Transarctica/Files/Amiga-OCS/Transarctica-Manual.txt

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           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 /\_ ____________ ______/\__________/\___ / \/ |\ __ / \____ / \ |\ __ / / | \ | \/ \/ & | _ \ | \ _/ \/ \_________/\__/ _____________/\__/ +---------------------------------------------+

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Mr Creosote

Diskussionen über alles Mögliche zum Thema Transarctica (1993) hier!

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