TAU CETI
The story begins in 2047 with the invention of the Interstellar drive. Using
hydrogen scoops mankind could collect fuel from the thin spread of hydrogen
between the stars. This made it possible for the exploration and colonisation
of nearby systems.
In 2050 the first wave of colonists left Earth for four nearby G type
stars, Alpha Centauri, Tau Ceti, Van Maanen's Star and Beta Hydri. Seven months
later the first wave of colonists arrived at Tau Ceti and began to build a
civilation on the third planet, an inhospitable desert world with very little
life. For over 90 years the colony grew and prospered. The Cetans built over 30
cities across the planet and a strong trade based on mining, robot technology
and hydroponics.
Then, in 2150 disaster struck this and one other of mankinds four growing
colonies. A vicious plague, Encke's syndrome swept across the planet. Once
contracted the disease was invariably fatal and as it swept from city to city
the few remaining colonists finally admitted defeat and fled, leaving the
planet to the robot maintenance systems.
Two years passed and on Earth a cure for the disease was found and links
between the two remaining colinies, Alpha Centauri and Beta Hydri, were
resumed. About this time all radio contact was lost with the automatic systems
remaining on Tau Ceti III as a massive meteor smashed into the planet.
As the remaining starbases recovered from the loss it was decided to
recolonise Tau Ceti and Van Maanen's star. In 2164 the first expedition left
for Tau Ceti. A single ramscoop entered the system and safely landed on the
planets surface. Minutes later, a mayday message was received, followed by
total silence. Experts decided that the robots, so skillfully designed by the
first colonists, had run amok after the meteor impact. After seven years, and
the successful recolonisation of Van Maanen's Star, a second expedition was
organised. The only way to stop the defence systems without destroying the
remaining buildings was to send in an armed ground-skimmer to shut down the
massive Fusion reactor in the planet's capital city, Centralis. A single
skilled pilot might be able to succeed where fifty would surely fail, and like
a fool, you volunteered!!!
CONTROLLING THE SKIMMER
The gal-corp armed skimmer is a powerful and dangerous craft and
challenging for even the most experienced pilots. The skimmer is equipped with
. . . .
A single mounted ruby laser
Defensive shields
Eight (8) heat seeking missiles + targeting system
Eight Anti missile missiles (AMM's)
Eight starlight flares
Infra-red night sights
A hoffman 360 degree scanner and 4-way selectable viewscreen to avoid blind
spots
Planetary compass and computer ADF (automatic direction finding) beacons
A JCN command computer (guaranteed fully debugged for normal use).
On loading the program you will be presented with a view of the skimmer's
instrument panel. The screen is divided into three areas. The large window on
the left is your viewscreen, below that is a long blue area. This is your
contact with the skimmer's powerful inbuilt computer. Finally on the right of
the screen are five information windows. At the top is a compass and real-time
clock along with a message showing the view selected, the city you are in and
the ship's flight state. Below that is the scanner, and below that three more
smaller windows. The first gives the pilot's name and the scanners complement
of missiles/AMM's and flares. The second shows speed, shield energy, fuel
remaining, laser temperature and height and the third displays 2 ADF's:- the
upper one locked onto the city and the lower onto your LANDER (if in the same
city).
The skimmer operates in two modes, flight mode and ground mode. In flight
mode control of the program is via single keys or a joystick. In ground mode
you are in direct communication with the crafts computer via the computer
window. On loading the program will go into a demo sequence. To stop the demo
press BREAK.
The commands available are given below along with a short description.
HELP
Lists commands as below.
LAUNCH
Normally ground mode is only active when you are docked. Launch will send
the skimmer out onto the planets surface and activate flight mode.
MAP
The computer will display a map of the planet showing information about the
cities. Use Left, Right, Up, Down and Fire keys to move the cursor over the map
and fire to select a function.
RODS
This will allow you to assemble cooling rods found throughout your mission.
REACTOR
When docked with the Main Central Reactor on Centralis will give you access
to the reactor room.
LOOK
Shows a view inside the building. Also any objects of use there.
WAIT
Waits 5 Earth minutes (about 1/12 of a Cetan "spin")
STATUS
Gives a damage and progress report (also available in flight)
EQUIP
Allows access to a building repair, refuelling and rearming facilities (if
any)
NAME
Use at the start of the game to give the computer a pilot's name
PAD
An on-screen note pad. Allows you to make notes of progress etc.
NEW PAD
Selects a fresh page in the note pad
SAVE
Saves game to tape
LOAD
Loads a game from tape
KEYS
Allows you to totally redefine the single key commands in flight mode
QUIT
Abandons a game
SCORE
Gives a rating of your progress so far
PAUSE
Freezes the game (fire restarts)
SIGHTS ON
SIGHTS OFF
To start the game type LAUNCH (and press ENTER).
Your skimmer will leave the safety of the lander and venture on the surface
of the planet.
Exploration of the planet is carried out in FLIGHT MODE. When first loaded
the following keys are used (but you may redefine any or all of these for your
own preference/Kempston or cursor joysticks etc.).
Left..... O
Right.... P
Increase thrust S
Decrease thrust X
Fire laser Space
Fire missiles M
Fire flare F
Fire AMM A
Change view V
Status report R
Infra red on/off I
Increase height H
Decrease height G
Jump (if near jump pad) J
Land L
Pause ESCAPE(Fire restarts)
A MESSAGE FROM GAL-CORP CENTRAL
TAU-CETI III GENERAL INFORMATION
The planets day.
----------------
Tau Ceti III has a very short day, approximately equal to one Earth hour. The
cetans call this period a 'SPIN' and group 16 spins to a "DAY". As the planet
has no moon you will need to use the Infra-red equipment to see anything after
sunset.
Docking on the planet.
----------------------
Many of the buildings on the planet's surface are equipped with DFP's
latest model energy screened airlock, recognisable by the characteristic
flickering pattern, and your craft will allow you to dock with these buildings
if you wait for the airlock to open to full aperture and fly in SLOWLY!
Once inside a building the computer will return you to ground mode giving you
full access to any facilities available.
Navigation on CETI III
----------------------
The planet has the now standard system of JUMP PADS to allow easy transport
from one city to the next. Unfortunately the pads are of the old
non-programmable 'Super Traveller' type and each pad is mapped to a single
destination. Luckily your ships computer has a complete map of the jump
network, to jump from one city to the next simply find the correct jump-pad
(they are found at the NORTH, SOUTH, EAST and WEST ends of the city) and press
J.
Gal-corp recommends caution on exit from a jump as reports indicate that small
'sand hoppers', a native life-form, tend to cluster around the feeder pipes of
jump pads and lives have been lost in the past due to collisions.
Defence estimates.
------------------
It is known that many of the cities will be defended by late-model robot
hunters marks I, II and III, sophisticated and well armed hunter-killers and
reports indicate that land-based guardian crawlers and heavily armoured
fortresses may be found in larger cities. Radar scans also detect the presence
of proximity mines. An identification chart for known robot defences is given
at the end of this report. . . .
/\ __
_/ \_ _/ \_
/ \ / \
/ \ / \
/__________\ /__________\
MAIN CENTRAL REACTOR REACTOR SUBSTATION
/\
_____/\_____ _____||_____
\ / \ /
\ / \ /
\______/ \______/
SUPPLY CENTRE (CIVILIAN) SUPPLY CENTRE (MILITARY)
____/\____ ____/\____
(____ ____) \ /
____||____ \ /
(____ ____) \ /
____||____ \ /
(____ ____) ||
|| ||
FORTRESS CONTROL TOWER
__ ____
/ \ / \
/ \ | |
| | | |
\______/ \____/
DOME SPHERE
_
___ __/ \__
__/ \__ < __ __ >
(_________) ---
HUNTER MK I HUNTER MK II
||
___ ||
___/ \___ ________ ||
/___________\ /________\ ||
HUNTER MK III JUMP PAD COMPLEX
FINALLY A PERSONAL MESSAGE FROM OUR CHAIRWOMAN. . . .
Please try to avoid wanton destruction of unarmed buildings. Gal-corp central
do want to COLONISE this world after you've finished with it and each undamaged
dwelling will save millions on next years budget!!
GOOD LUCK
. . . . . . . . . . . . . . . . .
Message ends.