotic spices, silk and a cornucopia of natural
medicines extracted from its rare tropical plants. The island is a haven
for deserters from Dhafra, who have a hideaway in the mountainous
interior. In the south, the Air Force have a tropical disease research
centre as well as an airbase. You must encourage the Saharan deserters
to take up arms againts their persecutors and at the same time gain
the cooperation of the civil authorities. Bribery and threats should
prove useful.
1) Enlist Lady Rowena Harper, the Gouverner of Calabar. She represents
the mainland's bureaucratic interference with Calabar's affairs.
2) Enlist Anthony White, spokesman for the deserters. He'll probably
want you to prove you're not an Saharan agent before he'll give his
support.
3) Assassinate Doctor Leslie Fisher, in charge of the Air Force's
medical experiments. The islanders are terrified of him and no
uprising is feasible until he's eliminated.
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ALEDO
The Imperial Airforce use Aledo as a forward base for aerial
surveillance on Agora. Enemy units include high level bombing zeppelins
commanded by Major Nathan Owen. Underwater bases receive weapons by
submarine from the Secret Weapons Establishment on Thar. Take notice
that the resistance network has been penetrated. The overall mission
is to render the island inoperable as an air base.
1) Assassinate Major Nathan Owen, Commander of the Imperial high level
bombing Zeppelin unit.
2) Sabotage the printers at Qasir where anti-Federation propaganda
leaflets are printed, and then dropped in their thousands from
Imperial planes, onto populated areas, with the aim of demoralising
our sympathisers.
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COROZAL
Corozal is the major base for the Imperial Navy's Intelligence Service.
Radar sited on high ground is used to scan the western approach from
Agora to the mainland of Africa. Radio stations around the island
monitor transmissions from Agora. Overall mission is to deprive the
enemy of his intelligence gathering assets.
1) Sabotage the Radio Station at West Island.
2) Sabotage the Underwater Base at White Cove.
3) Enlist Christopher Jones.
4) Enlist Emile Lamontagne.
5) Destroy Major Wohlbruck's ship squadron.
6) Assassinate Major Abbas Tabari.
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JEBBA
Chaotically administered ny the corrupt and depraved Governer Hejaz,
Jebba has a thriving black economy. Smuggling, gambling and the
enslavery of unwary strangers are major sources of income. Frequented
by the Imperial officer corps for their dubious recreation,Jebba is well
garrisoned. It is also the HQ of the Secret Police Terror Executive, a
ruthless commando force. Gain help from the Jebbans with bribery and
deception. To liberate the island you must enlist the Governer and
neutralize the Terror Executive, which exerts the only authority the
Jebbans understand - mortal fear.
1) Enlist Governor Gabriel Hejaz the corrupt and depraved Governor. He
has many contacts and will be invaluable in undermining the power of
the Secret Police.
2) Sabotage everything at Morto where the elite Terror Executive is
based.
3) Rescue Ameera Shaalan grandson of Farah Beersheba. Beersheeba is the
Godmother of the smuggling clan and her help is vital. The Terror
Executive are holding Shaalan as a hostage.
4) Sabotage the Underwater Base at Jamsun Sea. The woldpacks based
there are a deep thorn in the side of the island's smugglers.
Eliminating the base will win them over to your cause.
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QAMAR
The island od Qamar is home to two major cultures. A large wealthy
English settlement on West Qamar, and an Arabic settlement on East
Qamar. Deep within the Arabic sector, is hidden the Headquarters of
the Imperial Zeppelin Corps, an elite reconnaisance and bombing unit.
General Ali ibn Zahr, corrupt commander of the Corps and military
governer of Qamar, takes protection money from West Qamar in return
for leaving it alone. Consequently, there are no garrisons at all
stationed in the West. Recently, intense Secret Police activity on both
islands has finally placed the General and the Corps under suspicion of
illegal activities. Your overall mission is to recruit the desperate
Ali ibn Zahr to our cause.
1) Enlist Governor Ali ibn Zahr military Governor of amar.
2) Assassinate Anatolia Rihan.
3) Sabotage the Secret Police HQ at Sakri Fields where incriminating
evidence on the Governor is kept.
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MAJI
The mountains of Maji provide an ideal location for an Imperial Weather
station serving Dhafra. The Empire also uses this island for rest and
recuperation. Imperial troops make sure that the island's two industries
are gambling and crime. A corrupt judicary and legal profession ensure
the prosperity of these dubious industries. Maji is also famous for its
pirates. You must cut sea communications with other Imperial colonies
and bring about the liberation of Maji.
1) Destroy Lt. Kaunda's submarine squadron, off the western coast,
cutting off the island's trade route.
2) Destroy Maj. Sutton's submarine squadron, off the western coast,
cutting off the island's trade route.
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CUBANGO
Cubango has been torn apart by religious strife. This has been
aggravated and exploited by the Empire, which operates a divide and
rule policy. Sectarian murder is common on this island. The population
is mistrustful and Imperial forces maintain a high state of alert. You
must end the religious strife and allow a liberated Cubango to return
to stable government.
1) Assassinate Governor Albert Benson. Benson is an Imperial
sympathiser, and if he ever realises his ambition to gain ownership
of all of Cubango, then Imperial forces will get an even stronger
foothold on the island.
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GAU
Gau is controlled by two Mafia-type families. The Doua's in the south,
and the Oqbah's in the north. The Empire often indulges itself in
hiring the exceptional skills of their assassins and hit-men.
Recently Nasif Namali, a General with the Saharan Army, well known
for his outspoken hatred of the Mafia and some aspects of Saharan life,
went into hiding after killers hired by the Empire began searching for
him. Namali is a desperate man, who might be willing to help us. Your
overall mission is to free Gau from Empire and Mafia rule.
1) Enlist General Nasif Namali, who is in hiding in fear of his life.
His refusal to help the two Mafia families on Gau, and his views on
how the Saharan Empire conducts its affairs, have made him a much
wanted man by both parties.
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VITORIA
Once a tranquil and verdant haven, Vitoria was settled by pioneers of
the green movement to use as a living laboratory for alternative
technology and communal living. When the Empire discovered rich deposits
of brown coal and iron ore, the lush interior becamer heavily
industrialised. Because physical violence is against the principles of
the green pioneers, the rest of the island is barely garrisoned at all
but powered vehicles are also rare. To win the hearts and minds of the
islanders, you must shut down the heavy industry. Reason, charm and
pleading are useful skills.
1) Enlist Captain Bernard Ellis, the general manager of the Imperial
Steel Corporation. His help is vital in shutting down the island's
steel mills.
2) Seize documents, a geological survey supressed by the Government to
avoid a mine worker's strike. The report predicts massive earthquakes
and flooding if mining continues.
3) Rescue Elizabeth Shaw, the ecology expert and green activist. The
Secret Police are holding her somewhere. Her rescue will rally the
islanders to our cause.
4) Enlist Hugh Evans, President of the Union of Coal Miners. The Police
have framed him, on fraud charges and now he's in hidding. The miners
will follow him to a man.
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SIKASSO
This island is the home of two deadly neighbours, the Imperial Secret
Police, who use it as their interrogation HQ, and the League of
Assassins, a brotherhood of professional killers who sell their
organisations detest each other. You must exploit the mutual dislike
between the Police and the League, destroy the power of the assassins
and compromise the Secret Police.
1) Assassinate Andre Freitas, head of Sikasso's League of Assassins.
With luck this will force a conflict between the Assassins and the
Secret Police, as undoubtedly the League will blame the murder on
them.
2) Seize documents, containing incriminating photographs of the Head of
the Secret Police, highly delicate in nature.
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ZAFRIYA
Centre of the Imperial fishing industry, Zafriya sends supplies of dried
fish from its processing and canning plants to all of the Empire's
garrisons. The workforce has been ruthlessly exploited by the Empire,
and in order to augment their existance they have resorted to piracy.
Although some inhabitants are fiercely loyal to our cause, others are
treacherous in the extreme.
1) Enlist Firouzeh al-Hamik, a resistance fighter who is believed to
have gathered information likely to be useful to the Federation
intelligence.
2) Sabotage everything at Boulder peninsula from where the enemy flies
out food supplies to bases on mainland Africa.
3) Enlist Lufti al-Zasir, a smuggler known to frequent the seedier
areas of Angel Cove, who has reached a business understanding with
Imperial Officers.
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DJOUM
Because of its close proximity to the African mainland, and the
diversity of terrain types found there, Djoum is used by the Saharan
Empire as the ideal military training centre for its newly recruited
troops. Here, Imperial soldiers, sailors and airmen undergo six months
of intense training in all fields of modern warfare, until they are
considered worthy enough to fight in the ranks of the Imperial army.
Djoum is also the location of the Headquarters of the much feared
Imperial Death Squad, a special judicial unit, created to investigate
reports of misconduct within the echelons of the Imperial Army and
Secret Police.
1) Sabotage everything at Feraigat Fields an important military munition
dump, where a handful of the Empire's best scientists create and
manufacture devastating weapons.
2) Assassinate Major Lwamgira Baikiw, a major in the Imperial Army,
whose death will smash enemy morale.
3) Assassinate Leiutenant Hassan Hilmi, Hangman with the Imperial Death
Squad. His death will turn others against their leaders.
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SATARA
Situated close to the African mainland, Satara is heavily industrialized
with a proliferation of armaments and munitions factories. The arms
industry encourages a considerable amount of smuggling to resistance
groups. The island is also the HQ for the Imperial Marine Corp. The main
underground movement has formed a government in waiting, ready to
seize control of the island as soon as it is liberated. Your overall
mission is to recruit governmant in waiting and assist it in taking
control of the island.
1) Recruit Mulela Kouyate, businessman and leading member of Satara's
exiled government.
2) Assassinate Zwide Tozer, Imperial Governor of Satara.
3) Recruit Kgari Gamoudi, quality controller for the Empire's arms
factory.
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THAR
Formed by a now dormant volcano, this rugged island is exploited by the
Empire as a location for its Secret Weapon Establishment. Little is
known of this highly secret installation. Recently fishermen from
Zafriya, who had been pressed into service with the Imperial Mercantile
Fleet, reported seeing Professor Gabriel D'Angeli on the dockside at
Bird Quay. Professor D'Angeli is known to be a keen supporter of the
Federation. Your overall mission is to locate D'Angeli and destroy all
elements of the research establishment. Be warned - Thar is heavily
guarded.
1) Enlist Gabriel D'Angeli, who is known to be a keen supporter of the
Federation.
2) Sabotage the Underwater Base at Bird Water. Used for secret weapons
development.
3) Sabotage the Underwater Base at Lodi. Used for secret weapons
development.
4) Rescue Brother Jaques Dubrique, an active member of the resistance.
5) Sabotage the factory at Bird Lowlands, used for weapons production.
6) Sabotage the factory at Lodi, used for weapons production.
7) Sabotage the factory at Firengi Pass, used for weapons production.
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GRAN PARADISO
Gran Paradiso was home to one of the largest resistance movements in
the Slave Isles, until Imperial Agents tracked down and imprisoned
leader of the resistance, Amilcar Tsombe. Without Tsombe's leadership
the movement fragmented into three smaller groups. The leaders of each
group have differing views and ideals, so they remained estranged from
one and other, and weak in comparison to the Resistance under Tsombe.
There is no sign at all of any co-operation between them, let alone an
overall strategy. Your task on Gran Paradiso is to recruite the three
resistance movements.
1) Enlist Abbas Tabari, leader of the Amizade resistance movement.
2) Enlist Muhmar Zaghlul, leader of the Laranja resistance movement.
3) Enlist Houshang Biskra, leader of the Trovoados resistance movement.
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BOUREM
Recently, Bourem was the location of an industrial disaster, which
caused thousands of deaths, and had a devastating effect upon the
islands' ecology. Explosions at a chemical plant owned by Enrique
Arnaud, billowed clouds of toxic gas into the atmosphere which laid
waste to all life within ten mile radius. Arnaud was arrested and
tried for manslaughter and negligence. The Judge returned a verdict
of innocent. However, new evidence has come to light, suggesting that
Arnaud paid off the Judge, and actually caused the accident himself
to claim insurance money. Your mission is to seek out Arnaud and Judge
Hopson, and serve justice in the eyes of the population.
1) Assassinate Judge John Hopson, one of the chief conspirators in the
Arnaud disaster.
2) Assassinate Enrique Arnaud, manager of Arnaud Chemicals, and
mastermind behind the plan to destroy his own factory.
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MAGHAR
Maghar is the Imperial Army's heavily fortified punishment island, where
misfits and law-breakers from the army, navy and airforce are drafted to
serve in the notorious punishment battalions. paramilitary units of the
Secret Police maintain law and order, but even they are wary of the
Psycho Squad, a suicide unit comprised entirely of murderers and
psychopaths. The other punishment battalions live in mortal fear of
this squadron.
With the help of his ill-treated common troops, Maghar can be
liberated but mutiny is unthinkable whilst the Psycho Squad are still
at large. You must eliminate this unit.
1) Sabotage the Town Hall at Asali Reach. This is the main
administrative centre on Maghar, which contains a complete library
of files on prisoners past and present.
2) Enlist General Patrick Holmes, Commander of Maghar's Psycho Squad.
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JEREZ
The island is maintained by the Imperial Secret Police as a prison
colony. The inhabitants are senior political and religious leaders who
have been seized by the Empire from various islands who are now held as
hostages. The island is heavily fortified. Take note that certain of the
leading figures kept prisoner on the island have as little regard for
the Federation as they do the Empire. Your mission is to liberate the
prisoners so that they can return to their home islands to foster
further revolt.
1) Enlist Mullah Kush Alami, leader of the island's Islamic party.
2) Enlist Bishop William Price, leader of the island's Christian party.
3) Enlist Comrade Samantha White leader of the island's Communist party.
4) Enlist Brother Gareth Ellis, leader of the island's Anarchist party.
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BENI MAZAR
Sixty percent of Imperial oil reserves can be found under the soil of
Beni Mazar. It is vital to the Saharans that they have a detailed paln
to destroy all oil installations in the event of the island's
liberation. Intelligence reports suggest that the nerve centre for any
demolition operation will be a newly built underwater base. Your
mission is to liberate Beni Mazar whilst avoiding the ecological
disasater that would occur if the Empire implemented its scorched
earth plan.
1) Sabotage the Underwater Base at Mu'tab Sea, recently detected by
resistance divers. It is thought to be a key Imperial military base.
2) Enlist Ahmed Beersheeba, head of Beni Mazar's Resistance force.
Beersheeba's regular radio reports to us unexplicably stopped last
week and we are ow extremely concerned about his welfare.
-Page 119-
GHAZAL
This island is of key strategic importance as it guards the sea lanes
used by the Empire to supply its south-eastern region. Naval patrols
sailing out of ports dotted around Ghazal keep a regular guard. Since
unmonitored access to the island is difficult, Ghazal makes an ideal
location for the Imperial Mint. Be warned that the printers are
specially selected for their honesty. Your overall mission is to cause
economic and monetary chaos by liberating the island.
1) Enlist Bianca Fregona, believed to be a Commander in the Ghazal
Freedom Force.
2) Assassinate Admiral Zufia Ibn Rushd. He is the master strategician
behind the Ghazal's frontline of defence, and is staunchly loyal to
the Empire's doctrines.
3) Enlist Shireen Ibn Musa. Although employed by the Empire, unknown to
them she is a supporter of the Atlantic Federation. Her position as
Chief Radio Operator allows her access to Top Secret Imperial Files,
this makes her an ideal target.
-Page 120-
NDOLA
Ndola provides the HQ for the Saharan Colonial Civil Service and it is
also the home of the Imperial Customs and Excise Head Office. There is
known to be friction between the two organisations. In addition to the
large garrison of Imperial troops, there is also a detachment of armed
Excise officers. We believe that Imperial economic reform will result
in the loss of thousands of Civil Service and Excise posts. If this
information is leaked to the appropriate Civil Service Department,
revolt is likely to ensue.
1) Recruit Bosiu Alooma, a senior Civil Servant who will provide you
with some information which will be helpful to your mission.
2) Seize documents from Bosiu Alooma, detailing massive cuts in the
Civil Service, and the lifting of internal tarrifs. This should be
enough to cause chaos throughout the island.
-Page 121-
MAKAT
The main source of Makat's income is obtained by providing a safe haven
for runaway slaves, on their route to Gran Paradiso. In an effort to
stop this, the Saharan Empire has enforced a naval and submarine cordon
around the island, operating from an underwater base, to block the
entry of any illegal imigrants. With the addition of numerous flying
boat units operating within Makat's own airspace, the island is
extremely well protected.
Your overall mission is to disrupt Imperial defences on and around
the island.
1) Recruit Hikmat Sutuz, the man responsible for the safe passage of so
many slaves through Makat to Gran Paradiso.
2) Sabotage the Underwater Base at Deepwater. This will open up a direct
route to Gran Paradiso.
-Page 122-
KHASH
The Imperial Treasury is situated on Khash. At ports dotted around the
islands, taxes, levies and tributes are received from the Empire's
dependent and vassal islands. Hugh amounts of gold, precious stones and
paper money are stored in banks at various sites. The population of this
island is relatively well treated by the Empire and is, in the main
part, loyal to it. Your mission is to subvert the local population and
deprive the enemy of a major source of revenue by which it maintains
its military effort.
1) Rescue Fahla Gammito, who has been arrested by the Imperial Secret
Police on charges of spying.
2) Enlist Hikmat al-Hadi, the leader of the local resistance.
3) Enlist Musa Hilmi, software engineer to the Imperial Treasury.
4) Assassinate Bakr Hejaz, the manager of the bank at Amarelo flats,
which is part of the Imperial Treasury.
5) Sabotage the Bank at Ironstone Flats, which is part of the Imperial
Treasury.
6) Sabotage the Bank at Matawin Ridge, which is part of the Imperial
Treasury. The location of Matawin Ridge is unknown.
-Page 123-
MOCORITO
The HQ for the Imperial Fighter Command, Mocorito is also the Empire's
main location for the production of biplnes. The island is famous for
its air races and is a Mecca for racing pilots from both the Federation
and the Empire. Because of its connection with the aero industry, the
hospitals on Mocorito specialise in treatment for air crash injuries.
The main resistance on the island is the Nurses Against Oppression
Front. This island would be valuable addition to the Federation. You
are charged with winning it for us.
1) Recruit Hamdan Bustani, who is head of the Imperial fighter command.
His defection will be a severe blow to the enemy. Bustani is renowned
for being a ladies man.
2) Rescue Yazid Tabari, the famous plastic surgeon who has refused the
assist in the Empire's perverted medical experiments. For his crime
he was thrown out of work and into prison.
3) Destroy everything at Beni-Huruth Hills, the biplane production
factory. This will have a devastating effect on the Empire's fighter
capability.
4) Recruit Alexandretta Sinan leader of the Free Nurses Resistance
Front. Her help is vital if we are to liberate this island.
-Page 124-
HEMET
Hemet is to the Imperial Guards Division what the pre-flood island of
Corsica was to the French Foreigh Legion. The island provides the
Guards Division with a GHQ and a training ground. Your overall mission
on this island is to destroy the fighting capability of the Imperial
Guards Division and deprive the Empire of its most able troops.
1) Assassinate Admiral Adam Robinson, the senior Imperial Naval
strategist.
-Page 125-
CAJAMARCA
Cajamaraca is a centre for watchmaking and manufacture of precision
mechanisms. Because of these industries, industrial diamons are in great
demand and smuggling is rife. One criminal activity has encouraged
another and the island has become a haven for forgers. Cajamarca is
famous for its bazaars where forged and smuggled goods are peddled.
Little else can be said about this island - the secret police force is
corrupt and there is a rather seedy down-at-heel medical college.
Despite all this, the Federation is encouraging Cajamarca into the
fold. Liberate the island.
1) Enlist Captain Lufti Aal-Hamid. He is rotten to the core and
supplements his ownincome by taking protection money off many of the
islanders. He has the total respect of his own Police Force, most of
whom are as corrupt as him, and his recruitment would be of great
benefit to us.
2) Enlist Bishop Donald Williamson, perhaps the most respected man on
the island, although the military force on Cajamarca loathe him,
because of his affinity with the island's Secret Police.
-Page 126-
NICOBAR
Nicobar is a rich fertile island. Its Grand Harbour at Sweetwater is the
busiest mercantile port in the whole Archipelago. At the mpment, it is
also the chosen anchorage of Admiral Kreuter's Atlantic Fleet. Kreuter,
the naval genius of our age, has a mountain retreat here, close to the
village where his beloved mistress, Michelle Marchetta, lives.
Kreuter's help is vital in liberating the island - his fleet is the
best the Empire has and his men would follow him to the end of the
earth. Authority and charm will help you on your mission.
1) Enlist Admiral Kreuter. He is a proud, arrogant man, but he is also
a gambler. You must find a way to gain his help. He has never been
known to break his word.
2) Assassinate Eric rainger, the General Secretary of the Dockworker's
Union. The Secret Police pay Grainger large sums of money to keep
the harbour workforce quiet and docile.
3) Rescue Joseph Pearson, the pop singer, arrested by the Secret Police
after the first performance of his protest song "Love is Freedom,
Let's Fight For Love".
4) Enlist Hugh Evans, President of the Union of Coal Miners. The Police
have framed him on fraud charges and now he's in hiding. The miners
will follow him to a man.
-Page 127-
ALMIRANTE
Almirante is frequented by sailors and officers on leave from the
Imperial Naval Base on Lobos. The island provides a wealth of leisure
activities, ranging from hunting, fishing and minisub diving to
ballooning and speedboat racing. The small offshore island of Pequeno
is the start and finish point for the famous Captain Morgan's Cup, a
speedboat race that circumnavigates Almirante. Less to the liking of
the naval officers is the Secret Police Regional HQ at Forte . To
ensure the navy's loyalty, the police keep detailed files on all the
officers. If you can seize these files, the way is open for mutiny.
1) Enlist Captain Lobengula Youlou on Pequeno.
2) Sabotage the Secret Police HQ at Forte Fields.
3) Seize documents containing files on all the Imperial Military
Officers stationed on Almirante.
4) Sabotage the Underwater Base at Secundo Ocean, where Imperial gold
reserves are stored.
5) Assassinate General Edward White. He is loyal to the Empire, and in
command of strong forces at Viano.
-Page 128-
AOSTA
Aosta, sun drenched and idyllic, is the centre for the Saharan Empire
movie-making industry. Two rival film studios are based on the island
and the residents include many rich and famous film stars as well as
a host of journalists and critics. The ubiquitos Secret Police maintain
a quiet but a watchful presence on the island, ensuring that no liberal
or republican propaganda find its way into the movies. Jealously and
slander are a way of life on Aosta and you should be careful about who
you trust.
1) Enlist Harold Lawrence, the renowned actor, whose loss to the Empire
will be a huge blow to their morale.
2) Enlist Christophe Schwabe the successful businessman, who produces
all the enemy propaganda films. This will leave their film industry
in ruins.
3) Enlist Nandi Fabral, favourite pin-up of the Imperial troops. She
has been portrayed to them as everything right in the Imperial woman.
4) Sabotage the factory at Volcano Sister, used for film processing by
the enemy.
5) Sabotage the factory at Ocean Fields, used for film processing by the
enemy.
-Page 129-
GALVA
Far from the main tarde routes, Galva is a quiet and peaceful backwater.
The Empire's flying sub factories are based in the north-west. In the
south-east, a small group of scientists is engaged in rocket pack
research. Galva is also the place of exile for the Emporer's over-
ambitious nephew, Fasalis, who has a strong following in the army.
Galva is unlikely to be a port of call for the Armada, but its rocket
pack technology and the support of Fasalis would be extremely useful.
Try charm and reason to win the islanders over to your cause.
1) Enlist Lord Fasalis Moumie, the Emperor's overweening nephew. He
loathes his uncle and will raise the banner of rebellion, rallying
many men to our cause throughout the Slave Isles.
-Page 130-
ANDARA
Andara is the home port of the Imperial Submarine Fleet and we know that
there are atlease three underwater bases off the south-east coast. In
the north-west of the island, the Empire is engaged in the highly
advanced sonar research and manufacture, whilst further south, at
Trovoadas, the Imperial Institute of Oceanography probes the depths of
the ocean.
Andara's major industry is aircraft production. A complex of slave
camps at Asali provides labour for Adara's aircraft factories and for
its abundant sugar plantations.
1) Seize documents detailing Oceanography research. These are hidden in
the Underwater Base at Salazoa.
2) Destroy Captain Soromenho's Minisub squadron in the area around the
Salazoa Underwater Base. This will enable the scientists there to
escape.
3) Sabotage the Underwater Base at Azul Water.
4) Sabotage the Underwater Base at Primeiro Sea.
5) Sabotage the Underwater Base at Esperance.
6) Assassinate Colonel Kaduna Trudo, Commandant of the Army camp at
Asali, with the objective of causing uprising and dissention there.
7) Enlist Professor Andrea Hughes the Sonar Research Scientist at
Fer-Sono.
-Page 131-
MAUR
A huge barrage stretching across the island's western bay houses a tidal
hydro-electric power station. The gigawatts of electricity generated
there are used for experiments in fusion power. The Empire must not be
allowed to progess in this field of research. The research staff are
highly intelligent scientists, many of whom are also dissident authors.
We must spread their work throughout the Empire.
1) Enlist Touvalou Dube, the renowned Nobel prize winning Physicist.
2) Sabotage the Electricity Works at King Point, at the northern end of
the barrage.
-Page 132-
VICENZA
Subsistence farming and coastal fishing are the mainstays of the local
economy. Vicenza's unspoilt wilderness and clear skies have attracted
three thriving communities of artists. The island is not heavily
garrisoned, but early warning radars for the naval base on Lobos are
stationed here. If we hold Vicenza, Lobos is blind. Fritsch, the Chief
of Police is an avid collector of old masters and his help, together
with the support of the island's more rebellious artists, will be vital
to the liberation of Vicenza.
1) Enlist Colonel Otto Fritsch, the art-loving Chief of Police. He is
known to have some sympathy with our cause, but his price for
helping us will be high, no doubt.
2) Sabotage the Town Hall at Afonsin Plateau. The houses the censorship
bureau which vets all the works of art produced on the island. Its
destruction will win you many friends.
3) Enlist Audrey Sutton, leading light of the Maximalist Movement. Her
support is vital in the liberation of Vicenza.
-Page 133-
CRISTOBAL
The whole of Cristobal by the quisling tycoon, Lord Albert Harper, a
hypochondriac recluse who fears contact with the rest of the island's
population. The Imperial garrison shields Harper from the outside world
and in return he regularly makes large donations to the Saharan Empire.
The largest army presence here is at Wazir, in the north-east, where
supplies and water are shipped out to other Saharan Islands to sustain
troops. Cristobal is virtually a self-sufficient corporate island, with
prosperous fisheries, farms, mines and abooming freshwater pearl
diving industry.
1) Assassinate Lord Harper, the tycoon owner of Cristobal.
2) Enlist Dr. Josephine Hughes, Chairperson for the Council for Civil
Liberties. She can be found working in the ghetto at Lambert, and
will encourage the workers to revolt.
3) Enlist the Governer Sambeka Bory, currently in the pay of Lord
Harper. She is to be found in Colony.
4) Rescue Hazar Amin, radar research scientist, held against his will
at Dry. He will be vital to the liberation of the island beause of
his expertise in ECM, which he will use to 'blind' enemy units.
-Page 134-
APPENDIX - B
WEAPONS SYSTEMS
---------------
SNIPING RIFLE
A long range anti-personnel weapon, ideally used for clandestine
assassination attempts. Also effective against 'soft' airborne targets,
but only mildly effective against land or sea based vehicles.
DYNAMITE
Sticks of high eplosive, detonated by a sixty second timed fuse, used
for sabotaging and destroying buildings, vehicles or even people!
Dynamite must be planted, (it cannot be used from within a vehicle) and
you must ensure that you retire a safe distance within the time limit.
When the explosives are detonated, a crater will be formed in the
immediate vicinity of the explosion, and everything within its range
will be destroyed. It is therefore only effective against stationary
targets!
PISTOL
A short range anti-personnel weapon, deadly for close quarter
assassination attemps, but hardly effective elsewhere.
ROCKET LAUNCHER
A multi-target seek-and-destroy weapon, comprising high-explosive packed
warheads guided by laser system enhanced missiles fired from a portable
launch unit. Highly effective against all targets except buildings.
-Page 135-
HAND GRENADE
Short range high explosives thrown by hand and effective against all
targets which are close by. The grenades must be carefully aimed and
thrown sufficient distance so as not to harm the operative on
detonation.
GRENADE LAUNCHER
Portable unit used for the firing of Hand Grenades, increasing
effectiveness as it affords the grenades both greater range and
accuracy.
LIMPET MINE
Effective against all stationary targets, especially underwater. Must be
planted, like dynamite, with a sity second time delay allowing you
escape time. Limpet mines will destroy all structures in the immediate
vicinity, and will cause craters.
ORCA MISSILE
Laser system guided seek-and-destroy sea surface and sub aquatic
missile, effective against most sea targets except buildings. The most
effective 'water weapon'.
-Page 136-
KNIFE
Used for close quarter hand to hand combat and assassinations.
ASSAULT RIFLE
A short range anti-personnel and anti light vehicle and aircraft weapon,
firing high velocity bullets.
SUBMACHINE GUN
A short range anti-personnel rapid fire weapon effective in fire-fights
and for assassinations.
LIGHT MACHINE GUN
A rapid fire anti-personnel weapon combining long range accuracy and
light weight making it both effective and portable.
HARPOON
Designed for underwater use as a short range anti-personnel weapon.
Semi-effective against other targets.
-Page 137-
HEAT-SEEKING MISSILE
IR guided fire-and-forget homing missile, deadly against all targets
except buildings and heavily armoured tanks.
TANK SHELL
Deadly when accurate, Tank Shells must be aimed carefully by both
horizontal and vertical movements of the tank turret.
UNDERWATER MISSILE
A fire-and-forget homing missile effective against most sub-aquatic
targets.
TORPEDO
An underwater missile which is deadly when accurate. Must be aimed
carefully.
SECRET WEAPONS:
To use any of the Secret Weapons you have acquired, press Function Key
F9. The Secret Weapons display will appear showing an icon for each
weapon you have in your possession.
Selecting a Secret Weapon icon calls up further text explaining how the
weapon works, together with 'thums-up' and 'thumbs-down' icons. Select
thumbs-up to use the weapon or thumbs-down to return to the Secret
Weapons diskplay.
-Page 138-
APPENDIX - C
SECRET POLICE GUARDS
--------------------
REMOVED ... ONLY REQUIRED WHEN YOU HAVE THE ORIGINAL....
-Page 139-
-Page 140-
-Page 141-
-Page 142-
-Page 143-
-Page 144-
APPENDIX - D
TRANSPORT MODES
---------------
TANK
With a top speed of only 40 m.p.h., the Tank is one of the slowest and
least manouverable of all vehicles. Its great strenghts lie in both its
offensive firepower and defensive capabilities.
High explosive Tank Shells are as destructive as any other weapon
available. They are aimed by adjusting the tilt of the barrel, and the
horizontal direction. At an angle of 45o, the range of the shell is at a
maximum. Tanks are only highly vulnerable to other tanks shells - their
thick armour plating resists virtually all else.
Mouse Joystick Keyboard
SPEED UP UP UP NUM.KEY. 8
SLOW DOWN DOWN DOWN NUM.KEY. 2
TURN LEFT LEFT LEFT NUM.KEY. 4
TURN RIGHT RIGHT RIGHT NUM.KEY. 6
TILT NOSE DOWN LEFT MB. "<" KEY "<" KEY
TILT NOSE UP RIGHT MB. ">" KEY ">" KEY
VERTICAL VELOCITY
--------------------------------
JEEP
Highly manouverable, nippy Jeeps will withstand some punishing driving.
They will not however, stand up well to attack, leaving the driver more
vulnerable to injury than any other land vehicle. They provide ideal
transport for reconnaisance work. If you are expecting enemy company,
look for something a little safer. Like all wheeled vehicles, jeep
travel faster on roads than on crosscountry routes.
Mouse Joystick Keyboard
SPEED UP UP UP NUM.KEY. 8
SLOW DOWN DOWN DOWN NUM.KEY. 2
TURN LEFT LEFT LEFT NUM.KEY. 4
TURN RIGHT RIGHT RIGHT NUM.KEY. 6
TILT NOSE DOWN LEFT MB. "<" KEY "<" KEY
TILT NOSE UP RIGHT MB. ">" KEY ">" KEY
VERTICAL VELOCITY
-Page 145-
TRUCK
Trucks offer fairly safe, sturdy, reliable transport. They will not
break any speed records, nor can they turn tightly, but they offer
some degree of protection from small arms fire and ambush. They have
limited off road capabilities, and will nearly always be seen
travelling along roads.
Mouse Joystick Keyboard
SPEED UP UP UP NUM.KEY. 8
SLOW DOWN DOWN DOWN NUM.KEY. 2
TURN LEFT LEFT LEFT NUM.KEY. 4
TURN RIGHT RIGHT RIGHT NUM.KEY. 6
TILT NOSE DOWN
TILT NOSE UP
VERTICAL VELOCITY
--------------------------------
BUS
Any Bus you encounter will not be under military control. They will
always be travelling along roads, where they are best kept. If you are
travelling on foot, and a bus comes along, catch it! You'll take control
of it and can manouvre off road if you wish. Buses do not carry any
weapons!
Mouse Joystick Keyboard
SPEED UP UP UP NUM.KEY. 8
SLOW DOWN DOWN DOWN NUM.KEY. 2
TURN LEFT LEFT LEFT NUM.KEY. 4
TURN RIGHT RIGHT RIGHT NUM.KEY. 6
TILT NOSE DOWN
TILT NOSE UP
VERTICAL VELOCITY
-Page 146-
TRAIN
Trains need track to run. Find a railway and you'll eventually find a
train. (Railways are marked in blue on the Main Map). Trains cannot be
steered left or right, as they only travel forwards and backwards. You
may, however, drive the train from either end, by using the cursor keys.
Mouse Joystick Keyboard
SPEED UP UP UP NUM.KEY. 8
SLOW DOWN DOWN DOWN NUM.KEY. 2
TURN LEFT
TURN RIGHT
TILT NOSE DOWN
TILT NOSE UP
TURN TRAIN C U R S O R K E Y S U P & D O W N
--------------------------------
SPEEDBOAT
Fast and manouverable, Speedboats cut through the waves without too much
buffeting, making them a steady platform from which to fire small arms.
They are, however, highly vulnerable to attack themseleves. Their speed
is their only form of defence.
Mouse Joystick Keyboard
SPEED UP UP UP NUM.KEY. 8
SLOW DOWN DOWN DOWN NUM.KEY. 2
TURN LEFT LEFT LEFT NUM.KEY. 4
TURN RIGHT RIGHT RIGHT NUM.KEY. 6
TILT NOSE DOWN
TILT NOSE UP
VERTICAL VELOCITY
-Page 147-
CRAWLER
An ingenious vehicle designed to allow travel along the sea-bed and
across land, the crawler provides a means of access to the many of the
Underwater Bases you'll need to visit. Of average top speed and
manouverability, the Crawler is hard to find, but easy to use.
Mouse Joystick Keyboard
SPEED UP UP UP NUM.KEY. 8
SLOW DOWN DOWN DOWN NUM.KEY. 2
TURN LEFT LEFT LEFT NUM.KEY. 4
TURN RIGHT RIGHT RIGHT NUM.KEY. 6
TILT NOSE DOWN
TILT NOSE UP
VERTICAL VELOCITY
--------------------------------
SUBMARINE
Submarines offer you the best form of protection whilst underwater or on
the sea surface. They can move forward and backwards, and right and
left, and also have a facility for vertical movement without horizontal
movement. Well armed and well defended, the only drawback is lack of
speed and ease of manouverablity.
Mouse Joystick Keyboard
SPEED UP UP UP NUM.KEY. 8
SLOW DOWN DOWN DOWN NUM.KEY. 2
TURN LEFT LEFT LEFT NUM.KEY. 4
TURN RIGHT RIGHT RIGHT NUM.KEY. 6
TILT NOSE DOWN
TILT NOSE UP
VERTICAL VELOCITY L + R MB. ">" UP CURSORKEYS
"<" DOWN UP + DOWN
-Page 148-
MINISUB
Complementing the abilities of a conventional submarine, the minisub is
quick and manouverable, whilst being more vulnerable to attack. It can
change vertical direction on the move, and is highly effective in
underwater 'dogfights'.
Mouse Joystick Keyboard
SPEED UP UP UP NUM.KEY. 8
SLOW DOWN DOWN DOWN NUM.KEY. 2
TURN LEFT LEFT LEFT NUM.KEY. 4
TURN RIGHT RIGHT RIGHT NUM.KEY. 6
TILT NOSE DOWN LEFT MB. "<" KEY "<" KEY
TILT NOSE UP RIGHT MB. ">" KEY ">" KEY
VERTICAL VELOCITY
--------------------------------
SHIP
Ships, unlike Speedboats, are affected by wave movement, both pitching
and yawing with the sea surface. It means that they are difficult to
launch attack from, but are less likely to suffer damage from enemy
attack.
Mouse Joystick Keyboard
SPEED UP UP UP NUM.KEY. 8
SLOW DOWN DOWN DOWN NUM.KEY. 2
TURN LEFT LEFT LEFT NUM.KEY. 4
TURN RIGHT RIGHT RIGHT NUM.KEY. 6
TILT NOSE DOWN
TILT NOSE UP
VERTICAL VELOCITY
-Page 149-
BIPLANE
With the fundamental controls of any other plane, the Biplanes you'll
encounter are also fitted with a special anti-stall mechanism which will
not allow your speed to fall below 80 m.p.h. whilst you remain above 200
feet. Below 200 feet you may slow normally for landing.
Mouse Joystick Keyboard
SPEED UP UP UP NUM.KEY. 8
SLOW DOWN DOWN DOWN NUM.KEY. 2
TURN LEFT LEFT LEFT NUM.KEY. 4
TURN RIGHT RIGHT RIGHT NUM.KEY. 6
TILT NOSE DOWN LEFT MB. "<" KEY "<" KEY
TILT NOSE UP RIGHT MB. ">" KEY ">" KEY
VERTICAL VELOCITY
+----------------------------------------------------------------------+
| TAKING OFF AND LANDING |
| To take off, start accelerating and then pull the nose of your |
| aircraft up. To land, ease your aircraft to below 200 feet, and then |
| decelerate. Below a certain speed, your aircraft will land |
| automatically and you can bring it to a stop. |
+----------------------------------------------------------------------+
HELICOPTER
The Helicopters have full forward/backward, right/left and tilt
controls, plus an ability for vertical ascent or descent at very slow
speeds. This makes them very versatile, but also more difficult to fly
than most. Practice will make perfect! Helicopters are well armed, but
faily vulnerable.
Mouse Joystick Keyboard
SPEED UP UP UP NUM.KEY. 8
SLOW DOWN DOWN DOWN NUM.KEY. 2
TURN LEFT LEFT LEFT NUM.KEY. 4
TURN RIGHT RIGHT RIGHT NUM.KEY. 6
TILT NOSE DOWN LEFT MB. "<" KEY "<" KEY
TILT NOSE UP RIGHT MB. ">" KEY ">" KEY
VERTICAL VELOCITY C U R S O R K E Y S U P & D O W N
-Page 150-
ZEPPELIN
Like Helicopters, Zeppelins can effect vertical movement without
horizontal movement, but by a different mechanism. They too have freedom
of movement in all other directions, but are vulnerable to even the
lightest firepower.
Mouse Joystick Keyboard
SPEED UP UP UP NUM.KEY. 8
SLOW DOWN DOWN DOWN NUM.KEY. 2
TURN LEFT LEFT LEFT NUM.KEY. 4
TURN RIGHT RIGHT RIGHT NUM.KEY. 6
TILT NOSE DOWN LEFT MB. "<" KEY "<" KEY
TILT NOSE UP RIGHT MB. ">" KEY ">" KEY
VERTICAL VELOCITY C U R S O R K E Y S U P & D O W N
--------------------------------
BALLOON
When piloting a balloon, you will not have 'direct' control of your
transport. You can affect turn, tilt and vertical velocity, but not
direction. For that you rely on windpower. Two rules govern such motion;
a) the higher you are the faster you go, and b) at different altitudes
the wind blows in a different direction. You may therefore alter speed
and direction by altering altitude.
Mouse Joystick Keyboard
SPEED UP
SLOW DOWN
TURN LEFT LEFT LEFT NUM.KEY. 4
TURN RIGHT RIGHT RIGHT NUM.KEY. 6
TILT NOSE DOWN UP UP "<" KEY
TILT NOSE UP DOWN DOWN ">" KEY
VERTICAL VELOCITY L + R MB. ">" UP ">" UP
"<" DOWN "<" DOWN
-Page 151-
ROCKET PACK
The quickest and most manouverable form of transport available, the
Rocket Pack is also the most difficult to control. Only found on the
island of Galva, where there is a large Research Centre, speeds of up
to 500 m.p.h. have been achieved in testing.
Mouse Joystick Keyboard
SPEED UP RIGHT MB. ">" KEY ">" KEY
SLOW DOWN LEFT MB. "<" KEY "<" KEY
TURN LEFT LEFT LEFT NUM.KEY. 4
TURN RIGHT RIGHT RIGHT NUM.KEY. 6
TILT NOSE DOWN
TILT NOSE UP
VERTICAL VELOCITY UP / DOWN UP / DOWN NUM.KEY. 8 = UP
NUM.KEY. 2 = DOWN
--------------------------------
FLYING BOAT
Handling like a Biplane when airborne and as a Speedboat when on the
water surface, the Flying Boat is a versatile and valuable craft.
Resistant to many forms of attack, it is at its best when itself
attacking sea surface vessels.
Mouse Joystick Keyboard
SPEED UP UP UP NUM.KEY. 8
SLOW DOWN DOWN DOWN NUM.KEY. 2
TURN LEFT LEFT LEFT NUM.KEY. 4
TURN RIGHT RIGHT RIGHT NUM.KEY. 6
TILT NOSE DOWN LEFT MB. "<" KEY "<" KEY
TILT NOSE UP RIGHT MB. ">" KEY ">" KEY
VERTICAL VELOCITY
-Page 152-
FLYING SUB
The most adaptable mode of transport in the game, the flying sub can
travel across both land and sea, underwater and through the air. It
gives you total freedom, is well armed, and is as effective a vehicle
as you will find.
Mouse Joystick Keyboard
SPEED UP UP UP NUM.KEY. 8
SLOW DOWN DOWN DOWN NUM.KEY. 2
TURN LEFT LEFT LEFT NUM.KEY. 4
TURN RIGHT RIGHT RIGHT NUM.KEY. 6
TILT NOSE DOWN LEFT MB. "<" KEY "<" KEY
TILT NOSE UP RIGHT MB. ">" KEY ">" KEY
VERTICAL VELOCITY
--------------------------------
HOVERCRAFT
Its facility to travel across sea and land, coupled with its speed and
manouvrability makes the hovercraft ideal for pursuing small groups
enemy vehicles around the coastline. Hovercrafts are, however,
susceptible to attack with limited firepower.
Mouse Joystick Keyboard
SPEED UP UP UP NUM.KEY. 8
SLOW DOWN DOWN DOWN NUM.KEY. 2
TURN LEFT LEFT LEFT NUM.KEY. 4
TURN RIGHT RIGHT RIGHT NUM.KEY. 6
TILT NOSE DOWN
TILT NOSE UP
VERTICAL VELOCITY
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THE HUMAN MODES
(ON FOOT, SWIMMING, PARACHUTING and FROGMAN)
One of the four human modes of transport can always be accessed by
pressing the ESC key. You will also transfer smoothly between human
modes. If you walk towards the shore you will wade whilst remaining on
foot for a while, then begin swimming, and eventually, when the water
is deep enough, you'll be able to dive under the surface. Whilst in
human mode you have a high degree of freedom allowing you to explore
the landscape, but you are very vulnerable to attack.
To switch from swimming to frogman mode, you simply look down into
the water whilst swimming and move forward.
When parachuting, you have a small and constant forward speed. Using
this in conjunction with your control over direction and vertical speed,
you can usually steer yourself to a chosen spot.
When walking, you can use your sniping rifle. Rifle sights appear on
screen and you can zoom in or out using the cursor keys.
ON FOOT
Mouse Joystick Keyboard
SPEED UP UP UP NUM.KEY. 8
SLOW DOWN DOWN DOWN NUM.KEY. 2
TURN LEFT LEFT LEFT NUM.KEY. 4
TURN RIGHT RIGHT RIGHT NUM.KEY. 6
TILT NOSE DOWN LEFT MB. "<" KEY "<" KEY
TILT NOSE UP RIGHT MB. ">" KEY ">" KEY
VERTICAL VELOCITY
SWIM
Mouse Joystick Keyboard
SPEED UP UP UP NUM.KEY. 8
SLOW DOWN DOWN DOWN NUM.KEY. 2
TURN LEFT LEFT LEFT NUM.KEY. 4
TURN RIGHT RIGHT RIGHT NUM.KEY. 6
TILT NOSE DOWN LEFT MB. "<" KEY "<" KEY
TILT NOSE UP RIGHT MB. ">" KEY ">" KEY
VERTICAL VELOCITY
-Page 154-
PARACHTING
Mouse Joystick Keyboard
SPEED UP
SLOW DOWN
TURN LEFT LEFT LEFT NUM.KEY. 4
TURN RIGHT RIGHT RIGHT NUM.KEY. 6
TILT NOSE DOWN UP UP "<" KEY
TILT NOSE UP DOWN DOWN ">" KEY
VERTICAL VELOCITY L + R MB. ">" = UP ">" = UP
"<" = DOWN "<" = DOWN
FROGMAN
Mouse Joystick Keyboard
SPEED UP UP UP NUM.KEY. 8
SLOW DOWN DOWN DOWN NUM.KEY. 2
TURN LEFT LEFT LEFT NUM.KEY. 4
TURN RIGHT RIGHT RIGHT NUM.KEY. 6
TILT NOSE DOWN LEFT MB. "<" KEY "<" KEY
TILT NOSE UP RIGHT MB. ">" KEY ">" KEY
VERTICAL VELOCITY
-Page 155-
APPENDIX - E
BUILDING TYPES
--------------
On approaching a Garage, Hangar or Filling Station, come to a halt. If
you are close enough to the building, your vehicle will automatically
be refuelled.
On approaching a Ship's store, Gunshop or Stores, come to a halt. If
you are close enough to the building, your vehicle will be automatically
re-armed.
OBS! ALL PICTURES OF THE BUILDINGS ARE REMOVED!!!!!!!!
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GLOSSARY
--------
AGORA The home island of the Atlantic Federation and the target
of your opponents. Once Agora is lost, the game is lost.
ARMADA The Saharan Empire's massive convoy of planes, boats,
tanks and airships, massed on the African coast, and
ready to sail for Agora.
ASSIGNMENT A form of assistance. An offer by a contact or recruit to
perform a rescue,murder, ambush or act of sabotage which
will help your cause, and may even lead directly to the
completion of a mission objective.
ASSISTANCE Help offered by a contact or recruit. May take any one of
nine forms, and may be immediately offered, or offered on
condition you fulfill certain requirements.
ATTRITION The rate of depletion the Saharan Armada, which is
governed both by the number of friendly forces previously
'earned' during missions, and by your personal actions
against the Armada.
AUTHORITY One of your eight psychological traits. Changing it
alters both deception and reason, and it is itself
influenced by charm.
AUTOROUTE A route from one place to another along which travel may
automatically be executed. The journey is plotted on the
Main Map, and takes place in the 3-D landscape.
BACK-UP DISK A copy of the Program, Graphics or Mission Disk made for
your own personal use.
BETRAYAL Traitors will betray you to the Secret Police. Traitors
bahave like any other character up to the point where you
would normally be offered help. Instead, you will be
arrested and imprisoned.
BOOBY TRAP Some Weapons Boxes may hold life threatening Booby Traps.
It is impossible to tell until you 'grab' the box. Each
Trap has a delay fuse allowing you a few seconds to clear
the area, or risk injury!
BRIBERY One of your eight psychological traits. Changing it
alters both charm and
-Page 164-
authority, and it is itself influenced by reason. Can be
used to escape from capture.
CAMPAIGN The full game, encompassing strategic, tactical and
action levels, in which each mission forms a part of an
integral campaign to defeat the Saharan Empire,
culminating in a great battle with the Armada.
CAMPAIGN DISK A campaign disk must be created before beginning each
campaign. It is a copy of the original Missions disk,
which will be automatically updated as the campaign
progresses.
CAMPAIGN On liberating an island, its grateful inhabitants will
REWARDS thrust luxury goods upon you, and you will be paid a
financial bonus by the Federation. These comprise your
Campaign Rewards.
CHARM One of your eight psychological traits. Changing it
alters authority, and it is itself influenced by bribery,
threats and deception.
COBRA The Covert Operations BuReAu, the top secret Atlantic
Federation security department for which you work, headed
by 'Control'.
CONDITIONAL Some people will offer to help you, provided that you
ASSISTANCE fulfill certain conditions that they specify. The
condictions take a similar form to mission objectives,
and include assassination, sabotage, recruitment, rescue,
destruction of an enemy unit or seizure if vital
documents.
CONTACTS A contact is someone pre-warned of your presence who will
offer help immediately on request.
CONTROL The head of COBRA, Control is your boss, who will brief
you before each mission and keep you updated as to your
progress.
DIFFICULTY Beginner, Intermediate, Experienced or Expert levels may
LEVELS be selcted when performing a Raid. They govern the number
of secret weapons given to you.
EAST ATLANTIC The region of the world in which Agora, the Slave Isles,
and the coast of Africa are found.
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ENDURANCE One of your five physical traits. Changing it alters
recuperation, and it governs the rate of depletion of
energy reserves.
ENEMY UNIT Each enemy unit comprises any number of vehicles, all of
one type, under the leadership of one Commander, by whose
name and rank the unit is identified. Each unit operates
individually; the loss of the majority of a unit may
lead the remainder of that unit to desert.
ENERGY RESERVES Your energy reserves represent your total stock of
energy, shown by the number of full running man icons
visible on the state of health display. It is converted
to muscle power when you rest briefly, and is itself
replenished by sustained rest.
FIELD AGENTS You are one of several Field Agents employed by COBRA. It
is your task to undertake the top secret missions as you
are one of the elite.
FIREFIGHT This option puts you into the thick of the action,
halfway through a mission. Accessed via the Training
Department.
GRAPHICS DISK The disk supplied which holds, among other things, your
saved agent files.
HEADQUARTERS COBRA's main offices on Agora, where you are briefed
before and between missions, may use the Training
facilities, and perform all diskbased operations.
HEALTH Your body is divided into six areas, each of which may at
any time become injured. If they do, they become
overlayed by a red cross on your health diagram. If a
body area is damaged, movement may become restricted.
Time heals any injury, but the duration of convalescence
needed may vary from injury to injury.
HELP KEY Pressing the "Help" key whilst moving around the 3-D
landscape will display the method of control for your
current mode of transport.
HUMAN MODE The non-vehicular modes of transport. On land, walking.
On the sea, swimming. Underwater, as a frogman. Whilst
airborne, aided by
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parachute. Each may be activated by pressing the "ESC"
key.
ICON BUTTON The method of selection most commonly used in Flames of
Freedom. When using the mouse, the left hand button.
When using the joystick, the fire burron, and when using
the keyboard, the space bar.
IMMEDIATE Help offered by contacts, who require no persuasion.
ASSISTANCE
INTELLIGENCE All intelligence known to the Atlantic Federation is made
available to you via the Intelligence option on the Main
Map. All known locations of people, vehicles, weapons and
enemy vehicles.
ISLAND BUTTON The button used to select which island you wish to
perform your next mission on. For every method of
control, this is the space bar.
ISLAND REPORT The first section of your mission briefing, outlining the
background of the island, the major objectives, and any
other relevant details.
KEY ICON The icon on all map screens which hides all other icons
relevant to that map. Move the pointer over the key icon
to reveal the other icons.
KNOWLEDGE One of the nine types of help you may be offered, telling
you the position of a person, enemy unit or vehicle, or
information about a certain persons activities.
MAIN MAP The map of the whole East Atlantic, seen by pressing
Function Key F5, which can be magnified and reduced as
necessary.
MINI MAP The section of the map in which you are currently moving,
seen on the information panel when using a mode of
transport. It cannot be magnified or reduced.
MISSION Once you have selected an island, you will be briefed
BRIEFING about its mission. You may question 'Control' about seven
aspects of the mission; Island Report, Mission
Objectives, Journey Time, Transport & Weapons Supplied,
Contacts, and General Intelligence.
MISSION DISK The disk holding all the island specific information,
which must be used
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to make a Campaign Disk before playing a Campaign game.
When performing a Raid, you need not have a Campaign
disk, but no information can be saved.
MISSION To completely liberate each island, a series of specific
OBJECTIVES mission objectives must be performed, which are given to
you at the mission briefing. As each is completed, you
will be told. All must be completed to effect liberation.
Specific mission objectives for each island can be found
in Appendix A.
MUSCLE POWER Your 'instantaneous' energy available for physical
activity, which decreases at a rate according to the type
of activity you are engaged in. It is replaced from your
Energy Reserves whenever you stop and rest.
NOTEBOOK Accessed by pressing Function Key F7, your Notebook gives
an up-to-the-minute account of your mission, detailing
people met, contacts made, enemy units destroyed,
buildings sabotaged, weapons and papers available and
campaign rewards earned so far.
OBJECTIVES See Mission Objectives
OPERATION Codename given by COBRA to the Saharan Empire's plans to
SCORPIO capture Agora.
OPERATION Codename given by COBRA to the Federations activities in
WILDFIRE attempting to liberate the Slave Isles.
OUTPOST A slave island dependant on stronghold or the mainland
for its survival.
PAPERS Forged Papers allow you to pass through Saharan forces
with a reduced chance of being attacked. They may be
found or given to you by a contact, and vary in quality.
PERSONNEL The area of COBRA HQ in which you set your looks, name,
DEPARTMENT physical and psychological characteristics, and can load
and save personnel files.
PHYSICAL Five traits combine to give your physical profile;
PROFILE Reflexes, Endurance, Sturdiness, Recuperation, and
Stamina. They are interrelated and govern
-Page 168-
all aspects of movement. They may change over time, for
better or worse.
PLEADING One of your eight psychological traits. Changing it
alters authority and threats, and it is itself influenced
by deception.
PSYCHOLOGICAL Eight traits combine to give your psychological profile:
PROFILE Charm, Sex Appeal, Bribery, Threats, Reason, Pleading,
Authority and Deception. Every aspect of your make up
will be called upon at some time - and your profile will
change according to your responses to situations. It is
especially important when meeting people.
QUICK TIME A route from one place to another along which travel may
automatically be executed. The journey is plotted and
takes place on the Main Map. You will only return to the
3-D landscape at your journey's end, or if "excitement
detection" is activated during the journey.
RADAR The short range radar window shows the radar profiles of
your surroundings, with items colour coded for
identification.
RAIDS Raids allow you to tackle any one of the 41 missions
individually as a complete game in one session, without
reference to the other islands of a campaign game.
REASON One of your eight psychological traits. Changing it
alters deception and bribery, and it is itself influenced
by sex appeal, threats and authority.
RECUPERATION One of your five physical traits. Changing it alters
sturdiness, and it governs the amount of energy gained
during rest.
REFLEXES One of your five physical traits. Changing it alters
endurance, and it governs your resistance to injury.
REST Whenever your Muscle Energy or Energy Reserves drop, you
will need to rest, by pressing F2. You can then choose
to rest for five minutes or for hours.
ROUNDEL A marker used on the Main Map to show the position of a
person, vehicle, weapon or enemy unit.
-Page 169-
SAHARAN The evil opponents of the Atlantic Federation, who run
EMPIRE the Slave Isles as dictatorships, and seek to do the
same to your home island of Agora. The Empire must be
destroyed if the East Atlantic is to be at peace.
SECRET A person may offer to take you to meet another person
JOURNEY whom is known to them, but whose whereabouts are to
remain secret. Typically such a person might be a high
ranking member of the local resistance whose life would
be endangered by anyone gaining knowledge of how to
find them.
SECRET POLICE The backbone of the Empire's tyrranical war machine, the
Secret Police terrorise the people of the Slave Isles on
day to day basis. If held by the Secret Police, expect
systematic torture. They are trained to be totally
ruthless. The majority are.
SETTLEMENT A place of two buildings or more. Not all settlement
locations or names are knwon before a mission; those you
discover are automatically added to your intelligence.
SEX APPEAL One of your eight psychological traits. Changing it
alters reason, and it is itself influensed by threats and
deception. Sex Appeal may only be used on a member of the
opposite sex.
SHELTER A person may offer to shelter you from the Saharan Forces
for a while, which is especially useful if the enemy are
in hot pursuit and you have limited resources at your
disposal.
SKULL RATING Each island mission has a skull rating associated with
it, indicating the level of difficulty of that mission.
Skull ratings are seen on the mission selector screen.
SLAVE ISLES The 42 islands of the East Atlantic archipelago.
Controlled by the Saharan Empire, who exploit the
populations relentlessly, the islands must be liberated
if Agora is to remain free.
SPARE VEHICLE An unclaimed item, available for use. Its position is
WEAPON known and indicated on the Main Map
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SPECIAL There are three Special Actions which you can perform;
ACTIONS Leap, Talk or Grab. All are executed in the 3-D landscape
by pressing F1 when the Special Actions window shows that
an action is possible. They allow you to perform actions
without 'leaving' the 3-D landscape.
STAMINA One of your five physical traits. Changing it alter
reflexes, and it governs how quickly muscle power is
replenished.
STRATEGIC Allows you to make a precise simulation of the strategic
PLANNING part of a campaign without actually having to engage in
any action. Accessed via Training, or when choosing a new
island mission.
STRONGHOLD The Slave Isles of Dhafra, Lobos and Camargo, which
supply essential items to the other islands, or outposts.
The most strategically significant islands, whose
liberation will initiate the fall of others.
STURDINESS One of your five physical traits. Changing it alters
stamina, and it governs the rate of recovery from injury.
SUPPLY ROUTES The lines joining islands on the Strategic Planning and
Political Maps, showing routes along which supplies must
be brought to an outpost from a Saharan stronghold or the
mainland to continue to ensure that the island remains
enslaved. By cutting the lines you can force the
liberation of an island without performing its mission.
THREATS One of your eight psychological traits. Changing it
alters charm, sex appeal and reason, and it is itself
influenced by pleading.
TRAINING Offers you the chance to practise any aspects of the game
DEPARTMENT in isolation; Strategic Planning, Escape Training,
Training on any mode of transport, or to Firefight.
TRAITOR An inhabitant of the Slave Isles who conspires with the
Saharans and will betray you to them. They behave as
normal until the time comes when you would usually be
offered help. Then they turn you in. Returning to a
Traitor after they have betrayed you will prove
profitable!
TRANSPORT There are 22 modes of transport, including the human
modes, available to
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you. Some are rarer than others. You may be given
transport at the start of the mission, or offered it by
a person you meet. you can also 'leap' into any vehicle
via Special Actions.
TREATMENT A person may offer you medical assistance. The person's
medical skills will vary from poor, through average and
good, to excellent. Each level of skill will allow them
to repair one damaged body part in a session.
VILLAGE See Settlement
VITAL You may be asked to find or seize documents as a mission
DOCUMENTS objective or condition of help. They can be foud in a
Weapons box somewhere on the island, or may be given to
you by a contact or recruit.
WAR ROOM The COBRA Department in which all disk based operations
are performed; creating campaign disks, backing up
originals, and loading and saving existing campaigns.
WAYMARKER The point where an Autoroute changes direction, plotted
on the Main Map. Allows complicated pathways to be
plotted.
WEAPONS BOX Hold objects which may be 'grabbed' via Special Actions
in the 3-D landscape. Contents can only be found by
grabbing. Usually weapons, but may be vital documents or
even a booby trap.
WEAPONS There are over a dozen weapons systems for your use. Some
SYSTEM will be given to you, others you will find. Each system
has its own handling characteristics, and effectiveness
against a range of targets.
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INDEX
-----
A
Agora ........................ 8, 9, 30, 32, 40, 91, 93, 164
Almirante .............................................. 128
Altimeter ........................................... 48, 50
Andara ................................................. 131
Aosta .................................................. 129
Appearance .......................................... 22, 23
Armada ........................ 9, 31-33, 36, 38, 90-93, 164
Artificial Horizon .................................. 48, 50
Assignment ..................................... 71, 73, 164
Assistance .......................................... 70, 74
Attrition ...................................... 32, 92, 164
Authority ...................................... 24, 70, 164
Autoroute ................................... 62, 66-67, 164
B
Back-Up Disk ....................................... 19, 164
Balloon ............................................ 46, 151
Battle Group ......................................... 91-93
Beni Mazar ............................................. 119
Betrayal ................................... 69, 71, 76, 164
Biplane ..................................... 46-47, 58, 150
Bourem ................................................. 116
Bribery ............................ 23, 24, 33, 70, 76, 164
Buildings .......................... 46, 49, 63, 81, 156-163
Bus ................................................ 46, 145
C
Cajamarca .............................................. 126
Calabar ................................................ 101
Camargo ............................................. 31, 96
Campaign ..................... 4, 16, 18-19, 36, 40, 83, 165
Campaign Disk ................................... 18-19, 165
Campaign Rewards ............................... 81, 87, 165
Charm ....................................... 23-24, 70, 165
Clock ................................................ 48-49
COBRA ........................................... 8, 15, 165
Commodore Amiga versions ................................ 11
Compass ............................................. 48, 50
Conditional Assistance ......................... 70, 80, 165
Contacts ....................... 38, 42, 69, 71, 73, 79, 165
Control .......................... 15-16, 36, 40-41, 89, 165
Corozal ................................................ 103
Crawler ........................................ 46, 47, 148
Cristobal .............................................. 134
Cubango ................................................ 107
D
Deception ........................................... 24, 70
Dhafra .............................................. 31, 95
Difficulty Levels .................................. 36, 165
Djoum .................................................. 112
E
East Atlantic ...................................... 61, 165
Endurance ...................................... 25, 38, 166
Enemy Unit ........................... 56-58, 63-64, 80, 166
Enemy Tactics ........................................ 56-58
Energy Reserves ........................ 27, 49, 84, 86, 166
Engaging the Enemy .............................. 38, 55, 59
Escape training ...................................... 32-33
Escaping from Capture ............. 30, 32-33, 38, 71, 75-77
F
Firefight ............................ 4, 15, 30, 33-34, 116
-Page 173-
Flying Boat .................................... 46, 58, 152
Flying Sub ................................. 33, 46, 58, 153
Fuel Gauge .......................................... 48, 50
Frogman ........................................ 46, 154-156
Function Keys ............................................ 5
G
Galva .................................................. 130
Gamboa .................................................. 98
Gau .................................................... 108
Ghazal ................................................. 120
Glossary ........................................... 164-172
Grabbing ............................................. 53-54
Gran Paradiso .......................................... 115
Graphics Disk ...................................... 19, 166
H
Headquarters ................................ 14-16, 93, 166
Health ................................... 26-27, 83-84, 166
Helicopter ......................................... 46, 150
Help Key ........................................... 46, 166
Hemet .................................................. 125
Hovercraft ......................................... 46, 153
Human Mode .................................... 46, 154, 166
I
Icon Button ......................... 12-13, 15, 31, 70, 167
Infra-Red Goggles ....................................... 49
Immediate Assistance ............................ 69-70, 167
Intelligence ................................ 42, 61-63, 167
Iquitos ................................................. 99
Island Button ........................... 12-13, 31, 41, 167
Island Report .................................. 38, 41, 167
J
Jebba .................................................. 104
Jeep ............................................... 46, 145
Jerez .................................................. 118
Journey Time ............................................ 42
Joystick ............................................. 11-13
K
Key Icon .................................... 31, 61-62, 167
Keyboard ............................................. 11-13
Keyboard Guide ........................................... 5
Khash .............................................. 38, 123
Knowledge .................................. 63, 71, 73, 167
L
Leaping ............................................. 38, 53
Loading Instructions .................................... 11
Lobos ............................................... 31, 94
M
Maghar ................................................. 117
Main Map ........................................ 61-64, 167
Maji ................................................... 106
Makat .................................................. 122
Map Reading ...................................... 38, 61-64
Maracay ................................................ 100
Meeting People ........................ 38, 53, 68-74, 79-80
Mini Map ....................................... 48, 50, 161
Mini Sub ........................................... 46, 149
Mission Briefing ......................... 36, 38, 4-44, 167
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Mission Disk .................................... 18-19, 167
Mission Objectives .................. 38-39, 42, 70, 89, 168
Mocorito ............................................... 124
Mouse ................................................ 11-13
Muar ................................................... 132
Muscle Power ........................ 27, 48-49, 84, 86, 168
N
Name .................................................... 29
Ndola .................................................. 121
Nicobar ................................................ 127
Notebook .................................... 38, 78-81, 168
O
On Foot ........................................ 46, 47, 154
Operation Scorpio ................................. 8-9, 168
Operation Wildfire ............................ 8-9, 15, 168
Outpost ........................................ 30, 32, 168
P
Panao ............................................... 31, 97
Papers ..................................... 71, 73, 81, 168
Parachute ...................................... 46, 154-155
Personnel Department ........................ 15, 21-28, 168
Persuasion .............................................. 70
Physical Profile ............................ 25-26, 83, 168
Pleading ....................................... 24, 76, 169
Portrait Designer ....................................... 23
Psychological Profile ............... 23-25, 33, 70, 83, 169
Q
Qamar .................................................. 105
Quick Time ...................................... 66-67, 169
R
Radar ....................................... 48-49, 66, 169
Raids ............................ 4, 15-16, 36, 40, 83, 169
Railways ............................................ 61, 63
Reason ......................................... 24, 70, 169
Recuperation ............................... 25, 38, 89, 167
Reflexes ....................................... 25, 38, 169
Rest ................................ 26, 38, 85-87, 89, 169
Roads ............................................... 61, 63
Rocket Pack ........................................ 46, 152
Roundel ................................ 42, 61, 63, 64, 169
S
Satara ................................................. 113
Saving & Loading ........................................ 19
Secret journey .............................. 12, 72-72, 170
Secret Police .................. 33, 71, 76-77, 139-144, 170
Secret Weapons ..................................... 89, 135
Self ............................................. 38, 82-84
Sex ..................................................... 22
Sex Appeal .............................. 23-24, 33, 70, 170
Shake Hands ............................................. 69
Shelter ......................................... 71-72, 170
Ship ........................................... 46, 61, 149
Sikasso ................................................ 110
Skull Rating ....................................... 40, 170
Slave Isles ........................... 2-3, 92, 94-132, 170
Spatre Vehicle/Weapon .................... 43-44, 63-64, 170
Special Actions ................. 38, 46, 51, 53-54, 69, 171
Speedboat .......................................... 46, 147
Speedometer ......................................... 48, 50
-Page 175-
Stamina ........................................ 25, 38, 171
Strategic Planning ................... 30-32, 40, 91-92, 171
Stronghold ...................................... 30-32, 171
Sturdiness ..................................... 25, 38, 171
Submarine .......................................... 46, 148
Supply Routes .................................. 31, 61, 171
Swimming ........................................ 46-47, 154
T
Talk ................................................ 53, 69
Tank ............................................... 46, 145
Thar ................................................... 114
Threats ................................. 23-24, 33, 70, 171
Train .............................................. 46, 147
Training Department ..................... 15, 30-34, 46, 171
Traitor ................................. 70-71, 76, 80, 171
Transport ........... 33, 38, 42, 46-51, 71-72, 145-153, 171
Treatment ...................................... 71, 74, 172
Truck .............................................. 46, 146
Turn Indicator ...................................... 48, 50
U
"Use New Agent" ..................................... 21, 28
V
Verde .................................................... 8
Vicenza ............................................ 31, 133
Village ..................................... 44, 62-63, 172
Vitoria ................................................ 109
W
War Room .................................... 15, 17-19, 172
Waymarker .......................................... 66, 172
Weapon Selection ........................................ 51
Weapons Box ........................................ 54, 172
Weapons System .... 38,42,48,51,54,56,58-59,71,72,81,135,172
Z
Zafriya ................................................ 111
Zeppelin ........................................... 46, 151
Zoom Buttons .......................... 12-13, 30,31, 40, 61
-Page 176-
CREDITS
-------
Directed by:
Mike Singleton
Produced by:
Hugh F. Batterbery
Programming by:
Dave Gautrey
George Williamson
Dave Ollman
Valhermoso Franco
Artwork by:
Andy Elkerton
Data Creation by:
Mandy Parker
Joe Valente
Stuart Flint
Bruce Butterfield
Music by:
Dave Lowe
Publisher
Paul Hibbard
-Page 177-
Development Manager
Pete Moreland
Project Assistant
James Hawkins
Quality Assurance
Andrew Luckett
Tim Roberts
Operation Handbook
Rob Davies
Dirtybush / Dual Crew (ASCII version)
Packaging
Julice Burness
Manual Design and Graphics
Artistix (0705) 252125
-Page 178-
DIRECTOR's NOTES
----------------
I don't know at what stage you've got around reading this - whether
you've just unwrapped the cellophane from the box and let the manual
fall open at this page or whether you've been playing the game for
weeks before noticing this brief epistle. Whichever is the case, I hope
that Flames of Freedom gives you many hours of entertainment
From the outset, Flames of Freedom was designed to offer you a
single, massive challenge where all the skills you have learnt during
individual missions mesh together in a grand finale. At each level of
play, your decisions and actions don't just bring you a higher score,
they directly influence the course of events at a higher level.
Winning a dogfight, for instance, can be fun in itself but you might
have destroyed the last plane in an enemy squadron. Then, it turns out,
destroying the biplane squadron enables you to recruit a scientist -
the last of your mission objectives. The island is liberated and enemy
supply lines are cut. As a result, two other islands are liberated,
blocking the route of the Saharan Armada. This makes a crucial
difference when the Armada sets sail and instead of having defeat 15
Battle Groups, you only have to deal with a handful. As a consequence,
you end up winning instead of losing!
At the same time, we've tried to weave as much excitement and drama
into the game as possible. As you dash about on your mission, the story
begins to unfold around you. You learn of other people. You find out
what makes them tick. You try to win their hearts and minds. You deal
with trachery and deceit whilst, all the time, danger shadows you.
Breathing life into the complex world of Flames of Freedom has been
a fascinating but arduous task. All the programmers and artists at
Maelstrom have given 110% effort. On the publishing side, MicroProse
have shown commendable patience and given much valuable help and
encouragement. It only remains to say that everyone involved in the
project hopes that you enjoy the game and thanks for buying it!
Mike Singleton.
-Page 179-
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GURU'S DREAM - NODE 0 - 14.4 KBPS - 1 GB - +46 - 8 - 363425
GURU'S DREAM - NODE 1 - 14.4 KBPS - - +46 - 8 - 368169
GURU'S DREAM - NODE 2 - 24? HST? - SOON - +46 - 8 - COMING SOON
GURU'S DREAM - NODE 3 - 24? HST? - 2 GB - +46 - 8 - COMING SOON
SYSOP: SNUSKBUSKE (DIRTYBUSH) COSYSOP: STOOKIE
EASTERN FRONT - 14.4 KBPS - 105 MB - +358 - 28 - 22834
SYSOP: HAKA COSYSOP: DIRTYBUSH
*----------------------------------------------------------------------*
-*- FILE DOWNLOADED FROM -*-
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