CARRIER COMMAND MISSION BRIEFING

INCOMING SUB-ETHA FACSIMILE...

FROM:  FLEET ADMIRAL GEORGE H. WHITTAKER

DATE:  4TH June 2166
TIME:  15:37

ENTER OFFICIAL IDENTIFICATION SEQUENCE:  ********
ACCEPTED.

DOCUMENT PROCEEDS:

Commander, thank you for making yourself available at such short notice.

The following information is of a highly confidential and sensitive
nature and must not fall into the hands of dangerous and irresponsible
persons.  I am, of course, speaking of politicians and journalists.
This document has been prepared by Commander Sherwood, and only he, you
and myself are aware of the full extent of this sensitive situation...

Document received 29 MAY 2166:
It is a little known fact amongst the general populace of this nation
that almost three years ago the ship SS Delta made an exciting and
economically miraculous discovery whilst on a routine tour of duty in the
Southern Ocean.

The Delta is a member of our small fleet of Fuel Hunters - specially
designed ships whose sole purpose is to scour the ocean bed, probing
the silt and drilling into the rock, searching for the rarest
commodities in the modern world--Fossil Fuels and essential industrial
metals.

After reports of inconsistent air pressure and unpredictable tidal
activity in an area 670 miles due west of Gamma Base, Delta discovered
that a number of small volcanic islets had emerged from the sea and even
more were emerging, due to a huge movement in the Treltor and Avapola
tectonic plates which were not expected to separate for at least another
six thousand years.  A number of eminent scientists who were sent to
investigate the phenomenon reached the conclusion that the movements
were probably due to the multitude of underground nuclear weapon tests
that were carried out in the late twentieth century, but the blame was
never officially laid on any nation who had previously entertained a
nuclear arsenal.

The press and public were never informed of anything other than a 'minor
geological fault' occurring in the area.  However, the team of scientists
who investigated the fault also put forward a theory suggesting that the
stored energy trapped within the fault could be 'tapped' and stored in a
form suitable for shipping back home.  The scientists' report put
forward the following five-point plan:

1.  There should be a 'controlled' leak of the volcanic magma energy, to
produce a group of small islands similar to the ones already in
existence, but of a controllable size.

2.  The majority of the islands should be geologically encouraged to
develop volcanic activity, which could then be controlled.

3.  Some of the islands should have their volcanic activity inhibited, and
these islands could be used to house the various Power Stations and
Command Centres that would be necessary.  All these facilities should be
populated by service droids.

4.  Two large vessels should be commissioned and developed.  These ships
would carry a detachment of Aircraft and Amphibious Tanks which would
transport the Control Centre Builders (highly advanced self-constructing
devices, designed to build the Control Centres and their accompanying
buildings), collect raw materials, and also serve as a defence force, if
need be.

5.  The Aircraft Carriers would start on opposite sides of the island
archipelago, and work towards 'populating' all the islands within a two
year period.

With the whole planet in the midst of a colossal energy crisis, the
government decided to keep the entire matter secret, whilst proceeding
with the simultaneous design and construction of the two Carriers, and the
controlled development of the archipelago of islands.

The Carrier commission was given to the giant Draziw Industries
Corporation, as they were the only contractor who were in a position to
develop the aircraft, tanks, Command Centres, and ancilliary servicer
droids necessary for operation within the Carrier.

The first carrier, the ACC Epsilon was completed eighteen months ago and
set for sea trials in the Gamma Base area of the Southern Ocean.  A number
of significant modifications to the original design were made, and it was
decided to make the Carrier totally computer and droid controlled, instead
of having an onboard supervisory Commander as was originally intended.

Unfortunately, time was of the essence, and many of the agreed
modifications could only be incorporated in the second Carrier, ACC Omega
before both Carriers were required to start their duties.

Epsilon and Omega both set sail for the archipelago and anchored close to
their designated 'home islands', which had already been provided with a
Command Centre, Power Station, a runway and a web of defensive weaponry,
including ground to air missile launchers and high power chemical lasers.
It was from the two home islands that the expanding network of occupied
islands was to stem.

It was during the final sea trials of the ACC Omega that Draziw
Industries' Assistant Chief Engineer was found dead in his office.  The
initial post-mortem showed that he had died of a massive stroke, but
following a tip-off from one of K-16 section's agents, extensive tests
showed that he had been injected with a previously undetected poison.

Covert enquiries began amongst the members of the Technical Division at
Draziw.  Suspicion fell upon one of the programmers working on ACC Omega,
and within a week, he had absconded.  The following day, the Fleet Admiral
received a document, a transcript of which is detailed below:

"...Whittaker--Your agents managed to discover our fiendish plan, but it's
too late to stop it now.

The Control Computer software has been modified, and the ACC Omega is now
under the direct control of the STANZA Organisation.  Our demands are
simple: If we do not receive payment of 15 billion dollars within 72
hours, the ACC Omega will be activated.  It is now programmed to occupy
and destroy all the islands, methodically..."

Our immediate action was to examine the control software of the ACC Omega.
The software had indeed been modified, and the Omega could now be
instructed to occupy an island using similar techniques originally
developed for the planting of the Command Centre Builders.  Once an island
was occupied, the Omega would move on to another island, and gradually
spread its network, using the Manta fighter planes and Walrus amphibious
assault vehicles to support the Carrier.  The software also contained
numerous inbuilt time-key encrypted tamper proof routines, so modification
of the code was impossible within the given time limit, even with the
advanced new Ocran Socrates series of reduced laser-gate computers.  The
risks were all too apparent.

The nuclear solution was rejected, since destroying the Omega would mean
risking a greater disturbance of the geological plates, which could result
in a major planet-wide catastrophe.

All the available agents in K-12 and K-16 sections were dispatched to seek
out members of Stanza, and following the capture and subsequent suicide of
four Stanza associates, the deadline was cut by 24 hours.  We now have
until 12:00 tomorrow to either pay the ransom (and hope that control of
the ACC Omega will be returned to us) or face the consequences of losing
our only hope in the race to provide a source of energy to the people of
this nation.

In the event of no solution being found by tomorrow, we may have a
possible way of combatting the destructive forces of the Omega:

Our Chief programmer, Dr. Oliver Baird-Onions, believes that it may be
possible to redirect the Omega's control system from its occupation task
by engaging the Omega with the forces of the ACC Epsilon.  It is hoped
that the Omega's defensive systems will be activated, resulting in the
island occupation slowing as it attempts to defend itself.  Furthermore, it
is highly likely that by occupying as many islands as possible using the
ACC Epsilon, and taking control of Command Centres which have been
constructed by the Omega's forces, the Omega will try to recapture
islands, slowing its incessant spread.

We have calculated that the only way to actually halt the Omega is the
either destroy it (only possible by weakening its resources and power) or
occupy all the islands in the complex, including the Omega's heavily
defended base island.

By modifying the Remote Reprogramming Pod, we have managed to create what
is effectively a computer 'virus', suitable for dropping on Omega
controlled Command Centres.  The virus program will logically modify the
Command Centre's operating system and turn an enemy controlled Command
Centre into a friendly one.

It should be possible to actually destroy an Omega controlled Command
Centre if you need to resort to totally destructive measures, although
this would mean that you would have to build your own Command Centre from
scratch, which is obviously more time and resource consuming.

There are three types of Automatic Command Centre Builder, each of which,
when successfully deployed, will determine the island type that it
develops. You will have to construct an island network which links to your
Base island, and also define a stockpile island to contain the weaponry,
resources and equipment that your island network manufactures.

The structure of your network will control the speed at which equipment is
shipped to the stockpile island.  It is also important to keep the Carrier
relatively close to the stockpile island in order for equipment to be
shipped to the Carrier as quickly as possible.

At all times bear in mind the fact that the enemy Carrier will be trying to
construct its own island network, and it will also try to break up your
own network to prevent weaponry and equipment being supplied to your
Carrier.

I will leave the attack strategy entirely up to yourself, but the reports
from the programming department indicate that it would be unwise to make
an all-out assault upon the Omega, or its home island.  The strategy most
likely to succeed is based upon the principal of colonising a small group
of islands around your home island, to create a 'safe area', then extend
your network by creating protective clusters of islands, until you are in
an advantageous position from which you can make an assault upon either
the ACC Omega, or its home island.

A full Carrier Operations Guide has been included with this document, and
I suggest that you read it fully during your journey before you rendezvous
with the ACC Epsilon.

Good luck, Commander, and once again, thank you for accepting this
challenging and dangerous mission.

...TRANSMISSION ENDS.


                             OPERATIONS GUIDE

This Operations Guide is split into four main sections--each
section relating to one of the four icons which are found on the left of
the game screen display.  The fifth section (disk and program management)
is described in the machine-specific user guide.

For each of the four sections on the left of the screen, a bank of five
related icons are displayed on the right hand of the display.  For
instance, selecting CARRIER DEFENSE results in the five icons for the
LASER TURRET, DECOY FLARES, SURFACE-TO-SURFACE MISSILES, PASSIVE DEFENCE
DRONES and DEFENCE INFORMATION being displayed.

For each of the five icon sections on the right of the display, a
specialised control panel is displayed at the bottom of the screen.

Every time a new icon is introduced, it is shown on the page as well as
being described in the text.


                             CARRIER CONTROL

ROTATING THE CARRIER  (HELM icon--top right)
The Helm is the Direct Control mode for the Carrier.  By moving your
control device left and right while in 'Control Mode', you are able to
rotate the Carrier.  Clicking on the CENTRE UP icon (icon above the 'A' icon)
will result in the Carrier ceasing to rotate.

SPEED CONTROL
The Carrier can move both in forward and reverse.  The Speed indicator is
split into four major divisions--any speed above the first quarter means
that the Carrier is moving forward, and anything below this mark
represents reverse.  To change the speed, either click the accelerate or
decelerate icons situated to the right of the Speed indicator, or directly
click on the Speed indicator itself to set the desired speed.  Because the
Carrier is a very large and heavy vessel, it moves comparatively slowly,
and takes time to build up (and decrease) speed.  Clicking on the STOP
icon (hand icon) will bring the Carrier to a halt.

The top speed of the Carrier, when operating on full power with all drones
docked, and in deep water is 178 knots.  With drones on station, an
aircraft landing, or while the Carrier is anchored off an island in
shallow water, the top speed of the Carrier will be limited to around 40
knots, and its maximum speed in reverse is 22 knots.  The Carrier's top
speed is influenced directly by its damage status.

AUTOPILOT
By clicking on the AUTOPILOT icon (icon 'A'), the Carrier will be
automatically set on course as defined in the Carrier's Map Command
section.

GROUNDING
The Carrier is equipped with an automatic Anti-Grounding computer whose
sole purpose is to prevent the Carrier from running aground.  If the
Carrier is in danger of grounding, its engines will be thrust into reverse
to move the Carrier away from the island.  Please note that the Anti-
Grounding computer will not prevent the Carrier from colliding with other
vessels or craft.

RADAR
Positioned in the bottom left-hand corner of the screen is the ship's
Short-range scanner display.  Quite simply, it shows all tangible ground,
sea and air based detail within the proximity of the Carrier, including
the shore line of the islands, when within range.  To the right of the
radar are two icons--these are ZOOM IN and ZOOM OUT, and they allow you to
select the magnification level of the radar form the four available.

LOCATION STATUS DISPLAY
Situated in the bottom centre of the screen is the Carrier's Location
Status Display, which contains information relating to the current
position of the Carrier using the standard X,Y coordinates format, the
current bearing of the Carrier in degrees, and the island (if any) of
which the Carrier is in range.

FUEL USAGE
The Carrier's own fuel usage allows it to travel approximately 420
kilometres (the distance of two map grid squares) on a full complement of
fuel.  Additional refined fuel will be shipped back to the Carrier via the
resource Network, which will be your only salvation if you run out of
fuel.


CARRIER NAVIGATION  (Carrier Navigation icon--second one on right)
The Carrier Navigation section is the main map control section within the
Carrier environment.  From within Carrier Navigation, you can plot and
program the course of the Carrier, find out information about the island,s
and monitor the Resources network.  At the beginning of the conflict, the
Carrier is situated at the bottom left of the map, and the enemy Carrier
is situated at the top right, both anchored off their Base islands.

MAP MANIPULATION
The Carrier's Advanced Navigation Computer is accessible from three
sections of the Carrier's control system--Carrier Command, AAV Command,
and Aircraft Command.

There are three 'alignments' for each island, which are Neutral, Friendly,
and Enemy.  These are depicted by use of different colours.  For a list of
these colours, please refer to the machine specific User Guide.

You can scroll the map in four directions by clicking on the four
directional arrow icons.  The map has eleven different levels of
resolution, the whole map can be viewed, and at the highest level, surface
detail on individual islands can be seen.  To change the magnification
level, click on the ZOOM IN and ZOOM OUT icons, situated to the right of
the arrow cluster.  Alternatively, you can position the pointer anywhere on
the map and click on the right-hand mouse button (or the space bar for
joystick users, and those with a one-button mouse)--in effect this will
centre the map display at the pointer position, and zoom in by one level of
magnification.

If the map is centred on an island, you can click on the INFORMATION icon
(question mark icon), which displays details about the island's name,
position, size, who is currently occupying the island, etc.

SETTING THE CARRIERS'S COURSE
To set the destination for the Carrier, firstly utilise the map
manipulation icons to zoom in to the required resolution, and then click
on your chosen destination point.  A small flashing diagonal cross-hair
marker will be plotted at this point.

Next, you should select the speed at which you wish the Carrier to
travel, by clicking on the SPEED icons situated at the bottom right of the
screen.  To program these settings into the Navigation Computer, click on
the PROG icon--a small disc with the letter C in the centre will appear to
show the Carrier's destination point.  Provided the Carrier is on
Autopilot, and not on a collision course for an island, it will
immediately change its course and head for the programmed destination.  If
the Carrier is not already on Autopilot, hold down the PROG icon after the
course is programmed, and the Autopilot will also be engaged.  If you wish
to clear a course program, click on the CLEAR icon.

Clicking on the CENTRE ON CARRIER icon will jump to the second highest
resolution (unless you are at the highest resolution), and centre the
display on the Carrier.

The REPORT icon determines whether or not the Navigation Computer
generates a message when the Carrier reaches its destination.  It is
usually selected, therefore a message is sent to the message line and the
Messaging Computer.

RESOURCE NETWORK
Clicking on the RESOURCES icon puts you in Resource Network mode.  The
main map screen will show the network that determines the speed at which
raw materials are shipped to Factory islands, where weaponry and other
equipment are constructed, and then shipped to the Stockpile island via a
fleet of submersible cargo drones.  The larger and more comprehensive the
network, the more efficient the production and shipping of resources.

As you take control of a number of islands your network will spread across
the map, and solid lines the colour of your forces will show the network
links between each island.  Owing to volcanic ridges and other geological
features, the network can only maintain itself between certain islands, so
if you take control of two islands close to each other, the network by not
link them directly together.  However, the network will show all links
between islands captured by your forces and any other islands that it is
possible to link up to by depicting them in the same colour as neutral
islands (refer to your machine-specific user guide for this information).

NETWORK STATUS DISPLAY
Situated at the bottom right of the screen is the Network Status Display.
This panel keeps track of how many islands are active in your network
(i.e. how many Defensive, Factory and Resource islands) as well as
showing which island is the Stockpile island.

THE BASE ISLAND
The Base Island is where the Carrier is initially anchored when the
conflict breaks out.  This island is very important to you, as it is from
here that you build up the Resource Network which serves your Carrier and
other forces throughout the rest of the battle.  The Base island already
has a Command Centre constructed on it, and some defensive forces, as
well as a runway.  It is also capable of producing resources and equipment
itself, at one quarter of the rate of a Resource or Factory island.

The base island is also initially designated as the Stockpile island (see
later in this Operations Guide for more information).  Most importantly,
the base island controls the flow of supplies throughout the whole network
if the Base island is taken over by the enemy, the whole network will
'freeze'--no new supplies will be shipped around the network, although
supplies already on their way will try to reach their destination.

Unless other islands under your control are networked to the Base island,
they will not construct anything once their ACCB has been built, neither
will the ACCB be able to repair anything on the island that has been
damaged.

RESOURCE ISLAND
Resource islands are constructed by planting Resource ACCB's (Automatic
Command Centre Builders--see the AAV Direct Control section for more
information) on unoccupied islands.  Once the command Centre has been
built, it then constructs mines, rigs, fuel dumps and ancilliary buildings
to store the mines raw materials.  These raw resources are then shipped
via the resource Network to Factory islands, where they are used to
manufacture weaponry, refined fuel, and other equipment required by the
Carrier's forces.

If a Resource island loses its network link to the Base island, it will
stockpile resources on the island until it reaches its maximum storage
capacity, but these resources will not be shipped to the Factory islands.
The island's Command Centre will also cease to construct oil rigs, fuel
dumps and defences, as well as stopping all repairs to these buildings.

FACTORY ISLANDS
Factory islands are constructed by planting Factory ACCB's on unoccupied
islands. A completed Command Centre then constructs factories to
manufacture equipment and refine fuel for the Carrier's forces, and
warehouses for storage of these supplies.  Up to three factories can be
constructed on an island, depending upon the physical size of the island,
and the number of factories directly influences the quantity of supplies
that are manufactured.

The completed supplies are shipped to the Stockpile island via the
Resource network.  Factory islands are capable of producing resources at
one quarter of the rate of a dedicated Resource island.

If a Factory island loses its network link to the Base island, it
immediately ceases to produce supplies, although it carries on the
production of Resources, stockpiling them until it reaches its maximum
storage level.  The island's Command Centre will also cease to construct
factories, warehouses and defences, as well as stopping all repairs to
these buildings.

DEFENCE ISLANDS
Defence islands are different from Resource and Factory islands in the
sense that they do not primarily produce anything.  They are constructed
by planting Defence ACCB's on unoccupied islands.  A completed command
Centre constructs a number of defensive stations, including a Marauder
unit (a squadron of droid-controlled flying drones which are extremely
agile and are armed with deadly heat-seeking missiles), sea-facing missile
launchers, ground-to-air missile launchers, and runways on islands which
are large enough, to enable you to refuel your Manta aircraft.  Defence
islands can produce resources at one eighth the rate of a dedicated
Resource island.

THE STOCKPILE ISLAND
The Stockpile island is the island where all constructed weaponry, fuel
and equipment is shipped by the Resource Network.  From there, a Supply
Drone ferries the cargo back to the Carrier itself (providing there is
room on the carrier for the cargo).  The CENTRE ON STOCKPILE icon (fourth
icon on the right) will always centre the map on the Stockpile, and zoom in
to a suitable resolution.

Any island under your command can be the Stockpile island provided there
is a network link to the Base island, and it is advisable to make sure
that it is well defended (i.e. make the surrounding islands Defensive).

If the connection between the Stockpile island and the rest of the network
is broken, no new resources are being stockpiles, and you have a tactical
decision to make.  You can wait until the supply drone has ferried the
remaining stockpiled cargo back to the Carrier, and then instruct another
island to become the Stockpile.  Alternatively, you can immediately
instruct another island to become the Stockpile to ensure that new
resources are being shipped, in which case any resources on the old
Stockpile island will be lost.

To instruct a new island to become the Stockpile, centre the map on the
chosen island, and then click on the PROG icon.

DAMAGE CONTROL  (Damage control icon--third on the right--wrench)
Owing to its cellular composition which is modelled on a similar structure
to carbon-based life forms (the structural definition of each section
of the Carrier is stored within every cell), the Carrier is able to repair
itself automatically.

The Damage Control Computer is the core of the repair system which is
fundamental to the operation of the carrier within a battle environment.
It monitors the damage status of each section of the Carrier, and then
instructs the Automatic Repair System to repair each section of the
Carrier according to user-defined priorities.

Selecting the Damage Status screen results in the computer displaying a
rotating three dimensional wire-frame representation of the Carrier, below
which is a row of icons, each assigned to one of the major sections of the
Carrier, and each accompanied by a 'functioning level' percentage value
for the section. If an icon is selected, a graphic representation of the
section is highlighted within the ship, along with an information box
containing the following details:

   Carrier Section           (E.g. Observation Turret)
   Repair Priority           (Low, Medium, High)
   Repair Status             (Fully functional, Under Repair)
   Condition                 (Operative, Inoperative, Reduced Efficiency)

Below the list of Section percentages is the Current Repair Level, which
shows which Priority sections are in the process of repair.  By clicking
on the 'SET PRIORITIES' icon to the right of the Carrier section icons, you
are able to select the repair priority for each section.  The priorities
available are HIGH, MEDIUM, and LOW.

It is a good idea to always keep the AUTOMATIC REPAIR SYSTEMS setting on
high, as this is the section which repairs the rest of the Carrier
sections. The other priorities should be set according to your current
combat state. For example, if the Carrier is stationary, but under attack
from enemy aircraft it is beneficial to put the LASER CANNON and the
missile systems on High Priority, and other sections such as the Engines
on a low priority.

The Automatic Repair Computer will repair high priority sections first,
spreading the repair time evenly between all the sections.  Once these
have been repaired it will set about repairing all medium priority
sections, and then all low priority sections.  Many sections will be
operative when their repair level is over 50%--however, they will function
with reduced power and efficiency.

STORES
EQUIPMENT STORES
The Carrier's Hold contains the stores and fuel supplies, and they are
managed by the electronic Quartermaster computer.  An icon represents each
of the various kinds of weaponry, vehicles, materials and other equipment
contained in the stores, and displayed below each icon is the quantity
available.

By clicking on an icon, the display is expanded to present
information about the item in question, as well as a detailed diagram.  To
return to the main stores screen, click on the EXIT box.

New equipment is manufactured on the various islands that are controlled
by your forces, from the raw materials that are mined and refined on each
island. Once the equipment has been built, it is shipped back to the
Carrier via the safest shipping lines, and then added to the stores.

FUEL STORES
At the bottom of the screen are displayed a bar indicator for each of the
three types of fuel stored in the Carrier:  Aircraft fuel, AAV fuel and
Carrier fuel.

Replacement fuel supplies are refined and shipped back to the Carrier via
the island network complex.

SUPPLY PRIORITIES
Clicking on the SUPPLY PRIORITIES icon puts you in the Set Supply
Priorities screen.  This section is used to set the rate at which the
resource Network manufactures replacement weaponry and equipment.  Click
on the large upward and downward facing arrows to cycle through the
available resource types.

Next to each equipment icon is its Priority Box, with the three settings
HIGH, MEDIUM, and LOW.  The Resource Network manufactures all equipment
which is on High priority initially, and then builds anything on Medium
priority, and finally anything on low priority.  To set the priority
level, simply click on the words HIGH, MEDIUM, or LOW.

To the right of the Priority Box is the Quantity Box--this shows the
maximum quantity that is to be constructed for the piece of the equipment.
To change this value, click on the box (it will highlight) and then enter
the new value between 0 and 999 by clicking on the numbers on the numeric
keypad on the screen.  Next to the 0 key is a delete button, and to the
right of the numbers 3 and 6 is a Cancel button which will undo any change
to the initial value.  Above the Cancel button is the Enter button, which
you should select when you have finished inputting the quantity required.

Use the above procedure to set the priorities and quantities for all the
equipment resources that you require.  Once you have set these values, the
Base island Command Centre assigns a factory on one of the Facotory islands
to produce one of equipment types that has been set on high priority.  If
there are available factories after all the high priority tasks have been
set, the medium priority tasks are assigned, and then the low priority
tasks.

Manufactured supplies are shipped to the Stockpile island, and the
quantities defined in the Set Priorities section are always maintained
whenever possible.

Clicking on the CANCEL box will undo all changes made since the Set Supply
Priorities screen was selected, and clicking on the EXIT box returns to the
main Stores screen.

FUEL PRIORITIES
The three types of fuel can be prioritised in the same way as equipment
resources.  You can set the fuel to be produced at HIGH, MEDIUM, or LOW
priority, and it will be produced in that order.

Clicking on the Cancel box resets everything to its state when you entered
the Fuel Priorities screen, and click on the Exit box returns to the main
Stores screen.

SUPPLY TRANSFER
All manufactured equipment is transferred from the factory islands to the
Stockpile Island, where it is held until the Carrier requires fresh
supplies. This section enables you to transfer supplies from the Stockpile
Island to the Transfer Drone, which ferries the supplies to the Carrier.

To transfer the supplies, the Carrier must be in range of the Stockpile
Island. If it is not in range, or if the Carrier's communications are
damaged or at fault, you will not be able to access the Transfer screens.

Click on the left and right arrows to move supplies from the Stockpile
Island to the Transfer Drone--You will be informed if you exceed the
Carrier's Stores limit or the Transfer Drone's maximum cargo quota.

To exit the Supply transfer screen, click on EXIT.

FUEL TRANSFER
The Fuel Transfer screens allow you to load the Transfer Drone with fuel
for the Carrier, AAV's and aircraft.

Click on the left and right arrows to select the quantities of fuel for
the Transfer Drone, and click on the Exit box when you reach the limit of
the Carrier's fuel tanks.

LAUNCHING THE TRANSFER DRONE
Once the Transfer Drone has been loaded with supplies and fuel, clicking
on the LAUNCH icon, situated at the bottom left-hand corner of the control
panel sends the drone from the Stockpile island to the Carrier, provided
the Carrier is within range of the Stockpile island.  The Transfer Drone
leaves the Stockpile island and docks with the bow of the Carrier.

After the Transfer Drone has docked with the Carrier and transferred its
supplies, it heads back for the Stockpile island.  As a defensive measure
against the enemy, the Transfer Drone has been designed to be semi-
submersible, and it sinks into the water on its return journey to the
island.

Please note that while the Transfer Drone is docking with the Carrier, the
launching and docking of AAV's and Passive Defence Drones is disallowed,
although you can watch the docking sequence from the AAV Traffic Control
screen.

If the Transfer Drone comes under attack while docking with the Carrier,
clicking on the ABORT icon sends it back underwater and returns it to the
Stockpile Island, where it is safe from the enemy.

MESSAGING
The Carrier is equipped with a comprehensive message reporting facility.
Every time an important message is generated by one of the Carrier's
onboard computer systems and displayed on the central message line, it is
also sent to the Messaging Computer.  By selecting the Messaging icon, you
are able to read the last sixteen messages received within the previous
five minute period, as well as how long ago the message was reported.

By clicking on the CLEAR icon, you will clear the message screen
completely.

                             CARRIER DEFENCE

LASER TURRET
Mounted on the top of the Carrier is a rotating turret supporting a high-
power chemical laser.  The turret is maneuvarable in two axis--it can
rotate by 360 degrees, and also elevate up and down.

The turret can be moved in direct control mode, simply by moving the mouse
or joystick left, right, up and down.  Alternatively, you can select
Pointer mode, which enables you to click on the four arrow icons to
position the laser sight, and click in the centre of the arrow cluster to
fire the laser.

To help you keep track of the position of the turret while you are aiming
its sights, the Carrier's targetting computer shows a representation of
the turret in the bottom left hand corner of the display, and is of great
use when searching the barren sky for enemy aircraft and missiles.

Situated to the right of the four arrows are the zoom control icons.
These allow you to zoom in on a target, with four levels of magnification
from x1 to x8.  This is extremely useful when trying to search out island
based targets from the Carrier, and is also useful for accurate targetting
of enemy aircraft before they come into the range of the Carrier's other
defences.

To the right of the zoom icons are the CENTRE HORIZONTAL and CENTRE
VERTICAL icons, which simply bring the laser turret to a standstill in
either the X or Y axis.

The laser itself is of the high power, long range dual beam variety, and
since it is directly powered from the Carrier's neutron drives, it is
extremely potent when used against almost all targets.

On the far right of the control panel is the laser temperature gauge.
Every time the laser is fired, the laser mechanism generates a tremendous
amount of heat--if the laser temperature rises too much, the laser will
function firstly with less power, and finally it will fail.  If the laser
temperature rises into the danger area, you should allow it to cool
sufficiently before using it again.  Set the repair priority for the laser
gun to High in the Damage Control screen, if it should fail to function.

On the left hand side of the screen is the information panel.  This tells
you the current status of the turret itself, and the laser cannon, as well
as providing warning messages when the laser starts to overheat.

DECOY FLARES
An integral part of the Carrier's air defence system are the Decoy Flares-
-these are high intensity magnesium--composite based devices which are
launched from the Carrier deck into the sky above in an attempt to divert
incoming enemy heat-seeking missiles which have been trained on the
Carrier. The flares are automatically tracked by a wide-angle lens camera
mounted on the Carrier.

To fire a flare, simply click on the LAUNCH icon.  A flare will be sent
high into the sky, and then slowly descend back down to earth.  Because
of the lightness of the composite metals, the flares are likely to drift
away from the Carrier, depending upon the direction and strength of the
wind.

Multiple flares may be launched, but it takes a few seconds for the flare
launcher to reload.  The flare tracking camera will automatically follow
the most recently launched flare.

The information panel to the left of the LAUNCH icon shows the number of
flares currently active, and the number of flares which are held in the
Carrier's stores, as well as a message line which will tell you whether or
not a flare can be launched.

SURFACE TO SURFACE MISSILES
Because of the Carrier's ability to anchor in very shallow water off an
island, the revolutionary and technically advanced "Hammerhead" low flying
remote surface-to-surface missile facility has been incorporated in the
Carrier's defensive systems, in order for it to be able to attack island
based defence stations and enemy shipping.

The Carrier is equipped with a number of Remote Viewing Drones, which can
be launched above the Carrier one at a time.  The drone relays an aerial
image back to the Carrier, and while it is airborne you can aim and launch
multiple surface-to-surface missiles at any target within range of the
drone.

Click on the LAUNCH icon to send a Viewing Drone up.  Once the drone
attains its optimum altitude, it will slowly drift downwards, until it
self-destructs prior to reaching sea level.

During its descent, you can launch surface-to-surface missiles by
clicking on the right mouse button (or by pressing the space bar if you
are using a joystick), to select Targetting Mode.  The cursor will change
shape to a cross-hair.

Move the cross-hair cursor over the target and press the fire button to
launch a missile.  The missile flies at the same height as the Carrier, so
it is not particularly effective against moving targets such as aircraft,
which can change altitude.

Once a missile has been fired, it takes a few seconds for the missile
launcher to prepare itself for another missile.  During this time, move
the cross-hair over your prospective target, and fire as soon as the
missile launcher is ready.

There are limited quantity of both missiles and Viewing Drones, although
these can be replenished by directing the island network factories to
manufacture replacement missiles and drones.  The bottom left hand section
of the control panel gives a visual indication of the number of missiles
and drones available, and status line informing you whether they are ready
for launch, or reloading.

DRONE POSITIONING
Drones are inflatable decoy units, designed to provide a sacrificial
defence against enemy AAV and low level missile attack, and they are
remotely controlled from the Carrier Defence Computer.  Drones
automatically follow the Carrier as it moves around and their configurations
can be reprogrammed at any time.

In the event of an enemy projectile entering close proximity of a drone,
the drone will generate a heat field, as well as a surrounding shield of
electromagnetic interference, in an attempt to convince the projectile's
guidance system that it has reached its target, thus preventing any damage
to the Carrier.

Any direct contact with a Drone will result in the immediate detonation of
the highly packed explosive which is encased within its infaltable shell.
The pressure sensing mechanisms built into the drone will prevent
detonation if a large wave or sea creature were to come into contact with
its surface.

The Carrier is initially equipped with eight Drones--four active and four
in the ship's stores.  If a Drone is destroyed, a replacement can be
brought into position from the stores.  The resources network will
manufacture replacement drones and transport them back to the Carrier,
depending upon the availablity of raw materials throughout your island
network.

By selecting the Drone Positioning screen, you are able to move the drones
around into your own strategic positions.

The bottom left-hand section of the screen consists of the Drone
Information panel.  This window displays the number of active drones, the
quantity of drones held in the Carrier's stores, and a message line which
informs you of the drone's current status.

The main display shows the carrier and the exclusion perimeter which
defines the minimum distance at which the drones may be positioned (any
closer and they are in danger of being detonated by the Carrier itself).

LAUNCHING DRONES
To launch either a docked drone or a drone that is replacing one that has
been destroyed, click on the LAUNCH icon (the top icon to the left of
'SELECT').  The drone will be launched into a stationing position at the
rear of the Carrier.  Repeat this process until you have selected up to
four drones, and then click on the SELECT icon to send them to their
destinations.

By clicking on one of the drones and dragging it to a new site, the drones
may be individually repositioned to form custom defence patterns.  Even
while a drone is travelling to its new position, the moving drone may be
clicked on, and a new destination set in the same manner.

DOCKING DRONES
By clicking on the DOCK icon (under 'LAUNCH' icon), all four Drones will be
sent to the rear of the Carrier, and then docked within the Carrier
itself.


While the drones are active, the top speed of the Carrier is reduced,
therefore it is advisable to dock all drones if you wish the carrier
to travel at full speed.

DRONE PATTERN LIBRARY
Located in the bottom right-hand corner of the screen is the Drone Pattern
Library section of the display--this consists of a miniature version of
the Drone Positioning screen, and to the right of this display are the +
and - icons.  By clicking on either of these, you are able to cycle
through a selection of nine pre-defined Drone patterns.  Clicking on the
SELECT icon will result in the currently active Drones assuming the
library pattern, and clicking on CANCEL will send the drones back to their
previous positions.  Again, while the Drones are in transit, their
destinations may be redefined.

CARRIER DEFENCE INFORMATION SCREEN
The Carrier Defence Information screen is a full screen display split into
four section, showing the current status of each of the four Carrier
Defence sections.  Each section has its current Repair state displayed
(e.g.  DAMAGED, INOPERATIVE), whether it is active, how many units are in
the Carrier's stores, whether it is reloading (in the case of the Flare
Launcher), etc.



                    AMPHIBIOUS ASSAULT VEHICLE CONTROL

DIRECT CONTROL
The 'Walrus' (Water and Land Roving Utility Shuttle) class Amphibious
Assault Vehicle (AAV) is a highly advanced and flexible all-terrain tank,
with a variety of special functions which make it especially suitable for
operating within the environment of the Carrier.  It can be fitted with a
number of versatile weapons including the Avatar heavy duty chemical
laser, the Harbinger wire-guided surface to surface missile, as well as a
number of special cargo pods.

The Carrier can store up to eight AAV's, although only four can actually
be active at a time.  The active AAV's are stored in the Carrier's Hold.
Information regarding their Fitting, Course Plotting and Launching/Docking
of the AAV's can be found in later sections of this Operations Guide.

Once an AAV has been fitted and launched, select the Direct Control icon,
and then click on the appropriate AAV icon (1 to 4), located to the left of
the control panel.  The AAV will be in the vicinity of the Carrier (or the
place where the Carrier was when the AAV was launched).

To assume control of the AAV select direct control mode (by clicking on
the right-hand mouse button, or by pressing the Space Bar).

STEERING THE AAV
Set your desired speed by clicking directly on the SPEED indicator--the
speed will increase or decrease until the correct setting is reached.  The
maximum speed of the AAV on land is 184 kmh (115 mph), although its top
speed is directly influenced by its repair state.  In the water, the AAV's
top speed is influenced by the turbulence of the water, but it is around
10% slower than when on land.

To steer the AAV, simply move the mouse (or other control device) left
and right. the further you move the mouse, the faster the AAV will rotate.

The Walrus is a split-level vehicle, which means that the main body
rotates freely on the AAV's tracks (which also double as a hull when the
AAV is in the water).  The AAV has two modes of control, with the body
being either in a fixed state, or in a free rotation state.

Click on the FREE ROTATE icon to enable the AAV to turn on its tracks (it
will highlight when selected).  This is particularly useful if the AAV is
travelling forwards, and it comes under attack--you can rotate to face the
enemy target and attack, without changing course.  To deselect this
option, click on the FREE ROTATE icon again.

To stop the AAV rotating, click on the CENTRE UP icon.  If you click on
the CENTRE UP icon and then hold the button down for a second, the AAV's
main body will swing around and lock into a forward facing position.

REAR VIEW SELECTOR
By clicking on the REAR VIEW icon, situated at the bottom right of the
control panel, the display will flip to a view out of the rear of the AAV.
To deselect this option, click on the REAR VIEW icon again.

BEACHING
The AAV is a fully amphibious vehicle, which sits semi-submerged in the
water, its tracks doubling as a hull and providing the method of
propulsion. When an AAV encounters the beach of an island, control is
taken by the AAV's automatic beaching mechanism.  The AAV aligns itself so
that it is facing square to the beach (it automatically centres up, if
necessary), assumes a suitable speed, and then emerges from the water,
scaling the beach, and then returning to its pre-beaching speed.

The process for an AAV entering the sea is a reversal of the above.

AAV OPERATING RANGE
The AAV has two factors which limit its operating range.  The first is
fuel--the AAV carries enough fuel to propel it for 264 km (165 miles).  If
your AAV runs out of fuel, you will have to send another AAV equipped with
a refueling pod to rescue it.

Since the AAV is remotely controlled from the Carrier, its first person
view has to be transmitted from the AAV back to the Carrier using an
encrypted video signal.  Because of the nature of this signal, the range
of the AAV is limited to a fixed distance from the Carrier.  Once the AAV
begins to become out of range (at around 20 kilometers) the telemetry
signal weakens considerably and the picture quality worsens.  If the AAV
travels further from the Carrier (up to around 26 km), the signal is
completely lost and the Aav self-destructs to avoid it falling into the
hands of the enemy.

AAV HEAD-UP RADAR
The AAV has a short range Radar, which can be selected by clicking on the
RADAR icon situated at the bottom right of the control panel.  The radar
will show any significant objects such as aircraft, AAV's, Carriers,
volcanoes, etc. as well as the island shoreline if one is within range. To
Deselect the radar, click on the RADAR icon again.

AAV STATUS DISPLAY
The centre of the AAV's Direct Control display, between the two groups of
icons, contains the Status Display.  This consists of three mini screens
of information, which can be cycled through by clicking anywhere within
the box.

POSITION       This is the AAV's current position, shown as two X,Y
               coordinates in relation to the centre of the map.

BEARING        This is the bearing of the AAV, shown as a standard
               compass value between 000 and 359.

ISLAND         This shows the name of the island within which the AAV is
               currently in range.

EQUIPMENT      This screen shows a list of any weaponry and equipment
               fitted to the AAV, along with relevant quantities.

REPAIR STATE   This indicator shows the repair state of the AAV, shown
               as a percentage.  If the AAV sustains a number of hits,
               its speed and maneuverability are affected in direct
               proportion to its repair state.  If the repair state drops
               below 12%, the AAV develops a fuel leak, in which case you
               have approximately two minutes to dock with the Carrier for
               repairs, before the AAV runs out of fuel.  If the repair
               state becomes too low for the AAV's structure to contain,
               it will explode.

PAYLOAD        This shows the combined weight (in kilogrammes) of all
               equipment fitted to the AAV.

Please refer to the AAV FITTING section for information concerning the
addition of weaponry to the AAV's payload.

WEAPONRY SYSTEMS
The AAV can carry one of two weapon types at any one time, and they both
have a limited usable life.

AVATAR CHEMICAL LASER
The Avatar laser is of the high power pulsed variety.  The unit contains
its own power and reactant supply, which means that it can operate even it
the AAV on which it is mounted has run out of fuel.  However, its life is
limited to forty shots, after which its chemical nature make it unstable
and it is automatically jettisoned by the AAV's weapons control system.

Select the LASER icon, and then select direct control mode (click on the
right-hand mouse button or press the space bar).  Press the fire button to
release a twin laser bolt.

HARBINGER SURFACE-TO-SURFACE MISSILE
The Harbinger is the most sophisticated operator controlled missile in
existence, and was designed specifically for installation on the AAV.
Using an advanced remote wire-guidance system, it is especially potent
when used against close range moving ground-based targets.

Select the MISSILE icon at the bottom left of the panel.  Point the AAV in
the general direction of your target, and click the fire button.  A
Harbinger missile will be launched, and as this happens, a remote picture-
in-picture view of the missile will appear in the bottom right hand
quarter of the display.

During the missile's flight, the AAV will continue moving while you take
direct control of the missile.  Your control device will move the missile
up, down, left and right.  The missile has a maximum range of 0.5 km,
after which time it will self-destruct (the timer is visible in the top
right-hand corner of the display).  Detonation will occur if the missile
collides with the ground, sea, or any target, and it is unlikely to
withstand a direct hit from a laser cannon.

DROPPING CARGO PODS
The AAV has a versatile cargo pod facility which enables it to carry a
number of different types of cargo, although it can only carry one pod at
a time.

To release a cargo pod, click on the POD icon, whilst in pointer mode, and
then to release it, press the fire button in direct control mode.

The cargo pod type is selected during the fitting stage, and is chosen from
one of the following:

AUTOMATIC CONTROL CENTRE BUILDER (ACCB)
The ACCB pod is the cornerstone of your assault on the island complex. It
is a highly advanced computer and droid combination which, when deposited
on an uncontrolled island, instigates the construction of the Command
Centre, which from then on controls the island, and builds the island's
defences and/or manufacturing units (e.g. fuel rigs, factories, etc).

There are three ACCB variations, one for each island type which can be
constructed.  They are:
     
     Defence ACCB (for protecting the rest of the network)
     Resource ACCB (where raw materials are mined and refined)
     Factory ACCB (where raw materials are used to build equipment)

Only one ACCB can be successfully dropped on an island at a time, and once
it starts to construct the Command Centre, dropping of further ACCB's by
either your forces or the enemy's will have no effect.  The construction
of a Command Centre is unstoppable, and to recapture an island that has
had an enemy ACCB planted on it, you will have to wait until construction
of the Command Centre has been completed.

If you wish to change the nature of an island (e.g. turn a Defensive island
into a Factory island) you will have to destroy the Command Centre and
drop a fresh ACCB.  If the Command Centre is destroyed, the other objects
on the island are dismantled, and their constituents are redeployed into
the network resources, although some of the resources are lost in the
dismantling process.

VIRUS BOMB
Once an enemy-deployed ACCB has constructed a Command Centre on an island,
it can be destroyed by the application of vast quantities of firepower
(Command Centres are fortified with extremely powerful Neutron Shields).

Alternatively, you can equip an AAV with a Remote Reprogramming Virus
Bomb, which, when fired at the opening of a Command Centre will explode,
and begin to infect and gradually realign the command Centre's control
systems, until its allegiance is changed to that of your forces, and the
island becomes part of your network.  When this happens, any defences,
manufacturing plants, and other island-based features will work for your
forces and against the enemy.

The time taken between the virus being planted and the command Centre
being captured is dependent upon the island's position within the island
complex--if it is an outpost island, it will be easier to capture than an
island with a more centralised network position.

AAV REFUELING POD
If an AAV runs out of fuel whilst in operation, it is effectively
immobilised, and open to attack by the enemy forces.  However, a
strickened AAV can be rescued by equipping another AAV with an AAV
REFUELLING POD, and despatching it out to link up with it.

To refuel an AAV, drive the AAV that is carrying the fuel pod up to the
strickened AAV, and park them nose-to-nose.  Then, select the pod icon and
release it.  The immobile AAV is automatically refuelled, and the pod
itself is discharged.

AAV NAVIGATION
The AAV Navigation section is your interface with the Carrier's advanced
Navigation Computer.  From this section, you are able to set an
individual course for each AAV.

To set a course, firstly click on the AAV that you wish to set the course
for. The AAV must be either in the docking bay, or currently active.  Use
the map manipulation icons (as described in the Carrier Map Command
section) to zoom in to the required resolution, and then click on your
chosen destination point.  A small cross-hair marker will be plotted at
this point.

Next, you should select the speed at which you wish the AAV to travel, by
clicking on the icons situated at the bottom right of the screen.  To
program the settings into the Navigation Computer, click on the PROG icon,
and a small disc with the AAV's number in the centre will appear to show
the AAV's destination point.  Providing the AAV is on Autopilot, and
outside of the docking cone area, it will immediately change its course
and head for the programmed destination.  If the AAV is not already on
Autopilot when you click on the PROG icon, holding it down will engage
Autopilot. If the AAV is in the docking bay of the Carrier, it will adhere
to the course once it has been launched.  If you wish to clear a course
program, click on the CLEAR icon.

It is important to always bear in mind the fact that AAVs have only a
limited range, for two reasons.  Firstly, their fuel tanks dictate their
maximum travelling distance--and if an AAV runs out of fuel, a relief AAV
must be despatched to deliver a fuel pod to the strickened AAV (fuel pods
are available via the AAV fitting screens, provided the Stores are able to
supply them).  Secondly, the Carrier's remote AAV control systems have a
limited telemetry range before they become susceptable to jamming by the
enemy, and unless kept in range of the Carrier, the AAV telemetry signal
will initially weaken, and then be totally lost.  If this happens, the AAV
will self-destruct, in order to avoid the possibility of its control being
taken over by the enemy.

Clicking on either the CENTRE ON CARRIER or the CENTRE ON AAV icon will
jump to the second highest resolution, and centre the display on either
the Carrier, or the currently selected AAV.

The FLAG icon, when selected, displays the AAV's number and its X,Y
coordinates alongside the directional representation of the AAV, when the
map is at its highest resolution.

The REPORT icon determines whether or not the Navigation Computer
generates a message when the AAV reaches its destination.  It is usually
selected, therefore a message is sent to the message line, and the
Messaging Computer.

AAV FITTING
Prior to an AAV being launched from the Carrier, it needs to be refuelled
and fitted with a supply of weaponry.  When originally manufactured, the
AAV does not contain any weapons, and whenever it is returned to the
Carrier's hangar, all weapon systems are removed and returned to the
stores.

The top left quarter of the display always shows the view from the
Carrier's hangar, facing the bow doors, and the rest of the central
display is dedicated to the fitting procedures.  At the bottom of the
screen, between the icons is an AAV status display.

To fit an AAV, it must be in the hangar (if an AAV is destroyed while in
service, and a spare AAV is available in the Carrier's stores, it will
automatically be transported to the hangar as a replacement).  Click on
the AAV icon to select which one you wish to fit.

The right-hand side of the screen displays a side view of the AAV, with
its two mounting points, a bar indicator to the left, showing how much
fuel is onboard the AAV, and the repair state to the right, shown as a
percentage.

REFUELLING
To select the quantity of fuel for the AAV, click on the two icons which
are either side of the REFUEL box, until the required fuel level is
reached. Below the Refuel box is a bar indicator showing how much AAV fuel
is stored on the Carrier.

FITTING WEAPONS
The bottom left-hand quarter of the display contains the Payloads
section. Cycle through the range of available weaponry by clicking on the
+ and - icons.  for each weapon, you are told the quantity available in the
stores, its weight, and a description of the weapon along with a graphical
representation.

There are two types of equipment available for mounting on an AAV. One is
a forward facing weapon such as a chemical laser or a missile launcher,
and the other is a pod-type cargo, which is dropped from the rear of the
AAV. Once you have selected a piece of equipment, click on the equipment
icon itself, and drag it onto the desired mounting point.  If the
equipment brings the payload weight of the AAV above its maximum limit, if
the equipment is unsuitable for mounting in the selected position, or if
there is simply no stock of the item, you will be informed with a suitable
message.

Certain weapons, such as the wire-guided missile launcher are able to
carry multiple missiles.  Select the quantity of missiles required by
clicking on the increase and decrease boxes which are situated to either
side of the missile icon.  The ACCB pods are also selected in a similar
fashion--select the required pod by clicking on the arrow boxes on either
side of the pod icon.

At any time, you are able to mount an alternative piece of equipment,
simply be dragging it onto an occupied mounting point.  Likewise, you can
remove equipment by clicking on its position on the AAV and dragging it
back to the Payloads section of the display.

REPAIRING AAV'S
Each AAV has a repair state, which is displayed to the right of the side
view of the AAV.  To repair an AAV, click on the REPAIR icon.  The repair
process can be aborted at any time by clicking on the CANCEL box.  Once
the repair state reaches 100%, or if the repairs are cancelled, the AAV
will undergo launch preparations.

REPLACING DESTROYED AAV'S
If one of your four AAV's is destroyed in action, you will want to replace
it with another one.

Click on the icon of the AAV that has been destroyed (1-4) and you will
see that the REPAIR icon has been replaced by the TRANSFER icon.
Providing your island network is operational, and you therefore have
AAV's being constructed and sent back to the Carrier's stores, you will be
able to send an AAV form the stores to the Docking Bay by clicking on this
icon.

AAV TRAFFIC CONTROL
LAUNCHING AN AAV
Once an AAV has been refuelled, fitted with appropriate weaponry, repaired
and prepared for service, it is ready for launch.  The Traffic Control
screen shows a display form a camera mounted at the rear of the Carrier.
Select the AAV which you wish to launch by clicking on one of the four AAV
icons, then click on the LAUNCH icon.  The bow door opens, and the AAV
drives out and stops as soon as it exits the docking cone area (unless it
has a programmed course, in which case it will carry on to its
destination).  Once it has stopped moving, the AAV will rotate on the spot
in a holding pattern.  The information box at the bottom right of the
control panel shows the current operational state of each AAV.

DOCKING AN AAV
Providing an AAV is within the docking cone area at the rear of the
Carrier, you can tell it to dock by clicking on the DOCK AAV icon.  The AAV
will be automatically switched to autopilot mode.  Once an AAV has docked,
it is returned to the hold, and stripped of its weaponry, ready for
refitting.

Note that only one AAV can be launched or docked at a time.

AAV INFORMATION
The AAV Information screen is a full screen display showing the current
status of each of the four AAV's.  Each AAV has its current status
displayed (e.g. IN DOCK, ACTIVE, DESTROYED), and if it is Active
information such as its position, current island, repair state, payload
weight and a list of the current payload are displayed.


                             AIRCRAFT CONTROL

DIRECT CONTROL
The 'Manta' (Multi-role Aircraft for Nautical Tactical Assault) class
aircraft was developed especially for deployment onboard the Carrier, and
as a result, it has a number of distinctive features, such as its ability
to take off and land on the Carrier or an island-based runway, its
variable combat speeds, and its ability to carry a wide range of different
weaponry and equipment types.

The Carrier can store up to eight Mantas, although only four can actually
be active at a time.  If all eight Mantas have been supplied to the
Carrier, excess aircraft will be stored on the designated Stockpile island
and shipped back when required.  The active Mantas are stored in the
Carrier's aircraft hangar, where they are fitted, refuelled, and repaired.
Information regarding Flight Path, plotting, Fitting, and
Launching/Landing of the Mantas on the Carrier can be found in later
sections of this Operation Guide.

Once a Manta has been fitted, sent to the Flight Deck, and launched,
select the DIRECT CONTROL icon, and then click on the icon for the Manta
(1 to 4) which you want to take direct control of.  The Manta will be
flying in a holding pattern in the vicinity of the Carrier (or the place
where the Carrier was when the Manta was launched).  To assume control of
the Manta, disengage the AUTOPILOT facility, and select direct control (by
clicking on the right-hand mouse button, or by pressing the Space Bar).

FLYING THE MANTA
To control the Manta, move the mouse (or joystick) left and right to bank
the plane (the further you push the mouse, the steeper the turn), and
pullbackwards/push forwards to pitch up and down to affect its altitude.
The altimeter is located towards the bottom right of the control panel--it
is highly advisable to check your altitude every few seconds when flying
low over the sea or an island, as even a slight collision will result in
damage of the Manta's underbody.  When flying close to, or over a volcano,
it is important to avoid colliding with the rocks that are discharged from
the volcano's mouth.

Two icons are present which enable you to level the Manta out in either
its X (bank) or Y (pitch) axis.  LEVEL UP forces the Manta to correct its
Y axis, and fly parallel to the ground or sea.  LEVEL OUT forces the Manta
to correct its X axis.

The speedometer is situated at the bottom right of the control panel.
Click directly on the desired speed on the meter--the Manta will then
accelerate or decelerate until the defined speed is reached.

The Manta has a top speed of 675 mph (1080 kph) and a minimum flight speed
of around 150 mph (240 kph), below which, the Manta is prone to stalling.
Fortunately, the plane has some highly reliable anti-stalling hardware
installed, and this mechanism has never yet failed, even under the most
arduous conditions.

The Manta's top speed is directly related to its current repair state--if
the Manta becomes damaged, the energy management computer will divert
power away from the plane's Plasma Drive, in order to energise the shields.

REAR VIEW SELECTOR
By clicking on the REAR VIEW icon, situated at the bottom right of the
control panel, the display will flip to a view out of the rear of the
Manta. To deselect this option, click on the REAR VIEW icon again.

MANTA OPERATING RANGE
The Manta has two factors which limit its operating range.  The first is
its telemetry range.  Since the Manta is remotely controlled from the
Carrier, its first person view has to be transmitted from the Manta back
to the Carrier using an encrypted video signal.  Because of the nature of
this signal, the range of the Manta is limited to a fixed distance from
the Carrier.  Once the Manta begins to become out of range (at around 20
kilometres), the telemetry signal weakens considerably and the picture
quality worsens.  If the Manta travels further from the Carrier (up to
around 26 km), the signal is completely lost and the Manta self-destructs
to avoid it falling into the hands of the enemy.

The second limit on the aircraft's range is fuel consumption.  The Manta's
tanks contain enough fuel to keep it in the air for about 163 km (101
miles).  If your Manta runs out of fuel, it will spiral downwards into the
ground or sea.  Great care should be taken to ensure that the Manta is
always within refuelling range of the Carrier, or alternatively, within
range of an island equipped with a runway and fuel supply.

MANTA HEAD-UP RADAR
The Manta has a short range Radar, which can be selected by clicking on
the RADAR icon situated at the bottom right of the control panel.  The
radar will show any significant objects such as aircraft, AAV's, Carriers,
volcanoes, etc. as well as the island shoreline if one is within range. To
disable the radar, click on the RADAR icon again.

MANTA STATUS DISPLAY
The centre of the Manta's Direct Control display, between the two groups
of icons, contains the Status Display.  This consists of three mini
screens of information, which can be cycled through by clicking anywhere
within the box.

POSITION       This is the Manta's current position, shown as two X,Y
               coordinates in relation to the centre of the map.

BEARING        This is the bearing of the Manta, shown as a standard
               compass value between 000 and 359.

ISLAND         This shows the name of the island within which the Manta
               is currently in range.

EQUIPMENT      This screen shows a list of any weaponry and equipment
               fitted to the Manta, along with relevant quantities.

REPAIR STATE   This indicator shows the repair state of the Manta, shown
               as a percentage.  If the Manta sustains a number of hits,
               its speed and maneuverability are affected in direct
               proportion to its repair state.  If the repair state drops
               below 12%, the Manta develops a fuel leak, in which case
               you have approximately two minutes to land on the Carrier
               for repairs, before the Manta runs out of fuel and
               crashes.  If the repair state becomes too low for the
               Manta's structure to contain, it will explode.

PAYLOAD        This shows the combined weight (in kilogrammes) of all
               equipment fitted to the Manta.

Please refer to the MANTA FITTING section for information concerning the
addition of weaponry to the Manta's payload.

LANDING ON A RUNWAY
The Command Centres on Resource islands are programmed to build runways,
so that you can land your aircraft and refuel them (providing the island
has an active Fuel Producing Unit).

To land on a runway, you must approach it from the far end, flying towards
the refuelling area.  Keep your altitude low, and decrease in speed as you
near the runway.  Most importantly, keep yourself as parallel to the
ground as possible--the more acute your landing angle, the more chance you
have of crashing.

Once you make contact with the runway (and providing you haven't crashed),
the Command Centre on the island will immediately take control of the
aircraft, and taxi it to a free refuelling bay.  The Manta will be
automatically refuelled, and readied for take-off.

To launch the aircraft, click on the LAUNCH box which appears on the main
display--the Manta will taxi out to a position in the centre of the
runway, and then accelerate up to a speed at which it can take off.  The
Command Centre's Aircraft Control System is fairly crude, and it will not
take evasive action if, for instance, two aircraft are instructed to take
off at the same time.  Once the Manta has taken off, it is put into a
holding pattern, circling above the runway area on Autopilot.  To resume
direct control, simply click on the AUTOPILOT icon, and then enter Direct
Control mode by clicking on the right-hand mouse button, or by pressing
the space bar.

WEAPONRY SYSTEMS
The Manta can carry a variety of payloads, mounted on the underside of the
wings and fuselage.  These are attached to the aircraft in the AIRCRAFT
FITTING section, and this procedure is explained further on in this manual.

QUASAR GROUND ATTACK LASER
This fuselage mounted multi-beam laser was originally designed to provide
an effective laser unit for destroying ground based targets.  However,
although it is of the slow pulse variety, it is very potent when used
against close range airborne targets as well.

The Quasar's laser generator is powered directly from the Manta's plasma
energy drive, and therefore has an unlimited firing life, and it rarely,
if ever, overheats.

To use the laser, select the LASER icon, and then select direct
control mode (click on the right-hand mouse button, or press the space
bar). A fixed targeting sight is projected onto the centre of the
display. Press the fire button to release a twin laser bolt.  the Quasar
has a very fast reload time, which means that a barrage of laser bolts can
be rapidly fired at the target.

ASSASIN AIR-TO-AIR MISSILE
The Assasin is the very latest of the intelligent heat-source seeking
missiles. It has a short-burn plasma jet propellant, and is constructed
from an extremely light and rigid carbon-fibre/titanium composite.  The
onboard guidance system locks on to the heat pattern of the target, and
then keeps track of it until the target is out of range, or the missile's
propellant is exhausted.

Its main purpose is to destroy other air-based targets, although it can be
used against ground installations (such as missile launchers) although it
is advisable to use a laser against targets such as these.

Select the MISSILE icon at the bottom left of the control panel.  The
Manta's missile targetting sight will appear, and unlike the fixed sight
which is used with the Quasar laser, the sight will 'float' around the
screen as the mouse or joystick is moved.

To aim a missile, move the sight over your prospective target and press
the fire button.  Providing the target is a legitimate one (a major
feature of the targetting system is its ability to recognize a 'friendly'
target, such as one of your own aircraft or ground installations, and
refuse to lock on to it), the sight will flash rapidly, signalling that
it is ready to launch a missile.

Press the fire button again to launch the missile.  If the fire button
is not pressed within two seconds of the targetting system locking on, the
target will be cancelled.

QUAKER CLUSTER BOMB
the Manta's most devastating weapon is the 1000lb bouncing Quaker cluster
bomb.  The Quaker is a multiple warhead fragmentation device, which is
designed to throw out a number of smaller proximity-fused warheads on each
impact with the ground, and the bomb's core will detonate upon collision
with any object that it encounters.

Owing to limitations in the warhead design, the Quaker will not skim or
bounce on impact with the sea.

To select the bomb, click on the CARGO icon which is situated towards the
bottom left of the control panel.  Fly towards your target and then press
the fire button to release the bomb.  As it falls downwards it will assume
the velocity and direction of the aircraft at the point of release.  If
the bomb doesn't collide with a target after three or four bounces, it
will detonate automatically.


AIRCRAFT NAVIGATION
The Aircraft Navigation section is your interface with the Carrier's
advanced Navigation Computer.  From this section, you are able to plot
individual flight paths for each of the aircraft.

To set a flight path, firstly click on the aircraft that you wish to set
the course for. The aircraft must be either in the air, on a runway, or on
the deck ready for take-off.  Use the map manipulation icons (as described
in the Carrier Map Command section) to zoom in to the required resolution,
and then click on your chosen destination point.  A small cross-hair
marker will be plotted at this point.

Next, you should select the altitude and speed at which you wish the
aircraft to fly, by clicking on the icons situated at the bottom right of
the screen. To program these settings into the Navigation Computer, click
on the PROG icon--a small disc with the aircraft's number in the centre
will appear to show the aircraft's destination point.  Provided the
aircraft is on Autopilot, and in the air, it will immediately change its
course and head for the programmed destination.  If the aircraft is on the
deck of the Carrier, or docked on a runway, it will adhere to the light-
path once it has been launched.  If you wish to clear a flight-path
program, click on the CLEAR icon.

It is important to always bear in mind the fact that aircraft have only a
limited range, for two reasons.  Firstly, their fuel tanks dictate their
maximum flight distance--to carry out a long-distance raid will entail
island-hopping, refuelling from island to island.  Secondly, the
Carrier's remote aircraft control systems have a range of only a few miles
before they become susceptible to jamming by the enemy, and unless kept
in range of the Carrier, the aircraft telemetry signal will initially
weaken, and then be totally lost.  If this happens, the aircraft will
self-destruct, in order to avoid the possibility of its control being
taken over by the enemy.  However, a single Long-Range Communication Pod
may be fitted to one of the aircraft. This will enable it to fly anywhere
within the island complex (subject to fuel consumption) and remain in
contact with the Carrier.  The Communications Pod may be activated in the
Aircraft Fitting section.

Clicking on either the CENTRE ON CARRIER or the CENTRE ON AIRCRAFT icon
will jump to the second highest resolution, and centre the display on
either the Carrier, or the currently selected aircraft.

The FLAG icon, when selected, displays the aircraft number and its X,Y
coordinates alongside the directional representation of the aircraft, when
the map is at its highest resolution.

The REPORT icon determines whether or not the Navigation Computer
generates a message when the aircraft reaches its destination.  It is
usually selected, therefore a message is sent to the message line, and the
Messaging Computer.

AIRCRAFT FITTING
Before an aircraft can be launched from the Carrier, it needs to be
refuelled and fitted with a supply of weaponry.  When originally
manufactured, the aircraft do not contain any weapons, and whenever they
are returned to the Carrier's hangar, all weapon systems are removed and
returned to the stores.

The top left quarter of the display always shows the view from the
Carrier's Helm, and the rest of the central display is dedicated to the
fitting procedures.  At the bottom of the screen, between the icons is an
aircraft status display.

To fit an aircraft, it must be in the hangar (if an aircraft is destroyed
while in service, and a spare aircraft is available in the Carrier's
stores, it will automatically be transported to the hangar as a
replacement).  Click on the aircraft icon to select which one you wish to
fit.

The right-hand side of the screen displays an underside view of the
aircraft, with its mounting point, a bar indicator to the left, showing how
much fuel is in the aircraft's twin tanks, and the repair state to the
right, shown as a percentage.

REFUELLING
To select their quantity of fuel for the plane, click on the two icons
which are either side of the REFUEL box, until the required fuel level is
reached. Below the Refuel box is a bar indicator showing how much aircraft
fuel is stored on the Carrier.

FITTING WEAPONS
The bottom left-hand quarter of the display contains the Payloads section.
Cycle through the range of available weaponry by clicking on the + and -
icons. For each weapon, you are told the quantity available in the stores,
its weight, its mounting type, and a description of the weapon along with
a graphical representation.

Once you have selected a weapon type (you are generally advised to mount a
Quasar ground attack laser cannon in the centre mounting, unless you
require alternative weaponry for particular missions), click on the weapon
icon itself, and drag it onto the desired mounting point.  If the weapon
brings the payload weight of the aircraft above its maximum limit, or if
the weapon is unsuitable for mounting in the selected position, you will
be informed with a suitable message.

At any time, you are able to mount an alternative weapon, simply by
dragging it onto an occupied mounting point.  Likewise, you can remove a
weapon by clicking on its position on the aircraft and dragging it back
to the Payloads section of the display.

REPAIRING AIRCRAFT
Each aircraft has a repair state, which is displayed to the right of the
underside view of the aircraft.  To repair an aircraft, click on the
REPAIR icon.  The repair process can be aborted at any time by clicking on
the CANCEL box.  Once the repair state reaches 100%, or if the repairs are
cancelled, the aircraft will undergo flight preparations.

To send a fitted and refuelled aircraft up on the lift to the Carrier's
deck, ready for launching, simply click on the DECK icon, provided the
deck is clear.

REPLACING DESTROYED AIRCRAFT
If one of your four aircraft is destroyed in action, you will want to
replace it with another one.

Click on the icon of the manta that has been destroyed (1-4) and you will
see that the REPAIR icon has been replaced by the TRANSFER icon.
Providing your island network is operational, and you therefore have
aircraft being constructed and sent back to the Carrier's stores, you will
be able to send a Manta from the stores to the docking Bay by clicking
on this icon.

AIRCRAFT TRAFFIC CONTROL
Once an aircraft has been fitted with a suitable quota of weaponry, and it
has been refuelled, repaired and prepared for flight, you are ready for
launch.

Select the aircraft you wish to launch, by clicking on one of the four
aircraft icons, and then click on the FETCH icon to bring the aircraft up
from the hangar (if you have already clicked on the DECK icon while in the
fitting section, you will not need to do this).  When the lift has
returned with the aircraft, click on the LAUNCH icon.  Once the aircraft
has been launched, it will be locked into a circular holding pattern,
until direct control is assumed.  The information box at the bottom
right of the control panel shows the current operational state of each
aircraft.

As long as it is within range of the Carrier, by switching to autopilot
mode and clicking on the LAND icon, the aircraft will be brought in to
land on the flight deck.  It is possible to cancel the automatic landing
sequence at any time by clicking on the ABORT icon.

Clicking on the HANGAR icon will send the aircraft currently occupying the
flight deck down to the hangar, ready for refitting.

Note that only one aircraft can occupy the flight deck or the lift at a
time.

AIRCRAFT INFORMATION
The Aircraft Information screen is a full screen display split into four
sections, showing the current status of each of the four aircraft.  Each
plane has its current status displayed (e.g. IN HANGAR, ACTIVE,
DESTROYED), and if it is Active, information such as its position, current
island, repair state, payload weight and a list of the current payload
are displayed.


                     CARRIER COMMAND--ATARI ST GUIDE


Before you load Carrier Command, you are advised to read the Mission
Briefing.  Once you have loaded the game, you should read through the
Carrier Operations Guide, trying out the various sections of the Carrier,
and familiarize yourself with its operational procedures, but first you
should make a backup of the game and keep the original disk in a safe
place.

MAKING A BACKUP COPY
Included on the Carrier Command disk is a special copier for making
backups of the disk.  You are advised to make a backup of the original
disk, and always use the backup to play from.

To make a copy, you will need to go to the GEM desktop (either insert a
disk which boots up in the GEM environment, or switch on the machine with
no disk in the drive, and wait for about a minute).  Insert the Carrier
Command disk in drive A and double click on the Floppy Disk A icon, and
then on Backup.tos.  Form then on, follow the instructions contained
within the program, and ensure that you have a blank disk ready.  The
copier will detect whether your drive is single or double sided.

LOADING INSTRUCTIONS
Insert the Carrier Command game disk in drive A and switch on the
computer. After about five seconds the title picture will appear, and the
game will load after approximately twenty seconds.

CONTROL DEVICES
PERIPHERALS
Carrier Command supports both mouse and joystick control.  The whole game
can be played with the mouse, but if the joystick is preferred, the space
bar is used to emulate the right mouse button.  The joystick should be
plugged into port 1, and the mouse into port 0.

The game initially has the mouse control selected.  To select joystick
control, simply move the joystick in any direction, and to reselect the
mouse press the left mouse button.

CLICKING
The concept of clicking is important to comprehend when playing Carrier
Command. When you are requested to click on an icon, press either the left
mouse button, or the fire button if you are using a joystick.

CONTROL MODES
The second concept to familiarise yourself with is that of the two control
modes:

In "Pointer Mode", you move a pointer/cursor around the screen with the
mouse or joystick.  This mode is used to click on icons by pressing the
fire button (either the left hand mouse button, or the joystick fire
button).

By pressing the right hand mouse button or the space bar, you are put into
"Direct Control Mode", and in this mode the mouse or joystick movements
will actually control your aircraft, Amphibious Assault Vehicles,
Carrier, etc.

KEY CONTROLS
Although Carrier Command can be played entirely from the mouse, a number
of keys are supported to increase the flexibility of the game's control
system.

Generally, you can use the up and down arrow keys to accelerate and
decelerate the Aircraft, Amphibious Assault Vehicles and the Carrier
itself.

The arrow keys will also emulate the four arrow icons on the navigation
screens and the Laser Turret targetting screen (one advantage of the is
that two keys may be used together to provide diagonal movement), and the
Insert and Clr/Home keys emulate the Zoom In and Zoom Out icons.

The numeric keys 1 to 4 can be used to select which aircraft or tank you
wish to control, as an alternative to clicking on the numeric icons.

STARTING THE GAME
Once the game has loaded, you will be presented with the Front End
screen.

Click on Strategy Game if you want to begin a new game of Carrier Command,
Action Game if you wish to play a mini version of the game to improve your
combat skills, or Load Old Game to load in a previously saved game
position.

A number of file and gem management options are available from within the
game. Click on the appropriate icon:

SURRENDER--This option allows you to abort the game--effectively
surrendering to the enemy forces.  You will be given a chance to cancel
this order.

GAME OPTIONS--This option allows you to change various user-definable
features, by clicking on either YES or NO boxes next to each option.
These options are saved with your game position.

SAVING THE GAME POSITION
FORMAT DISK--This option allows you to format a disk so that it is
suitable for saving game positions.

To format a disk, insert the disk in Drive A.  Ensure that the disk is
blank, or not needed for other use, since the format routine will erase
all information that is currently held on the disk. Select the single
sided option, even if you are using an Atari ST with a double sided drive.

Once the disk is formatted, you will be able to save game positions to it.

Note:  As a by-product of including this option in a game, you are able to
use the format routine to format disks for normal use.  The Carrier
Command formatter actually produces 'turbo' disks, which have either 400k
(single sided) or 800k (double sided) of available disk space, and they
also use a special disk format which means that files will load at a
considerably increased rate.

SAVE GAME
This option allows you to save your current game position to disk, for
later retrieval.

Carrier Command uses a special disk format to store its saved games,
so before you are able to save a game, you must prepare a disk; for more
information, please refer to the FORMAT DISK instructions.

Insert the Saved Games disk in Drive A and then select the disk area in
which you wish the game to be saved.  There are four to choose from, and if
you select an area which already had a saved game position stored, it will
be overwritten by the new position.

If you do not wish to save a game, you may select the CANCEL option from
this screen.