529 lines
26 KiB
Plaintext
529 lines
26 KiB
Plaintext
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PHM Pegasus Docs By The Dostributor & Chief Justice
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Broken By: The Psycho
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Thanx To: Touch Tone and Chief Justice
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Part I: Getting To Know Your Hydrofoil
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Preliminary Training: If this is your first experience controlling a
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Hydrofoil, you may want to sit back and watch a demonstration.
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Here's how:
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When you have your computer up and running, you will be presented with a
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selection of assignments. Each assignment is a mission taking you to various
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sensitive parts of the world. These are described in detail in Part II of this
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manual. To watch the demo, select MISSION 0 from the list of nine. As you
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watch, take note of the two 'view modes' (Bridge and Operations Map) and the
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features you can control from each. You may want to read Part III of this
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Manual as you watch the demo.
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When you feel you are ready to undertake a real mission, press Shift-Q to quit
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the demo and then select another one. We suggest you start with one of the
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early missions before attempting the more advanced ones.
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Part II: Assignments
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Once you have received basic Hydrofoil training, you will be in a position to
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undertake the following assignments as part of the TAG task force. Of these
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eight assignments, the first two are part of your advanced training, and
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provide you with simulated combat experience. We strongly recommend that you
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gain proficiency in the first two assignments before you proceed to the more
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advanced missions.
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At the end of each assignment you will receive a score and a rank, based on
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your performance during that mission. Scores are calculated on the basis of
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five factors, as described below. Note that the actual values will vary from
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mission to mission, because of the different objectives of each one. For
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example, in the first assignment (Battle Training), speed and destruction are
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the most important factors, while survival is not. By contrast, in the fourth
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mission (A Better Part of Valor), survival is most important, while destruction
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of enemies is relatively unimportant.
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Scores:
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------
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1. Main Objective: Full points are awarded if the mission is successfully
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completed; no points if the main objective was not accomplished.
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Range: 1000 - 5000 points.
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2. Enemies Destroyed: Points are awarded for each enemy destroyed.
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Range: 50 - 500 points.
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3. Enemies Damaged: Points are awarded for each enemy hit but not destroyed.
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Range: 25 - 250 points.
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4. Time Remaining: Points for time remaining are awarded only when the
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mission is successfully completed before time runs out. Points are for each
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minute remaining.
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Range: 1 - 4 points/minute.
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5. Survival Bonus: Survival points are awarded when the mission is
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successfully completed or when time runs out, assuming you haven't been blown
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to shit by the enemy. Points are awarded for each of the twelve sections of
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the ship that are capable of sustaining damage (six for the hull and six for
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the systems). Full points are awarded for undamaged sections, half for slight
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damage (yellow on the damage display), and no points for heavy damage (red on
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the display).
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Range 20 - 200
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RANKS:
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Ranks are based on points earned, with different scales for each mission,
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depending on their relative difficulty. For example, because the training
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exercise is the easiest of all the missions, you can only advance to
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Lieutenant, no matter how high you score [Sucks]. More difficult missions,
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such as Search For Terrorists, allow you to achieve rank of Captain, while the
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most difficult ones, such as Supply Convoy, allow you to reach the top rank of
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Admiral [w0w!]. In any case, to achieve the top rank in a assignment you must
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accomplish the main objective.
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The ranks, in ascending order, are as follows:
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Deck Mopper
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Ensign
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Lieutenant
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Commander
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Captain
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Commodore
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Rear Admiral
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Admiral
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The Missions:
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1) Battle Training:
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Ten enemy ships will be introduced to your training area off Key West, one
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at a time. These vessels will range from simple patrol boats all the way to
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powerful Nanuchka II missile corvettes. This exercise is designed to
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familiarize you with the PHM and its weapon systems.
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Objective: Sink all simulated enemy ships.
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Rank Attainable: Lieutenant
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Enemy Vessels: Patrol Boat; OSA I, Nanuchks II.
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Strategy Tips: This is a good learning assignment, Use your gun on
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the patrol boats, and save your missiles for the bigger ships.
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2) Graduation Exercise
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In this exercise, all the enemy vessels you seen in the first assignment
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will be coming at you all at once, doing their best to blow the shit out of
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you. Sinking all the enemy vessels as quickly as possible is more important
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than surviving undamaged.
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Objective: Sink all simulated enemy ships.
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Rank Attainable: Lieutenant
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Enemy Vessels: Patrol Boat; OSA I, Nanuchka II.
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Strategy Tips: Get moving right away; you're a sitting duck if you
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don't. Use you missiles on the more distant ships and your gun on the
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closer ones. Watch your radar for fast-moving dots approaching your
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ship. These are enemy missiles. Use chaff to deflect them. (See Part
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III).
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3) Terrorist Attack
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Approx. eight hours ago, terrorists attacked a seaside resort, killing
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dozens of vacationers and wounding hundreds. The terrorists were seen fleeing
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west in various patrol craft. Witnesses estimate seven to ten vessels of
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varying types, some suspected to be OSA I missile boats, others small patrol
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vessels. Your mission is to seek and intercept these vessels, and sink them.
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Objective: Sink all simulated ships.
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Rank Attainable: Commander.
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Enemy Vessels: Patrol Boats, OSA II, Zhuk.
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Strategy Tips: The terrorist vessels are to the west of your starting
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position and moving rapidly north. Try to cut them off, while avoiding
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their allies coming in from the northeast. Save you missiles for the
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OSA class ships.
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4) A Better Part of Valor
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War is brewing in South America. Your PHM is needed there as soon as
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possible. From your base at Key West, you will need to navigate the dangerous
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Yucatan Straits between Mexico and Cuba in order to reach southern waters. To
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accomplish your objective in this assignment, you need only to get PHM to the
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southern edge of the map. Look out for enemy vessels who will be trying to
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stop you. Use your SeaSprite helicopter to screen your PHM and help you avoid
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the enemy, or to help you seek out and destroy the bastards.
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Objective: Escape with your Hydrofoil off the south edge of the map
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with as little damage as possible.
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Rank Attainable: Commander.
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Enemy Vessels: Komar and the Assad missile boats.
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Strategy Tips: Keep moving at full speed. Engage enemies at extreme
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range with your missiles if they are in your path.
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5) Search for Terrorists
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To missile corvettes have unsuccessfully attacked an American base off the
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southern coast of Sicily. A Sparviero Hydrofoil and an AB 212 helicopter are
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available to help hunt them down. The mission objective is to sink both
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attackers (who will be fleeing south) before they escape. They are thought to
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be fleeing toward Tripoli, and can be distinguished from similar vessels by
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their course. Although a variety of enemy ships will be patrolling along a
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line north of Tripoli, remember that the fleeing ships are your main objective!
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Objective: Sink the two fleeing Nanuchka II class ships.
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Rank Attainable: Commander.
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Enemy Vessels: OSA I, OSA II, Nanuchka II.
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Strategy Tips: Try to avoid the other ships on your way to your
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objective. Save your missiles for them.
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6) Supply Convoy
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A South American country has been taken over by a dictator, who has
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succeeded in turning the Caribbean into a war zone. Your mission is to escort
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a high-speed cargo ship carrying medical supplies and food to a group of
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refugees. The dictators forces consist of two varieties of a convertible
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Vosper-Thornycroft ship that comes with either two missiles and a small caliber
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gun, or just a 76mm cannon identical to your own.
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Objective: Get you convoy ship to the southern part of the eastern
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edge of the map.
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Rank Attainable: Admiral
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Enemy Vessels: Vosper-Thornycrft 121 ft class
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Strategy Tips: Conserve fuel by keeping your engine setting at 2 or
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less as much as possible, sprinting ahead at high speed only when you
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spot enemies or when you fall behind your convoy ship. Keep the convoy
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moving at full speed toward the south one-third of the east edge of the
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map, an use your helicopters to spot attackers before they can get
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close. Keep your ship between the attackers and the convoy.
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7) Surveillance Mission
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It is suspected that the military equipment is being smuggled to the
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dictator through an outwardly neutral South American country. A cargo ship has
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been photographed loading up with tanks and aircraft parts in the Baltic, and
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is believed to be approaching Nicaragua. Seven ships of similar construction
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carrying farm machinery and building supplies are also entering the area to
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provide cover for the arms ship. Your mission is to find all eight ships and
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photograph them at close range so their identities can be established and
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compared with that of the suspected arms ship. Photography is accomplished
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automatically by approaching to within 1500 feet of the ship and training your
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binoculars on it (by choosing it as a target), BUT be careful not to sink them
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Sinking one of these vessels will result in an international incident, and will
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immediately end the mission in failure. Use your two SeaHawk helicopters to
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scout out the cargo ships. Some of the dictators forces are believed to be in
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this area, so try to identify any ships you find at as long a range as
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possible. Watch your fuel usage!!
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Objective: Find and photograph all eight cargo vessels in the
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Caribbean without sinking any.
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Rank Attainable: Rear Admiral.
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Enemy Vessels: Cargo ships, OSA II missile boats.
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Strategy Tips: The cargo ships move slowly, but they are scattered all
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over the sea and will eventually reach a safe port. Move fast, and use
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your helicopters to find them as soon as possible.
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8) Jihad
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Your mission is to escort a supply ship out of the Persian Gulf. The only
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complication: a war is going on [christ, thats all?], and innocent ships are
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being fired upon without warning. The supply ship is trying to evacuate
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western workers from the war zone, but the captain is too frightened to try and
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escape through the maelstrom of warring factions that fill the Gulf. You will
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need to make your way through the Straits of Hormuz to Kuwait where you will
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rendezvous with the supply ship. The supply ship will respond to your controls
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in the same was an auxiliary helicopter (see Part III).
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Try to avoid conflict if possible. Enemies are less likely to attack if
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you are peaceful. However, if you take hostile action or if you get too close,
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they will pass the word to their fleet to attack. The supply ship will be a
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tempting target for them at all times, so guard it well. In any case, remember
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that your primary mission is to get the supply shit out safely - damage to your
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Hydrofoil is important only insofar as it compromises that mission. Use your
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Seahawk helicopters to provide you with critical info on ship movements.
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Objective: Escort the supply ship safely into the Indian Ocean.
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Rank Attainable: Admiral
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Enemy Vessels: OSA I and OSA II missile corvettes.
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Strategy Tips: You're on your own for this one...
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Part III: Hydrofoil Operation
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Introduction:
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The Hydrofoil is an all weather, high speed, compact weapons system,
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making it ideal for strike, patrol and surveillance missions. Because of its
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fully submerged foils, the Hydrofoil is capable of sustained high-speed runs
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across heavy seas, with a maneuverability of a 76mm gun, missiles, and chaff
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for radar deflection.
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As Hydrofoil commander, you can switch between the view from the Hydrofoil
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bridge and a top-down view of the operations map. Each uses its own set of the
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keyboard and joystick controls. Specific operating instructions are given in
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the command summary card, included in your information packet. [what a joke]
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The View From The Bridge:
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The top half of the screen shows the view from bridge. The cross is the aiming
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cursor, while the blinking little line is the aim correctors light, and the
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think that looks like a shoe is the binocular view. The bottom half shows the
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Weapons indicator on the lower left side (where it says gun, chaff, HASM) the
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middle where the circle is, is the radar screen, and on the right side, the
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damage indicators appear. The bottom has the time compression on the lower
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right half of the screen. The Hydrofoils Instruments are composed of:
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Gyrocompass - Indicates Hydrofoil current bearing; north being straight up
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RPM - Indicates Hydrofoils engine speed
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Speed - Indicates Hydrofoil speed in knots
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Radar - Shows all craft within Hydrofoils radar range
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Weapons Status - Indicates which weapons are currently active and the
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number of rounds remaining
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Fuel - Indicates the amount of fuel remaining
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Warning Indicators - Red warning indicators show a potential problem
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Depth - Indicates danger of running aground. Flashes when heading
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towards land
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Lock - One or more enemy missiles are locked onto you. Fired or are about
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to be fired upon by enemy ships
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Damage - Shows which parts of the ship (yours) are damaged.
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Operations Map:
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The Operations Map shows the helicopters, convoys, and the Hydrofoil. The
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circle with one dot is helicopter 1. If it has 3 dots, its helicopter 2, the
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diamond is a convoy, and the small circle is your ship. You can switch from
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the view from the bridge to a map of the surrounding area. The map shows the
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entire area of operations for the current assignment. It shows all the major
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land masses, the borders of the assignment area, the current location of the
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Hydrofoil, the locations of all the friendly forces and its radar range. In
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addition, the operations map shows the locations of your helicopters. Control
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of such helicopters or an escorted convoy is maintained from the Operations
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Map.
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Weapons and Defenses:
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76mm cannon: Its fire rate is 90 rounds per minute, its effective against
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Aircraft and missiles, its range is about ten miles. Because of the needed
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time for a shell to travel to its target, the effective range against moving
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targets is approx. six miles. Thus, even though your fire control radar allows
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you to lock on to a target, you will need to 'lead' your cannon ahead of moving
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targets further then one or two miles away.
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Chaff rockets: These allow you to fire exploding rockets filled with aluminum
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foil into the air. When they explode, the rockets disperse their chaff into
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the air, attracting the enemy missiles and deflecting them from your ship. Your
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best strategy on using the chaff rockets is to fire them when you are moving at
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a right angle to the oncoming missile. Chaff is best fired when the enemy
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missile is about a mile away.
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Harpoon Missiles: These are the most accurate and most potent weapons. They
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will hit their target 90 per cent of the time and will destroy most small ships
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with a single hit. Because your radar is likely to be more accurate over a
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greater distance than enemy's, you can destroy an enemy vessel by firing a
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Harpoon at your maximum (40 mile) sighting range even before the enemy has a
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chance to launch against you.
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Gabriel Missiles: This missile has a shorter range then the Harpoon missiles,
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but their guidance systems are reputed to be slightly more accurate then those
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of the Harpoons. They carry a 400 pound high explosive warhead. Use these
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suckers against ships beyond gun range.
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Exocet Missiles: Same as Harpoon Missile.
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Radar: Your radar system's range is about 40 miles, although it is greater from
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the front or the back of the Hydrofoil. You can take advantage of this by
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turning the Hydrofoil towards the target. Your Hydrofoil is represented by a
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flashing 'blip' in the center of the display. If this 'blip' isn't flashing,
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another ship is very close to you.
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Auxiliary Craft: Some assignments involve the use of search helicopters. In
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such cases, helicopters are controlled from the Operations Map, same applies to
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Convoy ships.
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Damage: Your Hydrofoil is capable of operating even if it sustains damage.
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Hull Damage: The Hydrofoil's hull is separated into six watertight
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compartments. Light damage to any or all of the six compartments does not
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affect the ship, but serves as a warning that continued hits will cause heavy
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damage. Heavy damage to a critical number of compartments can sink your
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Hydrofoil. This critical number varies among the different Hydrofoils, as
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follows: the PHM can sustain heavy damage to four compartments before sinking,
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the Israeli Flagstaff II will sink after heavy damage to two compartments.
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System Damage:
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76mm Cannon: Light damage may cause your gun to misfire; heavy damage
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will disable it completely.
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Radar: Light damage restricts your radar to 20 miles; heavy damage
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restricts the range to 10 miles.
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Chaff: With light damage, the chaff rockets may misfire, expending a
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round in vain. With heavy damage, they will not work at all.
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Missiles: Light damage causes misfire, while heavy damage knocks them
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out all together.
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Fuel Tanks: Light damage increases fuel drain; heavy damage increases
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it even more.
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Engines: Light damage decreases your max speed; heavy damage decreases
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it even more, sometimes to the point of immobility.
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Operating Instructions:
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You can operate your Hydrofoil either from the Bridge or from the
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Operations Map. To switch from one to the other, press 'V' on the keyboard.
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From the Bridge you can maneuver the Hydrofoil, or select, aim, and fire your
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weapons. You can also adjust your radar scanning range from 2.5 miles to 40
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miles. From the Operations Map you can control your aux. vessels, or you can
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set your Hydrofoil on a course using automatic pilot. Some operations are
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available in either mode. Thus, from either the Bridge or the Operations Map
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you can pause and restart proceedings, you can quit and select a new mission,
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and you can speed up or slow down the passage of time. You can speed time up
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to 128 times; thus, when you do so, every element is affected equally.
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Bridge:
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Maneuvering the Hydrofoil: You can maneuver your Hydrofoil with
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either the keyboard or joystick. Moving the joystick forward speeds up the
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ship, while pulling it back slows it down. Moving the joystick right or left
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moves your ship that way [Duh..]. See the command summary card for the
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keyboard equivalents. Note that maneuvering the Hydrofoil manually from the
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Bridge has the effect of disengaging the automatic pilot.
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Aiming and Firing Weapons: You can also use the joystick to aim and
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fire your weapons. Pressing the <Spacebar> toggles the joystick between
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maneuvering the hydrofoil and aiming your weapons. To aim at a target, you
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first need to select it from among the enemy craft within your radar by
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pressing T several times until the target is bracketed on your radar screen.
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At that point the target vessel appears in the binocular view at the top of the
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screen. To aim your gun, move the aiming cursor so that it is over the target
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in the binocular view. Move the joystick forward to move the cursor up, and
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move it back down to bring the cursor down. Moving the joystick left or right
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moves the cursor left or right [duh..]. To fire weapon, press the fire button
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on the joystick or strike <return> on the keyboard. You can correct you aim by
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using the 'aim corrector': move the aiming cursor toward the aim corrector and
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fire again. Note that you only need to aim your gun once. Missiles
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automatically go toward the ship in the binocular view at the time of firing,
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while chaff affects all incoming missiles depending on their distance from the
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Hydrofoil. You select among the available weapons from the keyboard, see your
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command summary card for details. [ok..]
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Operations Map
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Automatic Pilot: To set a course for hydrofoil, first make sure that the
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Hydrofoil is selected by pressing the appropriate key. Next, move the cross
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hair to your destination point and press a key (1 through 5). Pressing 5 moves
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the Hydrofoil to its destination at full speed, while 1 moves the Hydrofoil at
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its slowest speed. If you already have a speed selected, you can press the
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joystick button to move the Hydrofoil to the new destination at the currently
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selected speed. Pressing 0 stops the Hydrofoil. When you return to the
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Bridge, changing direction (w/keyboard or joystick) disengages the automatic
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pilot and returns you to manual control. You can, however, change the
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Hydrofoil's speed from the Bridge by pressing keys 1 though 5 without
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disengaging the automatic pilot.
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To re-engage automatic pilot, return to the Operations Map, select the
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Hydrofoil, then press the joystick button or select a speed as before. Your
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Hydrofoil will then move toward the previously selected destination. Messages
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on the Bridge and Operations Map indicate current status of the automatic
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pilot.
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Controlling Aux. Craft: When you are in the Operations Map you can also
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control the aux. craft that are available to you. Depending on the assignment,
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these can include helicopters, or a convoy of ships. To control an aux. craft,
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first select it by pressing the key for that craft (see command summary card
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AGAIN!!! would of been easier to just do the Q-ref card it self) and then move
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the cross hair to the destination point. Press 1 though 5 to set the aux.
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craft's speed and start it off towards its destination.
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Aux. Craft in the Operations Map are color-coded: Helicopters are green, and
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the convoys are gray. Each aux. craft is also identifiable by its own icon. To
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display the aux. craft icons, press D. this changes the display from radar
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circles to the vessel icons. This feature is particularly useful if many
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enemies are nearby.
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Time Compression: You can use time compression to speed up events in the
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Operations Map until you get to the center of the action. You can then slow
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events back down, or you can leave them speeded up. If you compress time to
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more than eight times normal, any action from the enemy (such as missile or
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cannon shot) will automatically slow it back down to eight times. This way you
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can use time compression to make your assignments more challenging.
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PHM Command Summary Card (Quick Ref.)
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OVERVIEW
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PHM Pegasus is a simulation requiring both strategic and tactical ability. The
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object is to complete each mission by achieving it's main objective in as short
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a time as possible. See your Manual for details on the assignments.
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Hydrofoil operation is by means of keyboard and joystick. You can use either to
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control the hydrofoil's movement, weapons aiming and firing, and any auxiliary
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craft. Use the keyboard to pause and resume play, to increase or decrease time
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compression, to switch between the Bridge and the Operations Map, and to select
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weapons or auxiliary craft.
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Two main viewing "modes" are available at any time - the Bridge and the
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Operations Map. The key table that will follow shows the effect of each
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keystroke under each of the two modes.
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GETTING STARTED
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Let's skip this.
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SPOTTER CARDS
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The identification cards in the center of your Manual can help you spot and
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identify the vessels and aircraft that are active in each mission. Shooting
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friendly vessels can make you very unpopular with the Commodore (I almost
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barfed when I saw that word too) so it is particularly important that you
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identify the vessels in each mission. This way you won't end up shooting the
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convoy you are trying to rescue. To use the cards, CAREFULLY remove them from
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the manual by tearing the center perforation, and then tear out each card
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individually. Before you start an assignment, read the mission description in
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the Manual and select the card for each vessel in the mission. Keep the cards
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as handy as you proceed with your assignment, and refer to them when you need
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help identifying one of the vessels.
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KEYBOARD COMMAND SUMMARY
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(Note: some of the following commands are accessible through the joystick. Such
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commands are marked with an asterisk *. See Joystick Control section
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following.)
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P Pause/Resume play Same
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Ctrl-Q Quit Same
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V Toggles view between Operation Same
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Map and Bridge
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+ or = Each press doubles time rate Same
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up to 128 times real time
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- Each press halves time rate Same
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down to real time
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N Returns time rate to real time Same
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1-5* Sets hydrofoils max. speed Set max. speed for hydrofoil or aux.
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0* Stops hydrofoil N/A
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Ctrl-R Each press doubles radar scan N/A
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from 2.5 miles to 40
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R Each press halves radar scan N/A
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down to 2.5 miles
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T Selects targets for view in N/A
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binoculars
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Ctrl-S Toggles sound on/off Same
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D N/A Toggles radar circle & vessel icons
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6 Selects cannon Selects hydrofoil
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7 Selects chaff rocket Selects helicopter 1 (when avail)
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8 Selects missiles (harpoon or Selects helicopter 2 (when avail)
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Exocet)
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9 Gabriel missile (when avail) Selects convoy (when avail)
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SPACE Toggle between maneuver and N/A
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weapons aiming modes
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RET* Fire currently selected weapon N/A
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IJKM* Aim weapon up, down, left, right Move destination cursor
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COMMA* Turn hydrofoil left N/A
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PERIOD* Turn hydrofoil right N/A
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W Toggle among weapon types N/A
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JOYSTICK CONTROL
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You can use the joystick either to control the hydrofoil or to aim and fire
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your weapons. From the Bridge, in Movement mode, you can control the
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hydrofoil's movement by moving the joystick left or right, and its speed by
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moving it forward or back. In Weapons mode, use the joystick to move the aiming
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cursor around the binocular view. Fire your weapons in either mode by pressing
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the fire button. You can toggle between Movement and Weapons mode by pressing
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the spacebar. From the Operations Map, use your joystick to set your
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destination cursor, and the fire button to set off on your course.
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-END- |