Notice en anglais (10 pages).
Transféré par Milka depuis la GamebaseCPC de Loïc Daneels
NOTICE TEXTE n° 1 (14.29 Ko)
SPECIAL OPERATIONS
PUBLISHER
Lothlorien
AUTHOR(S)
Keith Hunt
YEAR
1984
CATEGORY
Strategy / Wargame
DESCRIPTION
'Special Operations' is a graphics adventure which incoporates
a number of features not commonly found in adventures.
For example, there are 18 different maps in addition to the maps
used for resolving skirmishes with enemy patrols. This adventure
wargame has seven different levels of play, each of which has a
different objective. Apart from the initial selection of your
team this is a full graphics game and is sold with a separate,
comprehensive set of playing instructions. When you have enjoyed
this game look out for other AdventureMaster, Adventure games and
Warmaster wargames part of the famous range of Lothlorien
software.
INSTRUCTIONS
A. Settings and objective
This exciting adventure is set during the latter days of World
War II, and a more detailed scenario is printed on the reverse
of the cassette inlay card. The game utilizes a split screen and
maps of various locations. Your position on each of these maps
is shown in such a way that you are only shown what you'd be able
to see if you were actually there on the ground (with the
exception of the COMPOUND scenario as you already have an aerial
photograph of this area ). Time plays an important role as many
events are timed to occue at various stages of the game. You also
have a time limit which you set yourself. This is a rendezvous
time for your pickup transport plane. Although equipment may be
picked up and used as in other adventures there is in addition
to this an important feature which plays a large part in
determining your success or failure with problems you'll
encounter. This feature is the use of 'skills'. each member of
your team possesses 2 specialist skills which will be required
to perform certain tasks. The choice of team members is up to you
- there are 30 to choose from. The adventure is different each
time you play, but it is possible to use the same setup over and
over again by use of the save game facility. Finally there are
seven different objectives of varying difficulty to choose
from for your mission.
B. Restart, Objectives and Time
Initially, the following inputs will be required before play can
begin:
-- "continue saved game Y/N". To play a previously saved, part
completed game then enter "Y" and follow the instructions.
Entering "N" will start a new game ( which is always different)
-- "objective ( 1 - 7 )?" select from the list on the reference
sheet (NOTE: The objective for saved games may be changed at this
point)
-- "time ( 1 - 9 )?" The number of hours to pickup time in tens
of hours, eg, time 6 means 'come and collect us in 60 hours time'
( Once again, time may be altered with saved games)
C. Team Selection
From a list of 30 applicants you must choose 4 others to
accompany you on the mission. Each of these men or women has two
specialist skills, although at this stage you are aware of only
one skill for each of these applicants. To find their second
skill you must interview them, but as this process takes a full
day it will only be possible to interview 8 of them before the
mission is to commence. Careful selection is required to ensure
the success of the mission. You do not have to select an
interviewed applicant, nor need you interview one to make a
selection. As the leader you have 2 skills, one being Leader,
plus one other. These will be highlighted. When asked "which
applicant?", you must answer with the code number or letter shown
at the left of his main skill. When asked "select or interview?"
replying "S" will choose that person for your team. Answering
"I" will reveal his second skill. After day 2 further
interviewing is not allowed and only s can be used.
Having selected your team the computer will then 'create' the
adventure for you - this takes about a minute.
D. The Three Main Scenarios
Although there are 18 maps, the majority of play will center
around the 3 main scenarios -- FOREST, COMPOUND, COMPLEX.
D1 -- Forest -- You are parachuted into the centre of a forest
close to the target area and the map will initially depict an
impression of the scene as you came down -- it is NOT accurate
and does not show any of the major terrain features.
Your position is denoted by a flashing square ( as in the other
scenarios ). The true terrain features in the surrounding 4
squares will also be shown.
While in the forest, be careful - there are a number of enemy
patrols about. Anyone entering their prescribed fields of search
will be considered hostile and combat will result. A key to the
forest terrain features can be seen by using the 'tf' command.
D2 -- Compund -- you already have a photograph of this area. The
entrance to the underground Complex is in the centre of the
Compound and is guarded constantly as shown. The main gate to the
Compound is also guarded. Movement and position of other guards
and personnel in this area will not bw shown as they will be
constantly moving about - in short, the place is literally
'crawling' with them.
D3 -- Complex -- the underground Complex is a series of passages
and rooms in which you can see in straight lines -- you can't see
round corners or through doors! The display will show what you
are able to see plus the areas you've already been in. Apart
from the east and west edges of the Complex, there are NO dead
ends -- all passages lead somewhere. There are 3 possible
entrances/exits to the Complex these being at the east and west
edges. To exit from the Complex, use the out command 'ou' at
these locations. It is only possible to exit by a particular
route if you came in that way with the exception of the main
entrance.
E. Time
Time elapsed since the start of the mission will be constantly
displayed in hours and minutes. Different actions and skill use
will consume differing amounts of time. This also varies with the
scenario -- eg, movement in the Forest takes 20 min. while moves
in the Complex only takes 2 min. It's up to you how long you
have to complete the operation so to add a bit more excitement
don't always give yourself the maximum.
F. Actions/Skills
All the actions are shown in the reference tables. There are
mainly self-explanatory but the use of team skills is an
important and unique feature of the game and there are some
restrictions to skill use. Only 3 skills may be used
simultaneously. The leader is considered to be proficient in ALL
skills but due to the strain of this particular mission he will
be allowed to select his skill use on only 5 separate occassions.
Team skills are constantly displayed below the map area. A team
member will use his skills only when instructed to do so. This
is done by the 'su' command. You will then be asked SKILL TO
USE?. You must now enter the first three letters of the skill (
see table ). If one of your team has this skill it will be used
until cancelled. To use the leader skill to use any of the
available skills you must first select 'LEA'. You will then be
asked SKILL TO USE ( Lea )? and must now reply with the first
three letters of the specific skill. To cancel a skill use 'sc'
when asked for ACTION? and the first three letters of the skill
when asked SKILL TO CANCEL?. However, to cancel the special
Leader skill *you must enter Lea and not the skill he is using*.
NOTE -- when entering skills or actions you cannot delete. To
correct errors press 'z' once or twice to complete the
action/skill. If you select su or sc in error the only way to
escape is by keying in a valid skill entry which you *do not
possess* in your team. Skill use is always cancelled when combat
is joined.
G. Combat
When an enemy patrol enters one of the four adjacent areas to
your party combat will normally occur. During combat your men
will be shown at the bottom of the skirmish zone as numbers
between 1 and 5. 1 is the leader, 2 is the second member of the
team, etc. The enemy will be deployed at the top of the map.
For each of your men you must select an enemy target, then move
each man 2 'squares' using the cursor keys ( 5 - 8 ), or 9 for
'no movement'. After the enemy has moved combat will be resolved.
One hit causes a wound, two death. In order to hit a target there
must be a clear line of sight, ie, unobstructed by either trees
or man. When hit them man will 'flash' on and off. When combat
has been fully resolved a status report on your men's condition
can be seen by using the 'st' command. Even though patrols
normally attack on sight it is possible to avoid them, track them
or ambush them.
H. Saved Games
You may save the current game position by using the quit command
'qu'. You will be asked if you you wish to save the game
position. If yes, then enter 'y' and follow the instructions,
having *first ensured that the cassette leads, etc, are correctly
setup for saving* as shown in the user manual. All saves must be
made in one of the 3 main scenarios, Forest, Compound or Complex.
The program is designed to create a different situation each time
you play but it is possible to play the same game over and over
again. To do this, first select objective, time and team then as
your first command enter 'qu' ( quit ) and save the game. You may
then use this for all subsequent games. With saved games it is
permissable to alter the objective and time each time it is
loaded. In this way, the same map and team can be used to
attempt all 7 objectives in turn.
NOTE -- if the game is saved after the first part of a mission
has been completed the you will NOT be allowed to change
objectives.
I. Help
1. Keep your leader safe -- without him your task will be that
much harder
2. There are at least 6 completely different routes into the
Compound and Complex without being detected. Think about how
you'd get in if you really had to.
3. Be careful in the Compound and Complex -- remember this is a
high security area.
4. Take great care in choosing your team and get the best balance
of skills for your objective
5. Remember your leader can use any of the 30 skills and bear
this in mind when making your selections.
6. Use your skills to the utmost -- keep trying them and find out
what they are capable of.
Objectives
1. Find the location of the enemy compound and take photographs
of it. You need not enter the compound itself to do this.
2. Find a method for getting inside the compound and out again.
3. Find a method for getting inside the underground complex and
get straight out again.
4. Get a sample of an experimental chemically-based rocket fuel.
5. Get a sample of the viral agent.
6. Get details of the rocket guidance system ( plans,
specifications, etc )
7. Destroy the Production area in the complex.
NOTE -- to complete an objective you must rendezvous with the
plane on the opposite edge of the map to the compound.
Reference Table
Actions
mn, ms, me, mw - Move N, S, E, W ( N is always at the top of the
screen )
in - Enter a terrain feature or vehicle (skills/equipment are
sometimes required to accomplish this action )
ou - Get out of caves etc, by the same route you entered it, ie,
fast exit
su - skill use ( enter 1st three letters of skill. Lea(der) can
use any skill )
sc - skill cancel ( for Leader enter Lea NOT the skill he's
using)
eq - List all equipment found
se - Search ( does not need to be selected in caves, etc )
ta - Take a piece of equipment
hi - Hide ( yourselves, not equipment )
at - Attack guards ( Forest only )
no - Do nothing ( short periods )
wa - Wait ( longer periods )
st - Status report on team's health
tf - Terrain features used in forest scenario
qu - Quit game ( includes save game options )
Skills Table
Acr(obat) Loc(ksmith)
Act(or) Mec(hanic)
Bio(logist) Mid(get)
Car(tographer) Nav(igator)
Che(mist) Pho(tographer)
Cip(hers) Phy(sicist)
Cli(mber) Pic(kpocket)
Div(er) Pil(ot)
Doc(tor) Rad(io Operator)
Ele(ctronics) Sap(per)
Exp(losives) Sco(ut)
For(ger) Sni(per)
Int(errogator) Str(ong Man)
Lea(der) Una(rmed Combat)
Lin(guist) Veh(icles)
J. Loading
Follow the instructions in the relevant user manual for your
machine, always ensuring that the cassette recorder head is clean
and the volume control and leads are correctly adjusted.
K. Copyright
Copyright of this cassette software and self explanatory notes
resides in M. C. Lothlorien and it is illegal to copy the
programme for disposal to a 3rd party. Similarly, this cassette
must not be hired to any 3rd party without the express written
consent of M. C. Lothlorien and no parts may be used in other
programmes.
It is also sold subject to our standard terms and conditions of
trading, copies of which are available on request.
M. C. Lothlorien
56A Park Lane
Poynton
Cheshire SK12 1RE
Tel: (0625) 876642
(c)Copyright 1984 M. C. Lothlorien
( Extract from a letter to the leader of the Special Operations
Squad )
Two months ago during a routine reconaissance mission one of our
planes took a photograph of what appears to be a highly guarded
security area. We now have intelligence report to suggest that
there is a vast underground complex beneath this enemy compound.
It seems likely that this is the location of their Advanced
Weapons Research Centre, the exact whereabouts of which has
been a mystery to us for some time now. We also have had
periodic reports on the activities of some of the Research
Centre's scientists, and together with other intelligence reports
it had led us to be fairly certain that work is now well advanced
on the development of a new and highly sophisticated weapons
system. It is probable that this system includes a highly
powerful bacteriological virus capable of untold death and
disease. Furthermore, we believe that the virus will be used in
conjunction with a new type of rocket which infers that they must
have made tremendous advances in rocket technology - rocket
fuels, guidance systems, etc. It is imperative that we get a
team in there as soon as possible in order to assess the progress
and potential of this project. It may be necessary to destroy
this installation. Please read the attached notes and reports
and be prepared to commence the operation in eight days time.