: . _________ ________ _____________
_____ | __ / : ___________/ _ \ \ __ _ /
| \ ____ : \_/ -A : \______ \ | \___ \_/ \_/
| \ | \_ D_ / / _/ | / ___/ \_
| : : | _______/ `N _/ \ \_________/ | \________/
_____ | : \__________/ \ \_
: : \__________ R \___________/
. C A Y A G
. Z G N
PRESENTS MORE SHYTE FOR YOU ON THIS FINE BORING DAY
======================================================
TRANSARCTICA TYPED BY SHARD - 23 NOVEMBER 1993
============ =================================
AUTHOR: ANDRE ROCQUES
PROGRAMMING: ANDRE ROCQUES
LOUIS-MARIE ROCQUES
MICHEL PERNOT
GRAPHICS: JEAN-CHRISTOPHE CHARTER
ERIC GALAND
PASCAL EINSWEILER
MUSIC: FABRICE HAUTECLOQUE
SUMMARY
-------
Technical Details
Summary Introduction
Your World
Controls
Reception Page
Control Panel
The Engine
The Private Wagon
The General Quarters
Maps
Missile Launchers
Events
Locations
Train Combat
TECHNICAL DETAILS
+++++++++++++++++
LOADING THE GAME:
ATARI / AMIGA: insert the game diskette into the disc drive then switch on
the computer.
PC: having loaded MS.DOS, insert the diskette into drive A (or B) then
type START.
MAClNTOSH: click the START icon twice, then select the PLAY option in the
COMMANDS menu,
INSTALLING ON HARD DISC:
ATARI: recopy all the files of the diskette into a directory on your hard
disc. Leave the START.PRG programme of the AUTO file and copy it as on the
other files.
Cancel the AUTO file on your hard disc. In order to start the game, leave
the diskette in the DRIVE (for protection test), then select the START.PRG
programme on your hard disc
AMIGA: copy all the files into a sub-directory on your hard disc. Start
the game by T.X, having first placed the diskette in drive A.
PC: insert the diskette in drive A (or B), then type: INSTALL (INSTALL A:C: or INSTALL B:C: or INSTALL
A:D: or INSTALL B:D:). Then follow the instructions given on the screen.
In order to start up the game, all you have to do is to go to the
subdirectory concerned and type START.
MACINTOSH: copy all the files in a directory on your hard disc. You will
start the game from this directory by clicking twice on START.
TECHNICAL PROBLEMS :
Specific problem of the PC: the programme stops on loading: check that
your MS.DOS is not installing resident units on starting up the machine,
which would mobilise too much central memory.
SUMMARY
++++++++
24 December 2022, "Operation Blind" a scientific experiment of remarkable
daring takes place
THE DEFINITION
--------------
The "Blind" team, led by the renowned Professor John Merrick, aim to save a
world ravaged by the Greenhouse effect by exploding thermo nuclear devices
simultaneously at each pole This will cool the savage rays of the sun by
throwing quantities of dust and steam high into the atmosphere.
The scientists miscalculate. The experiment works all too well and the
world is pitched into an intense Nuclear Winter. Civilisation perishes
under a blanket of snow and ice.
Centuries later the survivors eke out a miserable existence living most of
their lives on huge trains, the only source of transport, travelling
constantly between those towns that still exist: pathetic shadows of their
former selves, used now only as meeting and trading points for the giant
trains.
Controlling the trains and the rail network is the sinister and powerful
Viking Union. They will tolerate no threats to their profitable monopoly.
An ice locked world suits them just fine. You play an idealist, Captain of
the Transarctica. Inspired by ancient writings you set out to discover
more about the now mythical sun. On your travels you learn about
"Operation Blind", and also of "Operation Sun". At last! A chance to
fulfil your dream!
Transarctica combines adventure and strategy: to restore the sun you must
successfully manage and build up your train: to do this you must become
adept at using maps, avoiding obstacles controlling steam engines, mining,
spying, trading and fighting the battle trains of the Viking Union.
A pen and paper for making notes will come in very useful.
Morning and every evening, I would read you this passage aloud:
"Sun a common noun 1. The Sun: a heavenly body which produces the light
of day. Example: The distance from the Sun to the Earth By extension:
One sun: one heavenly body radiating its own light at the centre of a
system. 2. The luminous disc of the Sun, the appearance of this heavenly
body for an earthbound observer. Example: The sun rises in the East and
sets in the West. 3 Radiation, light and heat of the sun. Example, it is
sunny, sunny. Protect yourself from the sun. Expose yourself to the sun.
Sunburn: burning caused by the rays of the sun.
I closed the old encyclopaedia, I got up, opened the window of the
compartment and stayed there for a long time, lying down with my eyes
closed, my face lashed by the icy squalls. I remembered the first time I
read this text in the abandoned library of Alexandria. What a revelation!
Ever since, I searched for other writings on this myth. This had caused me
a lot of problems with the Administrators, and the railway agents were
supervising me constantly.
Everything rocked when I discovered an article dating from the twenty first
century in the "Blind" project, which referred to the "ultimate solution"
to save the planet from perishing. I then became an "Amnbivalent", and the
Administrators of the Viking Union had put a price on my head
YOUR WORLD
++++++++++
THE PLANET EARTH:
This is a constantly frozen planet, surrounded by an opaque layer of
clouds. The sun can no longer be seen, it has become a mystical heavenly
body, certain allusions to which can be fouud in ancient writings.
Apart from the mammoth, the only means of transport is the steam train.
Coal is the main source of energy, making it possible to warm oneself and
fuel trains.
There are two types of coal: lignite and anthracite.
Lignite is used like currency: it governs all transactions. The most
currently used unit is the "Bak" (100 kg of lignite). Lignite can also be
used as fuel. Lignite is referred to as "Lignite-money".
Anthracite is richer than lignite, and is exclusively used for fuelling
steam trains.
THE VIKING UNION:
This is the only train company which manages the immense railway network,
linking the various cities. It is directed by the "Administrators" and
employs a colossal army.
It is not a totalitarian power it does not deal with the administration of
towns - but its monopoly of all means of transport gives it unquestionable
authority. Also, to preserve its ice locked monopoly, it is making efforts
to seek out and destroy every thing which has anything to do with the Sun.
It regards you as an "Ambivalent" as an enemy to be destroyed.
THE PLAYER
You are the chief of the "Ambivalents", those curious beings who seek out
the old myths about the sun. You have made numerous converts, but only a
few have followed you in your armed struggle. Your greatest victory to
date is the theft of one of the Viking Union"s greatest trains: the
Transarctica
THE QUEST:
This is the first day of the new year 2714 (Viking calendar) At the head of
the Transarctica and a small group of men, you are travelling the world to
find information on the mysterious Project Blind, you have a dream to
restore the sun to the world.
THE GAME:
To progress successfully in the game you must build up the size and
strength of the Transarctica. Additional wagons etc can be bought with
Lignite- money from various industrial towns. Extra Lignite money can be
gained by trading at commercial towns, with wandering nomads or by mining.
You must also avoid the battle trains of the Viking Union, and other
hazards such as wolves: intelligence gathering by your spies is vital.
THE RISKS:
The Viking Union will do anything to destroy the Transarctica. Train
combats always end in the death of one train or the other.
Other dangers threaten you: mole men, the "Hordas" and other hostile
animals. Moreover, a train stopped on the ice condemns its travellers to
certain death. Boiler explosions, running out of coal, minefields, are
thus to be avoided.... In the end, suicide may be a fairly sweet solution.
CONTROLS
++++++++
The game works entirely with the MOUSE.
On the keyboard, the numeric pad (figures from 1 to 9) emulates the
movements of the mouse. You can move around block by block by using the
CONTROL key with these figures. The RETURN key or the SHIFT key (for doing
capital letters) replace the left button of the mouse: the ALT key is the
right button). On the joystick movements are made naturally in all eight
directions. The firing button corresponds to the left button of the mouse
and the ALT key on the keyboard, the right button
PAUSE KEY: Press key
.
TO LEAVE THE GAME: Type X
RECEPTION PAGE
++++++++++++++
This is the page which appears after the presentation.
It presents the following options:
To start a new Game you can select the difficulty level.
To play a saved game, Messages will tell you of the disc changes to be
made.
To cancel the train combats phase from the game (see the chapter "Train
Combat"). The result of the battle will then be calculated by the
computer.
To switch in-game music on or off, as far as your machines capabilities
allow.
CONTROL PANEL
+++++++++++++
During almost all the game, the control panel will be present at the bottom
of the screen.
DESCRIPTION
-------------------------------------------------
| 2 1 2 |
| A B 6 |
| 3 4 5 7 |
| C D 8 |
-------------------------------------------------
1. This bar represents the TRAIN with all its wagons in order. For
complete information on a wagon, Click on it and keep the button down. The
text will disappear as soon as you release the button. The crosses
inscribed on a wagon indicate its rate of destruction. At the end of three
crosses, the wagon is destroyed, and only the axles are left.
2. These ARROWS make it possible to scroll the bar of the train towards
the right or left, if it goes off the frame. The Transarctica can in fact
have up to 100 wagons!
3. Since the game carries on in pseudo-real time, this clock states the
EFFECTIVE TIME. The number of days elapsed appears in a small frame. By
clicking on the clock, we go on to the "time acceleration" phase: the
needles turn more quickly, events occur more quickly, train movements and
other characters in the game are quicker. Click on the clock again to
restore effective time.
4. Selecting these icons give direct access to the wagon shown.
The "A" icon represents the engine; "B" the private wagon, "C" the general
quarters and "D" the missile launcher.
The icons "A", "B", and "C" are always accessible, the "D" icon is only you
own the missile launching wagon, which must be bought during the game.
5. These action icons change according to the phase of the game. Once you
are in the engine, the general quarter or the private wagon, the map icon
is the only one which can be selected, and it will lead you directly onto
the enlarged map centred on the train. For other phases of the game, the
icons are explained later, in each of the corresponding chapters.
6. This number represents the amount of "LIGNITE" coal you possess. The
unit used is the "Bak" which corresponds to around 100 kg. This term is
derived from "baquet" ("tub"), a currently used receptacle, which contains
10 kg of coal. The "Bak" which appeared later is equivalent to 10 baquets.
The number decreases as coal is loaded into the boiler. Also as this fuel
is used as currency, the number is modified with each transaction.
7. This number states the quantity of ANTHRACITE possessed (in baks).
Anthracite, which is less volatile than lignite and much more combustible,
cannot be used as currency.
8. States the SPEED of the train in km/hr.
THE ENGINE
+++++++++++
Its function is faithful to that of traditional steam machines.
PRELIMINARY EXPLANATIONS;
The firebox, supplied with coal, heats the water in the boiler. On
reaching 100oC, the water boils and the pressure starts to rise. To make
the train go forward, a minimum pressure is required.
The speed of the train is fixed by the player, according to the position of
the regulator
Energy consumption will be according to the speed and mass of the train
(kinetic energy formula). The faster and heavier it is the more energy,
that is coal, will be consumed.
By going forward more slowly (fairly low adjustment of the regulator), you
can make appreciable savings.... But all this is a question of strategy
and choice.
DESCRIPTION:
----------------------------------------
| 7 8 |
| 1 6 9 |
| 5 |
| |
| 3 2 4 |
----------------------------------------
1. The RECEPTACLE or "STOUP" collects the messages from the radio operator
in the general quarters, who communicates with the various spies spread all
over the world. If a message is present in this receptacle, click over:
the information will appear in a frame at the bottom of the screen. Click
again to make the frame disappear. A bell will ring as each new message is
received.
2. The Firebox is only lit up if coal is burning inside it.
3. By clicking once on this character, he starts to load the LIGNITE into
the firebox a second click accelerates the loading and a third stops the
operation.
WARNlNG: It is not necessary to put coal permanently into the firebox. On
the contrary, a few pellets may suffice to make the train move forward for
quite a long time. Also, you risk making the boiler explode.
4. Same principle as above, except that ANTHRACITE is loaded into the
machine.
5. By selecting this wheel, the driver reverses the direction of the
train. The train will stop briefly.
6. By clicking on the BRAKE, you will stop the train. This in no way
changes the position of the regulator, or any coal loading operations under
way. In order to start up again, re select the brake.
7. The traditional lever of the WHISTLE.
8. The ALARM starts up if the observation car (see Chapter "The Detailed
Map") has seen something
9. Access to the engine controls
ENGINE CONTROLS
++++++++++++++++
-----------------------------
| E |
| D |
| B |
| A |
| C |
| F |
-----------------------------
A. This pressure gauge measures the intrinsic pressure to the BOILER.
Beyond the hyphen, you risk causing an explosion.
B. Indicates the SPEED of the train in km/hr.
C. These figures indicate pressure in PISTONS (effective transmitted
energy). This pressure has a ceiling of around 300.
D. Thermometer indicates the TEMPERATURE inside the boiler.
E. This REGULATOR is the only adjustable element on the panel. By
clicking somewhere on the gauge you set the position of the regulator knob
which effectively controls the speed of the train. Minimum, full left,
maximum full right. (Maximum 300 km/hr).
F. Exit back to engine
THE PRIVATE WAGON OR "BOUDOIR"
+++++++++++++++++++++++++++++
As in the engine and general quarters, this wagon has a "Stoup" and a
luminous alarm signal.
Three other possibilities are offered:
THE INVENTORY:
If you click on the character sitting at the desk - his name is Kolotov,
your special secretary - a complete inventory of the Transarctica will be
presented to you.
THE BACKUP:
By selecting the book on the table, you can save game whenever you like,
and for as many times as you like the programme will ask you to insert a
previously formatted disc.
On Amiga, you have to wait a few seconds after the insertion of a diskette,
for the drive to read it.
On hard disk, you backup directly in the game sub directory.
SUICIDE
By selecting the revolver on the table, you can, by pressing the trigger
(button on the mouse) "commit suicide" and thus return to the options page.
THE GENERAL QUARTERS
++++++++++++++++++++
Four choices are proposed to you on the page shown on the screen
THE STOUP (Bottom Left):
As for the engine, you can obtain different information by selecting the
current message
THE MAP:
++++++++
By clicking on the mock up, an overall map of the whole game area appears
on the image. You can then select any place in the world (see chapter "The
Map").
SPYING AND SABOTAGE:
You will find further information on spies in the chapter "Locations" ("The
barracks"). This menu can be aceessed by selecting the radio operator on
the left. It includes two options:
TOP: SENDING A SPY (available only if you have one). The overall map will
then be displayed. Select the area where you want to send a spy. Once
this area is displayed, the mouse will turn into a little symbol. Place it
in the exact place which the spy is to observe, that is on the track (don`t
forget that distances are very important!), then click on the button. The
spy will then leave Transarctica to travel to his point of destination. As
he moves like a rocket, his travelling time will be fairly short.
Having arrived, he will start to observe, and will inform you of everything
he sees. In order to recover him, you have to go and look for him by
train. You can also, send spies into the cities, who will inform you of
their "trading level." Apart from exceptional cases, it is useless to send
spies anywhere other than on the tracks. They also have available a charge
of dynamite to blow up tracks or bridges.
MIDDLE: DYNAMITE (available only if at least one spy is operative). The
map, centred on the spy, will be displayed with a selection icon in order
to carry out the sabotage. Click above and the spy will start to use the
dynamite on the track or bridge on which he is currently posted.
A destroyed track stops enemy trains for the time, it takes to repair it.
If a bridge is demolished, the enemy is forced to retreat.
These acts of sabotage can be very useful when you are pursued by a more
powerful enemy train. Try, then, to pass close to one of your spies and
make the track behind you blow up. You will then have the time to escape.
WARNINGS
This can sometimes go against you if you want to use bridges which you have
already destroyed!
Spies can carry out one dynamite operation, and one alone, but if a train
passes close to them, you can re supply them with dynamite.
Only tracks and bridges can be blown up. It is useless to try it in cities
or in enemy hideouts. Also, ends of tracks cannot be demolished.
LINE INSPECTION CARS:
These are little steam machines which are very fast, and can be sent to the
front or back of the train, this menu can be accessed by clicking on the
character to the right of the general quarters screen.
This menu proposes two choices to you: the sending of a simple line
inspection car and the sending of a line inspection car with a missile.
(These are the same missiles as those used by the missile launcher wagon).
Obviously, you have to possess a line inspection car, and a missile for the
second choice, which may be purchased in certain trading towns.
Having made your choice, you have to decide the direction of the line
inspection car: either in front of the train or at the back of it. The
line inspection car will then leave the screen, and you can follow its path
until it explodes.
If it stops gradually before exploding, this means it has met nothing along
the track, unless it has gone over a minefield or crashed into an obstacle,
that is an enemy train, or a barrage held up by underground barbaric people
(See chapter "The Events"). The sending of the line inspection car thus
makes it possible to "test" the tracks, to see whether an enemy is there,
cause him significant damage and delay his progress. Take care a "bomb
line inspection car" `returning` to the Transarctica would make it
literally explode.
MAPS
++++
There are two maps: the overall map and the detailed map
THE OVERALL MAP:
This can be accessed in the general quarters, by clicking on the mock up.
This map is an official plan taken from the Viking Union. However, it is
possible that the railway network is not fully transcribed.
If you move the mouse above the control panel, it turns into a lens. You
may then select any part of the land on the game. The X and Y co-ordinates
of the centre of the lens are indicated respectively below and to the right
of it.
On the control panel, four action icons are available:
* Detailed map icon.
* An "EXIT" icon which will bring you back to the wagon previously left.
* The wheel which makes it possible to change the direction of the train,
without having to pass by the engine.
* The brake.
DESCRIPTION:
The little blue frames represent towns.
The skulls symbolise the enemey stores from where the V.U. trains depart.
The little circuits with two arrows represent workshops (See chapter
"Locations").
The stippled traces are underground tracks. These tracks have been traced
in a straight line and there are very few. They make it possible for the
trains to go much faster, sometimes doubling their speed. But they are
inhabited by the "Mole Men" who often attack the trains (See the chapter
"Events")
The red dots indicate mines. If they flash, the mines are open: otherwise
they are exhausted.
The Transarctica is symbolised on the map as a small train. If moving, a
flashing arrow indicates its direction: otherwise, it is shown as a cross.
THE DETAILED MAP
Accessible directly from the "map" icon in any wagon, it shows a more
detailed section of land, centred on the Transarctica. Apart from the
second icon, which makes it possible to return to the overall map, the four
action icons are identical to those of the overall map (centered map,
inverter of direction and brake).
In order to scroll the map, position the mouse completely to the top,
bottom, left or right of the screen.
You can also decide the route of your train. Here: simply click at the
point where two different train lines meet to open or close junctions.
Remember trains cannot manage acute turns, so most junctions are only
accessible from one direction. A closed junction is indicated by a block
of colour just above that junction. By cross referencing with the overall
map it is easy to plan a route for your train, opening and closing
junctions well ahead of its arrival. If you use this method in conjunction
with speeded up time (click on clock, see control panel), you can move
around the world quite quickly.
Information on cities and mines is available on the detailed map. Click on
the various elements, keep the button pressed and a text will be displayed
at the bottom of the image and disappear when you release the button.
Act in the same way if you want to get to know a co-ordinate at any place
on the map (1 unit = 70 Km).
If mobile elements (enemy trains, wolves, mammoths, nomads) are visible
from the observation car, they are indicated on the map and the alert is
given in the Transarctica. There are several types of "observation box
wagon". which make it possible to see more or less far. At the start of
the game, you don`t have any of these in your possession: your field of
vision is thus fairly limited. If the elements leave the field of vision,
they disappear from the map.
Finally, a destroyed track is symbolised by a large black hole.
MISSILE LAUNCHERS
+++++++++++++++++
This wagon is not available at the start of the game. You have to possess
at least one missile to use it. The train will stop if a missile is to be
fired. Its functioning is fairly simple: all the selections are made on
the small control panel
FIRING ADJUSTMENTS
Two firing adjustments are to be carried out: orientation and distance.
Orientation is indicated on the left bar ("N" corresponds to 90o, "NE" to
45o, etc). You position it by means of the small buttons alongside this
bar. You select distance on the meter by clicking on the figures directly.
With its very powerful infra-red pick up, the missile is attracted by
sources of heat. You thus don`t have to be precise down to the last
Kilometre, but a minimum distance is imposed.
FIRING:
Firing is carried out in two phases: you arm by selecting the left valve,
then you fire with the one on the right.
At any time, you can leave this phase of the game by clicking on the
."EXIT" icon of the control panel.
Having launched the missile, its course if followed on the map.
WARNING: Missiles should be fired only to destroy enemy trains. It is
useless to send it anywhere else. Of course, its target has to be decided
before hand. This is where spies are useful. By knowing your own
co-ordinates and those of the target train, and knowing that one unit
corresponds to 70 Km, you can accurately calculate the optimal values for a
successful missile launch.
As the number of enemy trains in the game is limited, a missile which
reaches its target will free you from potential aggressors.
EVENTS
++++++
Various meeting occur during your journey. Certain things can be seen from
the observation box; the alert is then given and the "intruders" are
displayed on the detailed map.
NOMADS: These are travelling merchants who transport very rare and sought
after products; the furnishings of Long Ago
MAMMOTH HERDS: It is fairly common to meet them. The result of the hunt
will be decided by the number of beaters you have available, that is slaves
and soldiers. You do, of course, have to have cattle wagons to transport
them.
THE "HORDAS": These are gigantic packs of starving wolves. They attack
trains and cause a great deal of damage to cattle wagons, slaves and
soldiers.
You need a strong army to defeat them.
THE UNDERGROUND PEOPLE OR "MOLE MEN": Their ancestors built the
underground railways. In time, they grew to prefer the relative warmth and
shelter of the tunnels to the world above. They are cannibals. They
attack trains for food and carry off women to breed with. They are badly
organised but very strong and numerous and not afraid to die.
A "bomb-line inspection car" will discourage their attacks.
DESTROYED TRACKS: They will stop the train. In order to repair them, you
will need rails. Repair time will depend on your construction capacity,
that is the number of slaves; mammoths and cranes you have in your
possession.
BRIDGES: The construction of a bridge requires more means than the repair
of a track, but the principle is the same.
SCENARIO POINTS: These can lead you to discover a particular place, meet
such and such a "chatracter" etc.
LOCATIONS
+++++++++
The Transarctica may visit many destinations. Each of them has a
particular purpose.
COMMERCIAL TOWNS:
There are towns where mass trading is carried out between trains.
First select the type of transaction: purchase or sale of merchandise, all
the products will then be displayed on the screen with their prices (of
purchase or sale according to the previously selected icon) and their
quantities. To gain more information on a product, click and keep the
button pressed. Then use the "PLUS" or "MINUS" icons to fix the amount of
the transaction; quantity and price are displayed at the same time by two
meters. To complete the operation, click "OK". The currency used is, of
course, the Bak.
WARNINGS:
To purchase a product, you must have sufficient space to store it (that is
a goods wagon or tanker, according to the product, and it should be empty,
or holding the same type of goods).
There are 15 different products to trade. They vary with local conditions
and supply and demand. For these reasons you can gain many baks of lignite
by clever trading: always note what a town is selling, at what price and
what it has not got - in fact, a notepad and pen will be handy throughout
the game.
Once you have bought a certain product in one town, the town will take
quite a time to resupply itself with the same product.
INDUSTRIAL TOWNS
These towns specialize in the manufacture of wagons. The functioning of
the menu is identical to that in the commercial towns except that you
cannot resell a wagon.
There are about twenty different wagons (observation cars, cranes, goods,
cattle, tenders etc.) each with a specific function. If you click on one
of them it is a general plan and descriptive text is displayed.
MAMMOTH FAIRS:
Mammoths are very highly valued: they can transport heavy loads and cover
hundreds of kilometres at speed. They are used for bridge construction,
mine-laying and war (See chapter "Train Combats").
Mammoth fairs are few and far between. You can buy or sell numerous
mammals at them. Use "PURCHASE", "SALE", "PLUS" "MINUS" and "OK" for this
Take care! You must have cattle wagons to transport them.
SLAVE MARKETS:
Slaves are usually captured molemen. Physically very strong; they take
part in all heavy work: track repair, bridge construction, coal mining.
The same procedure applies as to the mammoth fairs. "Prison Wagons" are
essential for transporting slaves.
GARRISON TOWNS:
This is where soldiers are enrolled: "barracks wagons" are needed for
accommodation
The soldiers are used for war and hunting. They are normally hired by
slave merchants or by the local authorities for neighbourhood warfare.
Sometimes, the menu proposes a choice between soldier and spy. The spies
cost nothing; they are mercenaries who, by philosophy, content themselves
with living in luxury wagons: so you have to have these wagons in order to
be able to enrol spies.
On the other hand, they are prepared to carry out perilous missions. The
luxury wagons are equipped with jet wagons. These are used by the spies to
move quickly to their observation points the cockpit of the jets are
equipped with ejector seats. Once in place, the spies can then set
dynamite on bridges or trucks. (See the chapter "General Quarters").
WORKSHOPS:
These are a kind of garage for trains. Three actions are possible.
- By selecting the engine shed on the left, you can change the order of
your wagons. The order of the wagons is a determining factor in train
combat (see chapter; "Train Combat").
- The centre scene allows you to repair wagons as needed. This costs a few
baks of coal.
- By clicking on the wagon "cemetery" to the right, you can send wagons to
the scrap yard. This may be useful if you wish to lighten the load of the
Transarctica
MINES:
Mines are either lignite or anthracite. The mines become exhausted after a
period of time, as they attract numerous prospectors. The sooner you reach
a mine, the more coal you can recover.
The result of your prospecting also depends on the means you can
commission: slaves, mammoths, cranes.
TRAIN COMBAT
++++++++++++
The battle trains of the Viking Union are constantly seeking you out, with
the aim of ending your quest by destroying your train. When you meet an
enemy the game passes automatically to the train combat sequence.
If you have de-selected this sequence on the options menu, the result of
the battle will be calculated by the computer.
Train combat is a real "War game" between you and the enemy train managed
by the computer. The winner is the one who destroys the military potential
of the other train (soldiers, cannon, machine guns).
ENVIRONMENT:
The enemy train is at the top of the screen: yours is at the bottom.
The combat takes place in real time. You can scroll the image by placing
the mouse to the right or left of the screen (as for map scrolling).
The same bar on the control panel, representing all the wagons of the
train, is available. Scroll it by clicking on the right and left arrows.
Crosses inscribed on the wagons show their destruction rate. (After three
crosses, the wagon is destroyed). If the wagon is attacked by enemy
soldiers, a triangle, the symbol of the Viking Union, will be displayed on
the wagon. If you select a wagon, the image will be centred above.
Under the bar of the train, there are three icons:
The brake, which makes it possible to stop or restart the train. The
trains forward and backward movements are limited.
The direction inverter.
Return to the latest active position
DEPLOYMENT OF SOLDIERS
One soldier on the screen represents a group of several soldiers. The
soldiers, on departing are in "barracks-wagons". A control panel then
appears. It includes an ARROW, "PLUS" and "MINUS" icons and a NUMBER
corresponding to the number of soldiers present in the wagon. If you
select the ARROW, all the soldiers will leave the wagon.
If you wish to leave soldiers in the wagon, use the "PLUS" and "MINUS"
terminals to set the number of soldiers to be left. The others will remain
in place, and the group will be divided in two.
Your soldier is now walking on the screen. If you select him, a control
panel more complete than the one before will appear. It includes the same
"PLUS" and "MINUS" icons, the NUMBER of soldiers and DIRECTIONS, and a STOP
position. If you click on the latter (centre box) the group will stop. If
you choose a direction the group will go towards it. The direction of the
group is lit up on the control panel. As seen before, you can separate the
group by using the "PLUS" and "MINUS ", then selecting the direction. The
new group will appear on the screen, other soldiers of the group will
remain in place.
In order to cancel a control panel, click anywhere on the screen.
BLOCKING, COMBAT, REGROUPING, ASSAULTS:
A group of soldiers will advance until it meets an obstacle. If it is an
enemy group, combat will automatically ensue: The result will be decided
by the group`s relative strengths.
If it is another group of allied soldiers, the two groups may join forces.
For this, click on one of the groups and set direction that will lead to a
meeting. The two groups then join.
A soldier stops when in front of the enemy train. Select him and move him
on the wagon: the soldier will then go onto the rooves of the wagon, even
if the train is moving. He can then move onto the rooves and blow up the
wagon by setting dynamite for this, click on the soldier and his control
panel will propose, instead of upwards movement the setting of dynamite
towards the right or left of the soldier.
The dynamite will only explode after a certain time, and the countdown will
be displayed by flashing. During this period, the "defenders of the train"
may be moved up to the dynamite in order to put it out: on the other hand,
the "attackers" cannot cross it, as the dynamite will block their passage.
Various strategies can be foreseen to "protect" the bomb which has been
placed. Dynamite, when it explodes, completely destroys the wagon on which
it has been placed and causes the death of all the characters present on or
in the wagon. By staying at the end of a wagon, one can place dynamite on
the wagon alongside and avoid exploding with it. It is not useful to
destroy all the wagons; on the contrary, you risk losing some of your war
booty.
The enemy will act in the same way as yourself, in order to fend him off,
you in turn have to send soldiers onto the rooves of your own train.
MAMMOTHS:
Mammoths do not move in groups during battle. They move independently and
are used to transport soldiers. They are held in the cattle wagons and
have to be led out one by one. Separation and regrouping functions as for
soldiers. Mammoths move faster than soldiers and can absorb much machine
gun fire.
COMBAT WAGONS: CANNON AND MACHINE GUN:
To use: simply click on the appropriate wagons.
The cannon fires on the wagon facing it. Between each firing, a certain
amount of time is needed to reload and prepare to fire again. The firing
icon will indicate whether the cannon is operational or not.
Several shells may be necessary to destroy a wagon. The boudoir, the
general quarters and the engine are strongly armoured. If you lose one of
them, you have lost the battle... and the game! If you destroy the
adversary engine, the enemy train can no longer move.
The machine gun fires straight ahead. If the train is moving, it can
"sweep" the battle field. Take care not to fire on your own soldiers.
The other wagons have no offensive role in the battle.
BOOTY:
Booty captured depends on the original market value of the train, and the
number of wagons left intact. The more quickly and "cleanly" you win, the
more you gain.
Most of the time, you recover coal and slaves.
HAVE FUN GUYS AND REMEMBER ITS ALL FOR FUN
DoCs DoNE By THe SHaRD/N&B
/\_ ____________ ______/\__________/\___
/ \/ |\ __ / \____ / \ |\ __ /
/ | \ | \/ \/ & | _ \ | \ _/ \/
\_________/\__/ _____________/\__/
+---------------------------------------------+
Kommentare
Mr Creosote
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