Midwinter II: Flames of Freedom - Manual 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 FIRE BUTTON ICON BUTTON LEFT MB. FIRE BUTTON ISLAND BUTTON 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. -Page 19- -Page 20- 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. -Page 21- SEX Please indicate your chosen sex by selecting either the male or female icon at the bottom of the screen. APPEARANCE -Page 22- 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 -Page 23- 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 -Page 24- 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. -Page 25- 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 -Page 28- -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 strategic 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 FIRE BUTTON SELECT WEAPON + / - + / - + / - JUMP OUT OF VEHICLE -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 -Page 62- 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. -Page 63- 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. -Page 64- -Page 65- 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 -Page 66- 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. -Page 67- -Page 68- 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 -Page 69- 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. -Page 70- 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. -Page 71- 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" -Page 72- 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. -Page 73- 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. -Page 74- -Page 75- 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 -Page 76- 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. -Page 77- -Page 78- 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 -Page 79- 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"). -Page 80- 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. -Page 81- -Page 82- 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; -Page 83- 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. -Page 84- -Page 85- 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". -Page 86- 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. -Page 87- -Page 88- 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. -Page 89- -Page 90- 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 -Page 91- 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. -Page 92- 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. -Page 93- 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. -Page 94- 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. -Page 95- 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. -Page 96- 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. -Page 97- 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. -Page 98- 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. -Page 99- 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. -Page 100- 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. -Page 101- 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. -Page 102- 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. -Page 103- 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. -Page 104- 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. -Page 105- 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. -Page 106- 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. -Page 107- 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. -Page 108- 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. -Page 109- 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. -Page 110- 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. -Page 111- 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. -Page 112- 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. -Page 113- 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. -Page 114- 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. -Page 115- 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. -Page 116- 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. -Page 117- 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. -Page 118- 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 -Page 153- 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!!!!!!!! -Page 156- -Page 157- -Page 158- -Page 159- -Page 160- -Page 161- -Page 162- -Page 163- 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. -Page 165- 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 -Page 166- 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 -Page 167- 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 -Page 170- 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 -Page 171- 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. -Page 172- 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 -Page 174- 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- *----------------------------------------------------------------------* Typed by Snuskbuske