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MINitRAFT
Breach 2 software Copyright© 1990, Omnitrend Software, Inc.
Breach 2 printed matter Copyright© 1990, Mindcraft Software, Inc.
Printed and manufactured in the United States of America.
All rights are reserved. The printed matter found in the Breach 2 package may not be copied,
photographed, reproduced, or translated or reduced to any electronic medium or machine-readable form,
in whole or in part, without prior written consent from Mindcraft Software, Inc. The software may be
copied for back- up purposes, by the rightful owner only. Any other copies are illegal.
All characters in Breach 2 are purely fictitious. Any resemblance to actual persons, living or dead, is
strictly coincidental.
" Interlocking Game System" is a trademark of Omnitrend Software, Inc. Other proprietary names mentioned in this software and printed matter (" IBM ," "Tandy ," "Amiga," and " Atari ST," for example) can
be assumed to be trademarks or tradenames of their rightful owners. Neither Mindcraft Software, Inc. ,
nor Omnitrend Software, Inc., has any intention to reduce the legitimate trademark rights of others.
90-DA Y LIMITED WARRANTY
Mindcraft Software, Inc. , warrants that the diskette(s) on which the enclosed product is recorded will be
free from defects in material s and workmanship for a period of 90 days from the date of purchase. If the
original diskette(s) on which thi s product is recorded prove defective within this period , Mindcraft will
replace the defective di skette(s) free of charge. After 90 days, $7 .50 will be charged for replacements.
This warranty is effective if the product registration card was previously returned , or if a copy of the
rece ipt of purchase accompanies the request for replacement.
MINDCRAFf SOFfW ARE, INC. , MAKES NOW ARRANTIES , EITHER EXPRESS OR IMPLIED,
WITH RESPECT TO THE SOFrW ARE PROGRAM RECORDED ON DISKETTES, OR THE GAME
DESCRIBED IN THE ACCOMPANYING PRINTED MATTER , REGARDING THEIR QUALITY,
PERFORMANCE, MERCHANTIBILITY, OR FITNESS FOR ANY PARTICULAR PURPOSE. THE
PROGRAM AND THE GAME ARE SOLD "AS IS. " MINDCRAFf SOFTWARE, INC. , SHALL NOT
BE LIABLE FOR ANY DIRECT OR INDIRECT, INCIDENTAL OR CONSEQUENTIAL LOSS OR
DAMAGES RESULTING FROM THE USE OR OPERA TJON OF THIS PRODUCT. (SOME STATES
DO NOT ALLOW THE EXCLUSION OR LIMITATION OF IMPLIED WARRANTIES , OR
LIABILITY FOR INCIDENTAL OR CONSEQUENTIAL DAMAGES, SO THE ABOVE LIMITATION OR EXCLUSION MAY NOT APPLY TO YOU. )
TABLE OF CONTENTS
TABLE OF CONTENTS
The Story So Far
. . . . . . . . . . . . . . . . . . . . . . . . . . . . . 1
Briefings . . . .
4
Getting Started
. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 11
The Scenario
.15
.
The Assignment Screen
.19
The Game Screen
.22
Your Marines
.30
.
The Opponents
. 33
The Objects
.36
Terrain . . .
.43
The Scenario Builder
.48
Scenario List
. . . .
.56
Squad Leader Strategy and Tactics
.59
Designer's Notes
. . . . . . . . . . . . . . . . . . . . . . . . . . . . 60
THE STORY SO FAR ...
THE STORY SO FAR ...
The First Stellar Expansion began on
May lOth , 2029, with the first practical
demonstration of the hyperdrive field
effect. The test was carried out in Building Number 4 of Area 117 of the
Franklin Laboratories test range (a converted Army Ammunition Plant) at
Hawthorne, Nevada, in what was then
the United States of America. Five years
later, that county's National Aeronautics
and Space Administration deployed the
test vehicles Odysseus I & II to test the
practicality of hyperdrive as a method of
interplanetary and interstellar travel.
Odysseus I successfully engaged hyperdrive, but its field effect was greater
than anticipated, and resulted in the
destruction of both the probe and the
Space Tug which had launched it. Odysseus II was launched two months later,
and its hyperdrive activated only when
it had left the vicinity of Earth and
Luna. Odysseus II returned to Earth
orbit three weeks later, having successfully " hyperjumped" to the Oort Cloud
at the perimeter of the Sol system, taken
readings and photos, and then returned.
In 2040, only 11 years after the hyperdrive field was first tested and seven
years after the Odysseus probes, the first
practical starship, the SS Gerardus Mercator, with its crew of seven, made a
successful jump of over two lightyears
through hyperspace. Less than I00 years
after that first manned jump, the
colonies of Earth consisted of 8 planets
and over 18 billion inhabi tants, scattered
across severa l solar systems in the
"neighborhood" of Sol/Earth, and were
known as the Home Cluster.
Hyperspace proved to be rather curious.
It was totally devoid of energy or matter, yet spacecraft could operate normal ly within its bounds. A trip through it (a
hyperjump) would take , regardless of
the actual distance in " normal" space,
6.8433 Earth days. There were,
however, two limitations to its use. One
was the enormous amount of energy required to enter hyperspace. The other
was the s~a lled " Mass Limit," which,
stated simply, placed a severe limit on
the size of spacecraft that could enter
hyperspace.
By the early 2 100's the starships,
powered by mass conversion , were
strained severely just to travel from one
end of the Home Cluster to the opposite
end, and three ships were lost when the
strain overloaded their systems. The
energy/fuel requirements for jumps
beyond the Home Cluster demanded
starships larger than the Mass Limit permitted . Because of this fact, and that all
of the Home Cluster colonies remained
dependent on Earth for support, the experts were predicting an end to the Expansion.
As usual , the experts were wrong .
1
THE STORY SO FAR ...
In 2105, a science team , travelling
through the far reaches of the Tau Ceti
solar system, was shocked when they
di scovered a huge alien artifact drifting
through space. Entire scientific communities came to study the artifact and,
several years later, the purpose of the
great object was discovered. It was a hyperspace booster, a device with the
capability to "push" spacecraft (and
other objects) not tens but thousands of
light years through hyperspace. Since
the booster itself did not enter hyperspace (it was calculated to exceed the
Mass Limit by a factor of over 7,453), a
ship right up to the Mass Limit could
travel enormous distances using virtually no power.
Years of research continued. Why had
the Charon, the "gatekeepers" as the
scientists dubbed them, abandoned a
working booster? Where had they gone?
The scientists were unable to say. The
booster contained a mapping system
depicting millions of the galaxy's stars,
but few of them had been specifically
marked by the Charon.
Eventually, the Charon's control system
was deciphered and trial boosts began.
They proved the booster to be fully
functional
and
the
technicians '
knowledge of the control system was
deemed adequate to allow regular use.
The Second Expansion was underway.
Your home is in a cluster of stars known
as the Local Group. For years the Local
Group had been receiving Development
Assistance packages from the Home
2
Cluster, to assist them in constructing
new colonies and providing updates to
their technology. Fifty years ago, the
shipments stopped coming. Officially,
the word was there hadn't been any indication that they would stop. The next
ten years were known as The Great
Panic, a period of interstellar war and
piracy that nearly destroyed human
civilization in the Local Group. Fortunately, at the peak of hostilities, a hyperspace booster was discovered inside
the Local Group. The knowledge that
two-way communication with the
Home Cluster might be established
acted to calm the Local Group. A
monumental plan was put into action to
move the booster, entirely at sublight
speeds, into orbit around Cetus Amicus.
But, during the twenty years the move
required, the Local Group again fell into
turmoil, this time to emerge divided into
two mutually hostile governments: the
Federated Worlds (FW) and the United
Democratic Planets (UDP).
Following years of instability and chaos,
the FW and UDP ceased hostilities and
formed an overarching governmental
agency known as the Local Group
Unification Organization, which was to
oversee the slow reunification of the
two nations.
Several years after the reunification
process began, the hyperspace booster at
Cetus Amicus was certified as operational. The Federated Worlds, eager to
reestablish contact with the Home
Cluster, dispatched the FWS Union,
under the command of Captain
THE STORY SO FAR ...
Alex G . Seward, to use the booster and
travel to Tau Ceti III-the location of
the Home Cluster's hyperspace booster.
Captain Seward completed hi s mi ss ion ,
overcoming a saboteur and xenophobic
locals, and uncovered the truth about the
discontinuance of Development Assistance packages to the Local Group.
Seward ' s report of his findings , sent
back to the Local Group via the booster,
led to an investigation by the Federated
Worlds Special Forces (FWSF). It was
discovered that a conspiracy had been
going on for those fifty years of noncontact, involving high-level officials in
not only the Home Cluster, but also in
both the FW and UDP, many of whom
were currently servi ng on the Local
Group Unification Organization ' s high
counc il (NOTE: spec ifi c details are
CLASSIFIED at thi s time). Some of the
investigation 's findings were leaked,
and this caused the Unification Organization to collapse. With both UDP
and FW governments implicated in the
conspiracy, both sides grew mi stru stful
and hostile. Following several military
incidents, the UDP declared war on the
Federated Worlds.
Thi s is the situation which ex ists today .
3
BRIEFINGS
BRIEFINGS
NAVCOM ENCODED TRANSMISSION
CODED LEVEL : ARCHER ABLE ONE
TO :
FWSF Squad Leaders opera ti ng from FW Fleet
FM :
Admiral V . Bresheliah , Fleet Operations , HQ Axia
RE :
OPERATION BLINDER
MG :
You and your squads have been assigned for deploy ment from FW Fleet starships to take part in Operation
Blinder , a large - scale Fleet operation . Specifics of
the FW Fleet aspects of missions involved in OPERATION
BLINDER will not be revealed to you , so do not speak of
it to the commanders and crews of the ships carrying
you. At the appropriate time you will be briefed on
what part , if any , you and your squads will play in
given missions .
By the small size of your squads you no doubt can guess
that you will not be engaging in full - scale combat
against UDP or other hostile forces . This we can con firm . Your missions will be primarily " surgical
strikes " where larger forces would be less effective .
You may be called upon to undertake anything from res cue - and - support to covert seek - and - destroy missions .
Good luck ,
Adm . Vikotor Bresheliah , FLEETOPS , FtA.
END TRANSMISSION
4
BRIEFINGS
EXCERPT FROM FWSF TECHNICAL MANUAL #MA34-2376-003
SUBJECT
MANUFACTURER
TYPE
FWSF Marine Field Combat Uniforms/Body Armour
Woden Corp.
Woden Gyfal Mark VII
DESCRIPTION
An all-purpose combat uniform , designed for use in almost any environment.
The suit is relatively light, despite the large number of components. It is composed of lightweight materials , primarily multiple layers of synthetic com posites.
HISTORY
During the period of hostilities prior to the abortive Local Group Unification
Organization , the Marines of the Federated Worlds Special Forces were
used extensively to combat hostile UDP and alien forces throughout the
Local Group. In the calm that followed this period , the FWSF reviewed the
intelligence data from the conflicts . The most bothersome statistics were the
casualty figures , which were cons idered to be unacceptably high . A team
was assembled to make suggestions on changes that could be made to
prevent such alarming casualties in future conflicts. Their recommendations
ranged from tactics and strategy to equipment and weapons . But the most
surprising item in their reports was their citing the then-current Marine combat uniforms and armour as a major cause of injuries!
The uniforms/armour then in use were Kevex Exos , which had been the
standard of the FWSF Marines for almost two decades. The report cited
numerous problems, amongst them:
The uniform and armour colors of green and gray worked well only in
areas with heavy (green) foliage . In other situations , particularly in buildings and on spacecraft, the coloring made the Marines easily seen .
The baggy fit of the uniform under the armour was reported to be too
easily caught on obstructions, either hindering a Marine's movement or
resulting in damage to the uniform.
The body armour did not give sufficient coverage to vital areas and often
hindered movement where it was present.
5
BRIEFINGS
The helmet was deemed woefully inadequate in all areas , including armour, laser and particle beam deflectivity, as well as in its sensor and
display capability. It was also faulted for being too bulky, and featuring
insufficient life-support capability.
Following this dissection of the problem, the report stated that new uniforms
should be developed immediately with the goal of eliminating these deficiencies . The specifications for the new uniform included :
A primary uniform that would be close-fitting , lightweight, airtight, and
environment system ready .
Extensive but flexible body armour.
A close-fitting helmet with built-in air-filtering in addition to connectivity
with a life-support system equipped backpack, in addition to improved
sensors and tactical display systems .
Improved equipment mounting/carrying capacity.
A backpack containing weaponry power systems , full life-support, and
equipment mounts.
Four contractors bid on the project, and eventually Woden Corp. was
awarded the contract, beating out chief competitor and favorite-to-win
Pan'tra by delivering a fully-operational prototype of the suit when the FWSF
had only required design studies. The design Woden submitted , a wholly
original concept despite a name which indicates a new version on an older
design , met or beat every one of the specifications set out by the FWSF. A
model of clean and uncluttered design , it met needs the FWSF had not even
foreseen. For instance , in order to cut down on the time it takes Marines to
don the uniforms, Woden conceived of a basic "undersuit" which could be
used as fatigues when stripped of accessories such as body armour. The
use of trained fabrics also permitted , for the first time, a basic suit which
could be both "breathable" and airtight, the condition of the suit material
being adjustable via a small device which used energy frequencies to cause
the fibers of the uniform to change their alignment from one with openings to
one without.
Delivery of the Woden Gyfal Mark VIIs to Marine units was completed only
four months before the UDP declared war on the Federated Worlds.
6
BRIEFINGS
SPECIFICS
The core of the uniform is a lightweight one-piece "jumpsuit", which can be
worn as standard "fatigues" when the accessories are detached . It is composed of "trained" materials which can be adjusted to be breathable or air-
tight (these adjustments are made from a small control unit on the left wrist) .
The material is waterproof, acid- and beam-resistant in both modes. Lifesupport/pressurization connections are provided for use with a Woden BakPak.
Gloves and boots can be attached to the jumpsuit. Although all gloves and
boots conforming to Pan 'tra suit-seal standard will work with this su it,
Woden 's Extrem-6 series are recommended. The Extrem-6 series gloves
contain suit controls designed for interface with the jumpsuit and a Woden
BakPak, while the boots of that series are equipped with fittings for the new
Achilles Type 1 Grav-Shoes (wh ich replace the old Woden Grav Belts). In
addition , both feature latch points for elbow and knee pads.
For combat situations, the jumpsuit is fitted with nine pieces of padded body
armour (2 chest/shoulder, 1 ribcage , 2 upper arm , 1 abdominal/belly, 1 pelvic, and 2 upper leg). This armour's primary function is to absorb physical
impacts (such as from falling , or being struck by an enemy or projectile).
Laser and particle beam resistance (deflectivity) is approximately 64-72%.
For hostile or negative environment work, the neck of the jumpsuit can be
fitted with a standard Pan'tra Neck Latching Ring for use with a helmet.
PLEASE NOTE: only the Woden Gyfal Mark VII Helmet should be used with
this suit! Other helmets are not designed to work with this suit's custom
Woden BakPak.
The helmet is a one-piece unit which is strongly laser and particle beam
resistant, as well as being heavily armored against projectile attack. The
faceplate and upper-neck sections of the helmet are 23% less resistant than
the primary shell of the helmet, and roughly equivalent in resistance to the
rest of the suit and body armour. The base of the helmet features a standard
Pan'tra Neck Latching Ring . If a sealed uniform is required , a special neckpiece , which fits between the helmet and suit neck, can be added .
7
BRIEFINGS
This helmet is a marvel of modern design. It is self-powered using background-radiation absorption, although it does feature battery backup for use
in energy-dampening fields. A sophisticated atmosphere filtering system allows the helmet to extract breathable air from even contaminated environments, although in hostile and non-atmosphere situations a Woden BakPak
is required. The faceplate is fully phototropic with a clear-to-opaque minimum response time of 3.7 nanoseconds. A nanocomputer provides audio
and video information via the comm system and HUD (Head-Up-Display).
Unlike previous FWSF Marine helmets, this unit does not feature a standard
HUD. Instead of a projection unit, the helmet's HUD images are created
through electronic manipulation of a layer of the faceplate itself. This
eliminates the problem of phototropic adjustments obscuring the HUD im1ages . The communications/audio system is a Giaperelli NanoMarconi,
featuring a low-height "aerial" transmitter/receiver antenna/locator beacon.
The sensor array at the front of the helmet "brim" is a miniaturized version of
a Gedvex Oracle , commonly used by armored grav-vehicles and battle
robots.
The Woden BakPak features a mix of state-of-the-art components. Power
is supplied by both a Vromus background-radiation conversion unit and a
Franklin Lab "NanoSol" micro-miniature fusion system. Shoulder slots are
provided for Sunstorm Ammo Clips, which can be loaded and unloaded by
reaching back over the shoulder. Standard Sunstorm handheld weapon
power jacks are accessible at the bottom left and right side of the Pak. All
standard stun-guns, laser pistols and rifles can be plugged into these jacks.
The environmental system is a Gas Technology Lifeline , which uses compressed liquid oxygen and nitrogen tanks and a liquid-to-gaseous conversion unit. When the suit is fully sealed this system pressurizes the entire
uniform and feeds breathable air to the helmet via twin hoses. The hoses ,
which automatically retract into the top of the Pak when disconnected, are
designed to pull relatively "taut" at all times to prevent their being caught on
any obstructions . When a Marine turns his head to one side, one hose
retracts and the other extends.
The BakPak also features mounts for a variety of weapons and devices, including neutron bombs, grenades, crack units, and so forth.
8
BRIEFINGS
The uniform's belt can be fitted with up to six OmniPounch belt packs. The
OmniPouch , designed by Woden 's trained materials department, is a small
utility pouch which normally appears only large enough to hold a small
datapack. However, the pouches are made of trained fabrics which have a
very tight weave and density normally. A low power charge , emitted by the
latch , causes the material's fibers to stretch and move apart, increasing the
pouch's size by a factor of eight. Once an object has been placed in the
pouch the fibers can be made to contract. They will contract until they meet
the resistance of the object within, and then stop.
9
BRIEFINGS
EXCERPT FROM FWSF INTELLIGENCE MEMO #INT-EN-2375-0512
RE
UDP "Marauder"
BRIEFING
In 2375 , at the start of renewed hostilities between
the Federated Worlds and the United Democratic Planets ,
FWSF Marine units reported that the UDP soldiers , commonly known as " Marauders ," were sporting new uniforms
and body armour. The body armour appeared to be more
laser and particle beam resistant than the armour pre viously in use. Specific details are not yet available
on these new uniforms because , as is typical UDP practice , the Marauder ' s backpack self-destructs when
he/she is killed , destroying the uniform and its components . Analysis of fragments recovered of such
uniforms indicates that the body armour is roughly
equivalent to the latest Woden Gyfal Mark VII used by
our Marines. Little else is known .
INTELLIGENCE WARNING
In recent weeks , there have been reports that non-UDP
forces of hostile planets have been seen sporting these
new Marauder uniforms. It is believed that the UDP is
exporting such technology to planets and nations hos tile to the Federated Worlds , so be on the lookout for
what appear to be Marauders in situations where you
would not expect them .
10
GETTING START ED
GETTING STARTED
Your Computer
I IBM/TANDY I
System Requirements
IBM PC , Tandy, or Compatible com puter with at least 512K of memory ,
MS-DOS (or PC-DOS) 3.0 or
higher, and CGA, EGA, VGA, or
Tandy compatible graphics. A
Microsoft, Tandy, or compatible
mouse is optional. CMS GameBlaster, Adlib, and Roland MT32/LAPC-1
sound boards are
supported .
Playing Breach 2 on Floppy Disks
Start your computer using DOS or a
hard disk. Once you have the "A>"
DOS prompt, place your Breach 2
game disk in drive A. Type "INSTALL" and press [return] . Select
your graphics board , sound device ,
and mouse. When asked for the
drive to optionally install the files ,
just press [esc] . At the DOS prompt,
type "BREACH2" and press [return]
to start the game. To run the
scenario builder, type "BUILDER".
You need only run the install
program again if you change your
configuration .
Playing Breach 2 on a Hard Disk
Place the Breach 2 game disk in
your floppy drive and change the
default drive to that floppy drive.
Once you have the "A:>" or "B>"
DOS prompt, type "INSTALL" and
press [return] . Select your graphics
board , sound device , mouse , and
hard drive where you want to install
the game. Breach 2 will then be
copied to your hard disk. At the DOS
prompt, type "BREACH2" and press
[return] to start the game. To run the
scenario builder, type "BUILDER".
You need only run the install
program again if you change your
configuration.
Using a Mouse
Breach 2 supports a Microsoft,
Tandy, or compatible mouse. Be
sure that your mouse driver is installed properly before running the
game.
Using Sound Boards
Breach 2 uses the extensive features of the CMS GameBiaster
Adlib, and Roland MT-32/LAPC-1,
to produce music and sound effects.
You can select the sound device you
are using with the Install program .
11
GETTING STARTED
I AMIGA I
ATARI ST
System Requirements
System Requirements
Any Amiga computer with at least 1
megabyte of memory .
Any Atari ST computer with at least
512K of memory and a color
monitor.
Playing Breach 2 on Floppy Disks
Place the Breach 2 disk in the floppy
drive and turn on the . computer.
When the workbench screen appears , click on the Breach 2 disk
icon . A window will open showing
the contents of the disk. Doubleclick on the Breach 2 file icon to
begin the game. You should doubleclick the Scenario Builder icon to run
the scenario builder.
Playing Breach 2 on a Hard Disk
Copy all of the files from the Breach
2 disk into a drawer on your hard
disk. Double-click on the Breach 2
file icon to begin the game. You
should double-click the Scenario
Builder icon to run the scenario
builder.
Multitasking
If you use your Amiga for multitasking , you will need a method of
moving the Breach 2 screens to the
back since the screens do not have
a normal title bar. The F1 0 function
key will move the game to the background.
12
Playing Breach 2 on Floppy Disks
Place the Breach 2 disk in floppy
drive "A" and turn on the computer.
When the desktop screen appears,
double-click on the Disk Drive "A"
icon. A window will open showing
the contents of the disk. Doubleclick on the BREACH2.PRG file icon
to begin the game. The scenario
builder program is located on the
scenario disk. Double-click the icon
"BUILDER .PRG" to begin the
scenario builder.
Playing Breach 2 on a Hard Disk
Copy all of the files from the Breach
2 disk into a folder on your hard
Double-click
on
the
disk.
BREACH2.PRG file icon to begin
the game. Double-click on the
"BUILDER.PRG" icon to begin the
scenario builder.
Memory
When running on an ST with only
512K of memory, you will only hear
a few of the sound effects in the
game.
GETTING STARTED
PgUp and PgDn Keys
Home and End Keys
On the ST, there are no PgUp and
PgDn keys as mentioned in the
manual. You can use the - and +
keys on the numeric keypad to represent the PgUp and PgDn keys
respectively.
On the ST, there is no End key. You
can use the ( and ) keys on the
numeric keypad to represent the
Home and End keys respectively.
The key on the ST keyboard labeled
home should not be used .
Starting Breach 2
To begin the game , start the
Breach 2 program according to the
instructions in the previous section
for your computer. The game will require you to enter a word from the
manual. Be sure to include all bold
faced titles (except for the section
title at the very top of the page , the
"Getting Started" title on this page
for example).
Starting Your First Game
Now that you have created a Squad
Leader of your own , let's play a
scenario.
Creating Your First Squad Leader
If you have a mouse , click on the
scenario title "River Crossing". It
should now be highlighted. Click on
the "Make" button in the game win dow. A window will appear allowing
you to enter a name for the game
you are about to play. Type in a
name and press return . Another win dow will appear asking for the skill
level. Click the mouse pointer on
beginner. After a few seconds, the
game should appear in the game
window. Click on the game if it is not
already highlighted . Now click on
"Play" and the game will begin.
Click on the "Create" button in the
Squad Leader window (press "C" if
you don't have a mouse) . A window
will appear allowing you to name a
new Squad Leader character. Type
in the name and press the return
key. The new Squad Leader will appear on the list.
If you don 't have a mouse , repeatedly press the tab key on your
keyboard . You will see a highlight
bar move between the three windows. This is how to select which
window you want to work with . Press
the tab key until the scenario window is selected. Use the up and
The game will then display the Assignment screen . This screen lists
the available scenarios, Squad
Leaders , and games. More on this in
the "Assignment Screen" section of
the manual. For now, we will lead
you into starting a game quickly so
you can see what it looks like.
13
GETTING STARTED
down arrow keys to highlight the
"River Crossing" scenario . Now
press the tab key to highlight the
Squad Leader window. Select the
Squad Leader you just created by
pressing the down arrow key. Press
the "M" key to make a new game. A
window will appear allowing you to
enter a name for the game you are
about to play . Type in a name and
press return . Another window will
appear asking for the skill level.
Press the "B" key for beginner. After
a few seconds, the game should appear in the game window. Press tab
again to select the game window.
Press the down arrow key to select
14
the game you just created. Now
press "P" to begin the game.
The screen now showing is the
game screen. This is where the battles take place ! Your marines appear
at their arrival spot one at a time ,
starting with your Squad Leader.
Feel free to experiment. Use the
right mouse button (or Shift/arrow
keys) to move around . Peek ahead
at The Game Screen chapter, or
look at the back cover of the
manual , to see what other things
you can do. They will be explained
in detail later.
First, though , you should understand
the way scenarios are put together.
THE SCENARIO
THE SCENARIO
The Concept of the Scenario
Scenarios are combat situations you
must bring your Squad Leader into
in order to advance him through the
ranks . Squad Leaders are assigned
a squad of up to 9 marines. In order
to win the scenario , certain victory
conditions must be satisfied. These
conditions are different depending
on the scenario . Scenarios take
place on a playing field that is composed of 50 squares by 50 squares
on 51evels.
Order of Play
Scenarios are played in rounds that
are composed of two phases. First is
the player phase followed by the
enemy phase . In each of their
phases , the player and enemy perform all their movement and combat.
Each round consumes 30 seconds
of game time (important since
scenarios have a time limit) .
Movement Points
Most every action the player and
enemies perform requires movement points. Each marine and
enemy is given a certain number of
movement points (MP's) at the
beginning of each round . Once all of
the movement points for a unit have
been exhausted, that unit must wait
until the next round before doing
anything else. Movement points are
based on the unit's class , vitality,
and encumbrance . A more complete
description of this appears later in
the section on Marines.
Deploying a Squad
Marines enter a scenario through a
special square called the entry
square. No two marines or enemies
can occupy the same square at the
same time , so this square must be
clear in order for more marines to
enter.
You can continue to move a marine
until he runs out of movement
points. If you are finished with a
marine or you wish to move others
and come back to him later, you
can . The "Game Screen" section will
describe how to do this.
Scenario Ratings
Scenarios are rated to allow you to
determine how hard it will be to win .
Ratings are (in increasing order of
difficulty) Easy, Medium , Hard, and
Very Hard.
Mission Briefing
Each scenario contains a briefing
that you can review at any time . This
will detail the background of the
scenario as well as possibly contain -
15
THE SCENARIO
ing hints on how to go about completing the mission.
Victory Conditions
One or more of these conditions will
have to be met in order to win :
Rescue Prisoners-You must rescue all the prisoners in the scenario .
Rescuing a prisoner means taking
them as you would any other object
in the game. If this is a victory condition, be sure none of the prisoners
are killed or else you will lose.
Capture DataPacks-You must capture all the DataPacks in the
scenario. This means you must take
and hold them . If this is a victory
condition , be sure none of the DataPacks are destroyed or else you will
lose.
Destroy DataPacks-Basically the
opposite of capturing DataPacks.
You must destroy all the DataPacks
in the scenario.
Exit Combat Zone-All the surviving
marines in your squad must leave
the scenario through a special terrain square called the exit square.
Kill n% Opponents-At least n% (it
varies by scenario) of the opponents
in a scenario must be killed.
Occupy n Occupation Squares-At
least n (again , this varies by
scenario) occupation squares must
be occupied. This means that your
squad members must be standing
16
on at least n of a special terrain
square called an occupation square
AT THE SAME TIME .
All scenarios also have a time limit.
Once the time limit is reached , the
scenario will end . You must satisfy
the victory conditions before this
limit is reached .
A mission orders window can be displayed at any time. This window will
show the victory conditions and
which ones you have already satisfied .
Advancing Your Squad Leader
Your overall objective is to advance
your Squad Leader. You do this by
successfully completing scenarios.
The more active a Squad Leader is
in battle, the more likely it is he will
see some kind of improvement at
the end of a successful scenario.
Shooting accuracy is important, but
cracking and detecting abilities must
be honed as well.
Your Squad Leader begins as an
Ensign , and will advance in rank as
his abilities progress .
Saving a Game in Progress
You have the ability to save a game
at the beginning of any round. This
means you can stop playing and
resume a game later.
Ending a Game
A game will end when the victory
conditions are met or your Squad
THE SCENARIO
Leader is killed. If your Squad
Leader dies, the game is erased and
the Squad Leader statistics will
revert to what they were before
beginning the game.
Making Your Own Scenarios
You can create new scenarios or
modify existing ones by using the
scenario builder program . The section "Your Computer" that described
how to run the Breach 2 game also
describes how to run the scenario
builder. There is another section
later in this manual that describes
how to use the scenario builder.
Chaining Scenarios
When making scenarios , you can
specify that one or more scenarios
are to be "chained " together. This
means that when one scenario is
completed , the game will automatically load the next scenario in the
chain . This allows for larger missions that will not fit in the normal
space of a single scenario. When
chaining , the Squad Leader's condition will carry over to the next
scenario . Two things may happen to
the rest of the marines ; (1) You may
be given a new squad or (2) Your
squad and their condition will also
carry over. Which of these take
place depends on how the scenarios
were created . Normally, the mission
briefing will tell you which will happen.
A Squad Leader who is promoted
when chaining from one scenario to
another has had a field promotion. If
he is killed in action, or does not
complete the scenario, the promotion will be void.
Skill Levels
There are two skill levels you can
play, beginner and experienced . The
difference between the two levels is
the way in which you see the surrounding terrain and the intelligence
level of opponents. If you set the
skill level to beginner, all of the
squares surrounding your marines
will be visible . If you select experienced , you will not be able to
see through walls and closed doors.
The Map Grid
When first starting out playing
Breach 2, it can sometimes get confusing when moving your marines
through the 3-D landscape. Pressing the F7 key when in the game
screen will turn on the map grid .
This is a grid which will be superimposed over the map only when tracing a path for your marines to move.
The grid will help you to see exactly
where the paths can be traced.
Playing With Other IGS Products
Interlocking Game System (IGS) is a
unique method of allowing separate
games to combine with one another
to form one huge game. Breach 2 is
able to be entered by other Om-
17
THE SCENARIO
nitrend IGS games as though they
were all one big game. This means
your role playing character (in the
case of Breach 2 the Squad Leader)
can adventure through many games.
Breach 2 scenarios can be part of a
surface attack in one game or a
spaceship boarding sequence in
another.
Breach 2 is a non-controlling
module , meaning it will · be run
automatically by another IGS
program . Check with your dealer or
contact Mindcraft for information
about other games that are part of
the IGS system .
Where to Go From Here
By now you are probably wondering
when you will get to play an actual
game. Well , now that you understand the basic idea behind the
scenario , it is just a matter of learning how to control your marines and
knowing how the objects and opponents work. You should refer to
the section "The Game Screen" to
learn about all the different controls.
The objects and opponents are
18
described in their own sections. The
objects section lists the objects and
describes how they are used. The
opponents section describes how
each opponent attacks and the best
ways to defeat them. An additional
section on terrain squares describes
each type of terrain , any strategic
advantages , and how many movement points it takes to cross.
When you are ready to begin
another mission , you will need to
refer to the section "The Assignment
Screen" which describes how to
manage games and Squad Leaders.
There is also a handy "Scenario List"
section
that
summarizes
the
scenarios that come with the game.
Finally, once you get the hang of
things, the back cover has a quick
reference list of all the commands in
the game. Try the commands out
using the game you have already
started. When you feel you are
ready , begin with one of the easy
scenarios and work your way up.
You 'll have your Squad Leader to
2nd Lieutenant in no time!
THE ASSIGNMENT SCREEN
THE ASSIGNMENT SCREEN
The Assignment Windows
The Assignment Screen is a collection of three windows . The largest
window, "Available Scenarios ," lists
the scenarios available for your
Squad Leader to command. Next to
the name of each scenario is the difficulty rating .
The next window, titled "Squad
Leaders ," displays the Squad
Leader characters that are available
to play. This list will be empty until
you create your own Squad
Leaders. Next to the Squad Leaders'
names are the names of the missions they are currently commanding. If they are not currently
engaged , this will show as "Available ," meaning the Squad Leader
can begin a new mission.
The remaining window is titled
"Scenarios in Progress". It lists the
scenarios that any Squad Leaders
are currently commanding. When
you start a game , you select the
scenario you want to play and the
Squad Leader to be in command .
You will then be able to give the mission a name. This name appears in
this list. Next to the name of the
scenario in progress (mission) is the
name of the scenario it is based on .
The list will be empty until you select
a Squad Leader and a scenario to
play.
If You Have a Mouse
Any item in a window can be
selected by pointing to it and clicking
the mouse button. At the bottom of
each window is a row of buttons .
These can also be selected by pointing to them and clicking.
The Available Scenarios window
also has two additional buttons, one
on each side of the window name.
These buttons, which look like up
and down arrows, will "scroll" the list
of scenarios in the event that there
19
THE ASSIGNMENT SCREEN
are more scenarios available than
will fit in the window all at once .
Clicking the mouse on the up arrow
will scroll the list up. Clicking on the
down arrow will scroll the list down .
If You Don't Have a Mouse
The "Tab" key on the keyboard is
used to select the window in which
you want to select an item. If you
press this key repeatedly you will
see the title of each window change
color alternately (try it) . Once you
have selected the window you want,
use the up and down arrow keys to
select an item. The buttons below
each window can be selected by
typing the first letter of the button
name. For example , to select the
"Create" button in the Squad Leader
window, press the "C" key . In fact,
anytime you encounter buttons with
names on them anywhere in the
game, you can select them in the
same fashion .
The Available Scenarios window
also has two additional buttons , one
on each side of the window name.
These buttons, which look like up
and down arrows, will "scroll" the list
of scenarios in the event that there
are more scenarios available than
will fit in the window all at once.
Pressing the page up (PgUp) key on
the keyboard will scroll the list up.
Pressing the page down (PgDn) key
will scroll the list down .
20
The Buttons
The buttons below each window do
the following :
Available Scenarios Window
Remove--Removes the
scenario from the disk.
selected
Add-Access scenarios from an additional Breach 2 scenario disk. See
"Additional Scenario Disks" below.
Squad Leader Window
Create-Creates a new squad
leader. You will be required to enter
a name for the Squad Leader.
Examine-Shows the current stats
for the selected Squad Leader.
Delete-Deletes the Squad Leader
from the disk.
Games in Progress Window
Make-Starts a new game. You will
be allowed to enter a name for the
game.
Play-Play the selected game.
Stop-Stop a game in progress and
make the Squad Leader av<;~.ilable
for other missions.
Other Buttons
Help-Display a brief summary of
the procedure for starting a game.
Quit-End the game.
THE ASSIGNMENT SCREEN
Just Starting Out?
If you are just beginning to play
Breach 2, the first thing you will want
to do is make a Squad Leader
character. You can use the one you
created for the sample scenario or
make a new one. If you want to
make a new one , select the create
button and enter a name. If you want
to reuse the sample Squad Leader,
you will first need to check and see if
the Squad Leader is available. If you
completed or lost the sample
scenario , the character will already
be available . If you have just saved
the sample scenario in progress ,
you will need to select it and use the
stop button .
Once you have a Squad Leader
available, select one of the easy
scenarios and select the make button . Enter a name for your mission
and press return . When asked for
the skill level , select beginner. The
mission will now appear on the
Scenarios in Progress list. Select
that mission and then the play button. Now you 're ready for battle!
Additional Scenario Disks
You
can
purchase
additional
scenario disks from Mindcraft. You
can also create scenario disks of
your own using the Scenario Builder
program . The "Add" button allows
you to access these additional
scenario disks. The button will do
two different things depending on
the type of disk drive you are using :
Hard Disk-If you are playing on a
hard disk, selecting the "Add" button
will copy scenarios from a scenario
disk in the first floppy drive onto your
hard disk.
Floppy Disk-If you are playing on a
floppy disk, selecting the "Add" button will allow you to replace the disk
currently in the drive with another
scenario disk. If you select a currently available Squad Leader before
selecting "Add" you will have the option of moving the Squad Leader to
the other scenario disk. For instance , suppose you purchased a
scenario disk from Mindcraft. You
want to use your favorite Squad
Leader "Conrad" with the new missions. You would select "Conrad"
from the Squad Leader list (assuming he is available) , then select the
"Add" button . A window will appear
asking you if you want to move Conrad to the other scenario disk. If you
select the yes button , Conrad will be
moved to the new disk and you will
be able to begin new missions with
Conrad .
21
THE GAME SCREEN
THE GAME SCREEN
The Game Screen is where your Squad Leader commands missions. The
large map in the center of the screen displays the surrounding terrain , objects, and opponents. The surrounding windows and buttons are used to
control the scenario.
The Map Window
The map window displays the terrain
surrounding the currently selected
marine , with the marine at the center. The window is broken up into an
invisible 9x9 grid in which you can
move your marine. Some sections of
the terrain may not be visible at the
"experienced" skill level. This is due
to the fact that you cannot see
through walls or closed doors. At the
top of the window is a bar showing
the name of the mission being
played . Bracketing this name is the
rank insignia of the mission Squad
Leader. The map window allows you
to do the following:
Move the Current Marine-The current marine (at the center of the dis-
22
play) can be moved to another location in the map window. When the
marine reaches a destination , the
map window is shifted to place him
back at the center of the window and
new terrain is displayed. The marine
can only be moved onto valid terrain
squares (see the Terrain section)
that can be seen and only as long as
the marine has enough movement
points.
A marine who is standing in a
square with smoke will not be able
to see any of the surrounding
squares. Thus, the marine will be
unable to move. The map window
will appear with the marine at the
center and the surrounding squares
will all be grey.
THE GAME SCREEN
Your marines can be moved in one
of two ways : either by tracing a path
for them to follow , or by moving
them a square at a time. To move
the current marine a square at a
To trace a path using the keyboard ,
press the "P" key to begin tracing
the path. You can now use the
keypad keys to trace the path in 8
directions. Each time you press a
time with the mouse, simply click the
key, the path will extend one square
second mouse button (the right
mouse button on a two-button
mouse) in an adjacent square . If the
marine is not facing in that direction,
he or she will first turn to face that
way . Clicking again will move the
marine into that square . With the
keyboard , hold down the shift key
and press the arrow key in the direction you wish to move the marine .
As with the mouse , if the marine is
not currently facing in that direction,
he or she will first turn that way.
in that direction. As you trace the
path from one square to the next,
the number of movement points
remaining (displayed in the marine
statistics window) will change. You
can backtrack the path if you make a
mistake. When the path has been
traced to where you want the
marine , press the middle key on the
keypad (the "5" key) .
The other way to move is to trace a
path from the square the current
marine is in (the center square) to a
destination square. If you don 't have
a mouse , skip to the next paragraph
to learn how to trace a path with the
keyboard . Tracing a path with the
mouse is done by pointing and holding down the mouse button , then
moving the pointer along the path.
As you trace the path from one
square to the next, the number of
movement points remaining (displayed in the marine statistics window) will change . You can backtrack
the path if you make a mistake.
When the path has been traced to
where you want the marine , release
the mouse button .
Move the Map Cursor-The map
cursor is used for some of the
keyboard commands. It is turned on
and off by pressing the F6 function
key. It will turn on automatically
upon starting a scenario if you do
not have a mouse. The map cursor
appears as small brackets surrounding a map square . The map cursor
may be moved around the map by
pressing the arrow keys in the direction you want to move the cursor.
Select Another Marin~lf there is
another marine on the map you want
to control, you can select that
marine as follows (If you don't have
a mouse, skip to the next
paragraph) . Point to the marine with
the mouse pointer. Hold down the
"Ait" key and click the mouse button .
That marine will then become the
current marine and the map will shift
to display him at the center.
23
THE GAME SCREEN
To select another marine with the
keyboard, first make sure that the
map cursor is on . The map cursor is
turned on and off pressing the F6
function key. Select a marine by
moving the map cursor to the
marine's location, then hold down
the "Ait" key and press the "Z" key.
and press the "Z" key. In order to fire
at a square, the marine must be
facing within 45 degrees of the
square. Otherwise you will have to
change the marine's facing .
If the marine you want is not on the
map , there is another way to change
the current marine. Clicking on the
list squad button ("L" for keyboard
users) will display a window allowing
you to change the current marine.
See the description of the list squad
button for detailed information .
The window to the right of the map
displays statistics about the currently
selected marine. At the top of the
window is the name of the marine.
The stats displayed are:
Change the Current Marine 's
Facin{;rThe direction the current
marine is facing can be changed as
follows : With a mouse , move the
pointer to one of the eight squares
surrounding the marine and press
the second mouse button . With the
keyboard , hold down the shift key
and press the keypad key corresponding to the direction you want
the marine to face . (Note: since this
is also how you move a marine a
square at a time , a marine already
facing in that direction will move) .
Fire
a
Weapon-The
current
marine's armed weapon can be fired
at a square as follows . With the
mouse, just point to the square and
click the button . With the keyboard,
move the map cursor to the square
24
The Marine Statistics
Window
Movement Point~The number of
movement points remaining this
round.
Vitality-The current vitality . A warning box will appear here if the vitality
drops below 50%.
Encumbrance-The
cumbrance level.
current
en-
Accuracy-The marine's shooting
accuracy .
Detect-The percentage chance of
this marine making a successful
detect with a detector.
Crack-The percentage chance of
this marine making a successful
crack with a crack unit.
Ammo-The number of rounds
available in the marine's ammo clip.
THE GAME SCREEN
The Time Remaining
Display
In the upper right hand corner is a
display showing the total remaining
time in the mission. When this number reaches 00:00:00 , the mission
will end. Each round consumes 30
seconds of mission time.
The Buttons
The rest of the game screen con tains buttons that perform various
functions . You can select a button
by clicking on it with the mouse, or
by pressing the keyboard key that is
assigned to the button.
The Mission Briefing Button (or "B" Key)
U
B
-
Pressing the mission briefing button will display a window
with the mission briefing . You should read the briefing upon
beginning the scenario.
The Next Round Button (or "R" Key)
If\
Pressing the next round button will advance to the enemy
combat phase . After the enemy completes movement and
combat, the time remaining will decrease by 30 seconds and
return you to the beginning of the player phase .
R+: 3D
-
\...:)
The Save Game Button {or F1 Key)
-Fl
Pressing the save game button will temporarily halt the mission. If you are at the beginning of the player phase , you will
be able to save your current location. Otherwise , if you leave
the mission at another point in the round , your location will
not be saved . Your progress since the last point you saved
will be lost.
25
THE GAME SCREEN
The List Squad Button (or "L" Key)
-TTT"'IITIIITT
L
ll
• • • • • • • • •
This button is special in that it changes during
the mission. The icon contains figures representing each member of your squad . The first
figure is always your Squad Leader. A box
encloses the figure indicating the current marine.
As the health of a marine in your squad deteriorates, the figure representing
that marine will begin to turn red . Once a marine dies , the figure is removed
entirely from the button .
Upon pressing this button , a window will appear listing the members of your
squad. Initially, the major statistics will be displayed. You can , using the
"Gear 1" button , switch the listing to two other displays showing equipment
carried. The abbreviations used in the listings are as follows :
Stat Display
MP
Movement Points
VIT
Vitality
ACC Accuracy
CRK Cracking
Gear 1 Display
DP
DataPack
LA
Launcher
SH
Shield
NB
Neutron Bomb
LP
Laser Pistol
SP
Stun Pistol
Gear 2 Display
CU
Crack Unit
MK
Medikit
PC
Proximity Charge
RK
Rocket
RC
Remote Charge
HLT
EN
DET
AMM
Health
Encumbrance
Detecting
Ammo
PR
SG
GS
LR
Prisoner
Smoke Grenade
Grav Shoes
Camouflage Suit
Laser Rifle
DE
AP
FM
GR
Detector
Ammo Pack
Foxhole Maker
Grenade
cs
The up/down arrow keys will move the selector bar up and down the squad
member names. Upon pressing the "Change" button , the current marine will
change to the one chosen with this selector bar.
To exit this window without changing the current marine , press the "OK" button .
26
THE GAME SCREEN
The Identify Button (or "I" Key)
Pressing the identify button will allow you to identify terrain ,
objects, marines, and opponents. After pressing the button ,
move the mouse pointer (or for keyboard users, the map
cursor) to the square you want to identify. Then press the
mouse button (keyboard users press the "Z" key) . A window will appear identifying everything in the square.
The Arm Weapon/Detonate Remotes Button (or "A" Key)
Pressing the arm weapon button will bring up a
window enabling you to select which type of
~ weapon you want the currently selected marine
~~·I
to use when shooting . Displayed will be selections for Unarmed (no weapon) , Three types of
guns (described in the Objects section) , and Psionic Stun (described in the
Marines section). If a marine is not carrying a certain type of gun , or does not
have psionic ability, the appropriate selection will be unavailable . The word
"Unavailable" will appear beneath selections that cannot be selected . To
select a weapon with the mouse , just point to the check box to the left of the
weapon name and click the mouse button . A check mark will then appear in
the box (unless the weapon is unavailable) . To select a weapon with the
keyboard press the first letter of the weapon name ("U" for Unarmed , "S" for
stun pistol , etc.)
-
E
-
If you hold down the shift key when clicking the mouse button (or pressing
the "A" key without a mouse) , a window will appear asking you if you wish to
detonate remote charges. See the Objects section for more information on
remote charges and how to use them .
The Take Object Button (or "T" Key)
_
ri!
T
Pressing the take object button will allow the
L
T
• 1 current marine to take an object. The marine
must be standing next to or on top of the object.
With the mouse (after pressing the take object
button) , point to the object you want to take and
press the mouse button . With the keyboard (after pressing the "T" key) ,
press the keypad key corresponding to the direction of the object. For example, if the object is above and to the left, press "7" on the keypad . If it is
directly to the right, press "6". If you are on the object, press "5".
27
THE GAME SCREEN
The Use Object Button (or "U" Key)
_
a
Pressing the use object button will display a window listing
of the objects the current marine is carrying. The window
U5 E• allis large
enough to display up to 5 objects at a time. If the
marine is carrying more than 5 objects, you can click on the
up and down arrow keys (keyboard users can use the up and down arrow
keys) . To use the object, click on the window's use button (or "U" key). To
cancel , press the cancel button (or "C" key) .
What happens now depends upon the object you selected to use. See the
Objects section for instructions on the use of each object.
The Drop Object Button (or "D" Key)
Pressing the drop object button will display a
window listing of all of the objects the current
marine is carrying. The window is large enough
to display up to 5 objects at a time. If the marine
is carrying more than 5 objects, you can click on
the up and down arrow keys (keyboard players
can press the "PgUp" and "PgDn" keys) to scroll the list. Select the object
you want by clicking on its name (keyboard users can use the up and down
arrow keys) . To drop the object, click on the drop button (or "D" key) . To cancel the drop , press the cancel button (or "C" key) . No more than one object
can occupy a single square , so you cannot drop one object on top of
another.
0
+•
The Scale Button (or "W" Key)
Pressing the scale button will change the map into a "wide
angle" view of the surrounding terrain . Information for this
view is provided by the current marine and other marines
•
moving through this area, detectors, and crack units. Only
terrain that has been seen by marines or detected by the
detectors and crack units will be displayed.
_
W
The wide angle view consists of a 21 x 21 area with the current marine at the
center. Terrain squares are represented by colored squares to distinguish
the terrain pattern . When scouts use the wide view, all opponents will appear
as orange squares. There is also a 40% chance that scouts will pick up hidden proximity charges which will appear as yellow squares.
28
THE GAME SCREEN
The Next Marine Button (or "N" Key)
.......
Pressing the next marine button will change the current
..,.. , . marine. The current marine advances to the next marine in
the squad list. After you have moved to the last marine in
the list, pressing this button will cycle back to the first marine
in the list. Remember, you can also directly select any
marine on the map. See "The Map Window" earlier in this section for more
'
information.
•
N
The Open Door Button (or "K" Key)
-
II
K.~
Pressing the open door button will allow the current marine to open an adjacent door. With the
mouse (after pressing the open door button) ,
point to the door you want to open and press the
mouse button. The door must be next to the current marine . With the keyboard (after pressing the "K" key) , press the keypad
key corresponding to the direction of the door. For example , if the door is
above and to the left, press "7" on the keypad . If it is directly to the right,
press "6". If you are on the door press "5".
The Use Shaft Button (or "S" Key)
:
+
Pressing the use shaft button will allow the current marine to change levels by using liftshafts
or dropshafts (see the Terrain section to identify these shafts).
Displaying the Map Grid (F7)
Pressing the F7 function key will
cause a grid to be placed on the
map window that outlines the terrain
squares whenever a path is being
traced. Beginners will find this useful
to help in tracing movement paths .
Press this key again to turn off the
grid.
Turning Off the Sound (FB)
Pressing the F8 function key will turn
off the sound. Pressing the key
again will turn it back on .
Changing the Combat Message
Speed (F9)
Pressing the F9 key will change the
speed at which the combat messages are displayed . There are
three speeds : Fast, Medium , and
Slow. The speed defaults to Fast.
29
YOUR MARINES
YOUR MARINES
Basic Characteristics
All marines and Squad Leaders
share the following basic characteristics :
Movement Point~Each marine is
given a certain number of movement
points at the beginning of each
round. Almost all the activities a
marine can perform require movement points (MP's). Combat activities such as taking an object,
firing a weapon , moving , and using
an object can all be done in a single
round until the movement points are
exhausted. If you do not have sufficient MP's for the activity you want
to perform , the computer will warn
you . It is not necessary to use all of
a marine's movement points .
Unused movement points will not
accumulate . A marine with no movement points remaining cannot be
selected with the next marine button.
When the movement points are exhausted , the computer will automatically select the next marine. If no
marines remain with movement
points, the player phase will end.
Vitality-Vitality is a measure of how
well-rested a marine is . The higher
the vitality, the more MP's a marine
has available in subsequent rounds.
When a marine is at the 50% vitality
30
level, 50% of the maximum number
of MP's are available .
At the beginning of a mission , a
marine's vitality is always 100%. As
a marine moves about, vitality is
reduced at the same rate as movement points . If a marine with 100%
vitality fired a gun (3 MP's) , his or
her new vitality would be 97%.
Vitality is replenished at the rate of
the health percentage divided by 4,
which means the maximum rate is
25 percentage points per round
(1 00/4}.
If a marine's vitality drops to 0%, the
marine is considered stunned and
may not move until the next round .
Health--Health is a measurement of
the physical condition of the marine .
When a marine's health drops to
0%, he has died.
Encumbrance-Encumbrance is a
measure of the load on the marine .
Each object the marine is carrying
contributes to this encumbrance .
The greater the encumbrance , the
fewer movement points the marine
will have each round. Opponents will
be more likely to target a marine
who has a heavy load.
Accuracy-Accuracy is a measure
of the shooting accuracy of the
marine. For marines with psionic
YOUR MARINES
talent, this is also a measure of the
accuracy of psionic stuns.
Detecting-Detecting is a measure
of the marine's ability to use a detector.
Cracking-Cracking is a measure of
the marine's ability to use a crack
unit.
Ammo-Ammo is a count of the total
number of ammo rounds in the
marine's ammo clip . You can add to
the number of rounds by using an
ammo pack. The marine will not be
able to fire any guns if there are no
rounds in the ammo clip.
Classes of Marines
Marines fall into the following classifications :
Squad Leader-The squad leader is
your main character. This is the only
type of marine that is independent of
the missions. Squad Leaders have
ranks as follows :
Abbreviation
EN
2L
1L
LC
CM
CP
CO
RA
VA
AD
FA
Rank
. Ensign
. 2nd Lieutenant
. 1st Lieutenant
Lieutenant Commander
. Commander
Captain
. Commodore
RearAdmir~
Vice Admiral
Admiral
Fleet Admiral
Newly created Squad Leaders begin
as Ensigns. Upon a successful completion of a mission , there is a possibility that the Squad Leader will
improve in Accuracy, Cracking , and
Detecting skills . In addition , depending on the improvements, the successful Squad Leader may be
promoted in rank. Once the rank of
Fleet Admiral is reached , no further
promotion is possible .
The chance for advancement
depends on how much the Squad
Leader participates in combat. In addition , advancement in cracking and
detecting skills requires the successful use of these devices by the
Squad Leader during his mission.
A Squad Leader who reaches the
rank of Admiral develops a psionic
ability that can be used just like the
Psionic Talent marines.
The game will keep track of several
other statistics for the Squad
Leaders including number of missions, number of kills, and combat
time . These stats can be examined
from the Assignment Screen . Only
stats from completed missions will
be saved .
Marauder-The marauder is the
basic marine. Marauders carry
heavy armor and have a fairly high
level of mobility.
Scout-Scouts have very light
armor, making them faster than
marauders.
31
YOUR MARINES
Infiltrator-Infiltrators have medium
armor and an average degree of
mobility. Infiltrators are very adept at
using crack units.
Psionic Talent-Psionic talents wear
the same armor as scouts. They
have the ability to stun an opponent
with their minds. An opponent so
stunned will be unable to function in
its next phase. In addition , since
vitality regenerates slowly , it will take
several rounds before the opponent
is back to full movement strength .
Psionic stuns will not travel through
doors or walls . It is possible to stun
your own troops , so be careful. You
cannot stun any opponent that is not
a life form (Gun Emplacements,
Robots, Bipeds , and Seekers) . In
addition , tanks cannot be stunned as
their armor protects the aliens inside.
Advancing in Rank
Your Squad Leader has a chance of
being promoted in rank at the end of
each successful mission. To be
32
promoted to a particular rank, your
Squad Leader · must reach specific
levels of proficiency in shooting accuracy, detecting, and cracking. For
instance, in order to reach the rank
of 2nd Lieutenant, the Squad Leader
must have a shooting accuracy of at
least 25%, and both a detecting and
a cracking ability of at least 17%.
These three abilities will have a
chance to increase at the successful
completion of a mission . If, during
the course of the mission , the Squad
Leader made several kills with a
laser weapon , shooting accuracy
may rise. The successful use of
crack units and detectors by the
Squad Leader will give the cracking
and detecting abilities a chance to
increase.
These increases in the three abilities
will be done before checking for
promotions . This means that any
advancement in ability will be immediately considered in checking for
promotion .
THE OPPONENTS
THE OPPONENTS
There are a variety of opponents your squads will encounter during their missions. These opponents are quite intelligent. Their general strategies and
methods of attack are described in this section.
Beast
The beast is a carnivorous creature resembling a small
Tyrannosaurus Rex. Beasts walk on their hind legs.
Their attack is by biting ; thus , they must be in an adjacent square to attack. They are semiintelligent and
can smell out an opponent. They are attracted to loud
noises, including gunfire. Fortunately, Beasts are somewhat slow. Their hide is thick and somewhat resistant to laser fire .
Marauder
Marauders are similar to your own marines . They carry
laser pistols and may have grenades , rockets , and other
offensive weapons. They may also use came suits ,
making them hard for you to see on the map. In fact ,
marauders with came suits will be almost impossible to
spot in dense terrain such as rubble and jungle.
Marauders are highly intelligent and will use the surrounding terrain to the
best of their advantage.
Alien
Alien soldiers are lightly armored and , as a result, are
very fast. Aliens almost always have psionic abilities.
They have the capability to emit beams of energy from
their bodies . These beams have a bit less strength than
a standard laser pistol. Aliens may also carry grenades
and other offensive weapons . They are fairly intelligent
and will combine their energy beams and psionic attacks very effectively.
33
THE OPPONENTS
Terradon
Terradons are primitive flying animals. They attack by
swooping down and biting the victim . Because they are
constantly in flight during combat, Terradons are extremely fast and maneuverable. Their scaled body does
not, however, provide much protection from attack.
Gun Emplacement
Gun Emplacements are stationary defensive posts that
operate by programmed instructions. They will attack
any marine who comes within range . They fire a dual
beam that has almost twice the power of a laser rifle .
Gun Emplacements are stationary and will not move.
They can , however, rotate the guns to fire in any direction.
Wad gel
~
The wadgel is a small , weasel-like creature that attacks
by firing quills from its tail. Wadgels are not known for
their intelligence. They will attack almost anything
moving , except another wadgel. Their small size and
low intelligence makes a single wadgel more of a
nuisance than a danger. However, in large quantities they can be quite
dangerous.
Tank
Tanks are floating platforms that hover approximately 75
centimeters above the ground. They are controlled by
small , highly intelligent alien creatures from a control
cavity inside. Tanks have a single-barreled laser cannon and are highly maneuverable. They also have
heavy armor plating , making them difficult to destroy.
34
THE OPPONENTS
Robot
Robots are intelligent, programmed machines. They are
all copies of an original that was designed to seek out
and destroy an individual named Dr. Smith. During the
copying process , however, the program was scrambled .
Robots will now attack any of your marines, thinking
they are this Dr. Smith . They fire a form of plasma energy from their claws.
Robots tend to attack with the precision of a well designed computer
program. This makes their method of attack somewhat easy to predict.
However, due to the power of their weapons , Robots should be taken quite
seriously.
Biped
Bipeds are robots that walk on two legs. They contain a
single laser weapon of equivalent power to a laser rifle.
Bipeds are semi-intelligent and are capable of using the
terrain to their advantage. The armor on a biped is adequate, but not impenetrable.
Seeker
Seekers are small floating orbs of unknown ong1n .
Some say they are remnants from a long dead race .
Orbs seek to destroy any human life form they encounter. They have the ability to warp space around
them , allowing them to pass through walls . Orbs usually
have psionic abilities and always have a beam weapon that can fire in any
direction. Seekers can only be destroyed with remote charges. Any other
weapon may temporarily disable the seeker for up to 5 rounds . These are
extremely dangerous opponents and should be avoided at all costs .
35
THE OBJECTS
THE OBJECTS
This section lists all of the objects in Breach 2 and how they are used. Following the name of each object is the number of encumbrance points (see
the Marines section for a description of encumbrance points) they consume
and the number of movement points they take to use. For example , the
smoke grenade appears as "Smoke Grenade (ENC 1 - MP 5)". This means a
smoke grenade uses 1 encumbrance point and takes 5 movement points to
throw.
Objects are used by selecting the use button . See the Game Screen section
for a description of this button .
Laser Pistol (Enc 1 - MP 3)
A laser pistol is the standard issue weapon of the
FWSF. It can inflict a fair amount of damage to any opponent it hits. A laser pistol is armed by selecting it with
the use button or the arm button (both will do the same
thing). It consumes no movement points to arm the
weapon . The weapon is fired according to the instructions in the Game
Screen section of the manual. Firing the weapon takes 3 movement points.
Each discharge of the weapon consumes 1 ammo round.
Laser Rifle (Enc 2 - MP 3)
A laser rifle is a premium weapon. It can inflict substantially more damage than a laser pistol. A laser rifle is
armed by selecting it with the use button or the arm button (both will do the same thing). It consumes no movement points to arm the weapon . The weapon is fired
according to the instructions in the Game Screen section. Firing the weapon
takes 3 movement points. Each discharge of the weapon consumes 2 ammo
rounds .
Laser rifles can only be fired a maximum of five times per round . After that,
they overheat and will not cool down enough to permit operation until the
next round.
36
THE OBJECTS
Stun Pistol (Enc 1 - MP 3)
A stun pistol will stun any opponent it hits. It inflicts little
damage to the opponent. A stun pistol is armed by
selecting it with the use button or the arm button (both
will do the same thing). It consumes no movement
points to arm the weapon. The weapon is fired according to the instructions in the Game Screen section of the manual. Firing the
weapon takes 3 movement points. Each discharge of the weapon consumes
1 ammo round .
Grenade (Enc 1 - MP 5)
Grenades are small palm-sized devices that, when
thrown , will explode where they land. Grenades are fairly powerful and can level light walls.
Smoke Grenade (Enc 1 - MP 5)
[i)[illil
lillillil
illiliil
Smoke grenades are small palm-sized devices that,
when thrown , will explode in a cloud of smoke . This
smoke will last the duration of the round . Opponents
caught in the smoke cloud will be unable to function .
Opponents around the cloud will be unable to see
through it.
When selecting either type of grenade with the use button , you will be allowed to select the square into which you wish to toss the grenade. The
marine need not be facing this square . Point the mouse at the square and
click the mouse button . From the keyboard , use the map cursor to select the
square , then press the "Z" key. The throwing range is 3 squares , unless an
obstruction blocks the grenade's path .
Rocket (Enc 3 - MP 5)
A rocket is basically a propelled grenade. It has a range
of 50 terrain squares and the explosive power of a
grenade. The marine must be carrying a rocket launcher
in order to fire a rocket. When fired , the rocket will travel
in the direction the marine is facing . To fire a rocket ,
select one with the use button . A rocket will continue to travel even after
leaving the map window until it hits a target or the level boundaries.
37
THE OBJECTS
Rocket Launcher (Enc 7- MP 0)
Neutron Bomb (Enc 2 - MP 6)
A neutron bomb is a flat, disc-shaped object about 31
centimeters in diameter. When thrown , it will explode ,
releasing radiation deadly to life forms. This explosion
will do no damage to the surrounding terrain or
mechanical opponents . When selecting the neutron
bomb from the use button, you will be allowed to select
the square you wish to toss the bomb into. The marine need not be facing
this square. Point the mouse at the square and click the mouse button . From
the keyboard , use the map cursor to select the square, then press the "Z"
key . The throwing range is 3 squares.
Proximity Charge (Enc 5- MP 0)
A proximity charge is a small explosive canister that
detonates when any object moves into the same terrain
square. Proximity charges have the explosive power of
a grenade. The proximity charge will not be visible if
placed onto dirt, grass, or high terrain squares . Scouts
have a 40% chance of detecting hidden proximity charges (see the description of the scale button in the Game Screen section for more information) .
To use a proximity charge, simply drop it. It will not be armed until the marine
moves off of the square . To pick up a proximity charge , move to an adjacent
square and take the object as normal.
38
THE OBJECTS
Remote Charge (Enc 5 - MP 10)
Remote charges are radio controlled explosive charges.
Once they are armed , they will detonate when one of
your marines sends a. coded destruct command .
Remote charges are more powerful than grenades and
will actually bring down heavy walls. The charges are
armed by selecting them with the use button (unlike proximity charges, which
are simply dropped) . The use button will place the remote charge in the
square in which the marine is standing. The charges can be detonated at
any time , from any level , by holding down the shift key and clicking the
mouse pointer on the arm button . From the keyboard , hold down the shift
key and press "A". All remote charges that have been armed will respond to
the destruct signal. It is not possible to selectively detonate armed charges.
Any marine can detonate a charge , not just the marine who armed it. You
can disarm a charge by taking it.
Ammo Pack (Enc 2 - MP 8)
Ammo packs contain 50 rounds of ammunition to be
used with weapons. An ammo pack, when used , will
release the rounds into the ammo clips built into every
marine's uniform. These rounds are actually power
charges , making them compatible with all weapons. An
ammo pack is used by selecting it with the use button .
11
Chronokleptic Tablet (Enc 1 - MP 15)
The chronokleptic tablet, if swallowed , will temporarily
accelerate a marine's movement ability. This means that
in the following round after using the tablet, your marine
will gain 15 movement points (although it consumes 15
movement points in the current round). This is useful in
the event you require a marine to perform some task (such as moving into a
combat area, setting a proximity charge , and leaving) that requires more
movement points in a single round than normal.
The tablet can be swallowed by selecting it with the use button .
39
THE OBJECTS
Personal Shield (Enc 2 - MP 0)
A personal shield is an electronic device that absorbs
energy from laser hits and explosive devices. Its function is automatic once the marine is carrying the shield .
Shields normally absorb approximately 20% of the energy from an attack.
Grav Shoes (Enc 4 - MP 10)
Grav shoes are electronic boots that, when worn , cause
the marine to hover approximately 23 centimeters off
the floor. Once worn , moving onto any terrain square
•
consumes only one movement point (2 for diagonal
moves) . In addition , grav shoes will allow marines to
traverse deep water and blank terrain squares. When wearing grav shoes,
the marine will be unable to use any other objects except guns.
I'
To wear the grav shoes, select them with the use button . To remove them ,
select the use button again . Instead of the normal use window appearing ,
the marine will, instead, remove the grav shoes . Grav shoes will be removed
automatically at the end of the marine's turn. There is approximately a 5%
chance that the marine will be injured upon removing the grav shoes. In addition, a marine who removes grav shoes over deep water or blank terrain
squares will perish immediately.
Camouflage Suit (Enc 5- MP 0)
A camouflage suit (also known as a "camo suit") will
cause the marine to be almost completely invisible when
worn (except to seekers , which use a form of radar) .
Marines will be harder for the enemy to detect when on
dense terrain like jungles and forest. A suit is worn upon
taking it. In addition, due to its bulk, it is impossible to carry a camo suit
without actually wearing it.
Medikit (Enc 3 - MP 9)
A medikit is a small, non-reusable package to heal
wounds . When consumed , it has the effect of increasing
the health and vitality of the marine by up to 50%. A
medikit is used by selecting it with the use button.
40
THE OBJECTS
Note: If a marine's health is extremely low, there is a chance that the use of
the Medikit will be such a shock to the system that the marine will die.
Foxhole Maker (Enc 7 - MP 20)
The foxhole maker is a portable, powered shovel that
automatically forms foxholes in grass or dirt. To use the
foxhole maker, select it with the use button .
Crack Unit (Enc 9 - MP 9)
A crack unit is a special device primarily designed for
use by the Infiltrator marines (although any marine class
can use one). In order to use a crack unit, the marine
.......-~ must be standing on or next to a computer, a terminal,
or a control panel. If the crack is successful , it will dump
all of the floor plans for the current level from the enemy's computer system .
To operate a crack unit, select it from the use button. A window will appear if
the crack was not successful. Either way, the map window will clear and display the entire 50 x 50 level represented by colored squares . If the crack
was not successful , only the data gathered by the marines' movements will
be displayed. Otherwise , all wall squares will be integrated with the data already gathered. When finished viewing the map, press the mouse button or
any key on the keyboard .
Detector (Enc 9 - MP 15)
A detector is a special device primarily designed for use
by the Infiltrator marines (although any marine class can
use one) . A detector will pick up opponents and
proximity charges and relay their positions.
To operate a detector, select it from the use button. A window will appear if
the detect was not successful. If successful, the map window will clear and
display a 21 x 21 area surrounding the current marine. The surrounding terrain will be represented by colored squares . The bright red squares represent enemy units. The bright yellow squares represent proximity charges.
When finished viewing the map , press the mouse button or any key on the
keyboard .
41
THE OBJECTS
DataPack (Enc 1 · MP 0)
A DataPack is a small cartridge that stores data. Some
missions will require that you must either capture or
destroy DataPacks. Capturing DataPacks means that
they must be taken and held by your marines. Your
marines can only carry DataPacks ; they cannot use
them .
Prisoner (Enc 1 - MP 0)
Some missions will require that you rescue prisoners.
Rescuing prisoners means that they must be "taken " by
your marines.
42
TERRAIN
TERRAIN
Each square on the scenario map contains one terrain square. The terrain
squares are described in this section. Following the name of the terrain is the
number of movement points it takes to enter that terrain square. For example , the entry for "Computer" appears as "Computer (5 mp) ," meaning it
takes 5 movement points to enter a square with a computer.
·=·· ••••••; .... Dirt (2mp)
·=····.·.· :·.···.
":··.-.:. ...:...":· Dirt is firmly packed soil and is easy to traverse.
:
.....
.•
·... ·· .. ·
'• '•
:·
Grass (2mp)
...
•
,........
Grass is easily traversible.
Light Vegetation (4mp)
Light vegetation consists of tall underbrush and
bushes . It can be traversed.
Forest (Gmp)
{
~
· Forests are tall trees and thick underbrush. They can
P~ ~i. be traversed, but with some difficulty.
Jungle (9mp)
Jungle is very thick vegetation . It can be traversed ,
but it is extremely difficult.
Shallow Water (4mp)
' : : ·: '; ' : Shallow water is water up to one meter deep. Marines
· · · ' ~ : can traverse shallow water.
~ Dirt/Water (3mp)
\
These square~ are a combination of dirt and shallow
\. · water, a shoreline.
43
TERRAIN
Deep Water (1 mp with gravshoes)
Marines cannot enter deep water squares unless they
are using gravshoes .
Grade (Smp)
Grades are transitions between normal terrain and high
terrain. The steep slopes make grades hard to walk on.
High Terrain (3mp)
High terrain is elevated about 9 meters above the normal landscape. It provides those on it with a strategic
advantage. Accuracy in shooting will be increased
somewhat when firing from a high terrain position .
~
•
•
Plain Floor (2mp)
Plain floors are usually found inside buildings . They are
made of a concrete material.
Metal Floor (3mp)
Metal floors are steel gratings. The texture of the steel
makes walking take a bit more effort.
Blank (1 mp with gravshoes)
Blank squares are areas of empty space. They usually
exist between ships in missions that take place aboard
spaceships . Blank squares cannot be entered unless
the marine is using gravshoes .
Foxhole (6mp)
~~~
Foxholes are small holes in the dirt that provide some
cover. Marines or opponents in foxholes will have
----"'---'--"'<-----.::=-- defensive advantage, meaning it is harder to hit someone in a foxhole . In addition , damage from grenades
and charges will be lessened.
•
Thin Walls (2mp)
~--'--L___L.
44
Marines can walk on all thin wall squares, but cannot
cross from one side of a wall to another.
TERRAIN
Heavy Walls (2mp)
Marines can walk on all heavy wall squares, but cannot
cross from one side of a wall to another. Heavy walls
are more difficult to destroy than thin walls.
Glass Door (2mp)
Marines cannot pass through closed glass doors. A
glass door can be opened with the open door button
(see the Game Screen section) . Opening a glass door
requires 3 movement points.
Steel Door (2mp)
Marines cannot pass through closed steel doors. A
steel door can be opened with the open door button
(see the Game Screen section). Opening a steel door
requires 5 movement points.
Power Door (2mp)
Marines cannot pass through closed power doors. A
power door can be opened with the open door button
(see the Game Screen section) . Opening a power door
requires 10 movement points.
Table (Omp)
Tables occupy the majority of the terrain square .
Marines cannot stand on or walk through terrain
~~~~~~~~~~~~ squares with tables .
Chair (4mp)
Marines can traverse squares with a chair.
Dresser (6mp)
Dressers occupy a good portion of the terrain square .
Marines can , however, stand in the same square .
45
TERRAIN
Bed (Smp)
Beds occupy a good portion of the terrain square.
Marines can , however, stand in the same square .
Lockers (6mp)
Lockers occupy a good portion of the terrain square .
Marines can , however, stand in the same square .
Computer (Smp)
Computers are alien machines , and you cannot use or
access them. Crack units can interface with these
machines to download data.
riiil Control Panels (Smp)
~ Control panels interface with alien computers.
Terminal (Smp)
Terminals also interface with alien computers .
Crack units are able to tap into control panels and terminals to download data.
A
Machine (6mp)
These are some form of alien machine . Their purpose
is unknown to you .
Fuel Tank (Omp)
Fuel tanks contain highly explosive chemicals. If they are hit with a strong laser
blast or a grenade , they may explode .
Marines cannot enter a square containing
a fuel tank.
46
TERRAIN
Worker (6mp)
Workers are rather unobtrusive semi-human slaves that
function in a zombie-like state. They cannot attack or
defend. You can stand in the same square as a worker.
Stun Field (Smp)
Stun fields are fields of energy. When passing through a
stun field , there is a chance the marine will be stunned .
Shafts (Smp)
Shafts are transport tubes that carry marines from one
level to another. You can pass through a shaft square
without actually using the shaft. In order to change
levels, select the shaft button when in a shaft square
(see the Game Screen section). It is dangerous to
stand in a shaft square from one round to the next: if an
enemy decides to use the shaft, the marine will be
crushed by the shaft vehicle. Conversely, you can
destroy any opponents standing on shaft squares by
using the shaft from another level.
Transporter (6mp)
Transporter pads, if stepped on , will transport you to
another area.
Entry/Exit (3mp)
Entry and exit squares are the means by which to enter
and leave the scenario . Marines will enter, one at a
time , from the entry square. To exit, leave a marine on
the exit square when selecting the next marine or next
round button. There is only one entry and one exit
square in a scenario.
Occupation (2mp}
~~~\~'\.~'\.~,
~~, Occupation squares are strategic locations in a mission .
W\
~ The victory conditions may require your marines to hold
=\ '''~ or occupy a certain number of these squares. Holding
an occupation square means simply to stand on it.
47
THE SCENARIO BUILDER
THE SCENARIO BUILDER
Running the Builder Program
Breach 2 includes a scenario builder that allows you to modify other
scenarios or to create your own. See the Getting Started section for information on how to run the builder program on your computer.
The Builder Screen
Starting a New Scenario (F1)
The builder screen consists of three
windows.
Upon
running
the
program , only two of these windows
will appear at first. The window in
the upper right contains terrain
squares . This is referred to as the
"Palette Window ." The window
below that is the "Info Window" and
contains information on the scenario
map and the currently selected terrain square. The third window is the
map window. It does not appear until
you open a scenario for editing . A
bar above the map window will display the name of the scenario when
one is open .
The F1 function key will begin a new
scenario (provided one is not al ready open) . The map window will
appear and the terrain for all levels
will default to a plain floor.
48
Opening an Existing
Scenario (F2)
The F2 function key will open an existing scenario for editing . A window
will appear displaying names of existing scenarios . The window is large
enough to display up to five names
at a time . If the disk contains more
than five scenarios , you can click on
the up and down arrow keys
(keyboard players can press the
"PgUp" and "PgDn" keys) to scroll
the list. Select the scenario you want
THE SCENARIO BUILDER
to edit by clicking on its name
(keyboard users can use the up and
down arrow keys) . To open the
scenario , click on the window's load
button (or hold down the "Ait" key
and press the "L" key). To cancel,
press the cancel button (or hold
down the "Ait" key and press the "C"
key) . To open scenarios on another
disk, see "Accessing Additional
Scenario Disks" below.
Saving a Scenario (F3)
You can save the currently open
scenario to the disk by pressing the
F3 function key. This will not close
the scenario, allowing you to continue editing. To save the scenario
to another disk, see "Accessing Additional Scenario Disks" below.
Closing a Scenario (F4)
Pressing the F4 function key will
close the currently opened scenario.
If you have made any changes since
it was last saved, you will have the
option to save these changes.
Quitting the Scenario
Builder (F5)
Pressing the F5 key will quit the
builder program . If a scenario is
open and changes have not been
saved , you will have the option to
save the changes.
The Cursors (FG)
If you have a mouse you can skip
this paragraph . Pressing the F6
function key will display cursors on
the map and palette windows. These
cursors appear automatically if you
do not have a mouse. The cursor on
the map window is moved using the
four arrow keys. The cursor on the
palette window is moved by using
the I,J,K, and M keys for Up, Left,
Right, and Down respectively.
The Map Grid (F7)
Pressing the F7 function key will
draw grid lines in the map window
(assuming there is a scenario open) .
This will make it easier to place the
terrain squares in the proper location. Pressing this key again will turn
off the grid.
The Palette Window
The palette window displays all the
terrain, object, and opponents that
can be placed on the map. The "["
and "]" keys will change the palette.
The "[" will move up the list and the
"]" will move down the list. The
palette types are Walls and Doors ,
Interior, Exterior, Objects, and Opponents . You can select a palette
square with the mouse by pointing to
it and pressing the mouse button .
Keyboard players select a palette
square by moving the palette cursor
to the square and pressing the middle key in the keypad (the "5" key) .
49
THE SCENARIO BUILDER
The selected square will appear in
the info window.
The Map Window
The map window is where you build
the scenario maps. The map window
displays a 9 x 9 section of the map
at one time . The info · window will
show you the current level being displayed and the (x ,y) coordinate of
the center square. The map window
can scroll around the entire 50 x 50
area of a scenario level by using two
sets of keys . The first set scrolls the
map one square at a time. This is
accomplished by holding down the
shift key and pressing the arrow key
in the direction you want to scroll.
The other set of keys moves the
map 8 squares at a time . These
keys are "Home", "End", "PgUp",
and "PgDn" to move Left, Right, Up,
and Down respectively. You can
change the level being displayed by
using the "+" and "- " keys.
The following commands can be
done within the map window:
Placing a Palette Square-The currently selected palette square can
be placed on the map by pointing to
the map square and pressing the
mouse button . Keyboard players can
move the map cursor to the square
and press the "Z" key. Note that
there are certain restrictions on
placement. For instance, a deep
water square cannot be placed on a
map square that has an opponent or
50
object since it cannot be traversed .
For details on these restrictions, see
the Terrain section .
Special consideration must be given
to removing objects and opponents
that you have placed in error. The
"Blank" squares located on the object and opponent palettes work to
erase opponents and objects. If
placed on the map, they will not affect the actual terrain but will instead
remove the object or opponent.
Adding Text to Map Squares-Map
squares can contain a line of text
that will appear when a player's
marine walks over it for the first time .
Text can be added to the square by
holding down the "Ait" key and clicking the mouse on the square.
Keyboard players can hold down the
"Ait" key and press the "Z" key after
selecting the square with the map
cursor. There is a limit of 20 squares
per scenario that can have text.
Adding Text to Objects-Objects
can contain a line of text that will appear when a marine takes the object
for the first time . Text can be added
to the object by holding down the
"Shift" key and clicking the mouse
on the object. Keyboard players can
hold down the "Shift" key and press
the "Z" key after selecting the object
with the map cursor.
Changing a Transporter DestinatiorrWhen transporters are first
placed on the map , the destination
(that is, the square the marine will
THE SCENARIO BUILDER
be transported to when stepping on
the square) is set to the same
square. You will want to change this
to another location. The destination
can be changed by holding down the
"Shift" key and clicking the mouse
on the transporter. Keyboard players
can hold down the "Shift" key and
press the "Z" key after selecting the
transporter with the map cursor.
A window will appear showing the
destination X, Y, and Level. You can
select the coordinate you want to
change by clicking on it with the
mouse pointer. Keyboard players
can use the tab key to move from
one to another. The backspace key
will erase numbers in the box, allowing you to type new ones. When
finished , click on the Ok button to
save or the Cancel button to cancel.
Keyboard users should hold down
the "Ait" key and type either "0 " for
Ok or "C" for cancel.
Modifying
an
Opponent-An
opponent's characteristics can be
modified from the defaults set when
the opponent is first placed on the
map. Opponents are modified by
holding down the "Shift" key and
clicking the mouse on the opponent.
Keyboard players can hold down the
"Shift" key and press the middle key
on the keypad (the "5" key) after
selecting the opponent with the map
cursor.
A window will appear with all of the
current stats on the opponent. You
can click the mouse on any of the
boxes containing numbers to edit
the information. Keyboard users can
use the "Tab" key to move from one
box to the next.
The health check boxes and the
check box for psionic ability can be
changed by clicking the mouse
pointer in the box. Keyboard players
can hold down the "Ait" key and
press the key corresponding to the
first letter appearing to the right of
the box. For instance, to change the
health status to good, hold down the
"Ait" key and press "G". When
finished, click the Ok button.
Keyboard users should hold down
the "Ait" key and press "0 ".
Special Note: Setting a Marauder's
bonus moves to the maximum will
equip
the
Maruder
with
a
camouflage suit. Setting an Alien or
Marauder's
encumbrance
level
higher will allow it to use more rockets and grenades.
Naming a Scenario ("N")
Pressing the "N" key will display a
window allowing you to name the
scenario and set the difficulty level.
You can click the mouse pointer in a
check box to set the difficulty.
Keyboard users can hold down the
"Ait" key and press the key corresponding to the first letter appearing to the right of the box. For
instance, to set the difficulty rating to
medium , hold down the "Ait" key and
press "M". The edit box on the
51
THE SCENARIO BUILDER
screen allows you to enter the name
for the scenario.
When finished , click on the Ok button to save or the Cancel button to
cancel. Keyboard users should hold
down the "Ait" key and type either
"0 " for Ok or "C" for cancel.
Setting the Victory Conditions
("V")
Pressing the "V" key will display the
victory conditions window. You can
click the mouse pointer in the check
box to set the conditions . Keyboard
users can hold down the "Ait" key
and press the key corresponding to
the first letter appearing to the right
of the box . For instance , to set the
"Exit Combat Zone" condition , hold
down the "Ait" key and press "E".
Note that you cannot select both
"Destroy DataPacks" and "Capture
DataPacks" since this would not
make sense . For the same reason,
you cannot select both "Hold n Occupation Squares" and "Exit Combat
Zone. "
There are several "text boxes" on
the screen for entering numbers
such as the time limit. These numbers can be changed by clicking the
mouse pointer on them (or using the
"Tab" key) and then entering the
number. If a number already exists
in the box , you can use the backspace key to delete the numbers.
When finished , click on the Ok button to save the or the Cancel button
52
to cancel. Keyboard users should
hold down the "Ait" key and type
either "0 " for Ok or "C" for cancel.
Filling a Level {"L")
You can fill an entire level with the
selected terrain square by pressing
the "L" key. You will not be allowed
to fill with object, opponents, shafts,
transporters , or entry/exit squares.
Copying a Level ("Y")
You can copy the contents of the
current level to any other level by
pressing the "Y" key . A window will
appear asking you to select the level
you want as the destination .
Viewing the Entire Map ("W")
Pressing the "W" key will cause the
entire 50 x 50 level to be displayed
in the map window. Each square is
represented by a colored block to
differentiate the terrain types. Once
the level is displayed , you can use
the mouse pointer to restore the window to normal , but at a different
location. For instance , if you click
the mouse pointer in the lower left
portion of the level , the map will
return to normal. You cannot move
to another portion of the level from
the wide angle view without a
mouse.
Creating Marines ("R")
Pressing the "R" key will display a
window for creating new marines.
You can click the mouse pointer in a
THE SCENARIO BUILDER
check box to set the class of the
marine. Keyboard users can hold
down the "Ait" key and press the key
corresponding to the first letter appearing to the right of the box. For
instance, to set the marine's class to
"Infiltrator", hold down the "Ait" key
and press "I". The edit box on the
screen allows you to enter the name
for the marine.
When finished , click on the OK button to save or the Cancel button to
cancel. Keyboard users should hold
down the "Ait" key and type either
"0 " for Ok or "C" for cancel.
Modifying Marines ("F")
Pressing the "F" key will display a
list of the marines created so far .
The window is large enough to display up to five names at a time. If
the scenario contain more than five
marines, you can click on the up and
down arrow keys (keyboard players
can press the "PgUp" and "PgDn"
keys) to scroll the list. Select the
marine you want to modify by clicking his name (keyboard users can
use the up and down arrow keys) .
There are three ways to modify a
marine:
Delete-Click on the delete button
(or hold down the "Ait" key and
press "D") to delete the selected
marine from the scenario.
"0") to outfit a marine. This means
you can select objects you want the
marine to be carrying into the
scenario. A window will appear with
a list of all of the objects and the
quantity the marine is carrying. You
select the quantity to change by
clicking on it with the mouse pointer
(or using the "Tab" key) . At the top
of the screen are displays showing
the number of free objects (there is
a limit of 60 per scenario) , the maximum encumbrance of the marine,
and the current encumbrance of the
marine. You cannot exceed the
maximum encumbrance for the
marine , give a marine more than 15
objects, or exceed the 60-object
limit for the scenario. When finished ,
click on the Ok button (or hold down
the "A It" key and press "0 ") .
Examine-Click on the examine button (or hold down the "Ait" key and
press "E") to examine and edit the
marine's stats . You can click the
mouse on any of the boxes containing numbers to edit the information.
Keyboard users can use the "Tab"
key to move from one box to the
next. When finished , click on the Ok
button (or hold down the "Ait" key
and press "0").
When finished , click the Done button. Keyboard users should hold
down the "Ait" key and type "D".
Editing the Briefing ("B")
OutM-Ciick on the outfit button (or
hold down the "Ait" key and press
Pressing the "B" key will display the
briefing window. You can type in or
53
THE SCENARIO BUILDER
edit a briefing for the scenario . The
briefing usually contains the background on the mission , plus an overview of the mission objective and
possibly some hints.
Chaining Scenarios ("C")
Pressing the "C" key will display a
window allowing you to select a
scenario to chain to once the currently open scenario is completed .
The window is large enough to display up to five names at a time . If
the disk contains more than five
scenarios, you can click on the up
and down arrow keys (keyboard
players can press the "PgUp" and
"PgDn " keys) to scroll the list. Select
the scenario you want to chain to by
clicking on its name (keyboard users
can use the up and down arrow
keys) . To select the scenario, click
on the window's chain button (or
hold down the "Ait" key and press
the "C" key) . To cancel press the
remove button (or hold down the
"Ait" key and press the "R" key) .
Threading
You can "thread" objects, opponents, and terrain text by pressing
the "0 ", "P", and "X" keys respectively. Threading means that the
map window center will shift each
time you press a thread key , placing
objects , opponents , or terrain text at
54
the center. For instance , suppose
you have placed five objects in the
scenario. Repeatedly pressing the
"0 " key will locate all five objects .
Displaying Totals ("T")
Pressing the "T" key will display the
total number of objects , opponents ,
and terrain text you have placed on
the map. Click on the Ok button (or
hold down the "Ait" key and press
"0") when you are finished viewing
the totals.
Undo ("U")
Pressing the "U" key will remove the
last terrain squares placed since the
last time you selected one from the
palette.
Accessing Additional Scenario
Disks (F9)
You can edit or create new
scenarios on another disk by pressing the F9 function key. This will
allow you to remove the current disk
and replace it with a disk of your
own for creating your own scenarios .
This really only applies if you are
playing on floppy disks . If you are
playing on a hard disk, you can still
change to another scenario disk on
the floppy drive ; however, there is
no need, since hard disks allow for
so much storage .
THE SCENARIO BUILDER
Scenario Builder Quick Reference
The following summary of the key commands you can use in the Breach 2
scenario builder is provided for your use once you learn its basics . Refer to
the specific section of the manual dealing with these commands for more information .
B
c
F
L
N
0
p
R
s
T
u
v
w
X
y
+
[
l
. Edit Briefing
. Chain Scenario
. Modify Marines
Fill Level
.Name Scenario
.Thread Objects
Thread Opponents
Create Marine
Fill Screen
Display Totals
.Undo
Victory Conditions
View Entire Map
. Thread Text
Copy Level
. Level Down
Level Up
Previous Palette
. Next Palette
Scroll Map
8 Squares Left
End
Scroll Map
8 Squares Right
PgUp
Scroll Map
8 Squares Up
PgDn
Scroll Map
8 Squares Down
Shift/Arrow
Scroll Map
1 Square
F1
. New Scenario
F2
Open Existing Scenario
F3
. Save Scenario
F4
. Close Scenario
F5
Quit Scenario Builder
F6
.Toggle Cursors
F7
. Toggle Map Grid
F9
.Access Additional
Scenario Disks
Home
55
SCENARIO LIST
SCENARIO LIST
Grotto Game Preserve
First Strike
Difficulty Rating: Easy
Difficulty Rating : Medium
Synopsis : An FW scientific shuttle
has crashed in the Grotto Game
Preserve . We have located their
position with the craft's emergency
beacon . Rescue the scientists on
board and destroy all computer
datapacks so they don 't fall into
enemy hands.
Synopsis : You are ordered to
destroy a UDP listening outpost located near FW space and retrieve
any useful computer data about further UDP raids .
Strategy: You don't have a lot of
time. You must get to the crashed
shuttle and rescue the scientists
before it sinks . Follow the river to the
crash site. Remember, your orders
are to rescue the scientists-not to
waste time killing everything in sight.
Strategy : Get a good lay of the land
before proceeding . It might be better
to bypass some static enemy gun
positions instead of trying to destroy
them.
Officer Rescue
Difficulty Rating : Medium
Synopsis : Rescue a captured FWSF
tactical officer.
River Crossing
Difficulty Rating: Easy
Synopsis: The UDP is on one side of
the river, and you 're on the other.
Some of your marines have been
equipped with our new "grav shoes. "
Most of the enemy's troops don't
have this capability. Eliminate at
least 50% of the enemy troops .
Strategy : Most of the UDP troops
don't have grav shoes, so use this
fact to your advantage. Also remember that rockets can hit things
beyond your field of view.
56
Strategy: Use your smoke grenades
to confuse the enemy.
Water Landing
Difficulty Rating : Medium
Synopsis : You 're being dropped off
a short distance from shore , within
wading distance of the coast. Locate
the trails that go inland , and occupy
two important junctions until FW forces arrive .
Strategy : You 've been picked up by
enemy radar, so some UDP troops
will probably be waiting for you .
SCENARIO LIST
Secure the area you 'll be dropping
into the first round with your scouts ,
so there won 't be any surprises.
Admiral Rescue
Difficulty Rating: Hard
Synopsis : The UDP has overrun an
FW outpost and taken Admiral
Rankins and an unknown Commander prisoner.
Rescue the
prisoners and secure all data packs.
UDP Troop Garrison
Difficulty Rating: Very Hard
Synopsis: We're transporting you
right into the interior of a UDP Terror
Troop garrison. You have only 20
minutes to eliminate 60% of the
enemy's forces , rescue our undercover agent, and transport back to
the landing craft.
Strategy: The UDP might not be the
only thing you have to worry about.
Strategy: Don 't rush your squad
leader into combat right away. Wait
a few turns . Use your scouts to soften up the UDP troops first.
Enemy Listening Post
Alien Encounter
Difficulty Rating : Hard
Difficulty Rating : Very Hard
Synopsis : You are ordered to attack
a small UDP listening post in the
jungles of Karn . Capture any
datapacks you find.
Synopsis : An unknown alien race
has kidnapped an engineering officer from one of our "Dagger" class
ships. Rescue the officer, and
retrieve any computer datapacks
that might shed some light on these
strange alien beings.
Strategy:
After
capturing
the
datapacks, try to use the UDP's
transporters to get to your pickup
point.
Hill 501 Assault
Difficulty Rating : Hard
Synopsis: You are to destroy all
UDP datapacks that control their
defense positions on and around Hill
501 .
Strategy: Most of the UDP troops
are in foxholes . Use explosives to
weaken those positions before using
laser fire.
Strategy: The aliens' three-level
ship is easy to get lost in , since all
the levels are of similar design.
Keep track of where you are and
where you 're going .
Mazes of Doors
Difficulty Rating: Very Hard
Synopsis: We're sending you into an
unknown
multi-layered
military
facility . Retrieve datapacks and
prisoners .
57
SCENARIO LIST
Strategy : Divide your squad into two
teams, so each team will be able to
check out the two landing areas .
Seeker and Destroy
Difficulty Rating : Very Hard
Synopsis : The UDP has developed
a very lethal anti-personnel weapon
called the "Seeker." Destroy the
seeker-production datapacks that
run the UDP factory 's computers .
Strategy: Good luck on this assignment-you'll need it. The seekers
are tough to destroy , and they can
go almost anywhere , and through
anything .
Lion Team
Difficulty Rating : Medium
Synopsis : An important FW spy has
been captured . Your mission is to
rescue this spy and retrieve any
computer info on the planned UDP
offensive tied in with the assassination of an FW Ambassador.
58
Strategy : There are some nasty little
beasts crawling around , so be careful. Try to use laser fire on initial
contacts and save your heavy stuff
for later. Be careful with your squad :
it has to last through the scenario
chain.
This scenario chains to the Comm
Post scenario with the surviving
members of your team .
Comm Post
Difficulty Rating : Easy
Synopsis: You have just learned that
the UDP has taken over a FW supply depot. You and your surviving
members of Lion Team have been
dispatched to retake the depot. You
must disable the communications
post they have set up there and
gather any info you come across.
Strategy : You may not have a lot of
squad members left on this mission ,
so use caution. Time isn't a really
important factor.
SQUAD LEADER STRATEGY AND TACTICS
SQUAD LEADER STRATEGY AND TACTICS
1. Take your time . In many of the
scenarios (but not all) , time isn't a
big factor. Don 't rush headlong into
situations where members of your
squad will have low vitality . Spend a
turn now and then resting , to bring
vitality back up to-or close to100%.
2. At the beginning of each scenario,
make sure that your landing
(entrance) area is secure . Use the
scouts in your squad (the ones with
large amounts of movement points)
to explore your landing grid. In some
scenarios, the scouts will be able to
surprise and neutralize large concentrations of the enemy.
3. When your Squad Leader is just
starting out, and accuracy and extra
movement points are low, use him
or her in a clean-up role to gain advancement and experience. Have
another squad member weaken an
enemy with a grenade or laser blast
before your squad leader goes in for
the kill.
4. Use your Crack Unit as soon as
possible . It's hard to win when you
don't know where you 're going .
5. Conserve
your
explosives
(grenades, remote charges , etc.),
and try to use your lasers when possible .
59
DESIGNER'S NOTES
DESIGNER'S NOTES
After the release of Breach in 1987, it soon became evident that we had
achieved our goal. Like many of us here, we perceived that there were
people that would enjoy a good strategic battle , but did not have the time or
desire to memorize pages of detailed and intricate rules. This, from the outset, was the goal of Breach: to create a wargame with an elegant interface
that would not sacrifice depth and detail for ease of play.
After the first six months on the market, Breach had garnered much praise
from the public and press . We were surprised at the volume of mail we
received containing suggestions for additions to the game. Shortly thereafter,
we made the decision to produce a sequel.
This time , the major design goal was to take all of the suggestions we
received and implement as many as possible into the new game. In addition ,
the new game was to retain the simplicity of operation that made Breach so
popular. This was the first time we had undertaken this concept of designing
"in concert" with our players.
When playing Breach 2, keep in mind that this is not meant to be a com pletely accurate depiction of reality. Hard core wargamers will notice "inconsistencies" between real world combat and Breach 2. To strictly adhere to
reality would mean that the game would have to lay down a vast array of
rules that is not in keeping with the design goal. You will find , however, that
Breach 2 is a satisfying blend of real world combat and easy to follow rules ,
not unlike chess.
It would be presumptuous of us to assume that nothing more can be added
to the Breach world. Please drop us a line and let us know the kinds of
things you would like to see . After all , how often do you get the opportunity to
co-design a computer game?
Thomas Carbone
President, Omnitrend Software, Inc.
60
Designed by
Thomas R. Carbone
Written by
Thomas R. Carbone
Computer graphics by
Maurice Molyneaux
Scenarios written by
Haywood Nichols
Additional scenarios by
Hosea Battles
Music composed by
Bruce MacPherson
Cover painting by
Bruce Eagle
Package design by
Mike Armijo
QUESTIONS OR PROBLEMS?
If you experience any difficulty with this product, due to defective media or errors in
the program, or if you need clarification or assistance with the rules of the game,
contact our customer support hot-line at (213) 320-5215 during regular business
hours (Pacific Time). Or you may write to us at:
Mindcraft Software, Inc.
2341 205th Street, Suite 102
Torrance, CA 90501
Designed by
Thomas R. Carbone
Written by
Thomas R. Carbone
Computer Graphics by
Maurice Molyneaux
Scenarios Written by
Haywood Nichols
Music Composed by
Bruce MacPherson
Package Coordination by
Sue Unsworth, Pat Stanton
Package Design by
Maurice Molyneaux, Bill Simpson, Pamela Hopson, M.A. Dube, R. Farace, Jr.
Copyright Notice
The enclosed software is copyrighted and all rights are reserved by Omnitrend Software. Copying
(except for one backup), duplicating, selling, renting, or otherwise distributing this product is a violation
of the law.
The enclosed manual is copyrighted and all rights are reserved by Omnitrend Software, Inc. The
manual may not, in whole or in part, be copied, photocopied, reproduced, translated, or reduced to any
electronic medium or machine-readable form .
Willful violations of the Copyright Law of the United States can result in civil damages of up to $50,000
in addtion to actual damages, plus criminal penalties of up to one year imprisonment and/or a $10,000
fine. So There.
IBM is a Trademark of International Business Machines, Inc.
Tandy is a trademark of Tandy Corporation.
Amiga is a Trademark of Commodore Business Machines, Inc.
Atari ST is a Trademark of the Atari Corporation.
Printed by TAG, Inc. North Branford, CT
Breach 2 (c) 1989 Omnitrend Software, Inc.
Printed and Manufactured in the United States of America
BEFORE YOU PLAY...
Ill
Back-up Those Disks!
Breach 2 is not copy protected and we encourage you to back-up your disks prior to
play. In fact, if you haven't done so already, now would probably be a good time!
Problems Running Breach 2
If you should experience a problem running this software on your computer, Omnitrend provides telephone
assistance several times per week. Call (203) 658-6917 for the current assistance schedule. We regret
that our staff cannot answer any questions regarding game hints.
Should you run across a bug in the program, please drop us a note. Be sure to include the version number
of the game (which can be found on the game title screen} as well as a description of your computer system.
All correspondence and disks should be mailed to:
Omnitrend Software, Inc.
MaiiStop 400
P.O. Box 733
West Simsbury, CT 06092
Umited Media Warranty
Omnitrend Software, Inc. warrants all media for a period of ninety (90} days from the date of purchase.
Should you experience a problem within that period, return the defective disk along with a dated proof of
purchase (do not include the manual or the game box). Should xou have a problem out of warranty,
Omnitrend Software will replace the disk for $8.00. . We regret that we are unable to return any packing
materials you use to ship your disk. Omnitrend Software, Inc. will not be responsible for replacing media
free of charge within the warranty period that has been subjected to misuse or excessive wear.
Umited Software Warranty
This software and the enclosed manual are sold "As Is" without warranty to their performance. The entire
risk as to the results and performance of the program is assumed by you. The Umited Software Warranty
is the only warranty of any kind, with expressed of implied, including but not limited to the implied warranties
of merchantability and fitness for a particular purpose that is made by Omnitrend Software, Inc.
Neither Omnitrend Software, Inc., nor anyone else who has been involved in the creation, production, or
delivery of this program shall be liable for any direct, indirect, or incidental damages arising out the use, the
results of use, or inablility to use such a product even if Omnitrend Software, Inc. has been advised of the
possiblity of such damages or claim. Some states do not allow the exclusion or limitation of liability for
consequential or incidental damages, so the above limitation may not apply to you.
2
Ill
4
Getting Started
Your Computer
Starting Breach 2
Creating Your First Squad Leader
Starting Your First Game
7
The Scenario
The Concept of the Scenario
Order of Play
Movement Points
Deploying a Squad
Scenario Ratings
Mission Briefing
Victory Conditions
Advancing Your Squad Leader
Saving a Game In Progress
Ending a Game
Making Your Own Scenarios
Chaining Scenarios
Skill Levels
The Map Grid
Playing With Other IGS Products
Where To Go From Here
11
TABLE OF CONTENTS
14
The Game Screen
The Map Window
The Marine Statistics Window
The Time Remaining Display
The Buttons
Displaying the Map Grid
Turning Off the Sound
20
Your Marines
Basic Characteristics
Classes of Marines
23
Opponents
25
Objects
30
Terrain
35
The Scenario Builder
Running the Builder Program
The Builder Screen
Starting a New Scenario
Opening an Existing Scenario
Saving a Scenario
Closing a Scenario
Quitting the Scenario Builder
The Cursors
The Map Grid
The Palette Window
The Map Window
42
Scenario List
44
Quick Reference
The Assignment Screen
The Assignment Windows
If You Have a Mouse
If You Don't Have a Mouse
The Buttons
Just Starting Out?
3
GETTING STARTED
Ill
Your Computer
I IBM I Tandy I
System Requirements
IBM-PC, Tandy, or Compatible computer with at least 512K of memory, MS-DOS
(or PC-DOS) 3.0 or higher, and CGA, EGA, VGA, or Tandy compatible graphics. A
Microsoft, Tandy, or compatible mouse is optional. CMS and AdLib sound boards
are supported.
Playing Breach 2 on Floppy Disks
Start your computer using DOS or a hard disk. Once you have the "A>" DOS prompt,
place your Breach 2 game disk in drive A. Type "BREACH2" and press [return] to
start the game. To run the scenario builder, type "BUILDER".
Playing Breach 2 on a Hard Disk
Copy all the files from your Breach 2 disks to your hard disk. Make sure the default
drive is set to your hard disk. For example, if your hard disk is drive C, type "C:" and
[return]. You will then see a "C>". Type "BREACH2" and press [return] to start the
game. To run the scenario builder, type "BUILDER".
Using a Mouse
Breach 2 supports a Microsoft, Tandy, or compatible mouse. Be sure that your
mouse driver is installed properly before running the game.
Using the Creative Music System (CMS) or Adlib Sound Board
Breach 2 uses the extensive features of the CMS and Ad Lib sound boards to produce
stereo sound effects. Upon running the game, you will be allowed to select which
of these cards you have installed.
IAmigaj
System Requirements
Any Amiga computer with at least 1 megabyte of memory.
Playing Breach 2 on Floppy Disks
Place the Breach 2 disk in the floppy drive and turn on the computer. When the
workbench screen appears, click on the Breach 2 disk icon. A window will open
showing the contents of the disk. Double-click on the Breach 2 file icon to begin the
game. You should double-click the Scenario Builder icon to run the scenario builder.
4
Ill
GETTING STARTED
Playing Breach 2 on a Hard Disk
Copy all of the files from the Breach 2 disk into a drawer on your hard disk. Doubleclick on the Breach 2 file icon to begin the game. You should double-click the
Scenario Builder icon to run the scenario builder.
MultHasking
If you use your Amiga for multitasking, you will need a method of moving the Breach
2 screens to the back since the screens do not have a normal title bar. The F1 0
function key will move the game to the background.
IAtari ST I
System Requirements
Any Atari ST computer with at least 512K of memory and a color monitor.
Playing Breach 2 on Floppy Disks
Place the Breach 2 disk in floppy drive "A" and turn on the computer. When the
desktop screen appears, double-click on the Disk Drive "A" icon. A window will open
showing the contents of the disk. Double-click on the BREACH2.PRG file icon to
begin the game. Double-click on the "BUILDER.PRG" icon to begin the scenario
builder.
Playing Breach 2 on a Hard Disk
Copy all of the files from the Breach2 disk into a folder on your hard disk. Doubleclick on the BREACH2.PRG file icon to begin the game. Double-click on the
"BUILDER.PRG" icon to begin the scenario builder.
Starting Breach 2
To begin the game, start the Breach 2 program according to the instructions in the
previous section for your computer. The game will require you to enter a word from
the manual. Be sure to include all bold faced titles (except for the section title at the
very top of the page, the "Getting Started" title on this page for example).
The game will then display the select screen. This screen lists the available
scenarios, squad leaders, and games. More on this in the "Select Screen" section
of the manual. For now, we will lead you into starting a game quickly so you can see
what it looks like.
5
GETTING STARTED
Ill
Creating Your First Squad Leader
Click on the "Create" button in the squad leader window (press "C" if you don't have
a mouse). A window will appear allowing you to name a new squad leader character.
Type in the name and press the return key. The new squad leader will appear on
the list.
Starting Your First Game
Now that you have created a squad leader of your own, let's play a scenario. If you
don't have a mouse, skip to the next paragraph. Click on the scenario titled "River
Crossing". It should now be highlighted. Click on the squad leader you just created.
It should also now be highlighted. Click on the "Make" button in the game window.
A window will appear allowing you to enter a name fort he game you are about to play.
Type in a name and press return. Another window will appear asking for the skill
level. Click the mouse pointer on beginner. After a few seconds, the game should
appear in the game window. Click on the game and it should be highlighted. Now
click on "Play" and the game will begin. Skip the next paragraph (it is for players
without a mouse).
Repeatedly press the tab key on your keyboard. You will see a highlight bar move
between the three windows. This is how you select which window you want to work
with. Press the tab key until the scenario window is selected. Use the up and down
arrow keys to highlight the "River Crossing" scenario. Now press the tab key to
highlight the squad leader window. Select the squad leader you just created by
pressing the down arrow key. Press the "M" key to make a new game. A window
will appear allowing you to enter a name for the game you are about to play. Type
in a name and press return. Another window will appear asking for the skill level.
Press the "B" key for beginner. After a few seconds, the game should appear in the
game window. Press tab again to select the game window. Press the down arrow
key to select the game you just created. Now press "P" to begin the game.
The screen now showing is the game screen. This is where the battles take place!
Before we can get you playing, though, we must outline the way scenarios are
played.
6
Ill
THE SCENARIOS
The Concept of the Scenario
Scenarios are combat situations you must bring your squad leader into in order to
advance him through the ranks. Squad leaders are assigned a squad of up to 9
marines. In order to win the scenario, certain victory conditions must be satisfied.
These conditions are different depending on the scenario. Scenarios take place on
a playing field that is composed of 50 squares by 50 squares and 5 levels.
Squad leaders are solders of the Federated Worlds Special Forces (FWSF) and
operate under the jurisdiction of the Federated Worlds. The Federated Worlds is a
government of stars in the local group.
Order of Play
Scenarios are played in rounds that are composed of two phases. First is the player
phase followed by the enemy phase. In each of their phases, the player or enemy
perform all their movement and combat. Each round consumes 30 seconds of game
time (important since scenarios have a time limit).
Movement Points
Most every action the player and enemies perform require movement points. Each
marine and enemy are give a certain number of movement points (mp's) at the
beginning of each round. Once all of the movement points for a unit have been
exhausted, that unit must wait until the next round before doing anything else.
Movement points are based on the unit's class, vitality, and encumbrance. A more
complete description of this appears later in the section on Marines.
Deploying a Squad
Marines enter a scenario through a special square called the entry square. No two
marines or enemies can occupy the same square at the same time, so this square
must be clear in order for more marines to enter.
You can continue to move a marine until he runs out of movement points. If you are
finished with a marine or you wish to move others and come back to him later, you
can. The "Game Screen" section will describe how to do this.
Scenario Ratings
Scenarios are rated to allow you to determine how hard it will be to win. Ratings are
(in increasing order of difficulty) Easy, Medium, Hard, Very Hard.
Mission Briefing
Each scenario contains a briefing that you can review at any time. This will detail the
background of the scenario as well as possibly containing hints on how to go about
completing the mission.
7
THE SCENARIOS
Ill
Victory Conditions
One or more of these conditions will have to be met in order to win:
Rescue Prisoners- You must rescue all the prisoners in the scenario. Rescuing a
prisoner means taking them as you would any other object in the game. If this is a
victory condition, be sure none of the prisoners are killed or else you will lose.
Capture DataPacks- You must capture all the DataPacks in the scenario. this
means you must take and hold them. If this is a victory condition, be sure none of
the DataPacks are destroyed or else you will lose.
Destroy DataPacks- Basically the opposite of capturing DataPacks. You must
destroy all the DataPacks in the scenario.
Exit Combat Zone- All the surviving marines in your squad must leave the scenario
through a special terrain square called and exit square.
Kill n% Opponents- At least n% (it varies by scenario) of the opponents in a scenario
must be killed.
Occupy n Occupation Squares- At least n (again, this varies by scenario) occupation
squares must be occupied. This means that your squad members must be standing
on at least n of a special terrain square called an occupation square at the same time.
All scenarios also have a time limit. Once the time limit is reached, the scenario will
end. You must satisfy the victory conditions before this limit is reached.
A mission orders window can be displayed at any time. This window will show the
victory conditions and which ones you have already satisfied.
Advancing Your Squad Leader
Your overall objective is to advance your squad leader. You do this by successfully
completing scenarios. The more active a squad leader is in battle, the more likely
it is he will see some kind of improvement at the end of a successful scenario.
Shooting accuracy is important, but cracking and detecting abilities should be honed
as well.
Your squad leader begins as an Ensign, and will advance in rank as his abilities
progress.
8
Ill
THE SCENARIOS
Saving a Game In Progress
You have the ability to save a game at any point. This means you can stop playing
and resume a game later.
Ending a Game
A game will end when the victory conditions are met or your squad leader is killed.
If you squad leader dies, the game is erased and the squad leaders statistics will
revert to what they were before beginning the game.
Making Your Own Scenarios
You can create new scenarios or modify existing ones by using the scenario builder
program. The section "Your Computer" that described how to run the Breach 2game
also describes how to run the scenario builder. There is another section later on in
this manual that describes how to use the scenario builder.
Chaining Scenarios
When making scenarios, you can specify that one or more scenarios are to be
"chained" together. This means that when one scenario is completed, the game will
automatically load the next scenario in the chain. This allows for larger missions that
will not fit in the normal space of a single scenario. When chaining, the Squad
Leader's condition will carry over to the next scenario. Two things may happen to
the rest of the marines; (1) You may be given a new squad or (2) Your squad and
their condition will also carry over. Which of these take place depends on how the
scenarios were created. Normally, the mission briefing will tell you which will happen.
A Squad Leader that is promoted when chaining from one scenario to another is
considered a field promotion. If he is killed in action, or does not complete the
scenario, the promotion will be void.
Skill Levels
There are two skill levels you can play, beginner and experienced. The difference
between the two levels is the way in which you see the surrounding terrain and the
intelligence level of the opponents. If you set the skill level to beginner, all of the
squares surrounding your marines will be visible. If you select experienced, you will
not be able to see through walls and closed doors.
The Map Grid
When first starting out playing Breach 2, it can sometimes get confusing when
moving your marines through the 3-D landscape. Pressing the F6 key when in the
t~ame screen will turn on the map grid. This is a grid which will be superimposed over
the map only when tracing a path for your marines to move. The grid will help you
to see exactly where the paths can be traced.
9
THE SCENARIOS
Ill
Playing With Other IGS Products
Interlocking Game System (IGS) is a unique method of allowing separate games to
combine with one another to form one huge game. Breach 2 is able to be entered
by other Omnitrend IGS games as though they were all one big game. This means
your role playing character (in the case of Breach 2the Squad Leader) can adventure
through many games. Breach 2 scenarios can be part of a surface attack in one
game or a spaceship boarding sequence in another.
Breach 2 is a non-controlling module, meaning it will be run automatically by another
IGS program. Check with your dealer or contact Omnitrend for information about
other games that are part of the IGS system.
Where to Go From Here
By now you are probably wondering when you will get to play the game. Well, now
that you understand the basic idea behind the scenario, it is just a matter of learning
how to control your marines and knowing how the objects and opponents work. You
should refer to the section "The Game Screen" to learn about all the different
controls. The objects and opponents are described in their own sections. The
objects section will list the objects and describe how each is used. The opponents
section will describe how each opponent attacks and the best ways to defeat them.
An additional section on terrain squares describes each type of terrain, any strategic
advantages, and how many movement points it takes to cross.
When you are ready to end this sample mission and begin a real game, you will need
to refer to the section "The Assignments Screen" which will describe how to manage
games and squad leaders. There is also a handy section "The Scenarios" which
summarizes the scenarios that come with the game.
Finally, once you get the hang of things, the last section is a quick reference page
which lists all of the commands in the game. Try the commands out using the sample
game you have already started. The sample scenario is there so that you can get
used to the game. When you feel you are ready, begin with one of the easy scenarios
and work your way up. You'll have your squad leader to 2nd Lieutenant in no time!
10
Ill
THE ASSIGNMENT SCREEN
The Assignment Windows
The Assignment Screen is a collection of three windows. The largest window,
"Available Scenarios" lists the scenarios available for your Squad Leader to
command. Next to the name of each scenario is the difficulty rating.
The next window, titled "Squad Leader List", displays the Squad Leader characters
that are available to play. This list will be empty until you create your own Squad
Leaders. Next to the Squad Leader
name is the name of the scenario they
SQUAD LEADER LIST
t AVAILABLE SCENARIOS +
are currently commanding. If they are
I
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not currently engaged, this will show as
"Available", meaning this Squad Leader
can begin a new mission.
Bml mmD lmlll
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CCENAliOS IN fK OCKUS
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The remaining window is titled "Scenarios in Progress". It lists the scenarios that any Squad Leaders are cura:aa.E!III
rently commanding. When you start a
The Assignment Screen
game, you select the scenario you want
to play and the Squad Leader you to command. You will then be able to give the
mission a name. This name appears in this list. Next to the name of the scenario
in progress (mission) is the name of the scenario it is based on. The list will be empty
until you select a Squad Leader and a Scenario to play.
If You Have a Mouse
Any item in a window can be selected by pointing to it and clicking the mouse button.
At the bottom of each window is a row of buttons. These can also be selected by
pointing to them and clicking.
The Available Scenarios window also has two additional buttons, one on each side
of the window name. These buttons, which look like up and down arrows, will"scroll"
the list of scenarios in the event that there are more scenarios available than will fit
in the window all at once. Clicking the mouse on the up arrow will scroll the list up.
Clicking on the down arrow will scroll the list down.
11
THE ASSIGNMENT SCREEN
Ill
If You Don't Have a Mouse
The ''tab" key on the keyboard is used to select the window in which you want to
select an ~em. If you press this key repeatedly you will see the title of each window
change color alternately (try it). Once you have selected the window you want, use
the up and down arrow keys to select an ~em. The buttons below each window can
be selected by typing the first letter of the button name. For example, to select the
"Create" button in the Squad Leader window, press the "C" key. In fact, anytime you
encounter buttons with names on them anywhere in the game, you can select them
in the same fashion.
The Available Scenarios window also has two additional buttons, one on each side
of the window name. These buttons, which look like up and down arrows, will "scroll"
the list of scenarios in the event that there are more scenarios available than will fit
in the window all at once. Pressing the page up (PgUp) key on the keyboard will scroll
the list up. Pressing the page down (PgDn) key will scroll the list down.
The Buttons
The buttons below each window do the following:
Available Scenarios Window
Remove- Removes the selected scenario from the disk.
Add- Access scenarios from additional Breach 2 scenario disk (available directly
from Omnitrend). See "Additional Scenario Disks" on page 13.
Quit- End the game.
Squad Leader Window
Create- Creates a new squad leader. You will be required to enter a name for the
Squad Leader.
Examine- Shows the current stats for the selected Squad Leader.
Delete - Deletes the Squad Leader from the disk.
Games in Progress Window
Make- Starts a new game. You will be allowed to enter a name for the game.
Play- Play the selected game.
Stop - Stop a game in progress and make the Squad Leader available for other
missions.
12
Ill
THE ASSIGNMENT SCREEN
Just Starting Out?
If you are just beginning to play Breach 2, the first thing you will want to do is make
a Squad Leader character. You can use the one you created fort he sample scenario
or make a new one. If you want to make a new one, select the create button and enter
a name. If you want to reuse the sample Squad Leader, you will first need to check
and see if he is available. If you competed or lost the sample scenario, he should
already be available. If you just saved the sample scenario in progress, you will need
to select it and use the stop button.
Once you have a Squad Leader available, select on of the easy scenarios and
select the make button. Enter a name for your mission and press return. When
asked for the skill level, select beginner. The mission will now appear on the
Scenarios in Progress list. Select that mission and then the play button. Now
you're ready for battle!
Additional Scenario Disks
You can purchase additional scenario disks directly from Omnitrend. You can
also create scenario disks of your own using the Scenario Builder program. The
"Add" button allows you to access these additional scenario disks. The button
will do two different things depending on the type of disk drive you are using:
Hard Disk - If you are playing on a hard disk, selecting the "Add" button will copy
scenarios from a scenario disk in the first floppy drive onto your hard disk.
Floppy Disk- If you are playing on a floppy disk, selecting the "Add" button will
allow you to replace the disk currently in the drive with another scenario disk. If
you select a currently available Squad Leader before selecting "Add", you weill
have the option of moving the Squad Leader to the other scenario disk. For instance, suppose you purchased a scenario disk from Omnitrend. You want to
use your favorite Squad Leader "Conrad" with the new missions. You would
select "Conrad" from the Squad Leader list (presuming he is available), then
select the "Add" button. A window will appear asking you if you want to move
"Conrad" to the other scenario disk. If you select the yes button, "Conrad" will be
moved to the new disk and you will be able to begin new missions.
13
THE GAME SCREEN
Ill
The Game Screen
The Game Screen is where your Squad Leader commands his missions. The large
map in the center of the screen displays the surrounding terrain, objects, and
opponents. The surrounding windows and buttons are used to control the scenario.
The Map Window
The map window displays the terrain surrounding the currently selected marine, with the marine at the
center. The windows is broken up
into an invisible 9x9 grid in which
you can move your marine. Some
sections of the terrain may not be
visible at the experienced skill level.
This is due to the fact that you
cannot see though walls or closed
doors. At the top of the window is a
bar showing the name of the mission being played. Bracketing this name is the rank insignia of the mission Squad
Leader. The map window allows you to do the following:
Move The Current Marine- The current marine (at the center of the display) can be
moved to another location in the map window. When he reaches his destination, the
map window is shifted to place him back at the center of the window and new terrain is displayed. The marine can only be moved onto valid terrain squares (see the
Terrain section) that can be seen and only as long as the marine has enough
movement points.
Marines that are standing in a square with smoke will not be able to see any of the
surrounding squares, and thus, will be unable to move. The map window will appear
with the marine at the center and the surrounding squares will all be grey.
Moving the marine is done by tracing a path from the square he is in (at the center)
to the destination square. If you don't have a mouse, skip to the next paragraph to
learn how to trace a path with the keyboard. Tracing a path with the mouse is done
by pointing at the current marine, pressing and holding down the mouse button, then
moving the pointer along the path. As you trace the path from one square to the next,
the number of movement points remaining (displayed in the marine statistics
window) will change. You can backtrack the path if you make a mistake. When the
path has been traced to where you want the marine, release the mouse button.
14
Ill
THE GAME SCREEN
To move a marine using the keyboard, press the "P" key to begin tracing a path. You
can now use the keypad keys to trace the path in 8 directions. Each time you press
a key, the path will extend one square in that direction. As you trace the path from
one square to the next, the number of movement points remaining (displayed in the
marine statistics window) will change. You can backtrack the path if you make a
mistake. When the path has been traced to where you want the marine, press the
middle key on the keypad (the "5" key).
Move the Map Cursor- The map cursor is used for some of the keyboard commands.
It is turned on and off by pressing the F6 function key. It will turn on automatically
upon starting a scenario if you do not have a mouse. The map cursor appears as
small brackets surrounding a map square. The map cursor may be moved around
the map by pressing the arrow keys in the direction you want to move the cursor.
Select Another Marine- If there is another marine on the map you want to control,
you can select him as follows (If you don't have a mouse, skip to the next paragraph).
Point to the marine with the mouse pointer. Hold down the "Ait" key and click the
mouse button. That marine will then become the current marine and the map will shift
to display him at the center.
To select another marine with the keyboard, first make sure the map cursor is on.
The map cursor is turned on and off by pressing the F6 function key. Select the
marine by moving the map cursor to his location, then hold down the "Ait" key and
press the "Z" key.
Change the Current Marine's Facing- The direction the current marine is facing can
be changed as follows. With a mouse, move the pointer to one of the eight squares
surrounding the marine, then hold down the shift key and click the mouse button.
With the keyboard, move the map cursor to one of the surrounding eight squares,
hold down the shift key, then press the "Z" key.
Fire a Weapon - The current marine's armed weapon can be fired at a square as
follows. With the mouse, just point to the square and click the button. With the
keyboard, move the map cursor to the square and press the "Z" key. In order to fire
at a square, the marine must be facing within 45 degrees of the square. Otherwise
you will have to change the marine's facing.
15
THE GAME SCREEN
Ill
The Marine Statistics Window
The window to the right of the map displays statistics about the currently selected
marine. At the top of the window is the name of the marine. The stats displayed are:
Movement Points - The number of movement points remaining this round.
Vitality- The current vitality. A warning box will appear here if the vitality drops below
30%.
Health - The current health. A warning box will appear here ifthe health drops below
50%.
Encumbrance - The current encumbrance level.
Accuracy- The marine's shooting accuracy.
Detect - The percentage chance of this marine making a successful detect with a
detector.
Crack- The percentage chance ofthis marine making a successful crack with a crack
unit.
Ammo - The number of rounds available in the marine's ammo clip.
Clicking the mouse at the top of the window (where the marine's name is shown) will
display a list of all the marines in your squad. Keyboard players can dispay this list
by pressing the "L" key.
The Time Remaining Display
In the upper right hand corner is a display showing the total remaining time in the
mission. When this number reaches 00:00:00, the mission will end. Each round
consumes 30 seconds of mission time.
The Buttons
The rest of the game screen contains buttons that perform various functions. You
can select a button by clicking on it with the mouse, or by pressing the keyboard key
that is assigned to the button.
16
Ill
Arm Weapon/Detonate Remotes Button (or "A"
?....,I The
Key)
I I~·
THE GAME SCREEN
I
•
""'I Pressing the arm weapon button will bring up a window
enabling you to select which type of weapon you want the
currently selected marine to use when shooting. Displayed will be selections for
Unarmed (no weapon), Three types of guns (described in the Objects section), and
Psionic Stun (described in the Marines section). l.f a marine is not carrying a certain
type of gun, or does not have psionic ability, the appropriate selection will be
unavailable. The word "Unavailable" will appear beneath selections that cannot be
selected. To select a weapon with the mouse, just point to the check box to the left
of the weapon name and click the mouse button. A check mark will then appear in
the box (unless the weapon is unavailable). To select a weapon with the keyboard,
press the first letter of the weapon name ("U" for Unarmed, "S" for stun pistol, etc.)
If you hold down the shift key when clicking the mouse button (or pressing the "A"
key without a mouse), a window will appear asking you if you wish to detonate remote
charges. See the Objects section for more information on remote charges and how
to use them.
;I fiil
II -+
nI
I The Open Door Button (or "K" Key)
Pressing the open door button will allow the current marine to
open a door he is standing next to. With the mouse (after
pressing the open door button), point to the door you want to
open and press the mouse button. The door must be next to the current marine. With
the keyboard (after pressing the "K" key), press the keypad key corresponding to the
direction of the door. For example, if the door is above and to the left, press "7" on
the keypad. If it is directly to the right, press "6". If you are on the door, press "5".
The Use Shaft Button (or "S" Key)
Pressing the use shaft button will allow the current marine to
change levels by using liftshafts or dropshafts (see the
Terrain section to identify these shafts).
The Take Object Button (or "T" Key)
Pressing the take object button will allow the current marine
to take an object he is standing next to or standing on. With
the mouse (after pressing the take object button), point to the
object you want to take and press the mouse button. The object must be next to the
current marine or the marine must be standing on the object. With the keyboard
(after pressing the "T" key), press the keypad key corresponding to the direction of
the object. For example, if the object is above and to the left, press "7" on the keypad.
If it is directly to the right, press "6". If you are on the object, press "5".
17
THE GAME SCREEN
Ill
The Drop Object Button (or "D" Key)
Pressing the drop object button will display a window listing
all of the objects the current marine is carrying. The window
is large enough to display up to 5 objects at a time. If the
marine is carrying more than 5 objects, you can click on the up and down arrow keys
(keyboard players can press the "PgUp" and "PgDn" keys) to scroll the list. Select
the object you want by clicking on its name (keyboard users can use the up and down
arrow keys). To drop the object, click on the drop button (or "D" key). To cancel the
drop, press the cancel button (or "C" key). No more than one object can occupy a
single square, so you cannot drop one object on top of another.
I ~.. ..::=::-. I The Use Object Button (or "U" Key)
I L..:.._.. "()".:=::-- I Pressing the use object button will display a window listing all
of the objects the current marine is carrying. The window is
large enough to display up to 5 objects at a time. If the marine
is carrying more than 5 objects, you can click on the up and down arrow keys
(keyboard players can press the "PgUp" and "PgDn" keys) to scroll the list. Select
the object you want to use by clicking on its name (keyboard users can use the up
and down arrow keys). To use the object, click on the window's use button (or "U"
key). To cancel, press the cancel button (or "C" key).
What happens now depends on the object you selected to use. See the Objects
section for instructions on the use of each object.
1.-::r-11 The Scale Button (or "W" Key)
~ Pressing the scale button will change the map into a "wide angle" view
I
I of the surrounding terrain. Information for this view is provided by the
current marine and other marines moving through this area., detectors,
and crack units. Only terrain that has been seen by marines or detected by the
detectors and crack units will be displayed.
The wide angle view consists of a 21 x 21 area with the current marine at the center.
Terrain squares are represented by colored squares to distinguish the terrain
pattern. When scouts use the wide view, all opponents will appear as orange
squares. There is also a 40% chance that scouts will pick up hidden proximity
charges which will appear as yellow squares.
18
Ill
THE GAME SCREEN
The Next Marine Button (or "N" Key)
Pressing the next marine button will change the current marine. The
current marine advances to the next marine in the squad list. After you
have moved to the last marine in the list, pressing this button will cycle
back to the first marine in the list. Remember, you can also directly select any marine
appearing on the map. See "The Map Window" earlier in this section for more
information.
IT·_.T·I
I
I
The Next Round Button (or "R" Key)
lil-u-1
II en II Pressing the next round button will advance to the enemy combat
phase. After the enemy completes movement and combat, the time
remaining will decrease by 30 seconds and return you to the beginning
of the player phase.
I+•I
1
1 The Save Game Button (or F1 Function Key)
ha~
Pressing the save game button will temporarily
the mission. If you
are at the beginning of the player phase, you will be able to save your
current location. Otherwise, if you leave the mission at another point in
the round, your location will not be saved. Your progress since the last point you
saved will be lost.
I~E!!l I
1
1 The Mission Orders Button (or "0" Key)
Pressing the mission orders button will display a window listing the
victory conditions that must be met in order to win the scenario. A check
box appears to the left of each victory condition. A check mark will
appear in the box if the victory condition is satisfied.
~ lii:!l ~
1..,..._ 1 The Mission Briefing Button (or "B" Key)
-
_
1
I Pressing the mission briefing button will display a window with the
_ mission briefing. You should read the briefing upon beginning the
scenario.
Displaying the Map Grid (F7)
Pressing the F7 function key will cause a grid to be placed on the map window that
outlines the terrain squares. Beginners will find this useful to help in tracing
movement paths. Press this key again to turn off the grid.
Turning Off the Sound (F8)
Pressing the FS function key will turn off the sound. Pressing the key again will turn
it back on.
19
YOUR MARINES
Ill
Basic Characteristics
All marines and Squad Leaders share the following basic characteristics:
Movement Points- Each marine is given a certain number of movement points at the
beginning of each round. Almost all of the activHies a marine can perform require
movement points (MP's). Combat activities such as taking an object, firing the gun,
moving, and using an object can all be done in a single round until the movement
points are exhausted. If you do not have sufficient MP's for the activity you want to
perform, the computer will warn you. It is not necessary for a marine to use all of his
movement points.
Unused movement points will not accumulate. A marine with no movement points
remaining cannot be selected with the next marine button. When the movement
points are exhausted, the computer will automatically select the next marine. If no
marines remain with movement points, the player phase will end.
Vitality- Vitality is a measure of how well-rested a marine is. The higher the vitality,
the more moves a marine has available in subsequent rounds. If a marine were at
the 50% vitality level, he would have 50% of his maximum number of moves
available.
At the beginning of a mission, a marine's vitality is always 100%. As a marine moves
about, his vHality is reduced at the same rate as his movement points. If a marine
with 100% vitality fired a gin (3 mp's), his new vitality would be 97%. Vitality is
replenished at the rate of the health percentage divided by 4, which means the
maximum rate is 25% per round (1 00/4).
If a marines vitality drops to 0%, the marine is considered stunned and he may not
move until the next round.
Health- Health is a measurement of the physical condition of the marine. When a
marine's health drops to 0%, he has died.
Encumbrance- This is a measure ofthe load on the marine. Each object the marine
is carrying contributes to his encumbrance. The greater the encumbrance, the fewer
movement points the marine will have each round. Opponents will be more likely to
target a marine that has a heavy load.
Accuracy- This is a measure of the shooting accuracy of the marine. For marines
with psionic talent, this is also a measure of the accuracy of psionic stuns.
Detecting- This is a measure of the marine's ability to use a detector.
20
Ill
YOUR MARINES
Cracking- This is a measure of the marine's ability to use a crack unit.
Ammo- This is a count of the total number of ammo rounds in the marine's ammo
clip. You can add to the number of rounds by using an ammo pack. The marine will
not be able to fire any guns if there are no rounds in the ammo clip.
Classes of Marines
Marines fall into the following classifications:
Squad Leader- The squad leader is your main character. This is the only type of
marine that is independent of the missions. Squad Leaders have ranks as follows:
Abbreviation
Rank
EN
2L
1L
LC
CM
CP
CO
AD
RA
VA
FA
Ensign
2nd Lieutenant
1st Lieutenant
Lieutenant Commander
Commander
Captain
Commodore
Admiral
Rear Admiral
Vice Admiral
Fleet Admiral
Newly created Squad Leaders begin as Ensigns. Upon a successful completion of
a mission, there is a possibility that the Squad Leader will improve his Accuracy,
Cracking, and Detecting skills. In addition, depending on the improvements, he may
be promoted in rank. Once the rank of Reet Admiral is reached, no further promotion
is possible.
The chance for advancement depends on how much the Squad Leader participates
in combat. In addition, advancement in cracking and detecting skills requires the
successful use of these devices by the Squad Leader during the mission.
Once the Squad Leader reaches the rank of Admiral, he has developed a psionic
ability that can be used just like the Psionic Talent marines.
The game will keep track of several other statistics for the squad leaders including
number of missions, number of kills, and combat time. These stats can be examined
from the Assignment Screen. Only stats from completed missions will be saved.
21
YOUR MARINES
Ill
Marauder- The marauder is the basic marine. They carry heavy armor and have a
fairly high level of mobility.
Scout- Scouts have very light armor, making them faster than marauders.
Infiltrator- Infiltrators have medium armor and an average degree of mobility.
Infiltrators are very adept at using crack units.
Psionic Talent - Psionic talents wear the same armor as scouts. They have the ability
to stun an opponent with their minds. An opponent so stunned will be unable to
function in their next phase. In addition, since vitality regenerates slowly, it will take
several rounds before the opponent is back to full movement strength. Psionic stuns
will not travel through doors or walls. It is possible to stun your own troops, so be
careful. You cannot stun any opponent that is not a life form (Gun Emplacements,
Robots, Bipeds, and Seekers). In addition, tanks cannot be stunned as their armor
protects the aliens inside.
22
Ill
0
OPPONENTS
The Opponents
There are a variety of opponents your squads will encounter during their missions.
These opponents are quite intelligent. Their general strategies and method of attack
are described in this section.
Beast
The beast is a carnivorous creature resembling a small Tyrannosaurus Rex. Beasts walk on their hind legs. Their attack is by biting
and thus, must be in an adjacent square to attack. They are semiintelligent and can smell out an opponent. They are attracted to loud
noises, including gunfire. Fortunately, Beast are somewhat slow.
Their hide is thick and somewhat resistant to laser fire.
[!]
Marauder
Marauders are similar to your own marines. They carry laser pistols
and may have grenades, rockets, and other offensive weapons.
They may also use camo suits, making them hard for you to see on
the map. In fact, marauders with carno suits will be almost impossible
to spot in dense terrain such as rubble and jungle. Marauders are
highly intelligent and will use the surrounding terrain to the best of their advantage.
Alien
Alien solders are lightly armored and, as a result, are very fast. Aliens
almost always have psionic abilities. They have the capability to emit
beams of energy from their bodies. These beams have a bit less
strength than a standard laser pistol. Aliens may also carry grenades
and other offensive weapons. They are fairly intelligent and will use
a combination of their beams and psionic attacks very effectively.
Terradon
Terradons are primitive flying animals. They attack by swooping
down and biting the victim. Because they are constantly in flight
during combat, Terradons are extremely fast and maneuverable.
Their scaled body does not, however, provide much protection from
attack.
Gun Emplacement
Gun Emplacements are stationary defensive posts that operate by
programmed instructions. They will attack any marine that comes
within range. They fire a dual beam that has almost twice the power
of a laser rifle. Gun Emplacements are stationary and will not move.
They can, however, rotate the guns to fire in any direction.
23
OPPONENTS
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Wad gel
The wadgel is a small, weasle-like creature that attacks by firing quills
from its tail. Wadgels are not known for their intelligence. They will
attack almost anything moving, except another wadgel. Their small
size and low intelligence makes a single wadgel more of a nuisance
than a danger. However, in large quantities they can be quite
dangerous.
Tank
Tanks are floating platforms that hover approximately 75 centimeters
above the ground. They are controlled by small, highly intelligent
alien creatures from a control cavity inside. Tanks have a singlebarreled laser cannon and are highly maneuverable. They also have
a heavy armor plating, making them difficult to destroy.
Robot
Robots are intelligent, programmed machines. They are all copies
of an original that was designed to seek out and destroy an individual
named Dr. Smith. During the coping process however, the program
was scrambled. Robots will now attack any of your marines, thinking
they are this Dr. Smith. They fire a form of plasma energy from their
claws. Robots tend to attack with the precision of a well designed computer program.
This makes their method of attack somewhat easy to predict. However, due to the
power of their weapon, the robot should be taken quite seriously.
Biped
Bipeds are robots that walk on two legs. They contain a single laser
weapon of equivalent power to a laser rifle. Bipeds are semiintelligent and are capable of using the terrain to their advantage. The
armor on a biped is adequate, but not impenetrable.
Seeker
Seekers are small floating orbs of unknown origin. Some say they are
remnants from a long dead race. Orbs will destroy any human life
form it encounters. They have the ability to warp space around them,
allowing them to pass through walls. Orbs usually have psionic
abilities and always have a beam weapon that can fire in any
direction. Seekers can only be destroyed with remote charges. Any other weapon
may temporarily disable the seeker for up to 5 rounds. These are extremely
dangerous opponents and should be avoided at all costs.
24
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OBJECTS
The Objects
This section lists all of the objects and how they are used. Following the name of
each object is the number of encumbrance points (see the Marines section for a
description of encumbrance points) they consume and the number of movement
points it takes to use. For example, the smoke grenade appears as "Smoke
Grenade (Enc 1 - MP 5)". This means a smoke grenade uses 1 encumbrance
point and takes 5 movement points to throw.
Objects are used by selecting the use button. See the Game Screen section for
a description of this button.
DataPack (Enc 1 - MP 0)
A Data Pack is a small cartridge that stores data. Some missions will
require that you must either capture or destroy DataPacks. Capturing a DataPack means that they must be taken and held by your
marines. There is no way to use the DataPack.
Prisoner (Enc 1 - MP O)
Some missions will require that you rescue prisoners. Rescuing a
prisoner means that they must be taken and held by your marines.
Rocket Launcher (Enc 7- MP 0)
Rocket launchers are needed to fire rockets. In order to use the
launcher to fire a rocket, you should select the rocket itself after
pressing the use button.
Smoke Grenade (Enc 1 - MP 5)
Smoke grenades are small palm-sized devices that, when thrown,
will explode in a cloud of smoke. This smoke will last the duration of
the round. Opponents caught in the smoke cloud will be unable to
function. Opponents around the cloud will be unable to see through
it. When selecting the smoke grenade from the use button, you will
be allowed to select the square you wish to toss the grenade into. The marine need
not be facing this square. Point the mouse at the square and click the mouse button.
From the keyboard, use the map cursor to select the square, then press the "Z" key.
The throwing range is 3 squares.
Personal Shield (Enc 2 - MP 0)
A personal shield is an electronic device that absorbs energy from
laser hits and explosive devices. Its function is automatic once the
marine is carrying the shield. Shields normally absorb approximately
20% of the energy from an attack.
25
OBJECTS
Ill
Grav Shoes (Enc 4 - MP 10)
Grav shoes are electronic boots that, when worn, cause the marine
to hover approximately 23 centimeters off the floor. Once worn,
moving onto any terrain square consumes only one movement point
(2 for diagonal moves). In addition, grav shoes will allow marines to
traverse deep water and blank terrain squares. When wearing grav
shoes, the marine will be unable to use any other objects except guns.
To wear the grav shoes, select them from the use button. To remove them, select
the use button again. Instead of the normal use window appearing, the marine will,
instead, remove the grav shoes. Grav shoes will be removed automatically at the
end of the marines turn. There is approximately a 5% chance that the marine will be
injured upon removing the grav shoes. In addition, the marine will be killed if he
removes the grav shoes over deep water or blank terrain squares.
Neutron Bomb (Enc 2 - MP 6)
A neutron bomb is a flat, disc shaped object about 31 centimeters in
diameter. When·thrown, it will explode, releasing radiation deadly to
life forms. This explosion will do no damage to the surrounding terrain
or mechanical opponents. When selecting the neutron bomb from
the use button, you will be allowed to select the square you wish to
toss the bomb into. The marine need not be facing this square. Point the mouse at
the square and click the mouse button. From the keyboard, use the map cursor to
select the square, then press the "Z" key. The throwing range is 3 squares.
Camouflage Suit (Enc 5 - MP O)
A camouflage suit (also known as a "camo suit") will cause the
marine to be almost completely invisible when worn (except to
seekers which use a form of radar). Marines will be harder for the
enemy to detect when on dense terrain like jungles and forest. A suit
is worn upon taking it. In addition, due to its bulk, it is impossible to
carry a camo suit without actually wearing it.
Laser Pistol (Enc 1 - MP 3)
A laser pistol is the standard issue weapon of the FWSF. It can inflict
a fair amount of damage to any opponent it hits. A laser pistol is
armed by selecting it with the use button or the arm button (both will
do the same thing). It consumes no movement points to arm the
weapon. The weapon is fired according to the instructions in the
Game Screen section of the manual. Firing the weapon takes 3 movement points.
Each discharge of the weapon consumes 1 ammo round.
B
26
Ill
OBJECTS
Laser Rifle (Enc 2 - MP 3)
A laser rifle is a premium weapon. It can inflict substantially more
damage than a laser pistol. A laser rifle is armed by selecting it with
the use button or the arm button (both will do the same thing). It
consumes no movement points to arm the weapon. The weapon is
fired according to the instructions in the Game Screen section of the
manual. Rring the weapon takes 3 movement points. Each discharge of the weapon
consumes 2 ammo rounds.
Laser rifles can only be fired a maximum of five times per round. After that, they
overheat and will not cool down enough to permit operation until the next round.
Stun Pistol (Enc 1 - MP 3)
A stun pistol will stun any opponent it hits. It inflicts little damage to
the opponent.. A stun pistol is armed by selecting it with the use
button or the arm button (both will do the same thing). It consumes
no movement points to arm the weapon. The weapon is fired
according to the instructions in the Game Screen section of the
manual. Firing the weapon takes 3 movement points. Each discharge oft he weapon
consumes 1 ammo round.
~
~
Crack Unit (Enc 9 - MP 9)
A crack unit is a special device primarily designed for use by the
Infiltrator marines (although any marine class can use one). In order
to use a crack unit, the marine must be standing on or next to a
computer or control panel. If the crack is successful, it will dump all
of the floor plans for the current level from the opponent's computer
system.
To operate a crack unit, select it from the use button. A window will appear ifthe crack
was not successful. Either way, the map window will clear and display the entire
50x50 level represented by colored squares. If the crack was not successful, only
the data gathered by the marines movements will be displayed. Otherwise, all wall
squares will be integrated with the data already gathered. When finished viewing the
map, press the mouse button or any key on the keyboard.
27
OBJECTS
Ill
Detector (Enc 9 - MP 15)
A detector is a special device primarily designed for use by the
Infiltrator marines (although any marine class can use one). A
det~tor will pick up opponents and proximity charges and relay their
poSitiOnS.
To operate a detector, select it from the use button. A window will appear ifthe detect
was not successful. If successful, the map window will clear and display a 21 x 21
area surrounding the current marine. The surrounding terrain will be represented by
colored squares. The bright red squares represent enemy units. The bright yellow
squares represent proximity charges. When finished viewing the map, press the
mouse button or any key on the keyboard.
Medikit (Enc 3 - MP 9)
A medikit is a small, non-reusable package used to heal wounds.
When consumed, it has the effect of increasing the health and vitality
of the marine by up to 50%. A medikit is used by selecting it with the
use button.
Ammo Pack (Enc 2 - MP 8)
Ammo packs contain 50 rounds of ammunition to be used with
weapons. An ammo pack, when used, will release the rounds into the
ammo clips built into every marines uniform. These rounds are
actually power charges, making them compatible with all weapons.
An ammo pack is used by selecting it with the use button.
Proximity Charge (Enc 5 - MP 0)
A proximity charge is a small explosive canister that detonates when
any object moves into the same terrain square. Proximity charges
have the explosive power of a grenade. The proximity charge will not
be visible if placed onto dirt, grass, or high terrain squares. Scouts
have a 40% chance of detecting hidden proximity charges (see the
description of the scale button in the Game Screen section for more information).
To use a proximity charge, simply drop it. It will not be armed until the marine moves
off of the square. To pick up a proximity charge, move to an adjacent square and
take the object as normal.
Foxhole Maker (Enc 7 - MP 20)
The foxhole maker is a portable, powered shovel that automatically
forms foxholes in grass or dirt. To use the foxhole maker, select it with
the use button.
28
Ill
I
OBJECTS
Chronokleptic Tablet (Enc 1 • MP 1)
The chronokleptic tablet, if taken, will temporarily accelerate your
movement ability. This means that in the following round after taking
the tablet, your marine will gain 15 movement points (although it
consumes 15 movement points in the current round). This is useful
in the event you require a marine to perform some task (such as
moving into a combat area, setting a proximity charge, and leaving) that requires
more movement points in a single round that normal.
EJ
The tablet can be taken by selecting it with the use button.
Rocket (Enc 3 • MP 5)
A rocket is basically a propelled grenade. It has a range of 50 terrain
squares and the explosive power of a grenade. The marine must be
carrying a rocket launcher in order to fire a rocket. When fired, the
rocket will travel in the direction the marine is facing. To fire a rocket,
select one with the use button. A rocket will continue to travel even
after leaving the map window until it hits a target or the level boundaries.
0
Grenade (Enc 1 • MP 5)
Grenades are small palm-sized devices that, when thrown, will
explode where it lands. Grenades are fairly powerful and can level
light walls. When selecting the grenade with the use button, you will
be allowed to select the square into which you wish to toss the
grenade. The marine need not be facing this square. Point the
mouse at the square and click the mouse button. From the keyboard, use the map
cursor to select the square, then press the "Z" key. The throwing range is 3 squares.
Remote Charge (Enc 5 • MP 10)
Remote charges are radio controlled explosive charges. They will
detonate when one of your marines sends a coded destruct command. Remote charges are more powerful than grenades and will
actually bring down heavy walls. The charges are armed by selecting
them with the use button. This will drop the object in the square in
which the marine is standing. The charges can be detonated at any time, from any
level, by holding down the shift key and clicking the mouse pointer on the arm button.
From the keyboard, hold down the shift key and press "A". All remote charges that
have been armed will respond to the destruct signal. It is not possible to selectively
detonate armed charges. Any marine can detonate a charge, not just the marine that
armed it. You can disarm a charge by taking it.
29
TERRAIN
Ill
Terrain Squares
Each square on the scenario map contains one terrain square. The terrains squares
are described in this section. Following the name of the terrain is the number of
movement points it takes to enter that terrain square. For example, the entry for table
appears as "Table (5 mp)", meaning it takes 5 movement points to enter a square
with a table.
Heavy Walls (2mp)
Marines can walk on all heavy wall squares, but cannot cross from one
side of a wall to another.
Thin Walls (2mp)
Marines can walk on all thin wall squares, but cannot cross from one
side of a wall to another.
Shafts (Smp)
Shafts are transport tubes that carry marines from one level to
another. You can pass through a shaft square without actually using
the shaft. In order to change levels, you will need to select the shaft
button when in a shaft square (see the Game Screen section). It is
dangerous to stand in a shaft square from one round to the next. If an enemy decides
to use the shaft, the marine will be crushed by the shaft vehicle. Conversely, you can
destroy any opponents standing on shaft squares by using the shaft from another
level.
II
II
•
30
Power Door (2mp)
Marines cannot pass through closed power doors. A power door can
be opened with the open door button (see the Game Screen section).
Opening a power door requires 10 movement points.
Steel Door (2mp)
Marines cannot pass through closed steel doors. A steel door can be
opened with the open door button (see the Game Screen section).
Opening a steel door requires 5 movement points.
Glass Door (2mp)
Marines cannot pass through closed glass doors. A glass door can
be opened with the open door button (see the Game Screen section).
Opening a glass door requires 3 movement points.
Ill
TERRAIN
Table (5mp)
Tables occupy a good portion of the terrain square.
however, stand in the same square.
You can,
Chair (4mp)
You can traverse squares with a chair.
Controls (Smp)
These are control panels that interface with alien computers.
Dresser (6mp)
Dressers occupy a good portion of the terrain square. You can,
however, stand in the same square.
Bed (Smp)
Beds occupy a good portion of the terrain square. You can, however,
stand in the same square.
Terminal (Smp)
These are terminals that interface with alien computers. Crack units
are able to tap into these terminals to download data.
Machine (6mp)
These are some form of alien machine. Their purpose is unknown to
you .
•
Stun Field (8mp)
These are fields of energy. When passing through a stun field, there
is a chance the marine will be stunned.
Transporter (6mp)
Transporter pads, if stepped on, will transport you to another area.
31
TERRAIN
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Fuel Tank (Omp)
Fuel tanks contain highly explosive chemicals.
If they are hit with a strong laser blast or
grenade, they may explode. Marines cannot
enter a square containing a fuel tank.
Computer (Smp)
Computers are alien machines and you cannot use or access them.
Crack units can interface with these machines to download data.
Worker (6mp)
Workers are rather unobtrusive semi-human slaves that function in a
zombie-like state. They cannot attack or defend. You can stand in
the same square as a worker.
Lockers (6mp)
Lockers occupy a good portion of the terrain square. You can,
however, stand in the same square.
II
•
Blank (1mp with gravshoes)
Blank squares are areas of empty space. They usually exist between
ships in missions that take place aboard spaceships. Blank squares
cannot be entered unless the marine is using gravshoes .
Metal Floor (3mp)
Metal floors are steel gratings. The texture of the steel makes walking
a bit more effort.
Plain Floor (2mp)
Plain floors are usually found inside buildings. They are made of a
concrete material.
Deep Water (1mp with gravshoes)
Marines cannot enter deep water squares unless they are using
gravshoes.
Shallow Water (4mp)
Shallow water is water up to one meter deep. Marines can traverse
shallow water.
32
Ill
rf
TERRAIN
Dirt/Water (3mp)
These squares are a combination of dirt and shallow water, a
shoreline.
~-
Grade (Smp)
Grades are transitions from high terrain to normal terrain. The steep
slope makes these hard to walk on.
High Terrain (3mp)
High terrain is elevated about 9 meters above the normal landscape.
It provides those on it with a strategic advantage. Accuracy in
shooting will be increased somewhat when firing from a high terrain
position.
Dirt (2mp)
Dirt is firmly packed soil and is easy to traverse .
•
•
• • •
Grass (2mp)
Grass is easily traversable.
•••
.
..
..
Foxhole (6mp)
:· .. ·..· .-··.·:··.·· ·. . Foxholes are small holes in the dirt that provide some cover. Marines
.
.
.·
. or opponents in foxholes will have a defensive advantage, meaning
.
. .
.
. it is harder to hit someone in a foxhole. In addition, damage from
.
~.
grenades and charges will be lessened.
•,
111
•
.
Light Vegetation (4mp)
Light vegetation is comprised of tall underbrush and bushes. It can
be traversed .
Jungle (9mp)
. Jungle is very thick vegetation. It can be traversed, but is extremely
. difficult.
33
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TERRAIN
•
Forest (6mp)
..
..
..
..
Forests are tall trees and thick underbrush. It can be traversed, but
with some difficulty .
...
Entry/Exit (3mp)
Entry and exit squares are the means by which to enter and leave the
scenario. Marines will enter, one at a time, from the entry square. To
exit a marine, leave him on the exit square when selecting the next
marine or next round button. There is only one entry and one exit
square in a scenario.
Occupation (2mp)
'
•
34
.
.
.
Occupation squares are strategic locations in a mission. The victory
conditions may require your marines to hold or occupy a certain
number of these squares. Holding an occupation square means
simply to stand on it.
Ill
THE SCENARIO BUILDER
Running The Builder Program
Breach 2 includes a scenario builder the allows you to modify other scenarios or
create your own. See the Getting Started section for information on how to run the
builder program on your computer.
The Builder Screen
The builder screen consists of three
windows. Upon running the program,onlytwoofthesewindowswill
appear at first. The window in the
upper right contains terrain squares.
This is referred to as the "Palette
window". The window below that is
the "Info window" and contains information on the scenario map and
the currently selected terrain square.
The Scenario Builder Screen
The third window is the map window. It does not appear until you
open a scenario for editing. A bar above the map window will display the name of
the scenario when one is open.
Starting a New Scenario (F1)
The F1 function key will begin a new scenario (provided one is not already open). The
map window will appear and the terrain for all levels will default to a plain floor.
Opening an Existing Scenario (F2)
The F2 function key will open an existing scenario for editing. A window will appear
displaying names of existing scenarios. The window is large enough to display up
to 5 names at a time. If the disk contains more than 5 scenarios, you can click on
the up and down arrow keys (keyboard players can press the "PgUp" and "PgDn"
keys) to scroll the list. Select the scenario you want to edit by clicking on its name
(keyboard users can use the up and down arrow keys). To open the scenario, click
on the window's use button (or hold down the "Ait" key and press the "U" key). To
cancel, press the cancel button (or hold down the "Ait" key and press the "C" key).
To open scenarios on another disk, see page 41 under "Accessing Additional
Scenario Disks".
Saving a Scenario (F3)
You can save the currently open scenario to the disk by pressing the F3 function key.
This will not close the scenario, allowing you to continue editing. To save the
scenario to another disk, see page 41 under"Accessing Additional Scenario Disks".
35
THE SCENARIO BUILDER
Ill
Closing a Scenario (F4)
Pressing the F4 function key will close the currently open scenario. If you have made
any changes since it was last saved, you will have the option to save these changes.
Quitting the Scenario Builder (F5)
Pressing FS will quit the builder program. If a scenario is open and changes have
not been saved, you will have the option to save the changes.
The Cursors (F6)
If you have a mouse you can skip this paragraph. Pressing the F6 function key will
display cursors on the map and palette windows. These cursors appear automatically if you do not have a mouse. The cursor on the map window is moved using the
four arrow keys. The cursor on the palette window is moved by using the I, J, K, and
M keys for Up, Left, Right, and Down respectively.
The Map Grid (F7)
Pressing the F7 function key will draw grid lines in the map window (assuming there
is a scenario open). This will make it easier to place the terrain squares in the proper
location. Pressing this key again will turn off the grid.
The Palette Window
The palette window displays all the terrain, object, and opponents that can be placed
on the map. The "[" and ")" keys will change the palette. The "[" will move up the
list and the"]" will move down the list. The palette types are Walls and Doors, Interior,
Exterior, Objects, and Opponents. You can select a palette square with the mouse
by pointing to it and pressing the mouse button. Keyboard players select a palette
square by moving the palette cursor to the square and pressing the middle key in the
keypad (the "5" key). The selected square will appear in the info window.
The Map Window
This is the window where you build the scenario maps. The map window displays
a 9x9 section of the map at one time. The info window will show you the current level
being displayed and the (x,y) coordinate of the center square. The map window can
scroll around the entire 50x50 area of a scenario level by using two sets of keys. The
first set scrolls the map one square at a time. This is accomplished by holding down
the shift key and pressing the arrow key in the direction you want to scroll. The other
set of keys moves the map 8 squares at a time. These keys are "Home", "End",
"PgUp", and "PgDn" to move Left, Right, Up, and Down respectively. You can
change the level being displayed by using the "+" and "-" keys.
36
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THE SCENARIO BUILDER
The following commands can be done within the map window:
Placing a Palette Square- The currently selected palette square can be placed on
the map by pointing to the map square and pressing the mouse button. Keyboard
players can move the map cu rsorto the square and press the "Z" key. Note that there
are certain restrictions on placement. For instance, a deep water square cannot be
placed on a map square that has an opponent or object since it cannot be traversed.
For details on these restrictions, see the Terrain section.
Special consideration must be made to removing objects and opponents that you
have placed in error. The "Blank" squares located on the object and opponent
palettes work to erase opponents and objects. If placed on the map, they will not
affect the actual terrain but will instead remove the object or opponent.
Adding Text to Map Squares- Map squares can contain a line of text that will appear
when a player marine walks over it for the first time. Text can be added to the square
by holding down the "Ait" key and clicking the mouse on the square. Keyboard
players can hold down the "Ait" key and press the "Z" key after selecting the square
with the map cursor. There is a limit of 20 squares per scenario that can have text.
Adding Text to Objects- Objects can contain a line of text that will appear when a
player marine take the object for the first time. Text can be added to the object by
holding down the "Shift" key and clicking the mouse on the object. Keyboard players
can hold down the "Shift" key and press the "Z" key after selecting the object with
the map cursor.
Changing a Transporter Destination- When transporters are first placed on the map,
the destination (that is, the square the marine will be transported to if he steps on the
square) is set to the same square. You will want to change this to another location.
The destination can be changed by holding down the "Shift" key and clicking the
mouse on the transporter. Keyboard players can hold down the "Shift" key and press
the "Z" key after selecting the transporter with the map cursor.
A window will appear showing the destination X, Y, and Level. You can select the
coordinate you want to change by clicking on it with the mouse pointer. Keyboard
players can use the tab key to move from one to another. The backspace key will
erase any numbers in the box, allowing you to type new ones. When finished, click
on the Ok button to save or the Cancel button to cancel. Keyboard users should hold
down the "Ait" key and type either "0" for Ok or "C" for cancel.
37
THE SCENARIO BUILDER
Ill
Modifying an Opponent- Opponent characteristics can be modified from the defauHs
set when the opponent is first placed on the map. Opponents are modified by holding
down the "Shift" key and clicking the mouse on the opponent. Keyboard players can
hold down the "Shift" key and press the middle key on the keypad (the "5" key) after
selecting the opponent with the map cursor.
A window will appear with all of the current stats on the opponent. You can click the
mouse on any of the boxes containing numbers to edit the information. Keyboard
users can use the "Tab" key to move from one box to the next.
The heaHh check boxes and the check box for psionic ability can be changed by
clicking the mouse pointer in the box. Keyboard players can hold down the "Ait" key
and press the key corresponding to the first letter appearing to the right of the box.
For instance, to change the health status to good, hold down the "Ait" key and press
"G". When finished, click on the Ok button. Keyboard users should hold down the
"Ait" key and press "0".
Special Note: Setting a Marauder's bonus moves to the maximum will allow him to
use a camo suit. Setting an Alien or Marauder's encumbrance level higher will allow
them to use more rockets and grenades.
Naming a Scenario ("N")
Pressing the "N" key will display a window allowing you to name the scenario and
set the difficulty level. You can click the mouse pointer in a check box to set the
difficuHy. Keyboard users can hold down the "AH" key and press the key
corresponding to the first letter appearing to the right of the box. For instance, to set
the difficuHy to medium, hold down the "Ait" key and press "M". You can click the
mouse pointer in the check box to setthe difficulty. The edit box on the screen allows
you to enter the name for the scenario.
When finished, click on the Ok button to save or the Cancel button to cancel.
Keyboard users should hold down the "Ait" key and type either "0" for Ok or "C" for
cancel.
Setting the Victory Conditions ("V")
Pressing the "V" key will display the victory conditions window. You can click the
mouse pointer in the check box to set the conditions. Keyboard users can hold down
the "Ait" key and press the key corresponding to the first letter appearing to the right
of the box. For instance, to set the "Exit Combat Zone" condition, hold down the "Ait"
key and press "E". Note that you cannot select both "Destroy DataPacks" and
"Capture DataPacks" since this would not make sense. For the same reason, you
cannot select both "Hold n Occupation Squares" and "Exit Combat Zone".
38
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THE SCENARIO BUILDER
There are several ''text boxes" on the screen for entering numbers such as the time
limit. These numbers can be changed by clicking the mouse pointer on them (or
using the "Tab" key) and then entering the number. If a number already exists in the
box, you can use the backspace key to delete the numbers.
When finished, click on the Ok button to save or the Cancel button to cancel.
Keyboard users should hold down the "Ait" key and type either "0" for Ok or "C" for
cancel.
Filling a Level ("L")
You can fill an entire level with the selected terrain square by pressing the "L" key.
You will not be allowed to fill with object, opponents, shafts, transporters, or entry/
exit squares.
Filling the Screen ("S")
You can fill the entire screen with the selected terrain square by pressing the "S" key.
You will not be allowed to fill with object, opponents, shafts, transporters, or entry/
exit squares.
Viewing the Entire Map ("W")
Pressing the "W" key will cause the entire 50x50 level to be displayed in the map
window. Each square is represented by a colored block to differentiate the terrain
types. Once the level is displayed, you can use the mouse pointer to restore the
window to normal, but at a different location. For instance, if you click the mouse
pointer in the lower left portion of the level, the map will return to normal, displaying
this location. Keyboard users can press any key to return the map to normal. You
cannot move to another portion of the level from the wide angle view without a
mouse.
Creating Marines ("R")
Pressing the "R" key will display a window for creating new marines. You can click
the mouse pointer in a check box to set the class of the marine. Keyboard users can
hold down the "Ait" key and press the key corresponding to the first letter appearing
to the right of the box. For instance, to set the marine's class to "Infiltrator", hold
down the "Ait" key and press "1". The edit box on the screen allows you to enter the
name for the marine.
When finished, click on the Ok button to save or the Cancel button to cancel.
Keyboard users should hold down the "Ait" key and type either "0" for Ok or "C" for
cancel.
39
THE SCENARIO BUILDER
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Modifying Marines ("F")
Pressing the "F" key will display a list of the marines created so far. The window is
large enough to display up to 5 names at a time. If the scenario contains more than
5 marines, you can click on the up and down arrow keys (keyboard players can press
the "PgUp" and "PgDn" keys) to scroll the list. Select the marine you want to modify
by clicking on his name (keyboard users can use the up and down arrow keys).
There are three ways to modify a marine:
Delete- Click on the delete button (or hold down the "Ait" key and press "D"} to delete
the selected marine from the scenario.
Outfit- Click on the outfit button (or hold down the "Ait" key and press "0"} to outfit
a marine. This means you can select objects you want the marine to be carrying into
the scenario. A window will appear with a list of all of the objects and the quantity
the marine is carrying. You select the quantity to change by clicking on it with the
mouse pointer (or using the "Tab" key). At the top oft he screen are displays showing
the number of free objects (there is a limit of 60 per scenario}, the maximum
encumbrance of the marine, and the current encumbrance of the marine. You
cannot exceed the maximum encumbrance for the marine, give him more than 15
objects, or exceed the 60 object limit for the scenario. When finished, click on the
Ok button (or hold down the "Ait" key and press "0"}.
Examine- Click on the examine button (or hold down the "Ait" key and press "E"}
to examine and edit the marine stats. You can click the mouse on any of the boxes
containing numbers to edit the information. Keyboard users can use the "Tab" key
to move from one box to the next. When finished, click on the Ok button (or hold down
the "Ait" key and press "0"}.
When finished, click on the Done button. Keyboard users should hold down the "Ait"
key and type "D".
Editing The Briefing ("B")
Pressing the "B" key will display the briefing window. You can type in or edit a briefing
for the scenario. The briefing usually contains the background on the mission, plus
an overview of the mission objective and possibly some hints.
40
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THE SCENARIO BUILDER
Chaining Scenarios ("C")
Pressing the "C" key will display a window allowing you to select a scenario to chain
to once the currently open scenario is completed. The window is large enough to
display up to 5 names at a time. If the disk contains more than 5 scenarios, you can
click on the up and down arrow keys (keyboard players can press the "PgUp" and
"PgDn" keys) to scroll the list. Select the scenario you want to chain to by clicking
on its name (keyboard users can use the up and down arrow keys) . To select the
scenario, click on the window's chain button (or hold down the "Ait" key and press
the "C" key). To cancel, press the remove button (or hold down the "Ait" key and
press the "R" key).
Threading
You can "thread" objects, opponents, and terrain text by pressing the "0", "P", and
"X" keys respectively. Threading means that the map window center will shift each
time you press a thread key, placing objects, opponents, or terrain text at the center.
For instance, suppose you have placed 5 objects in the scenario. Repeatedly
pressing the "0" key will move the map from one object to another allowing you to
locate all of the objects.
Displaying Totals ("T")
Pressing the "T" key will display the total number of objects, opponents, and terrain
text you have placed on the map. Click on the Ok button (or hold down the "Ait" key
and press "0") when you are finished viewing the totals.
Undo ("U")
Pressing the "U" key will remove the last terrain squares placed since the last time
you selected one from the palette.
Accessing Additional Scenario Disks (F9)
You can edit or create new scenarios on another disk by pressing the F9 function key.
This will allow you to remove the current disk and replace it with a disk of your own
for creating your own scenarios, or a scenario disk from Omnitrend. This really only
applies if you are playing on floppy disk. If you are playing on a hard disk, you can
still change to another scenario disk on the floppy drive, however there is no need
since hard disks allow for so much storage.
41
SCENARIO LIST
Ill
Grotto Game Preserve
Water Landing
Difficulty Rating: Easy
Difficulty Rating: Meduim
Synopsis: A FW scient~ic shuttle has crashed
in the Grotto Game preserve. We have
located their position with the craft's emergency beacon. Rescue the scientists on
board and destroy all computer datapacks
so they don't fall into unfriendly hands.
Synopsis: You're being dropped off a short
distance from shore, within wading distance
of the coast. Locate the trails that go inland
and occupy two important junctions until FW
forces arrive.
Strategy: You don't have a lot of time . You
must get to the crashed shuttle and rescue
the scientists before it sinks. Follow the river
to the crash site. Remember, your orders
are to rescue and not to waste time killing
everything in site.
Strategy: You've been picked up by enemy
radar so some UDP troops will probably be
waiting for you. Secure the area you'll be
dropping into the first round with your scouts
so there won't be any surprises.
Enemy Listening Post
Difficulty Rating: Hard
River Crossing
Difficulty Rating: Easy
Synopsis: The UDP is on one side of the
river and you are on the other. Some of your
men have been equipped with our new Grav
Shoes. Most of the enemies troops don't
have this capability. Eliminate at least 50%
of the enemy troops.
Strategy: Most of the UDP troops don't have
grav shoes so use this to your advantage.
Also remember that rockets can hit things
past your field of view.
Synopsis: You are ordered to attack a small
UDP listening post in the jungles of Kam.
Capture any datapacks you find.
Strategy: After capturing the datapacks try
to use the UDP's transporter facilities to get
to your pickup point.
Hill 501 Assault
Difficulty Rating: Hard
Synopsis: You are to destroy all UDP datapacks that control their defense positions on
and around Hill 501.
Officer Rescue
Difficulty Rating: Medium
Synopsis: Rescue a captured FWSF tactical
officer.
Strategy: Use your smoke grenades to confuse the enemy.
42
Strategy: Most of the UDP troops are in
foxholes. Use explosives to weaken those
positions before using laser fire.
Ill
SCENARIO LIST
UDP Troop Garrison
Difficulty Rating: Very Hard
Seeker and Destroy
Difficulty Rating: Very hard
Synopsis: We're transporting you right into
the interior of a UDP Terror Troop Garrison.
You only have 20 min. to eliminate 60% of
the enemy, rescue our undercover agent
and transport back to you landing craft.
Synopsis: The UDP has developed a very
lethal anti-personnel weapon called the seeker.
Destroy the seeker production datapacks
that run the factory's computers.
Strategy: Don't rush your squad leader into
combat right away, wait a few turns. Use
your scouts to soften the enemy up first.
Allen Encounter
Difficulty Rating: Very Hard
Synopsis: An unknown Alien race has kidnapped an engineering officer from one of
our Dagger Class vessels. Rescue the officer and retrieve any computer datapacks
that may shed some light on these strange
alien beings.
Strategy: The aliens 3 level ship is easy to
get lost in since all levels are of similar
design. Keep track of where you're at and
where you're going.
Mazes of Doors
Difficulty Rating: Very Hard
Synopsis: We're sending you into an unknown multi-layered military facility. Retrieve datapacks and prisoners.
Strategy: Divide your squad into two teams
so each team will be able to check out the
two landing areas.
Strategy: Good luck on this assignment,
you'll need it. The seekers are tough to
destroy and can go almost anywhere, and
through anything.
Squad Leader Strategy and Tactics
1. Take your time. In many of the scenarios (but not all) time isn't a big factor. Don't
rush head on into situations where members of your squad have low vitality. Waste
a turn here and there to bring vitality back up
to (or close to) 100%
2. At the beginning of any scenario make
sure your landing (entrance) area is secure.
Use the scouts in your squad (the ones with
large amounts of movement points) to explore
your landing grid.
3. When your Squad Leader is just starting
out and accuracy and extra movement points
are low, use him as a clean-up man to gain
advancement and experience. Have another squad member weaken an opponent
with a grenade or a laser shot before going
in for the kill.
4. Use the crack unit as soon as possible.
It's hard to win when you don't know where
you're going.
5. Conserve your explosives (grenades,
remote charges, etc.) and try to use your
lasers when possible.
43
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QUICK REFERENCE
The following are summaries of the key commands you can use in Breach 2. This
is provided for your use once you learn the basics of the game. This section covers
only the main commands. There are other key combinations required for most of
these main commands. Refer to the specific section of the manual dealing with these
commands for more information.
The Assignment Screen
The Scenario Builder
A
Access additional scenario disks
B
Edit Briefing
c
Create new Squad Leader
c
Chain Scenario
D
Delete selected Squad Leader
F
Modify Marines
E
Examine selected Squad Leader
L
Fill Level
M
p
Make a new game
N
Name Scenario
Play the selected game
0
Thread Object
a
End the game
p
Thread Opponent
A
Remove the selected scenario
A
Create Marine
s
Stop the selected game
s
Fill Screen
Tab
Change the selected window
T
Display Totals
UpArrow
Move the select bar up
u
Undo
DnArrow
Move the select bar down
Scroll the scenario list up
v
w
Victory Conditions
PgUp
PgDn
Scroll the scenario list down
X
Thread Text
+
Level Up
View Entire Map
Level Down
The Game Screen
A
Arm Weapon/Detonate Remotes
Previous Palette
B
Mission Briefing
Next Palette
D
K
Drop Object
Open Door
L
UstSquad
Home
Scroll Map 8 Squares Left
End
PgUp
Scroll Map 8 Squares Up
Scroll Map 8 Squares Right
N
Next Marine
PgDn
Scroll Map 8 Squares Down
0
Mission Orders
ShifVArrow
Scroll Map 1 Square in Direction of Arrow
p
Trace path
F1
New scenario
A
Next Round
s
F2
Open existing scenario
Use Shaft
F3
Save scenario
T
Take Object
u
w
F4
Close scenario
Use Object
FS
Quit Scenario Builder
Change Scale
F6
Toggle cursors
F1
Save Game
F7
Toggle map grid
F6
Toggle map cursor
F9
Access additional scenario disks
F7
F8
Toggle grid
44
Toggle sound
Breach 2 Tutorial
For your first mission , it is recommended that you follow this
quick tutorial in order to familiarize yourself with the game controls. The tutorial is divided into two separate sections fpr mouse
and keyboard use.
' The mission "Hostage Shield" is included for use with the tutorial
only. It has a very simple objective and is not meant to provide a
challenge.
Keyboard Tutorial
Start Breach 2 according to the instructions for your computer.
Select the scenario "Hostage Shield" using the down arrow key.
Press the "Tab" key to select the next window, "Squad Leaders."
Press the "C" key to create a new squad leader. A window will
appear asking you to enter a name. Type in your last name and
press return . Notice that the new squad leader now appears in
the squad leader window. The word "Available" also appears to
the right of your name , indicating that the character is not currently engaged in a mission and can be used. Use the up/down arrow
keys to select the new squad leader if necessary.
Your screen should now show the scenario "Hostage Shield" and
your squad leader both selected . Press the "M" key to make a
game using these two selections. A window will appear asking
you for a name for the game. Type "Tutorial" and press return.
Another window will appear asking for the skill level. Press "8 " for
beginner.
·
After a moment, the game "Tutorial" will appear in the "Scenarios
in Progress" window. Press "P" to play the game. After a few moments, the game screen will appear.
At the center of the map window is your squad leader. The
leader's stats appear to the right. The first thing you will want to
do is read the mission briefing. Press "B" and the briefing will appear. After reading , press "0 " to remove the briefing .
1
To make things easier when first learning the game , you can turn
on an optional grid that outlines each of the map squares. Press
function key 7 (F7) and a message will appear indicating that the
grid is now on . Press "0 " to continue . The grid will appear when
you begin moving your marines around the map by tracing paths .
Directly to the north of your squad leader is a laser rifle . You will
first want to pick it up. Press "T" for take . Eight arrows will appear
around the squad leader indicating that a direction is needed.
Press the up arrow key (key "8" on the numeric keypad) and the
laser rifle will disappear. Now, walk the squad leader one square
to the right . Do this by holding down the shift key and pressing
the right arrow (key "6" on the numeric keypad) twice. The first
time you press the key , the squad leader will turn to the right. The
second time , the squad leader will walk one square .
Pick up the grenade directly to the right by pressing "T" for take ,
then the right arrow key . The grenade will disappear. Walk one
square diagonally to the northeast by holding down the shift key
and pressing "9" on the numeric keypad twice . The wall you see
to the northeast is the wall you need to breach .
Press "U" to use an object. A window will appear listing the objects the squad leader is carrying. Use the down arrow key to
select the grenade . Press "U" to use the grenade . In the upper
left corner of the map window you will see a targeting cursor. Use
the arrow keys to move this cursor to the wall diagonally northeast of your squad leader. "it should be two spaces below the set
of lockers you see inside the building . Press "Z" to throw the
grenade . The grenade will explode, leaving rubble behind .
Now it is time to move in the rest of your squad . Press "N" to
select the next marine. The map will shift, placing the entry
square and the marine "Conrad" at the center. Move Conrad into
the building by pressing the "P" key . This is an alternate way to
move your marines by tracing a path . Eight arrows will appear
around the marine . Press the numeric keypad keys as follows : 9,
9, 9, and 6. Notice that each time you press a key, the arrows
move and form a path that the marine will follow . Now, press the
"5" key on the keypad (the center key) and the marine will move
to the destination.
Oh , oh , looks like two enemy marines are waiting for you! Taking
them out is a piece of cake for Conrad , but you must first face
2
him in the proper direction . Hold the shift key down and press "9"
on the numeric keypad . He will now be facing the enemy . Select
a weapon for him to arm by pressing "A". He is only carrying a
rifle, so there is no choice but to press "R". The check mark will
move to the rifle selection indicating that Conrad has armed his
laser rifle . Press "0" to indicate you are done.
Use the arrow keys to move the map cursor onto the rightmost of
the two enemy marines. Press the "Z" key to fire the rifle. The
marine should be killed by this one shot, but if not, fire again until
he dies. Move the map cursor to the remaining enemy marine
and fire the rifle (with the "Z" key again). Keep firing until that
marine dies.
Time now to bring in your remaining marine. Press "N" to move to
him. Move Harper inside the building using either the path
method of movement or by holding down the shift key and pressing arrow keys to move him a space at a time . Move him up to
and in front of the doors. Press the "K" key to open the doors.
Eight arrows will appear, indicating that you need to specify
where the doors are (sometimes you may be in a corridor with
doors in multiple directions) . Press the up arrow key to open
them .
Press the "0 " key to display the mission objectives. As you can
see, to complete the mission , you need to rescue all the
prisoners. There are three prisoners in this mission , directly to
the southeast as you walk through the door. To rescue a
prisoner, walk next to him and pick him up as you did with the
rifle and grenade earlier.
Press "0" to remove the objectives screen . Your marines have
more movement points left, and as such can still do more things
in this round. For the purposes of this tutorial , however, we will
move to the next round anyway. Press "R" and a confirming window will appear. Press "Y" to confirm going to the next round.
The enemy marines will fire at you and , hopefully, all your
marines will survive. The map window will then switch to your
squad leader and your round begins again. Move your men in
through the door and southeast. Pick up the three prisoners and
press "R" to conclude the round . Your mission will then be complete . Don't expect any of the real scenarios to be as easy! There
is a lot of danger and adventure waiting for you.
3
Mouse Tutorial
Start Breach 2 according to the instructions for your computer.
Select the scenario "Hostage Shield" by pointing to it with the
mouse cursor and clicking the first (left) mouse button .
Click on the "Create" button to create a new squad leader. A window will appear asking you to enter a name. Type in your last
name and press return . Notice that the new squad leader now
appears in the squad leader window . The word "Available" also
appears to the right of your name , indicating that the character is
not currently engaged in a mission and can be used . If necessary, click on the name to select the newly created squad leader.
Your screen should now show the scenario "Hostage Shield" and
your squad leader both selected . Click on the "Make" button to
make a game using these two selections. A window will appear
asking you for a name for the game . Type "Tutorial" and press
return. Another window will appear asking for the skill level. Click
on the "Beginner" button .
After a moment, the game "Tutorial" will appear in the "Scenarios
in Progress" window. Click on the "Play" button to play the game.
After a few moments, the game screen will appear.
At the center of the map window is your squad leader. The
leader's stats appear to the right. The first thing you will want to
do is read the mission briefing . Click on the briefing icon (looks
like a file folder) and the briefing will appear. After reading , Click
"OK" to remove the briefing .
To make things easier when first learning the game , you can turn
on an optional grid that outlines each of the map square . Press
function key 7 (F7) and a message will appear indicating that the
grid is now on . Click on the "OK" button to continue. The grid will
appear when you begin moving your marines around the map by
tracing paths.
Directly to the north of your squad leader is a laser rifle. You will
first want to pick it up. Click on the take icon in the lower left
corner of the screen. Point to the laser rifle with the mouse cursor
and click the first (left) mouse button . The laser rifle will disappear. Now, walk the squad leader one square to the right. Do th is
by pointing one square to the right of the squad leader and click-
4
ing the second mouse button twice. The first time you press the
button , the squad leader will turn to the right. The second time,
the squad leader will walk one square.
Pick up the grenade to the right by clicking the take icon , pointing
with the mouse cursor to the grenade directly to the right of the
squad leader, then pressing the first mouse button. The grenade
will disappear. Walk one square diagonally to the northeast by
pointing to the adjacent square above and to the right of the
squad leader and clicking the second mouse button twice. The
wall you see to the northeast is the wall you need to breach .
Click on the use icon to use an object. A window will appear listing the objects the squad leader is carrying. Select the grenade
by pointing to it with the mouse and clicking the first mouse button . Click the "Use" button to use the grenade. Your mouse cursor will change to a targeting crosshair. Point to the wall
diagonally northeast of your squad leader. Be sure you are exactly diagonal to your squad leader so that the hole in the wall is in
the right position . If not, the rest of the tutorial may not match
what is on your screen . Click the first mouse button to throw the
grenade. The grenade will explode, leaving rubble behind .
Now it is time to move in the rest of your squad . Click on the next
marine icon (bottom center of the screen , marked with the letter
"N") to select the next marine. The map will shift, placing the
entry square and the marine "Conrad" at the center. An alternate
way to move your marines is by tracing a path . Point to Conrad
with the mouse pointer. Press and hold down the first mouse button . Eight arrows will appear around the marine as well as the
map grid. Move the mouse one square at a time in the compass
direction as follows : NE, NE, NE, E. Notice that each time you
move to a new square, the arrows move and form a path that the
marine will follow . Now, release the mouse button and the marine
will move to the destination.
Oh , oh , looks like two enemy marines are waiting for you! Taking
them out is a piece of cake for Conrad , but you must first face
him in the proper direction. Point to the square directly to the
northeast of Conrad and press the second mouse button . He will
now be facing the enemy . Select a weapon for him to arm by
clicking on the arm icon (directly below and to the right of the stat
window, marked with the letter "A"). He is only carrying a rifle , so
5
there is no choice but to click on the box next to the word rifle.
The check mark will move to the rifle selection indicating that
Conrad has armed his laser rifle. Click on the "OK" button to indicate you are done.
Move the mouse cursor to the rightmost of the two enemy
marines. Press the first mouse button to fire the rifle. The marine
should be killed by this one shot, but if not, fire again until he
dies. Move the mouse cursor to the remaining enemy marine and
fire the rifle (with the first mouse button again) . Keep firing until
that marine dies.
Time now to bring in your remaining marine. Click on the next
marine icon to move to him. Move Harper inside the building
using either the path method of movement or by using the
second mouse button to move him a space at a time . Move him
up to and in front of the doors. Click on the "Open Door" icon
(marked with a "K") . Point to the doors with the key-shaped
mouse cursor and press the first mouse button to open them .
Click on the "Mission Objectives" icon (just to the left of the mission briefing icon, marked with an "0") to display the mission objectives. As you can see, to complete the mission , you need to
rescue all the prisoners. There are three prisoners in this mission, directly to the southeast as you walk through the door. To
rescue a prisoner, walk next to him and pick him up as you did
with the rifle and grenade earlier.
Click on the "OK" button to remove the objectives screen . Your
marines have more movement points left, and as such can still
do more things in this round. For the purposes of this tutorial ,
however, we will move to the next round anyway. Click on the
"Next Round " icon Uust to the right of the mission briefing icon,
marked with an "R") and a confirming window will appear. Click
on the "Yes" button to confirm going to the next round.
The enemy marines will fire at you and , hopefully, all your
marines will survive. The map window will then switch to your
squad leader and your round begins again. Move your men in
through the door and southeast. Pick up the three prisoners and
click on the "Next Round" icon to conclude the round . Your mission will then be complete. Don't expect any of the real scenarios
to be as easy! There is a lot of danger and adventure waiting for
you .
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