1632 lines
84 KiB
Plaintext
1632 lines
84 KiB
Plaintext
[Read Greeting at the end of this text !!!]
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P O W E R M O N G E R +:+:+:+:+:+:+:+:+:+:+:+:+:+:+:+:+:
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~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Call :+:+:/~~~~~~~~~~~~~~~~~~~~~~\+:+:+
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AMIGA COMMAND SUMMARY CARD Black +:+:+\Complete docs done by:/:+:+:
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Plague :+:+:/~~~~~~~[RYGAR]~~~~~~~~\+:+:+
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[RYGAR] Now! +:+:+\______________________/:+:+:
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GETTING STARTED 201-946-2764 :+:+:+:+:+:+:+:+:+:+:+:+:+:+:+:+:+
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To play PowerMonger, you need your PowerMonger game disk, an AMIGA computer
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with at least one floppy drive and 512K of free memory. Your PowerMonger game
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disk uses a non-standard Amiga format and therefore cannot be copied.
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TO START PLAYING
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1. Turn On Your Computer (Amiga 1000 owners, insert Kickstart 1.2 or 1.3.)
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2. When the computer asks for Workbench, insert your PowerMonger disk. In a
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moment, the PowerMonger opening sequence will begin. Click with the left
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mouse button to leave the opening sequene and begin the game.
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3. Refer to your PowerMonger manual for information about specific opening
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game options.
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PLAYING THE GAME
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The Amiga version of PowerMonger uses no keyboard commands in the course of
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gameplay itself, and all commands and options are chosen through the mouse.
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Refer to your PowerMonger manual for command and options instructions and
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symbol definitions However, the keyboard is used to begin and end the two-
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player version of the game; please refer to your PowerMonger manual for
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specific two-player game instructions.
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LOADING & SAVING
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To save a game, you must have a formatted 3.5" inch write enabled disk.
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While loading and saving, the drive light will stay on when you are asked to
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swap disks. This is normal and does not mean that the disk drive is active and
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you have no cause to worry about removing the disk when it is in this state.
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Note: If you have an external drive called df1: and want to leave it plugged
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in when playing PowerMonger, insert a write enabled disk into it or you may
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recieve an error message Unable to write to DF0: when formatting or saving
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to a disk in DF0:
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FORMATTING A DISK
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1) Click on the Options symbol. This is the top left symbol that resembles a
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3.5" computer disk.
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2) When the Speed/File/Game screen appears, click on the File button.
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3) When the Load/Save/Format screen appears, click on the Format button.
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4) At the prompt remove the PowerMonger game disk from DF0: then insert the
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write enabled 3.5" disk into DF0: amd click on the OK button.
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5) When the disk has been formatted (which only takes a few seconds), remove
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it and re-insert your PowerMonger disk at the prompt and click on the OK
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button.
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6) If an error message appears saying :-Unable to write to drive DF0:, your
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disk may not be write enabled. Remove it from DF0:, write enable it if it
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is not, and start the formatting procedure again. If the disk already was
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write enabled, or if the error message appears again, try using another
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disk.
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7) If a message saying Are you sure you want to format the PowerMonger Disk?
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appears, make sure the PowerMonger game disk is not in the drive before
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clicking on the OK button.
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SAVING A GAME
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1) Click on the Options symbol. This is the top left symbol; it resembles a
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3.5" computer disk.
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2) When the Speed/File/Game screen appears, click on the File button.
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3) When the Load/Save/Format screen appears, click on one of the File
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buttons, A-H; make sure the button you choose highlights green, Do NOT
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choose the same letter you used to designate any previously saved games on
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this disk. That is, don't name a saved game `A' if there is already a
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saved game named `A' on the disk. If you do, the second game will
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overwrite the first.
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4) Click on the Save button.
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5) Remove your PowerMonger game disk and put the blank formatted write
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enabled Saved Game disk into DF0: at the prompt and press the OK button.
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6) Once the game has been saved, you will be prompted to replace your
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PowerMonger disk into DF0:, press the OK button.
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7) If a:-Unable to write to drive DF0: error message appears, remove the disk
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from DF0: and write enable it. Then re-insert it and try the Save Game
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Procedure again.
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8) If a:-Disk in Drive DF0: is not a Save Game disk error message appears,
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you may not have formatted the disk. Try formatting it using the Format
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Disk procedure described earlier.
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9) You can save eight games on a properly formatted disk. If you want to save
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more than eight games, format more disks and label them Saved Game disk 2,
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Saved Game disk 3, etc.
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LOADING A SAVED GAME
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1) Click on the Options symbol. This is the top left symbol; it resembles a
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3.5" computer disk.
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2) When the Speed/File/Game screen appears, click on the File button.
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3) When the the Load/Save/Format screen appears, click on the saved game,
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A-H, you want to load, then click on the Load button.
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4) Remove your PowerMonger game disk and put the blank formatted write
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write enabled Saved Game disk into DF0: at the prompt and press the OK
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button.
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5) Once the game has loaded, you will be prompted to replace your PowerMonger
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disk into DF0:, do so and press the OK button.
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6) If you see a:-Save Game does not exist error message, the saved game file
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you have chosen to load does not exist on that disk. Remove the disk and
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check the label to make sure you have saved the game file you chose on
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that disk and select the cancel button to return to the game and choose a
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different Save Game.
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7) If you see a constantly animating pointer, check the drive to make sure
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you inserted the disk properly. Remove the disk and re-insert it if
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necessary.
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NOTE ON TWO PLAYER MODE
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When you are in two player mode, you can either use the Map Selection Chart to
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select a territory or use the random territory option. If you select the
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random territory option, you will often have at least one subordinate captain
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as well as a First Captain when you begin. However, when both players link-up
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in two player mode, any subordinate captains will revert to a neutral colour
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(that is, a colour that is not being used by either of the two players). This
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prevents either player from having an unfair advantage at the start of a game.
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MODEM USERS
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Always remember to use capital letters when typing instructions for the modem.
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Before connecting in two player modem mode, follow these steps to reset your
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modem:
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1. Reset the modem by either switching the modem off and on again or by
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pressing the reset button on the back of the modem if it has one.
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2. Once you have selected the "Multi-Play option, in the Modem Message box
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type ATZ <Return>.
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Follow the instructions from point 4 on page 33 of your PowerMonger Manual on
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making contact via your modem.
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At the end of your two player game session, turn your modem off or use the
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reset button to disconnect.
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~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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End of summary card dude, Typed By [RYGAR] !!!!
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~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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and here comes the complete manual, NOTHING left out except the copyprotection
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icons which i cant do in ascii... ok here we go: (Black Plague 201-946-2764)
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MONTERING JUSTICE
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The captain sat brooding in his chair, braziers flaring beside him. A
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frigid, howling wind buffeted his tent, causing its poles to creak. The
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restless air surged under the tent flaps and made the flames in the
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braziers dance, as men might be dancing at the end of a rope ere sunrise.
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Every fortnight eve the captain passed judgment on any soldiers who
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had broken his laws; this was such a night. Two guards dragged in the
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first prisoner, who averted his eyes and stood shivering and sullen. An
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officer read the charge against him from a long scroll. "My liege," he
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intoned, "this miserable wretch is charged with committing the heinous
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offence of copying software in an unauthorized manner."
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The captain fixed a wintry glare upon the felon. "This is indeed a
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reprehensible offence." the captain growled. "Perhaps you could
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elaborate so I might best levy justice."
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The officer continued. "As is known by all upright men, illegal copies of
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software, even if made for one's friends, cause software producers to
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raise their prices, since they are no longer able to sell enough software to
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cover their costs. Before thos knowest it, everyone is paying more for
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software, and some smaller companies cease to be.
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"PowerMonger was produced through the efforts of many honest
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yeomen whose costs can be recovered only through retail sales.
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Duplicating this or any other game without authorization raises the cost
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of software for all legitimate users.
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"Copying PowerMonger for any reason other than making backup
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copies is a violation of international copyright laws. Electronic Arts, as a
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member of the Federation Against Software Theft (FAST), supports the
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industry's effort to fight illegal copying of personal computer software."
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The captain's face was livid as he said, "I have heard enough! Hanging is
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too kind for this dog. I sentence him to...tickling!" The condemned
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shrieked for mercy, but he would find none after such a crime. Later, his
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giggling went on till dawn. Few slept well that night.
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If you wish to sleep well, pass any information you have to FAST
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Tel: (0628) 660 377.
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BULLFROG
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The philosophy behind our games is that we only design what we want
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to play. If we don't enjoy them then how can we expect anyone else to?
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We wanted to play a game like PowerMonger and it didn't exits. So we
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had to make it in order to play it.
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The idea for PowerMonger came while Populous was being developed.
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We wanted to design a game that was more than a game itself - a game
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that changed and played differently every time you played it. We
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wanted to create a game wherein you felt you are inside a world, and
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you are playing as part of that world.
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One of the problems in producing a game which is a simulation of a real
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world is that you need to approximate everything. For example, in
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PowerMonger, as in the real world, you go out and make food. But,
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although you can see the farmers go out into the field ploughing you
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can't see them blowing their nose. In making a real world simulation
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everything has to be approximated and you imagination fills in the
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gaps.
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To make the game more real we wanted to give everyone their own
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personality; all the people have their own names, characters, and
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professions. We want players to build up relationships with the
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characters, so if there is someone you particularly like in the game you
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can follow his life.
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PowerMonger is essentially a war game, but is unlike traditional board
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or computer war games, i.e. you take four moves and then it is the next
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person's turn. We wanted to create something that existed in real time
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and where you could do anything. Real time action is an important
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feature in all our games. We think if the game ever stops the magic is
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broken and any relationship built up between you and the game
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destroyed. In PowerMonger, the game stops for nothing.
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Another problem in designing such a deep game is keeping the
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operation as simple as possible. In PowerMonger, it is not complicated to
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initiate an action, but the result of that action may be complicated. For
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example, if you click on the Attack icon and then attack a sheep being
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herded by a shepherd, that won't necessarily be the only result. The
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shepherd, wanting to protect his sheep, may attack you. The game may
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react to your simple instructions in a complex way.
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Another feature that is very important to us in all our games is a multi-
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player function. We feel that playing a computer game with someone
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else will give you maximum enjoyment.
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Bullfrog have an idea of the ideal game they want to write. Populous was
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the first step to writing this game, and PowerMonger is further along.
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But our ideal game is yet to be written.
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Bullfrom Are...
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\O/ _
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Q O @ ] * U
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0 <|> >-|-< <_> /'\ ^Y^ +|~
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o '+- / \ / \ _/ \_ / \ / \_
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/|^ |\
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/ \ [c] [RYGAR]
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From left to right: Simon Hunter, Glenn Corpes, Sean Cooper, Les Edgar,
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Peter Molyneux, Kevin Donkin, Andy Tidy and Gary Carr
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Contents
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Getting Started ......................................................... 6
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The Situation ..::::::::::::::::::::::::::::::::::::::::::::::::::::::::: 7
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The Path To Conquest :::::::::::::::::::::::::::::::::::::::::::::::::::: 8
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Copy Protection .....:::::::::::::::::::::::::::::::::::::::::::::::::::: 9
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The World ......:::::::::::::::::::::::::::::::::::::::::::::::::::::::: 10
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The Overview Map ::::::::::::::::::::::::::::::::::::::::::::::::::::::: 11
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Overview Map Controls ::::::::::::::::::::::::::::::::::::::::::::::: 11
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Contour, Objects, Settlements, and Food :::::::::::::::::::::::::: 12
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Captains ::::::::::::::::::::::::::::::::::::::::::::::::::::::::: 12
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Settlements :::::::::::::::::::::::::::::::::::::::::::::::::::::: 12
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Close Up Map .....:::::::::::::::::::::::::::::::::::::::::::::::::::::: 13
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Close-Up Map Controls :::::::::::::::::::::::::::::::::::::::::::: 13
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Changing the View ....:::::::::::::::::::::::::::::::::::::::::::: 13
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The Rotation Arrows :::::::::::::::::::::::::::::::::::::::::::::: 14
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The Zoom Buttons ...:::::::::::::::::::::::::::::::::::::::::::::: 14
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The Conquest Balance ::::::::::::::::::::::::::::::::::::::::::::: 14
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Seasons and Weather :::::::::::::::::::::::::::::::::::::::::::::: 14
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Sound ..............:::::::::::::::::::::::::::::::::::::::::::::: 15
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Symbols ....:::::::::::::::::::::::::::::::::::::::::::::::::::::::::::: 16
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Option, Posture, Command, & Query :::::::::::::::::::::::::::::::: 16
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The Option Symbol ......................:::::::::::::::::::::::::::::::: 16
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Game Speed ....:::::::::::::::::::::::::::::::::::::::::::::::::::::: 16
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Game Box Options :::::::::::::::::::;;;;;;;;;;::::::::::::::::::::::: 17
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File Box Options :::::::::::::::;::::::::::::::::;::::::::::::::::::: 17
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Posture Symbols ....:::::::::::::::::::;;;;;;;;;;::::::::::::::::::::::: 18
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Command Symbols ::::::::::::::::;;;;;::;;;;::;;;;::;;;;;:::::::::::::::: 19
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Military Symbols :::::::::::;;;::;;;;::;;;;::;;;:::::::::::::::::: 21
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Movement Symbols ::::::;;:::;;;::;;;;;;;;::::;;;:::;;::::::::::::: 22
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Food Symbols ....:::::::::::;;;::;;;;::;;;;::;;;:::::::::::::::::: 23
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Invent Symbols :::::::::::;;;;;::;;;;::;;;;::;;;;;:::::::::::::::: 24
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Miscellaneous Symbols :::::::::::;;;;::;;;;::::::::::::::::::::::: 25
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Query Symbol ...............:::::::;::::::::::::::::;::::::::::::::::::: 26
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The Captains ::::::::::::::::::::::::::;;;;;;;;;;::::::::::::::::::::::: 28
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Strenght .::::::::::::::::::::::::::::::::::::::::::::::::::::::::::: 28
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More About Posture :::::::::::::::::::::::::::::::::::::::::::::::::: 29
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Inventions ........:::::::::::::::::::::::::::::::::::::::::::::::::: 29
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Equip Invention :::::::::::::::::::::::::::::::::::::::::::::::::: 31
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Two Player Game ......:::::::::::::::::::::::::::::::::::::::::::::::::: 32
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Symbol Summary .:::::::::::::::::::::::::::::::::::::::::::::::::::::::: 38
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GETTING STARTED
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LOADING THE GAME
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Follow the instructions in your Command Summary Card to load
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PowerMonger. After you have loaded the game, the introductory
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sequence will appear. You can either watch the sequence or click the left
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mouse button to go to the Name Screen.
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NAME SCREEN
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After the opening sequence, a screen will
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appear asking "What Is Thy Name, O
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Lord?" Type in the name you want to use in
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the game, either your own or one you make
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up and then press Return to begin the game. If
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you don't want to use a name. press Return when
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this screen appears.
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OPTION SCREEN
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Next, the Option Screen will appear. This lists the options you have at the
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beginning of the game.
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Click on the option of your choice:
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Start New Conquest: Start the conquest from the beginning. This will be the
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Standard game with a pre-set 195 territories to conquer.
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Continue Conquest: Choose the next territory to conquer.
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Play Random Land: Enter a random computer-generated territory. Using this
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option lets you go from territory to territory without the linear
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development found in the Standard game.
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Load Data Disk: Load a new Data Disk. This option can be eventually
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used with data disks that will complement and add to the original Power-
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Monger world. These data disks will be released at a future date. This
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option will not work with the original PowerMonger disk or copies of it.
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THE SITUATION
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Your rule was fair and just. Your fate may not be...
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Your kingdom of Miremer was destroyed by a devastating seismic upheaval.
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Collapsing mountains and fiery, poisonous ash spared few of your subjects
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and none of your lands. You have plied ambivalent seas for countless weeks
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seeking a new home for your remaining handful of followers (and a new
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realm for yourself). Finally, the fickle waves grew weary of toying with you
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and cast your frail craft onto the unfamiliar shores of a foreign land. This
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land is rich and fertile, as you have dreamed it would be; but like all
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bountiful places, it is populated. Petty warlords and captains reign over the
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larger settlements and send their armies sweeping across the countryside.
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You could debase yourself into vassalage to these backward nobles and submit
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your followers to their misrule. But you were a king not so long ago, and you
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have borne enough indignity. It is they who will pay homage to you. You
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will gain a crown once again...or die in the attempt.
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As you venture across this new domain, you will have to win the fealty of
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those you encounter by words of diplomacy or dint of arms. The native
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tribes are laggards in the art of war, but are far from helpless. You are also
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not the only strangers here. Other invading tribes under ruddy or azure
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banners mourn lost kingdoms, or yearn after new ones. Like the natives,
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they must be persuaded to join your cause or be put to the sword. There is
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no other path to kingship.
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As you campaign, you will reap the fields' fair bounty and probe the deep
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places of the world for hidden wealth. The powers of life and death,
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enrichment and impoverishment, plenty and starvation, can be yours in
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absolute measure. But you must manage your power, like any other
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resource, wisely. Constant warfare will deprive you of present followers
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and future recruits, and continual pillaging will fill your stores for the
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moment but will leave the land empty of anything to fill them in the future.
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You must learn to balance force with restraint, and the requirements of the
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day with the needs of days to come. Only then shall you be the ultimate
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P O W E R M O N G E R
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There are 195 territories to conquer in the world of PowerMonger in the
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Conquest mode. After the game loads, the Map Selection Chart will
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appear displaying the various territories you can conquer. At the
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beginning of the game, the only territory you can conquer is the island in
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the top left corner; if you cannot immediately find this island, move the
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On-Screen Pointer around in that corner of the Chart, and the red
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Selection Rectangle will appear when the pointer is over it. Click on this
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territory with the left mouse button to invade it, and then enter the
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correct copy protection number when prompted to begin playing the
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game.
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To survive and prosper in a territory you will need to conquer settlements,
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get food and men, and invent both weapons and trading items. But keep in
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mind there are enemy armies prowling about who are after the same
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resources and doing the same things you are. These armies are as strong as
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yours, and some of their commanders are at least as aggressive and clever
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as you. When you have brought 2/3 the population of this territory under
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your control, you have effectively conquered it; the Conquest Balance
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directly beneath the Overview Map will tell you when you have reached
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this point. When you think you have conquered a territory, click on the
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Option Symbol, then on the Game box and then on the Retire box
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(explained under Option Symbol in the Symbol section of thie manual).
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The computer will then tell you if you have won or lost. If you have lost, a
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screen will appear saying you have been defeated. Click with the left
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mouse button to go back to the Option Screen.
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After you have conquered the first territory, you can move on to any
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adjacent territory. To enter a territory, place the On-Screen Pointer over
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its map; when the red Selection Rectangle appears around the territory,
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click with the left mouse button. (Note that you can only move into
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territories which are highlighted in red when the On-Screen Pointer is
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over them.) In the case of this first territory, you can move to territories
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to the right and below; in more centrally placed territories away from the
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corners, there will of course be more directions in which you can move
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and more territories to choose from. To help you keep track of where
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you've been, a dagger will appear in the map of each territory after you
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conquer and leave it, and a yellow Selection Rectangle will appear
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|
around them when the On-Screen Pointer is over them.
|
|
|
|
When you move to a new territory, you will effectively be starting all
|
|
over again. The Captains you recruited will stay behind to administer
|
|
your conquest. You may not have as many men or as much food as you
|
|
had before; building up vast armies and enormous hoards of food may
|
|
help you in the territory you were in, but not in the one you're going to.
|
|
You can't take your spoils with you.
|
|
|
|
To scroll the Map Selection Chart downward, place the On-Screen
|
|
Pointer on the white border at the edge of the screen, and press and hold
|
|
down the left mouse button. Then, with the button held down, move the
|
|
mouse upwards and the Map Selection Chart will scroll up along with it.
|
|
And if you hold down the mouse button and move the mouse
|
|
downward, the map will scroll down as well.
|
|
|
|
As you get farther from the first map, the going will get tougher and
|
|
tougher; the armies you face will get more agressive and better
|
|
equipped, and resources will become increasingly difficult to find and
|
|
secure, let alone manage. (You can move back to easier territories you
|
|
haven't conquered yet if the going gets too tough.) The most formidable
|
|
territory of all, and the one you must finally conquer to rule the world, is
|
|
in the lower right corner of the Map Selection Chart.
|
|
|
|
COPY PROTECTION
|
|
|
|
After you have chosen a territory to enter, a copy
|
|
protection map will appear and your computer will ask
|
|
you a question about it. The map appears in your
|
|
manual between the pages specified on the screen,
|
|
along with the numerical answer to the question.
|
|
Answer the question by clicking on the triangles above
|
|
and below the numbers on the screen; clicking on the
|
|
triangles above the numbers will increase them, and
|
|
clicking on the triangles below will decrease them.
|
|
Then click on one of the OK boxes after you have
|
|
entered the correct number. If you enter the wrong
|
|
number, the computer will tell you so and you'll only
|
|
be able to play a demo version of PowerMonger.
|
|
|
|
POWERMONGER
|
|
|
|
THE WORLD
|
|
|
|
(Big picture here, ill try to do it ok ?!?)
|
|
------------------------------------------------------------------------------
|
|
|MAP ICONS JOB SYMBOL STATUS BARS CAPTAINS |
|
|
|-----------------------------------------------------------------------------
|
|
| Overview Map | |
|
|
| Overview Map | FIRST |
|
|
| Overview Map | CAPTAIN |
|
|
| Overview Map | PICTURE |
|
|
| Overview Map | HERE! -----------\ |
|
|
| Overview Map | ---------/CLOSE UP MAP\ |
|
|
| Overview Map | ----------/ \ |
|
|
| Overview Map |-- ----------/ CLOSE UP MAP CLOSE UP MAP \ |
|
|
| Overview Map |\ \ \ |
|
|
| Overview Map | \ \ CLOSE UP MAP CLOSE UP MAP \ |
|
|
| Overview Map |--- \ \ |
|
|
| Overview Map | \ \ CLOSE UP MAP \ |
|
|
| Overview Map | \ \ CLOSE UP MAP \ |
|
|
| Overview Map |-----\ \ |
|
|
|______________| \ \ CLOSE UP MAP \ |
|
|
| Conquest | \ \ \ |
|
|
| Balance! | \ \ CLOSE UP MAP \ |
|
|
|______________|--------\ CLOSE UP MAP \ |
|
|
| Map Controls | \ \ ------ |
|
|
| Map Controls | \ \ CLOSE UP MAP ----- \ |
|
|
| Map Controls | \ \ ------- \ \ |
|
|
| Map Controls |-----------\ ------- \ \ ___\ |
|
|
| Map Controls | \ \ ----- \ ___ \______\__\ \ |
|
|
| Map Controls | \ \ -----__\_______\ \___\ \ \ |
|
|
| Map Controls | \ \----- \ \ \ \ \ RYGAR|
|
|
------------------------------------------------------------------------------
|
|
/|\ /|\
|
|
| |
|
|
| |
|
|
\------------- --------------/
|
|
\/
|
|
|
|
|
COMMAND SYMBOLS
|
|
The map icons are:
|
|
(from left to right!)
|
|
|
|
CONTOUR MAP ICON
|
|
SETTLEMENTS MAP ICON
|
|
OBJECTS MAP ICON
|
|
FOOD MAP ICON
|
|
|
|
(if you dont know, the map icons are the ones in the top left corner...!!)
|
|
|
|
The Overview Map shows the territory you are currently attempting to
|
|
conquer. On this map you can see roads, bodies of water, forests,
|
|
settlements, and their occupants.
|
|
|
|
OVERVIEW MAP CONTROLS
|
|
|
|
The White Cross on the Overview Map indicates the centre of the area
|
|
currently shown in the Close-Up Map. By changing the position of the
|
|
cross on the Overview Map, you change the view in the Close-Up Map.
|
|
You can move the White Cross in two ways:
|
|
|
|
o Click on the Compass: Use either mouse button to clickon the Com-
|
|
pass to indicate in which direction you want the White Cross to scroll.
|
|
If you click with the left mouse button, the cross will move a short
|
|
distance with each click; if you click and hold down the right mouse
|
|
button, the cross will continue to scroll until you release the button.
|
|
The Compass can move the White Cross in eight different directions:
|
|
North, south, east, and west, as well as northeast, north-west,
|
|
southeast, and southwest. Note that the compass itself always points
|
|
north; this is important to remember if you have rotated the map.
|
|
|
|
o Click on the Overview Map: Click on the Overview Map with
|
|
either mouse button to move the White Cross to whatever location
|
|
you want to view.
|
|
|
|
CONTOUR, OBJECTS, SETTLEMENTS, AND FOOD
|
|
|
|
Directly above the Overview Map are four map icons. Clicking on each of
|
|
these icons will show you different map information on the Overview Map:
|
|
|
|
Contour Mode Map Hills, valleys, and plains. Dark green indicates
|
|
the lowest-lying areas, while higher elevations
|
|
are coloured lighter green, then yellow, then
|
|
brown, and, at the highest elevations of all, white.
|
|
|
|
Objects Mode Map Trees, houses, workshops, men, and roads.
|
|
Trees appear as red dots, roads appear as grey
|
|
lines, houses appear as light brown dots, your
|
|
men as white dots, and workshops appear as
|
|
yellow dots in settlements.
|
|
|
|
Settlements Mode Map Settlements and roads are shown in grey, and your
|
|
men as white dots.
|
|
|
|
Food Mode Map Same as the Settlements Mode Map, with
|
|
settlements colour-coded according to how
|
|
much food is in each. Black settlements indicate
|
|
no food and white settlements indicate
|
|
comestibles in massive abundance. Dots in
|
|
varying shades of grey indicate food supplies
|
|
somewhere in between the two extremes; the
|
|
lighter the shade of grey, the more food is
|
|
present. Click on the Food Map Icon again to
|
|
update this map.
|
|
|
|
CAPTAINS
|
|
|
|
The currently selected Captain will be visible on the Overview Map as a
|
|
man in a red cloak. But if he is spying, he will wear a shirt of the same
|
|
colour as the army on which he is spying.
|
|
|
|
SETTLEMENTS
|
|
|
|
Settlements are important sources of men, food, and inventions. When
|
|
you conquer one, you may want to strip it of all of the above. But if you
|
|
take all the men, there will be no one to gather food or create invention;
|
|
settlements repopulate (the stork brings them), but they do so slowly.
|
|
And if you take all the food, the men will stop whatever they were doing
|
|
and put all their efforts into agriculture.
|
|
|
|
CLOSE UP MAP
|
|
|
|
|
|
______ /___ --ROTATION ARROWS
|
|
/ \/ \\ |
|
|
/^ _ ^\ \|/
|
|
|\ |\ /| V
|
|
COMPASS -- |/ ` \| AND THESE TWO SMALL ICONS WITH FOUR
|
|
\^ ^/ -- ARROWS POINTING IN ALL DIAGONAL DIRECTIONS
|
|
\__/\__/ THEY ARE ZOOM BUTTONS DUDE !
|
|
(TOO HARD TO DO IN ASCII!)
|
|
|
|
CLOSE-UP MAP CONTROLS
|
|
|
|
The Close-Up Map shows you details of the area where the White Cross
|
|
is positioned on the Overview Map.
|
|
|
|
CHANGING THE VIEW
|
|
|
|
There are several ways to change the Close-Up Map to view a different area:
|
|
|
|
o Click on the Overview Map: Click on the area on the Overview
|
|
map you want to view on the Close-Up map with either mouse
|
|
button. Or press and hold down either mouse button on the
|
|
Overview Map, and move the On-Screen Pointer around the map.
|
|
The White Cross, and thus the Close-Up Map view, will follow the
|
|
pointer.
|
|
|
|
o Click on the Compass: Use either button to click on the
|
|
Compass to indicate in which direction you want the Close-Up Map
|
|
to scroll. If you click with the left mouse button, the map will scroll a
|
|
short distance with each click; if you click and hold down the right
|
|
mouse button, the map will continue to scroll until you release the
|
|
button. The Compass can scroll in eight different directions: The
|
|
cardinal directions of north, south, east, and west, as well as
|
|
northeast, northwest, southeast, and southwest. Note that the
|
|
compass itself always point north; this is important to remember if
|
|
you have rotated the map.
|
|
|
|
o Click on any Captain: Click on the large figure of any Captain with
|
|
the right mouse button. (Careful not to click on his medals, nor click
|
|
with the left.) The Close-Up Map will immediately jump to that
|
|
Captain's current location.
|
|
|
|
THE ROTATION ARROWS
|
|
|
|
The Rotation Arrows rotate the Close-Up Map left or right so you can
|
|
improve or just change your view. Clicking on a Rotation Arrow with
|
|
the left mouse button rotates the map to the next cardinal direction
|
|
(north, south, east, or west) in the direction of the arrow, for a total of 4
|
|
different view positions. Clicking on a Rotation Arrow with the right
|
|
mouse button rotates the map by much smaller increments, for a total of
|
|
64 view positions. Also, if you click and hold down the right mouse
|
|
button on a Rotation Arrow, the map will continue to rotate until you
|
|
release the mouse button.
|
|
|
|
THE ZOOM BUTTONS
|
|
|
|
You can zoom the Close-Up Map view in or out by using the Zoom
|
|
Buttons. Clicking on a Zoom Button with the left mouse button zooms in
|
|
or out by one step. Clicking a Zoom Button with the right mouse button
|
|
zooms in or out to the maximum near and far settings. Note that as you
|
|
zoom in closer and closer on the Overview Map, mobile figures (people,
|
|
animals, etc.) seem to move faster and faster. They aren't, really; this is
|
|
an illusion created by the fact that smaller and smaller areas are being
|
|
viewed as you Zoom in.
|
|
|
|
THE CONQUEST BALANCE
|
|
|
|
A territory has been conquered when at least 2/3 of its population is
|
|
under your control. The Conquest Balance indicates when this has
|
|
happened. When you start conquering a territory, the scales will be
|
|
tipped toward the left. As you gain control of more and more people,
|
|
your half of the balance on the right will fill with gold. When the balance
|
|
is tipped in favour of the white-and-blue shield on the right, it means 2/3
|
|
or more of the territory's population is under your control. Click on the
|
|
Retire box in the Option Symbol (explained in the Symbol section of this
|
|
manual) to move on to the next territory.
|
|
|
|
SEASONS AND WEATHER
|
|
|
|
Seasons pass in the world of PowerMonger as they do in any world. In
|
|
spring, summer, and especially in the autumn, food will be plentiful; in
|
|
winter, it will be scarce, as no more will be produced in the settlements.
|
|
You will notice two weather effects, rain and snow, as the seasons run
|
|
their cycle. These forms of precipation will, of course, slow an army as
|
|
it moves across the land.
|
|
|
|
There is little even the First Captain can do to change the weather, but there
|
|
is one way his followers and the followers of his subordinate captains can
|
|
change weather pattern. When townspeople or armies are ordered to
|
|
Invent (see Invent section), they will often use wood to fashion their
|
|
handicrafts if there is a forest near. But they can go too far, which leads to
|
|
deforestation, which in turn can disturb weather patterns. Forests will
|
|
grow back, but until they do, rain and snowfall will both be above normal.
|
|
|
|
SOUND
|
|
|
|
As you move about the world of PowerMonger, you will hear a lot of
|
|
background noise: Sheep baaing, birds singing or taking flight, work
|
|
sounds from neighbouring villages, men cheering, etc. These noises can
|
|
provide important clues and can tell you what's going on nearby on the
|
|
Close-Up Map. When you hear a sheep, it means one or more of them are
|
|
close by, and they can be a plentiful source of food. Sounds of battle means
|
|
combat is going on nearby. Birds taking flight means someone has dis-
|
|
turbed them; that might mean there is an enemy in the forest. Hammering
|
|
and sawing from a nearby settlement or wood means someone is inventing
|
|
something; if this is going on in an enemy settlement, you might want to go
|
|
in and put a stop to it, or at least start inventing someting of your own to
|
|
counter them. Birds singing means spring has returned, and wind blowing
|
|
means winter is here. And when your men start cheering during a battle, it
|
|
means they've won.
|
|
|
|
The First Captain and his subordinate Captains also express their level of
|
|
enthusiasm concerning orders. If they like the order you give them, they
|
|
will say an excited "Yeah!" If they don't like it, their "yeah" will be much
|
|
more muted, (WINTER MUTED ?!? HAHAHA [RYGAR] ) or they might not be saying
|
|
anything at all. This could be a clue that your order might not be such a
|
|
good idea.
|
|
|
|
In the background, you will always hear the breathing of whichever
|
|
Captain you have selected. If he is breathing evenly, everything is going
|
|
well. If his breathing becomes laboured and ragged during a battle, it
|
|
means that things aren't going well, and he may even be dying.
|
|
|
|
SYMBOLS
|
|
|
|
[RYGAR] - I CANT DO THIS IN ASCII, CHECK THE OTHER FILES ON THIS DISK
|
|
(POWERMONGER PIC 1 & 2, or POWERMONGER ICONPIC/TEXT
|
|
|
|
OPTION, POSTURE, COMMAND, & QUERY
|
|
|
|
To activate a symbol, click on it with left mouse button.
|
|
|
|
THE OPTION SYMBOL
|
|
|
|
Use this multi-purpose symbol to set the game speed, initiate two player
|
|
mode, save & load games to floppy disk, change maps, or retire from the
|
|
game. (Two Player mode is described in a separate section near the end
|
|
of this manual. Refer to you Command Summary Card for instructions
|
|
on Saving and Loading games.)
|
|
|
|
GAME SPEED
|
|
|
|
To set the game speed, click on the game speed track.
|
|
The closer you click to the +, the faster the game
|
|
speed will be; the closer you click to the -, the slower
|
|
it will be. (If you have a faster than normal computer,
|
|
you might want to slow the game down.)
|
|
|
|
GAME BOX OPTIONS
|
|
|
|
Click on the Game Box to access these options, then click on the
|
|
appropriate box to activate its option:
|
|
|
|
Retire Retire from the territory you're in. If
|
|
you are ahead (see the Conquest
|
|
Balance under the Overview Map)
|
|
you win; if you are behind, you lose.
|
|
|
|
Replay Map Restart conquering the current map
|
|
from the beginning.
|
|
|
|
Select Map Leave the current territory and go
|
|
back to Map Selection Chart to
|
|
choose another territory to conquer.
|
|
|
|
Multi Play Begin two-player game. See separate
|
|
section near the end of this manual.
|
|
|
|
Random Map Call up a computer generated random
|
|
map to conquer.
|
|
|
|
Pause Pause the game; click on Pause again
|
|
to unpause the game. Note: The
|
|
Close-Up Map vanishes when the
|
|
game is paused.
|
|
|
|
Send Message Send a message in two player mode.
|
|
(See Two Player Game section.)
|
|
|
|
FILE BOX OPTIONS
|
|
|
|
|
|
These options Save and Load PowerMonger games. See your Command
|
|
Summary Card for instructions (FIRST IN THIS TEXTFILE - [RYGAR] )
|
|
|
|
Posture determines the relative aggressiveness of a Captain, from the
|
|
First Captain (you) down through all the Captains you recruit during
|
|
your campaign of conquest. These icons only modify the innate
|
|
aggression of any Captain; the First Captain is always the most
|
|
aggressive, and the last Captain farthest to the right is always the least
|
|
aggressive. A Captain's Posture effects not only his own behaviour, but
|
|
the behaviour of his troops and of others nearby as well. The more
|
|
aggressive a Captain is, the more food and men he will take from a
|
|
village he has captured, and the more people his troops will kill in the
|
|
course of battle. A Captain's aggressiveness will also affect what the
|
|
people of a conquered village will invent (see Invent), and what sort of
|
|
Trading deals can be made. Note that the First Captain set on Aggressive
|
|
posture will take all the food and men and do his best to kill everyone
|
|
when attacking a village.
|
|
|
|
To set a Captain's posture, click on the Captain (making sure the
|
|
Selection Arrow is over his head), and then click on one of the three
|
|
Posture Symbols:
|
|
|
|
(One Knife) Passive Posture
|
|
|
|
(Two Knifes) Normal Posture
|
|
|
|
(Three Knifes) Aggressive Posture
|
|
|
|
Note that one posture symbol will always be highlighted.
|
|
|
|
COMMAND SYMBOLS
|
|
|
|
The Command Symbols represent the different orders you can issue to
|
|
yourself as First Captain, the other captains who have joined you, and
|
|
indirectly the people who follow them.
|
|
|
|
TO ISSUE A COMMAND:
|
|
|
|
1 Click on the First Captain or a subordinate Captain with the left
|
|
mouse button. (Click on the large figure of him standing at the table,
|
|
not on the smaller images of him that appear on either the Overview
|
|
or Close-Up Maps.) The bobbing arrow should appear over his head
|
|
and his expression will change, meaning he is ready to give or
|
|
receive a command. If the arrow doesn't appear, try clicking on the
|
|
Captain again.
|
|
|
|
2 Click on the Command Symbol that corresponds to the order you
|
|
want to give. (A Command Symbol will be highlighted green when
|
|
is is active; if a symbol does not highlight, try to click on it again.)
|
|
Any incomplete command can be cancelled by clicking on its
|
|
symbol again, which will unhighlight it; make sure the highlightning
|
|
goes out or the command will still be active. Most Command
|
|
Symbols become unhighlighted as soon as the command it
|
|
represents is given. Any command can be cancelled before it has
|
|
been given by clicking on its Command Icon a second time. (Make
|
|
sure the highlightning goes out or the command will still be active.)
|
|
|
|
3 Most Commands use a Direction Line when you issue them on the
|
|
Overview Map. A Direction Line is a line that extends from the
|
|
selected Captain to the On-Screen Pointer on the Overview Map.
|
|
Use the On-Screen Pointer to point at the location you want to be the
|
|
target of the command. To view an area before you decide to give a
|
|
command, click with the right mouse button.
|
|
|
|
4 The location of object selected as the target of an order must be
|
|
appropriate for that order. For example, an Attack command must
|
|
have a settlement, a person, livestock, etc., as its target or it cannot
|
|
be given. If the Direction Line is pointed at an inappropriate location
|
|
or object, it will be black, you will hear a slow drumbeat, and no
|
|
command can be issued. If it is pointed at an appropriate loaction,
|
|
the Direction Line will be red, and the drumbeat will be more rapid.
|
|
Click with the left mouse button to give the command.
|
|
|
|
5 Orders can also be issued on the Close-Up Map. You can choose
|
|
targets more precisely this way; that is, you can choose a single
|
|
person as the target for an Attack order on the Close-Up Map vs.
|
|
choosing a whole settlement on the Overview Map. When an
|
|
appropriate target is visible on the Close-Up Map, click on a
|
|
Command Symbol and then on the target, The Direction Line will
|
|
appear on the Overview Map when the On-Screen Pointer is over an
|
|
appropriate target and the order will be issued.
|
|
|
|
6 Bodies of water can prevent an order from being carried out; for
|
|
example, if the target is on an island, and the selected Captain is on
|
|
the mainland and does not have access to boats, an order to Get
|
|
Food on the island cannot be carried out by that Captain, and he will
|
|
just pace up and down once he has reached the interposing body of
|
|
water.
|
|
|
|
7 If you have successfully given an order to the First Captain, it will
|
|
begin to be carried out immediately. A Job Icon will appear beside
|
|
the Status Bars above his head and he will respond "Yeah". If an
|
|
order is given to a subordinate Captain, the First Captain must
|
|
dispatch it to him by carrier pigeon so it may take a while for him to
|
|
react, depending on how far away he is from the First Captain. A
|
|
little white pigeon fluttering beside the Status Bars above the
|
|
targetted subordinate Captain's head means the order is still on its
|
|
way. When a Job Icon appears over the subordinate Captain's head
|
|
and he says "Yeah", the order has been successfully given. Note that
|
|
in every territory you will have a limited number of carrier pigeons
|
|
to carry your orders, and you can get no more in that territory. So be
|
|
careful of what orders you give and what your posture is when you
|
|
give them. You need to make every order count.
|
|
|
|
8 Some commands do not operate in keeping with thee general
|
|
instructions. You'll find specific instructions about how they work
|
|
under the Command Symbol descriptions given below.
|
|
|
|
MILITARY SYMBOLS
|
|
|
|
Attack the person, place, or thing at the ned of the Direction
|
|
Line. Possible targets include settlements, farms, towers,
|
|
individual men, sheep, and trees; click with the left
|
|
mouse button to attack a selected target. If you attack a
|
|
sheep and kill it, it automatically becomes part of your
|
|
food stock. If you attack a tree and chop it down, you
|
|
can prevent enemies from using it to make their own
|
|
inventions. If you attack a settlement or army and win,
|
|
the people left alive will become your followers, and you
|
|
will have access to all their resources; watch for souls
|
|
going up to heaven during such combats, because it
|
|
means that casualties are occurring. Keep in mind that if
|
|
your target is ambulatory, it may very well have
|
|
trudged, marched, or scampered away by the time you
|
|
get to where it was when you targetted it. You will then
|
|
track it down, but it might be faster than you. Note also
|
|
that your active Captain is free to move around during a
|
|
combat (see Send Captain below).
|
|
|
|
If you click with the right mouse button after a target has
|
|
been chosen using the Attack Symbol, and the rank is on
|
|
its way to the chosen target, the Captin will scan the
|
|
immediate area for men from that target. If he detects
|
|
any, he will change direction and attack them. This
|
|
could be sed to take out people from the target area
|
|
who are inventing, or a lone wanderer.
|
|
|
|
You lose a combat when your Captain dies. If a sub-
|
|
ordinate Captain dies, he disappears from the screen,
|
|
and he drops his stock and equipped items, which will
|
|
be visible on the screen. (Men killed in combat drop their
|
|
equipped items as well, and these will also be visible.)
|
|
Another Captain can be recruited to take his place later.
|
|
But if the First Captain dies, the game is over and a You
|
|
Have Been Defeated screen will appear. Click the left
|
|
mouse button to return to the Game Option Screen.
|
|
|
|
Get Men from one of your settlements. The number of men taken
|
|
is determined by the aggression rating of the active
|
|
Captain; a Passive Captain will attract only a few men to
|
|
his banner, a Neutral Captain will be able to recruit a
|
|
few more, and an Aggressive Captain will impress
|
|
almost every able-bodied man available.
|
|
|
|
Transfer Men reassigns men from one Captain to another. The number
|
|
of men transferred will depend on the Posture of the
|
|
Captain being transferred from: Passive posture will
|
|
transfer 25%, Neutral posture will transfer 50%, and
|
|
Aggressive posture will transfer 100%. Click with the left
|
|
mouse button on the transferring from Captain, click on
|
|
the icon, and then click on the Captain to whom the men
|
|
are being transferred.
|
|
|
|
Spy sends any Captain to gather intelligence. To enter into
|
|
this intrigue, select the Captain to whom you want to
|
|
assign the take by clicking on him with the left mouse
|
|
button, then click on the Spy symbol. Now click on the
|
|
neutral or enemy settlement you him to spy on. He
|
|
will go there, and if he is accepted into the community,
|
|
the location of the settlement's population will show up
|
|
on the Overview Map as dots of the appropriate colour
|
|
(red or blue for enemies, yellow for neutral). If he is
|
|
recruited into an enemy army, then dots of the
|
|
appropriate colour will appear on the Overview Map
|
|
showing the locations of the soldiers in that army.
|
|
|
|
MOVEMENT SYMBOLS
|
|
|
|
Send Captain anywhere you choose. Select the Captain you want to
|
|
send, and then select a destination on the Overview Map
|
|
using the Directional Line and click with the left mouse
|
|
button, or click on the location on the Close-Up Map.
|
|
Note that you can use Send Captain to get a Captain out
|
|
of harm's way during combat without breaking off the
|
|
battle by clicking on the Send Captain symbol and
|
|
clicking on a destination a short distance away on either
|
|
map; however, the Captain might get dragged right back
|
|
into the battle. Note that an individual cannot get out of
|
|
a battle while engaged in hand-to-hand combat. If you
|
|
click on a location far away on the Overview Map, and
|
|
the Captain is not dragged back into the battle, his men
|
|
will follow him and the battle will be broken off.
|
|
|
|
Go Home sends the Captain and his army back to the Captain's
|
|
home. This command is a handy way of getting out of a
|
|
losing battle while keeping an army intact.
|
|
|
|
Derank is similar to Go Home but will send a fraction of an
|
|
army home while the Captain involved will stay with
|
|
the portion of his forces that remain in the field. If the
|
|
Captain's Posture is Passive, 25% of his troops will
|
|
leave; if it is Neutral, 50% will find their enlistment is
|
|
up; and if it is Aggressive, 100% will re-enter civilian
|
|
life. People with the worst weapons or no weapons, or
|
|
no boats, will go first leaving the most useful soldiers to
|
|
remain in the army.
|
|
|
|
FOOD SYMBOLS
|
|
|
|
Get Food from a friendly settlement or cache (see Drop Food
|
|
symbol below). The amount of available food a captain
|
|
gets is determined by his Posture; if his posture is
|
|
Passive he will get only a little food, if it is Neutral he
|
|
will get more food, and if it is Aggressive he may take all
|
|
the food there is present. So, the more gruff he grows,
|
|
the more grub he grabs.
|
|
|
|
Drop Food will cause the active Captain to drop a portion of his
|
|
supply of food. The amount he drops depends on his
|
|
Posture: 25% if his Posture is Passive, 50% if it is
|
|
Neutral, and 100% if it is Aggressive. The Captain drops
|
|
this food wherever he is standing and does not have to
|
|
use the Directional Line. This food will appear on the
|
|
Close Up Map as a small sack of grain. Animals, enemy
|
|
armies, and passers by will not take this food since it is
|
|
hidden from everyone except you and your followers.
|
|
But if food is dropped in a settlement, it will be added to
|
|
that settlement's food supply. Note: Don't drop your
|
|
food into the sea! It will be unrecoverable, and would
|
|
taste horrible in any case.
|
|
|
|
Supply Food to anywhere that is an object. The seleted Captain looks
|
|
for a nearby settlement that is friendly. He will then go
|
|
there, drop food (the amount he drops is determined by
|
|
his Posture, just as described in the Get Food command
|
|
above), go to the nearest friendly location that has food,
|
|
and get more food (again, the amount he gets depends
|
|
on his Posture), and return to the place to be supplied to
|
|
drop more food. This process will be repeated until he
|
|
gets different orders.
|
|
|
|
INVENT SYMBOLS
|
|
|
|
Invent something new and wonderful in a workshop.
|
|
Workshops are found only in settlements, but they are
|
|
nevertheless easily spotted on the Overview Map in
|
|
Object Mode as yellow dots, and on the Close-Up Map
|
|
as structures with red signs. What can be invented in a
|
|
particular village depends on what raw materials are
|
|
available, the occupation of certain locals, and the
|
|
Posture of the Captain involved. See separate Invent
|
|
section for more details.
|
|
|
|
Equip Invention equips either inventions you have ordered to be made or
|
|
objects carelessly left behind by their previous owners.
|
|
To equip an Invention you have ordered made, click the
|
|
Equip Invention symbol and then on the settlement
|
|
where the invention was created; to equip found objects,
|
|
click on the object itself. Found objects and inventions
|
|
are identical, i.e., boats, swords, bows etc. The Captain's
|
|
posture determines how much is picked up: 25% if
|
|
Passive, 50% if Neutral, and 100% if Aggressive. Note
|
|
that picking up too much will slow down a Captain.
|
|
|
|
Drop Invention drops any surplus stock. The Captain's Posture
|
|
determines how much gets dropped: 25% if Passive, 50%
|
|
if Neutral, and 100% if Aggressive. Surplus stock is
|
|
shown as what the Captain is carrying when you click
|
|
on his Medals, and is defined as unequipped weapons
|
|
or pots, but never equipped weapons or boats. These
|
|
may later be picked up by the Captain who dropped
|
|
them, or by another Captain using the Equip Invention
|
|
command (as long as you don't drop them in the sea,
|
|
since they're gone forever if you do). They will not be
|
|
picked up by passers or enemy armies. Or if you drop
|
|
them in a settlement they will be added to that
|
|
settlement's stock.
|
|
|
|
MISCELLANEOUS SYMBOLS
|
|
|
|
Trade goods (weapons, pots, etc.) with a settlement in return
|
|
for food, items or stock. Every item has a set food value
|
|
that will be modified if your Captain is good at
|
|
bartering, and bartering skill is in turn determined by
|
|
innate aggression. The trading settlement will trade you
|
|
items for food. The Captain's posture determines what
|
|
he will trade for and which items he will want first. An
|
|
Aggressive Captain will trade for a cannon before a
|
|
Passive Captain will, while a Neutral Captain will fall
|
|
somewhere in the middle; a Passive Captain will trade
|
|
for a plough (for example) before he will trade for a
|
|
cannon, while a Neutral Captain will prefer a boat to a
|
|
cannon. Note that the weapons your army is using or
|
|
carrying will not be traded.
|
|
|
|
Make Alliane with another tribe. This requires the payment of tribute
|
|
from your excess stock (similar to Trade above). Once an
|
|
alliance has been made, you will have access to that
|
|
tribe's settlements and resources, and they will likewise
|
|
have access to yours. An alliance will be broken by a
|
|
violent act taken against that ally. And if an offer of
|
|
alliance is rejected, you lose the tribute you offered, and
|
|
you may become the object of an attack.
|
|
|
|
QUERY SYMBOL
|
|
|
|
Query brings up information about any object, living or non-
|
|
living, on the Close-Up Map bu clicking on it with the
|
|
left mouse button. This can bring up from 1 to 4
|
|
information windows at a time. When you click on an
|
|
object, you will get information about every object in that
|
|
square; for example, clicking on a house with two people
|
|
in it will bring up three windows. All these windows
|
|
will be stacked, one on top of the other. To separate them
|
|
and make them readable, just place the on-screen
|
|
pointer over the top bar of any Query window, hold
|
|
down the left mouse button, and drag the window to
|
|
any part of the screen. Repeat this process with every
|
|
Query window until they're all separated. Click on the
|
|
Query Symbol with the right mouse button to clear all
|
|
Query Windows from the screen.
|
|
|
|
There are three small icons that appear in Query Windows; some
|
|
windows include all three, while others contain only one or two, but the
|
|
icons always work the same way in every window. Click with the left
|
|
mouse button on the Tick Mark Icon in the upper right hand corner of all
|
|
Query Windows to cancel the window. Click with the left mouse button
|
|
on the Rectangle Icon to update information in the Query Window; this
|
|
is a valuable icon to click on frequently if you have a Query Window up
|
|
during a battle. And click with the left mouse button on the Eye Icon to
|
|
centre the Close-Up Map on the subject of the Query Window.
|
|
Different objects reveal different ranges of information when they are the
|
|
subject of a Query command:
|
|
|
|
Buildings/Settlements Building type; settlement name; names of the
|
|
building's two occupants (there are never more
|
|
than two, husband and wife); to what ruler the
|
|
settlement belongs, Harold II, Jayne III, or Jos
|
|
XVIII; the nearest forest; how much food there
|
|
is in the entire settlement; how many men there
|
|
are in the settlement and what stock (if any) the
|
|
settlement has.
|
|
|
|
People Their name, the settlement where they live,
|
|
their health, the building where they live, their
|
|
spouse's name, how hard they work, their
|
|
profession, what item they have equipped, who
|
|
they follow, and their age.
|
|
|
|
Sheep Those whooly things that bleat incessantly.
|
|
Mighty good eating.
|
|
|
|
Trees What forest it is in, what kind of tree it is,
|
|
whether there are any birds in its branches, and
|
|
the season.
|
|
|
|
Birds Whether they're carrier pigeons and to whom
|
|
they're going. (Watch out for birds carrying
|
|
little bundles of joy.)
|
|
|
|
The Query Symbol will remain highlighted and active until you cancel it
|
|
or until you click on another symbol.
|
|
|
|
THE CAPTAINS
|
|
|
|
The First Captain will encounter other Captains along the way; he can
|
|
recruit them by conquering the settlements they rule. As they are
|
|
recruited, they will appear by the First Captain's side, and they are his to
|
|
command. When a Captain dies, he will disappear from the sreen.
|
|
|
|
Status bars Three bars appear above the head of every
|
|
Captain under your command, displaying his
|
|
current food, men, and strength. The top blue
|
|
line indicates food, the middle red line signifies
|
|
men, and the bottom green line stands for
|
|
strength. Keep an eye on the green strength line;
|
|
when it is gone, so's the Captain. And when the
|
|
First Captain's line comes to an end, so does the
|
|
game.
|
|
|
|
The Selection Arrow This arrow bobs up and down over the head of
|
|
the currently selected Captain. Click on a
|
|
Captain to select him; he will be the Captain
|
|
who will recieve the orders you give.
|
|
|
|
The Medals Click on the medals hanging on a Captain's
|
|
chest to display an information box about him
|
|
even if he is not the currently selected Captain.
|
|
Clicking on medals will tell you the Captain's
|
|
name, current job, aggression level, loyalty
|
|
level, Strength, Speed, the amount of food he
|
|
has, how many men he has, and how much
|
|
stock (if any) he is carrying. This information
|
|
box functions just like a Query Box (see Query
|
|
Symbol).
|
|
|
|
STRENGTH
|
|
|
|
Strength is the indication of how healthy people in the world of
|
|
PowerMonger are. For Captains, strength is displayed in two ways. First,
|
|
as the green line in the Status Bars. And second, in the following terms,
|
|
from strongest to weakest, when you click on a Captain's medals: Fit,
|
|
Well, Weak, Very Weak, Sickly, Very Sickly, Dead.
|
|
A Captain's normal Strength level is Fit. Being wounded in combat is the
|
|
only thing that will reduce his Strength. If he is reduced below Fit, he will
|
|
eventually heal back in camp. If his Strength is reduced to Dead, his stay on
|
|
this planet is over (unless you Replay The Map or Start New Conquest).
|
|
|
|
MORE ABOUT POSTURE
|
|
|
|
A Captain's innate aggression is indicated by his position at the table.
|
|
The Captains to the left are more aggressive than the Captains on the
|
|
right, but any Captain's posture can be modified by using the Posture
|
|
icons.
|
|
|
|
A Captain's actions, or even the actions of his troops, are not always
|
|
predictable when his posture is set at the aggressive or passive extremes.
|
|
If a Captain is camped near a battle, even a battle that does not
|
|
immediately concern him, he may join in the fray if he is in an aggressive
|
|
frame or mind, or he may run away if he is feeling passive. An
|
|
aggressive Captain might kill someone who does no more than cross his
|
|
path when that Captain is moving from place to place. Obviously, any of
|
|
these actions can be avoided by changing the Captain's posture. But you
|
|
might be too late unless you are paying close and careful attention.
|
|
|
|
INVENTIONS
|
|
|
|
You won't find everything you need just lying around on the ground or
|
|
in the settlements you conquer. Sometimes it pays to use your head
|
|
instead of your sword to get what you need. This is where inventions
|
|
come in.
|
|
|
|
The Invent command tells a Captain to have his men or the citizens of a
|
|
friendly settlement to invent something. You can only invent in a village
|
|
with a workshop; as mentioned previously, these show up as yellow dots
|
|
in settlements in the Overview Map when it is in Object Mode. What the
|
|
settlement produces depends on four factors: The Posture of the Captain
|
|
carrying out the order, the available resoures, the presence of a
|
|
merchant and the occupations of certain locals.
|
|
|
|
An aggressive posture generally produces heavy weapons like cannons
|
|
or pikes. Neutral posture produces lighter weapons like bows or boats.
|
|
Passive posture produces items like ploughs. Inventing any of these, of
|
|
course, is dependent on having the correct raw materials at hand as well
|
|
as the appropriate posture.
|
|
|
|
The results of the inventive urge are also dependent on the location. For
|
|
example, inventing near a forest on low land near water will ueally
|
|
produce boats. Inventing in a town that is on high ground away from
|
|
any forest usually produces swords or cannons.
|
|
|
|
Necessary resources include wood and steel. Forests are a good place to
|
|
find wood; that's why they call them forests. But keep an eye on people if
|
|
they take up lumbering; they can strip a forest clean, and forests take a
|
|
long time to grow back. So don't leave the Invent command active
|
|
without keeping track of what people are doing off in the woods. Wood
|
|
can be used to make pikes, bows, ploughs, catapults, and, if you're near
|
|
water, boats.
|
|
|
|
Steel is harder to come by. You have to construct a mine to extract the
|
|
raw ored to forge into steel, and the mine will usually have to be situated
|
|
at a high altitude. Mine construction is a time-consuming process, and
|
|
any settlement that has a mine will be an inviting target; they're easy to
|
|
spot since they're all marked by a twoer. If you are not near any useful
|
|
raw materials when you try to Invent, you'll produce pots from the local
|
|
mud. Pota are valuable mainly for trade. They won't help you during
|
|
battles, of course, but at least you'll have a handsome and sturdy
|
|
receptacle to bleed into after you've had the stuff beaten out of you.
|
|
|
|
Note: When people in a settlement are inventing, they can't get food or
|
|
other supplies. And if they run out of food, they'll gradually stop
|
|
inventing and take up producing food; i.e., they can still invent if enough
|
|
people are producing food.
|
|
|
|
The table below lists what posture is needed to invent particular items
|
|
plus other conditions that might be necessary:
|
|
|
|
ITEM POSTURE
|
|
|
|
Catapult Aggressive posture & merchant in settlement
|
|
|
|
Cannon Aggressive posture & merchant in settlement
|
|
|
|
Sword Near a mine & no merchant in settlement
|
|
|
|
Pikes Neutral posture
|
|
|
|
Bows Aggressive posture
|
|
|
|
Boats Passive posture & fisherman present
|
|
|
|
Ploughs Passive posture
|
|
|
|
Pots Can be made any time
|
|
|
|
|
|
EQUIP INVENTION
|
|
|
|
Once you've invented something, you probably want to pick it up and
|
|
use it. Or, you might want a loyal Captain and his men to pick up the
|
|
item. In either case, use the Equip Invention symbol and modify the
|
|
Captain's posture appropriately, to pick up your invention by clicking on
|
|
the building in the settlement where the invention was made.
|
|
|
|
You can also equip inventions you find. Often after a battle, weapons
|
|
will be left on the battlefield. You can equip these the same way you
|
|
equip things made in workshops, by clicking on the Equip Invention
|
|
symbol and then on the weapons. You can also equip boats you find or
|
|
that belong to your settlements. But since settlements on bodies of water
|
|
or rivers depend on fishing for part of their food, if you take away their
|
|
boats their production of food will go down.
|
|
|
|
If the invention you equip is a hand weapon, empty-handed troops are
|
|
equipped first. The Captain is equipped first of all, next the First
|
|
Captain's original followers, and finally the other troops.
|
|
|
|
If troops have more than one kind of hand weapon to select from when
|
|
they equip, they will choose weapons in the following order: Bow first,
|
|
then sword, then pike. In camp, holders of different weapons will sit in
|
|
different concentric circles around the Captain and the campfire.
|
|
Anything other than equipped weapons or boats is considered to be
|
|
carried as stock by the Captain and to be used as trade or for making
|
|
alliances. The more stock a Captain has, the slower he will travel, so be
|
|
careful not to overload him. (The only excess items that won't weigh him
|
|
down are pots.)
|
|
|
|
TWO PLAYER GAME
|
|
|
|
There are two ways to play against a human opponent: using a modem
|
|
to connect to a remote player, or by using a null modem cable to connect
|
|
the serial ports of two computers (this is datalink mode).
|
|
|
|
To play in two player mode, both players will need original copies of
|
|
PowerMonger.
|
|
|
|
CONNECTING IN DATALINK MODE
|
|
|
|
1. Get a null modem cable. You can probably find one from your local
|
|
computer store.
|
|
|
|
2. Disconnect both machines from their power supply.
|
|
|
|
3. Connect the cable between the serial ports of the two computers.
|
|
|
|
4. Reconnect the power supply to both machines.
|
|
|
|
5. Boot the game on both machines and start the game anyway you
|
|
like (i.e. Start New Conquest, Continue Conquest, Play Random
|
|
Land or Load Data Disk). If you want to choose Load Data Disk,
|
|
first ensure that both players have a copy of the same Data Disk.
|
|
|
|
6. Once the game screen appears, click on the Game Setup icon then
|
|
click on the GAME button and then click on the MULTI PLAY
|
|
button to bring up the Multiplayer Login window.
|
|
|
|
7. Next choose who is going to play with colour tribe, see Starting the
|
|
Two Player Game below.
|
|
|
|
8. Choose a baud rate by clicking in the box next to one of the 6
|
|
choices; 300, 1200, 2400, 4800, 9600 or 19200. The box you clicked in
|
|
will light up green. The baud rate must be the same for each
|
|
computer.
|
|
|
|
9. Now go to Starting the two player game.
|
|
|
|
CONNECTING MODEMS IN VOICE MODE
|
|
|
|
If you and your opponent can plug phones into your modem, then you
|
|
can connect in voice mode.
|
|
|
|
1. Disconnect both machines from their power supply.
|
|
|
|
2. Connect the modem's serial cable to the computer. Then connect the
|
|
modem to the phone line; your phone should be connected to the
|
|
modem.
|
|
|
|
3. Reconnect the power supply to both machines.
|
|
|
|
4. Call your friend on the phone and boot the game on both machines.
|
|
Both players now start the game anyway they like (i.e. Start New
|
|
Conquest, Continue Conquest, Play Random Land, or Load Data
|
|
Disk). If you want to choose Load Data Disk, first ensure that both
|
|
players have a copy of the same Data Disk.
|
|
|
|
5. Once the game screen appears, click on the Option Symbol then click
|
|
on the Game button and then check on the Multi Play button to bring
|
|
up the Multiplayer Login window.
|
|
|
|
6. Next choose who is going to play which colour tribe, see Starting the
|
|
Two Player Game below.
|
|
|
|
7. Choose a baud rate by clicking in the box next to one of the 6
|
|
choices; 300, 1200, 2400, 4800, 9600 or 19200. The box you clicked in
|
|
will light up green. The baud rate must be the same for both
|
|
modems. For identical modems, use the fastest baud rate possible.
|
|
For two different modems, determine the highest baud rate for both
|
|
modems; then choose the lower value of the two. The typical baud
|
|
rates are 300, 1200, and 2400. See your modem manual for details on
|
|
baud rates.
|
|
|
|
8. Establish a data connection between the two computers (if you're in
|
|
normal talk mode on the telephone), by clicking in the Modem
|
|
Message text input box which you will see above Baud Rate labeled
|
|
Modem Message.
|
|
|
|
9. One player should type ATD and press Return. The other player
|
|
should then type ATA in his Modem Message box and press
|
|
Return. This will cause the modem to send a carrier. (The carrier is a
|
|
high pitched whine that will block out your voices.) Once the CD
|
|
light on the modem (if it exists) lights up, the connection is
|
|
established and both players should wait a couple of seconds and
|
|
put their phones down. Now go to Starting the Two Player Game.
|
|
|
|
CONNECTING IN NON-VOICE MODEM MODE
|
|
|
|
If you or your opponent can't plug a phone into the modem, then you
|
|
will have to type in the dialing or answer command using the Modem
|
|
Message box. See your modem manual for details on the commands it
|
|
will accept. Normally, one player should set his modem to auto-answer
|
|
by clicking on their Modem Message box and typing ATS0=1 and
|
|
pressing Return. The other player would then originate the call by
|
|
clicking on the Modem Message box and typing ATD[phone number] or
|
|
ATDP[phone number] for pulse dialing. The modems have connected
|
|
when the CD light on the modem (if it exists) lights up.
|
|
|
|
STARTING THE TWO PLAYER GAME
|
|
|
|
First decide who will play which colour tribe. Click in one of the boxes
|
|
beside the four colours (White, Blue, Red, or Yellow) in the You Are:
|
|
section and a green light will appear beside your choice. You can only
|
|
play one side, so if you change your mind then click on another colour
|
|
choice and the first green light will extinguish and the new one light up.
|
|
All players will start on the landscape which the player with the highest
|
|
priority colour is using. The priorities are White first, Blue, Red, and
|
|
finally Yellow.
|
|
|
|
USING A SAVED GAME
|
|
|
|
If you play from a saved game, both players will start from the beginning
|
|
of the territory that the saved game was being played on and not from
|
|
the position that the game was saved at. (This is the same effect as
|
|
loading in a game and ten pressing the Replay Map button.) The main
|
|
use of using a saved game would be to play a specific random world or
|
|
to give access to later territories in the conquest series. Only the highest
|
|
priority player needs to load in a saved game. Put the disk containing the
|
|
saved game you want to use into the boot drive, click on the options
|
|
symbol and then on the FILE button. Then select which saved game you
|
|
want to load in (A through H) and click on the Load button.
|
|
|
|
CONNECTING
|
|
|
|
To connect, both player should click on the Connect button on both
|
|
computers. A window titles Trying For Connect, Looking For Player will
|
|
appear and the Try Number sectoin of the window will count up showing
|
|
that the computer is trying to connect. When the machines are connected,
|
|
the try number will freeze for a second and then a second window
|
|
reading Sending Game Info will replace the first and the Try Number
|
|
section indicates that the data transfer is proceeding correctly. Once the
|
|
information has been sent, the window will disappear and the game will
|
|
start. You can abort the connect sequence at any time by clicking on a
|
|
cancel button.
|
|
|
|
DISABLED FEATURES
|
|
|
|
Two features are disabled in the two player game once you have
|
|
connected: Loading a game and Saving a game.
|
|
|
|
COMPUTER OPPONENTS
|
|
|
|
If you want more of a challenge then you may wish to turn on computer
|
|
operated tribes. To do this, bring up the Multi Player window and select
|
|
one or two Computer opponents by clicking in one or two of the unused
|
|
(by a human player) boxes beside each of the four colours under the
|
|
Computer Is: section. The computer players cannot play alongside a
|
|
human player, so if you had chosen to play the white tribe and your
|
|
friend was playing the Blues then you could only have Red and/or
|
|
Yellow computer controlled tribes. Also, there has to be a tribe of the
|
|
desired colour on the map for the computer to take control of. If there is
|
|
not such a tribe, then this command will be ignored.
|
|
|
|
CHANGING SIDES
|
|
|
|
You cannot change sides in the middle of a game.
|
|
|
|
PAUSING
|
|
|
|
Clicking the Pause button (in the GAME section of the options symbol)
|
|
will cause both players' games to pause. This can be annoying for your
|
|
opponent so be considerate!
|
|
|
|
COMMUNICATING WITH YOUR OPPONENT
|
|
|
|
You can send a message to your opponent by cliking on the Options
|
|
Symbol, then the Game box, then Send Message button at any point
|
|
during the game. This brings up the Send a Message window. Type your
|
|
message up to a maximum of 120 characters and press Return to close
|
|
the window. If you find that the keyboard is too unresponsive when
|
|
typing a message, pause the game first.
|
|
|
|
You can also talk to your opponent on the phone after a game has begun.
|
|
Click on the Options Symbol and then click on the Game button and then
|
|
select the Multi Play button. This will bring up the Multiplayer Login
|
|
window on both players' machines. Note: we suggest that before doing
|
|
this you alert the other player by sending a message of +++ ATH. Both
|
|
players should put their modems into command mode at this point by
|
|
typing +++ into the Modem Message Box and pressing Return. Pick up
|
|
the phone at this point and both players should type ATH in the Modem
|
|
Message box and press Return.
|
|
|
|
This turns off the modem's carrier so if you have a phone connected to
|
|
your modem you can talk freely with your opponent. (Note: If your
|
|
opponent hasn't picked up the phone at this point, the phone connection
|
|
will be lost.)
|
|
|
|
To re-establish the link after bringing up this window, one player must
|
|
type ATD first and the other must type ATA into his Modem Message
|
|
box. Now both players should press Cancel to continue. Note: If you
|
|
press Connect, the game will start from the beginning again.
|
|
|
|
GAME OVER
|
|
|
|
After somebody leaves the game in any way (e.g. Retire, Replay Map,
|
|
Select Map, Random Map, or by winning), you'll see the Game Lost or
|
|
Game Won picture depending on your standing in the game. At this
|
|
point, the line will be automatically cut. If your friend got taken out by a
|
|
computer player, then you may continue the fight on your own. To start
|
|
another game, both players should restart the two player sequence from
|
|
the start.
|
|
|
|
POSSIBLE COMMUNICATION PROBLEMS
|
|
|
|
If you're playing in Modem Mode and you get the message You are both
|
|
<colour> even after you have tried selecting different colour options
|
|
several times, this means your modem has not established a connection
|
|
to the remote modem and is merely echoing back to the computer
|
|
whatever selection you have made. You can stop the echoing by typing
|
|
ATE0 in the Modem Message box. To fix the problem, you will have to
|
|
redial your opponent.
|
|
|
|
During communication, the program checks the data to see if it has been
|
|
corrupted. If it corrupted, the computer will resend the data until it
|
|
gets through. This can cause the game to pause momentarily. If the game
|
|
pauses for more than 10 seconds for no apparen reason then both
|
|
players should press Shift ESC to break out and continue their games
|
|
independently.
|
|
|
|
If the line is lost, there is a serious communication problem or your
|
|
opponent quits from the game by cutting his line, the game may freeze.
|
|
Press Shift ESC to break out of two player mode and allow the players
|
|
to continue their games independently
|
|
|
|
MESSAGES IN TWO PLAYER MODE
|
|
|
|
"Message From Opponent": As your opponent types in their message
|
|
you will see it appear in this window. Once you opponent has finished
|
|
typing, click on the Tick Icon at the top right of the window to close it.
|
|
|
|
"Error Try Again": The computer is unable to establish communications.
|
|
Click on the Cancel button to try again.
|
|
|
|
SYMBOL SUMMARY
|
|
|
|
(impossible to do in ascii format dude, check the iconpicture ...)
|
|
|
|
|
|
|
|
CREDITS
|
|
|
|
Producers Jocelyn Ellis
|
|
|
|
Assistant Producers Scott Probin and
|
|
Rupert Easterbrook
|
|
|
|
Product Management Chris Thompson nad
|
|
Lesley Mansford
|
|
|
|
Art Direction Nancy Fong
|
|
|
|
Package Design Spiegelman & Associates
|
|
|
|
Package Illustration Pete Scanlan
|
|
|
|
Testing Jeff Haas and Kevin Shrapnell
|
|
|
|
Documentation Michael Humes
|
|
|
|
Docs type by [RYGAR]
|
|
|
|
|
|
NOTICE
|
|
|
|
ELECTRONIC ARTS RESERVES THE RIGHT TO MAKE IMPROVEMENTS IN
|
|
THIS PRODUCT DESCRIBED IN THIS MANUAL AT ANY TIME AND WITHOUT
|
|
NOTICE.
|
|
|
|
THIS MANUAL, AND THE SOFTWARE DESCRIBED IN THIS MANUAL, IS
|
|
UNDER COPYTIGHT. ALL RIGHTS ARE RESERVED. NO PART OF THIS MANUAL
|
|
OR THE DESCRIBED SOFTWARE MAY BE COPIED, REPRODUCED,
|
|
TRANSLATED OR REDUCED TO ANY ELECTRONIC MEDIUM OR MACHINE-
|
|
READABLE FORM WITHOUT THE PRIOR WRITTEN CONSENT OF ELECTRONIC
|
|
ARTS LIMITED, 11/49 STATION ROAD, LANGLEY, BERKS SL3 8YN, ENGLAND.
|
|
|
|
ELECTRONIC ARTS MAKES NO WARRANTIES, CONDITIONS OR
|
|
REPRESENATIONS EXPRESSOR IMPLIED, WITH RESPECT TO THIS MANUAL,
|
|
ITS QUALITY, MERCHANTABILITY OR FITNESS FOR ANY PARTICULAR
|
|
PURPOSE. THIS MANUAL IS PROVIDED "AS IS". ELECTRONIC ARTS MAKES
|
|
CERTAIN LIMITED WARRANTIES WITH RESPECT TO THE SOFTWARE AND
|
|
THE MEDIA FOR THE SOFTWARE. IN NO EVENT SHALL ELECTRONIC ARTS
|
|
BE LIABLE FOR ANY SPECIAL, INDIRECT OR CONSEQUENTIAL DAMAGES.
|
|
|
|
THESE TERMS AND CONDITIONS DO NOT AFFECT OR PREJUDICE THE
|
|
STATUTORY RIGHTS OF A PURCHASER IN ANY CASE WHERE A PURCHASER
|
|
IS A CONSUMER ACQUIRING GOODS OTHERWISE THAN IN THE COURSE OF
|
|
A BUSINESS.
|
|
|
|
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
|
|
|
|
End of this manual, all typing NO LAME SCANNING HA HA, done by Rygar !!!!!!
|
|
|
|
Started 1990-12-10, at 13.30
|
|
Finished 1990-12-10, at 21.20 (that's 9.20 for you Americans...)
|
|
|
|
Ok here's some special greetings to some people i know or people who i KNEW...
|
|
|
|
MERA BRUK I BALJAN BOYS !!!!!!!!!
|
|
|
|
Bilbo, Rector, Diablo, Porta, Glerc, Keith, Capricorn, Moses, ICE-T,
|
|
Banditt, Mr.T, Waremonger, Science, Scott, Action Man, Winter Mute,
|
|
Al Capone, Loverboy, The Surge, Tip, Rocket, H.O, Odin, Galleon, Questor,
|
|
Razor, Scooter, Darksilver, Fletch, Excell, Zelnik (hah), Strider,
|
|
Evil Priest, Jan (heh), Bengan (FY), Tomas (hehe), Rebel, Tracer,
|
|
Knatter, Rex, Master Jam, Lloyd, Tyger, Injun, Tycoon, Elric, Zike,
|
|
Polonus, Powerplant, Jetaza, Spirit (S451), Adam, Istvan, Stanz (LAMER),
|
|
Teacher, Swayzar, Pennywise, Analog Kid, Jedi, Mik, Nosah, Thomas,
|
|
Midnight Maniac, Thierry, Axel, Scott (Australia), Paul (NZ), Kiwisoft
|
|
Grayhawk, Dave The Wave, Syndicate, Sensei, Sabbath The Vandal, Monotof,
|
|
Spreader, Jam Master, Spike, Mr.Rox, Unit-5 (LAME!!), Mict! (cool docs),
|
|
Maxamus, Alister Fiend, and sorry if i forgot anyone else, !!! l8r
|
|
|
|
Enjoy the docs, and dont forget to call. ..... BLACK PLAGUE! ..... .
|
|
|
|
|
|
X-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-X
|
|
Another file downloaded from: The NIRVANAnet(tm) Seven
|
|
|
|
& the Temple of the Screaming Electron Taipan Enigma 510/935-5845
|
|
Burn This Flag Zardoz 408/363-9766
|
|
realitycheck Poindexter Fortran 510/527-1662
|
|
Lies Unlimited Mick Freen 801/278-2699
|
|
The New Dork Sublime Biffnix 415/864-DORK
|
|
The Shrine Rif Raf 206/794-6674
|
|
Planet Mirth Simon Jester 510/786-6560
|
|
|
|
"Raw Data for Raw Nerves"
|
|
X-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-X
|