COLONY WARSCOLONY WARS Manual STARTING THE GAME 7 DEFAULT CONTROLS COCKPIT HUD 8 USING THE LEAGUE INFORMATION SYSTEM Main Menu Log On Menu 9 Options Menu Demo Mode Menu Restart Game Menu 10 Mission Briefing Menu Pilot Statistics Screen Craft Database Menu System Database Menu 11 Training Missions Menu Audio Oplians Menu Video Options Menu 12 Controller Options Menu Memoory Card Options 13 Password Menu 14 In-Game Menu_ 15 LEAGUE OF FREE WORLDS COMBAT PROTOCOL MISSION BRIEFINGS TRAINlNG MISSIONS CAMPAIGN DEBRIEFING 16 FLYING YOUR CRAFT USING COCKPIT INFORMATION 17 USING THE HOLO-RADAR 18 IDENTIFYING CRAFT USING PRIMARY WEAPONS USING SECONDARY WEAPONS 19 WEAPON DATA Basic Weapons 21 NOTICE OF SECURITY STATUS All files extracted from databases held by the League Of Free Worlds. This information is classified under Protection Order LFW/345.z and is confirmed as suitable for distribution amongst recruit level pilots. EXTRACT 32.32.4 - RECRUITMENT/LFH.INTRODUCTORY Since 3095 AD, the Earth Empire has spread throughout the universe like a sickness. No planet or lifeform is immune to this disease; indeed, vast tracts of the universe have already been rendered sterile by its progress. The Empire's power is formidable. Dedicated to sustaining life on Earth, it has colonised planet after planet with scant regard to the freedom of the local population or the well-being of the environment. Vicious methods are employed in pursuit of this relentless expansion; this has resulted in widespread famine, drought and death. The League Of Free Worlds exists to offer resistance and hope. We find ourselves at a key moment in our history; the battle of Bennay proved that meticulously planned attacks can harm the Empire and its colonial Navy. As a result, the movement has grown far beyond our imagination; it will not be long before you are able to join the war and add your contribution to the struggle. There will no doubt be many occasions when you lose all hope and conclude that our efforts are doomed to failure. These feelings will de understandable. However, to allow such doubts to influence your actions will be a failing of colossal proportions. NEVER offer anything less than your total commitment. NEVER assume the war is over until all the battles are won. And NEVER forget the hundreds and thousands and millions who have suffered at the hands of the Empire. The League trusts you to fight as if each moment were your last; you can be expected to do no more. THE LEAGUE OF FREE WORLDS COUNCIL FOR RECRUITMENT ISSUED BY INTERNAL. BINARY DISTRIBUTION NET EXTRACT 32.32.7 - DISCIPLINARY/LFW. TRAINING All recruits are instructed to read this training guide and to complete the League Of Free Worlds training program before reporting for battle duties. The careless actions of unprepared pilots will place the League in jeopardy; such a situation is not acceptable. THE LEAGUE OF FREE WORLDS DISCIPLINARY COMMITTEE ISSUED BY INTERNAL. BINARY DISTRIBUTION NET STARTING THE GAME To play Colony Wars on your PlayStation'" game console: l. Set up your PlayStation'" game console in accordance with the instruction manual supplied with the system. 2. Follow your system directions to open the disc cover and place Disc 1 onto the bed of the drive, ensuring the printed side faces upwards. 3. Close the disc cover. If the unit is switched off, press the POWER button to begin play. If the unit is already on, press the RESET button. 4. Colony Wars will prompt the insertion of Disc 2 when required. There are a number of animated sequences throughout Colony Wars. These can be skipped by pressing the X button or the START button on the Controller. WARNING! It is advised that you do not insert or remove peripherals or Memory Cards once the power has been turned on. Make sure you have enough free blocks on your Memory Card before commencing play. Colony Wars uses 1 Memory Card Block. CONTROLS Left Directional button Bank Left Right Directional button Bank Right Up Directional button Dive Down Directional button Climb Triangle button Select / disarm secondary weapon Square button Select primary weapon X button Fire primary weapon Circle button Arm / fire secondary weapon Ll button Reverse thrust Rl button Forward thrust L2 button Roll left R2 button Roll right L2 button + R2 button together Reverse view START button Pause SELECT button Change view ** COCKPIT HUD * Relative locations 1 4 3 6 2 9 5 7 8 * Bottom of screen * 1 Shield/Hull Integrity 2 Speed 3 Primary Weapon Temperature 4 Shield/Hull Integrity Of Targeted Craft 5 Sensor Integrity of Targeted Craft 6 Secondary Weapon Availability 7 Current Primary Weapon 8 Current Secondary Weapon 9 Holo-Radar USING THE LEAGUE INFORMATION SYSTEM Navigate through menu screens using the Directional buttons. Press the X button to select an item. Press the Triangle button to return to the previous menu. ** MAIN MENU LOG ON Access the Log On Menu. OPTIONS Access the Options Menu. DEMO MODE Access the Demo Mode Menu. RESTART GAME Access the Restart Game Menu. ** LOG ON MENU BEGIN/CONTINUE CAMPAIGN Begin your campaign or continue with your next mission via the Mission Briefing Menu. PILOT STATISTICS Access the Pilot Statistics Screen. CRAFT DATABASE Access the Craft Database Menu. SYSTEM DATABASE Access the System Database Menu. TRAINING MISSIONS Access the Training Missions Menu. ** OPTIONS MENU AUDIO OPTIONS Access the Audio Options Menu. VIDEO OPTIONS Access the Video Options Menu. CONTROLLER OPTIONS Access the Controller Options Menu, MEMORY CARD OPTIONS Access the Load/Save Game Menu. PASSWORD Access the Password Menu. ** DEMO MODE MENU INTRO Access the introductory sequence. GAME Access game demos. CREDITS Access Colony Wars production credits. ** RESTART GAME MENU YES Quit current game and restart first mission. NO Continue with current mission. SOFT RESET METHOD In order to perform a soft reset (i.e. take the user back to the main menu during gameplay), press Start and Select simultaneously for a few seconds. MISSION BRIEFING MENU LAUNCH CRAFT Begin the mission. REVIEW BRIEFING Review the mission briefing text. ** PILOT STATISTICS SCREEN Displays your current pilaf statistics. Pilots must have fought at least one mission to activate this screen. ** CRAFT DATABASE MENU FIGHTER CRAFT Access League and Navy fighter craft data. (Encountered craft only.) Technical data will appear on screen while other information is relayed verbally. Use the Left and Right Directional buttons to cycle through the available craft. FLEET CRAFT Access League and Navy fleet craft data. (Encountered craft only.> Technical data will appear on screen while other information is relayed verbally. Use the Left and Right Directional buttons to cycle through the available craft. ** SYSTEM DATABASE MENU Choose between the five solar systems before accessing the following databases. GENERAL DATA Access general information on the current solar system. HISTORICAL DATA Access historical information on the current solar system. MILITARY DATA Access military information on the current solar system. PLANETS Access data on planets within the current solar system. There is general, historical and miiitary information available on each planet. TRAINING MISSIONS MENU When you first access this menu, only the initial training mission will be available. Press the X button to select it. As each training mission is completed, the next one will become available on this menu. Use the Directional buttons to highlight the required mission and press the X button to select it You can also return to previously completed training missions. You are strongly advised to complete all training missions before commencing battle. ** AUDIO OPTIONS MENU Altering sound volumes within this menu will only affect the in- game and front end sound levels. It will not affect the sound levels in any movie sequences. MUSIC VOLUME Use the Left and Right Directional buttons to decrease or increase the volume of in-game music. SFX VOLUME Use the Left and Right Directional buttons to decrease or increase the volume of in-game sound effects. SPEECH VOLUME Use the Left and Right Directional buttons to decrease or increase the volume of in-game speech. MODE Use the Left and Right Directional buttons to choose between Mono, Stereo or Dolby Surround options. Selecting Dolby Surround on a mono sound system may result in the loss of some sound effects. ** VIDEO OPTIONS MENU DEFAULT VIEW Use the Left and Right Directional buttons to choose from COCKPIT, INTERNAL or EXTERNAL views. MOVIES Use the Left and Right Directional buttons to turn in-game movies ON or OFF. NOTE: Even when this option is OFF, end-game movies will still be played. SUBTITLES Use the Left and Right Directional buttons to turn in-game subtitles ON or OFF. NOTE: You are advised to ensure that this option is ON if speech volume is set to 0. SCREEN POSITION Select this item, then use the Directional buttons to center the game screen on your TV. Press the X button to confirm the position. ** CONTROLLER OPTIONS MENU CONFIGURE Select this item, then use the Left and Right Directional buttons to select your required Controller configuration. Press the X button to confirm. CALIBRATE Follow the on-screen instructions to calibrate the Analog Controller. (This option will only appear if the Analog Controller is inserted into the PlayStation Console.) ** MEMORY CARD OPTIONS LOAD Allows you to load a previously saved game from a Memory Card. First make sure you have a Memory Card correctly inserted according to the Console's instructions. Do not insert or remove Memory Cards once the power has been turned on. Once you have selected this option, wait for the Console to detect the Memory Cavd. lf more than 1 Memory Card is inserted, use the Left and Right Directional buttons to highlight the correct one. Use the Directional buttons to highlight the required saved game, then press the X button to select it. Press the X button again to confirm the load is 'OK'. SAVE Allows you to save your current game position using a Memory Cavd. First make sure you have a Memory Card correctly inserted according to the Console's instructions. Do not insert or remove Memory Cards once the power has been turned on. You may save a game at any time. However Colony Wars will always save games back to the beginning of the act being played. For instance, you may have played two out of three missions within an act and then decide that you wish to save your progress. Colony Wars will save the game back to the beginning of the act and you will effectively have lost the two completed missions. It makes sense then to only save games at the beginning of each act. If you attempt to save games at any other point within an act an on screen warning will be displayed to remind you of the risk involved. Once you have selected this option, wait for the Console to detect the Memory Card. If more than 1 Memory Card is inserted, use the Left and Right Directional buttons to highlight the correct one. Use the Directional buttons to highlight the required free block, then press the X button to select it. You will then need to enter a name of up to 8 characters. Use the Directional buttons to move the highlighter over the letters and press the X button to select each one. When the correct name has been entered, highlight 'END', then press the X button. Press the X button to confirm the save is 'OK'. COPY To copy a saved game from one Memory Card to another make sure there are two Memory Cards inserted according to the Console's instructions. Use the Directional buttons to highlight the required saved game, then press the X button. Assuming there is a free block on the other Memory Card, the block will then be copied. Press the X button to confirm the copy is '0K'. DELETE To delete a saved game from a Memory Card, use the Directional buttons to highlight the required block, then press the X button. You will be prompted 'ARE YOU SURE?'. If you want to continue, press the X button to delete the saved game. If you do not wish to continue, press the Triangle button. Once the saved game has been deleted, you will need to press the X button to confirm the deletion is 'OK'. ** PASSWORD MENU If you do not wish to use a Memory Card to record your progress, you may want to make a note of the current game password by coming to this menu between missions or when you have aborted a mission. ENTER Select this item to enter a new password. Use the Directional buttons to move the highlighter over the required letters, then press the X button to enter each one. Please note that restoring a game from a password will result in the loss of all pilot statistics. When you have entered the password the number of the act to be restored will be displayed on screen. ACCEPT Select this item when you have entered your password. The game will then be restored to the beginning of the last act played. IN GAME MENU Access the In-Game Menu by pressing the START button while flying a mission. This will pause the game and bring up the menu. CONTINUE Return to the game. MISSION BRIEF Review the mission briefing. AUDIO Access the Audio Options Menu, QUIT Quit the current mission. NOTE: League command will regard such a request as a mission failure. LEAGUE OF FREE WORLDS COMBAT PROTOCOL ** MISSION BRIEFINGS All missions will be preceded by a briefing downloaded from Central Military Control via the Mission Briefing Menu. It is vital that all League pilots understand their mission objectives prior to accepting the mission; to do otherwise is to invite defeat and possible disciplinary action. The X button can be pressed at any time during the briefing to launch your craft and begin the mission. Once a mission has started, the mission briefing can be reviewed via the In-Game Menu. ** TRAINING MISSIONS In-flight training is available to all League recruits. it can be accessed via the Information System's Game Menu. All recruits are strongly advised to make full use of this training which is designed to develop flight and combat skills; verbal assistance will be given. Pilots should hear in mind that the Colonial Navy regards training as its single most important activity. Do not imagine that the League can choose to ignore this fact. ** CAMPAIGN Full missions will see you on active service on behalf of the League. While the League Of Free Worlds is a democratic and open organization dedicated to the pursuit of freedom from tyranny, you should understand that in time of war, members are expected to be rigorously disciplined and committed to the cause: orders must be obeyed at all times. If your craft is destroyed during a mission, on-board escape pod technology should enable you to escape. ** DEBRIEFING Once the mission is over, you will be taken to a mission debrief screen showing mission and war statistics. You can access the next mission from this screen. The option to save your progress will also appear here but only at the end of each act. If you do not wish to use a Memory Card to record your progress, you may want to make a note of the current password between missions. Your password can be viewed by accessing the Password Menu via the Options Menu. FLYING YOUR CRAFT The type of craft you fly will depend on the circumstances of your current mission. Ensure that you have completed sufficient flight training before submitting yourself for a full mission; 'Training' can be selected from the Log On Menu. Controls referred to are those for the default control set up. In different set ups other buttons will perform the same functions. FORWARD THRUST Engage forward thrust by pressing the R1 button. Keep the button pressed to maintain forward thrust. REVERSE THRUST Engage reverse thrust by pressing the Ll button. Keep the button pressed to maintain reverse thrust. Reverse thrust is particularly useful when involved in dogfight situations - using reverse thrust in conjunction with the Directional buttons will enable pilots to make tight turns in pursuit of enemy craft. PILOTING YOUR CRAFT Use the Left and Right Directional buttons to bank your craft left or right respectively. Use the Up and Down Directional buttons to point the nose of your craft down or up respectively. ROLLING YOUR CRAFT Use the L2 or R2 buttons to roll the craft left or right respectively. ** USING COCKPIT INFORMATION (see diagram page 8) SHIELD/HULL INTEGRITY METER Shows the strength of your craft's shield and hull. The blue bar represents your shield. When this meter turns red, your shield is down and your hull strength is critical. SPEED Indicates your craft's current speed. PRIMARY WEAPON TEMPERATURE Constant firing will cause primary weapons to overheat - this results in sporadic fire. When this occurs, release the X button to allow the laser to cool down. SHIELD/HULL INTEGRITY OF TARGETED CRAFT Shows the strength of targeted craft's shield and hull. The blue bar represents the targeted craft shield. When this meter turns red, the targeted craft's shield is down and the hull strength is critical. SENSOR INTEGRITY OF TARGETED CRAFT Indicates sensor value of currently targeted craft. When this meter turns red, the sensor value is critical. Ship sensors are affected by EMP weapons only. SECONDARY WEAPON AVAILABILITY Indicates availability of currently selected secondary weapon. CURRENT PRIMARY WEAPON Press the Square button to cycle primary weapons. A 3D icon is displayed of the currently elected weapon. CURRENT SECONDARY WEAPON Press the Triangle button to cycle secondary weapons. A 3D icon is displayed of the currently selected weapon. HOLO-RADAR Refer to section headed 'Using The Holo-Radar'. ** USING THE HOLO-RADAR The main component of cockpit HUD is the 'Holo-Radar', or 'H-Radar'. This is projected upwards from the Central Holographic Unit (CHU) situated in front of the pilot. The I-I-Radar plots the position of enemy and friendly craft in relation to the pilot. The unit auto-scales to display the pilot's ship and the nearest enemy vessel as clearly as possible. Your craft is located in the center of the holographic globe; other craft are located in 3D space around your craft. Enemy craft appear as blue dots. Friendly craft appear as green dots. If a craft is behind you, it will be shown on the H-Radar as a hollow dot. If a craft is in front of you, it will be shown as a solid dot. To aid tracking of enemy craft, the central targeting circle in the center of your HUD features an arrow device - this is trained to point in the approximate direction of the nearest enemy craft. This device has been designed as a supplement to your H-Radar. IDENTIFYING CRAFT It is essential that you are able to distinguish quickly between friendly and enemy craft. As you fly your missions, the craft types will become more familiar to you - of course, you can access the Craft Database from the Log On Menu to review encountered craft types. Due to the Earth Empire's use of alternative engine technology, Navy craft can be identified by their distinctive orange engine flares, whereas League craft emit blue engine flares. A recent innovation in League craft detection technology has enabled the H-Radar to detect the identity of targeted craft,. When a craft is within target range an identifying diamond is projected towards the center of the craft. This diamond is shown green for friendly craft and blue for enemy craft. The craft's identity is also displayed next to this diamond. ** USING PRIMARY WEAPONS Press the Square button repeatedly to cycle through your available primary weapons. The selected weapon can be fired by pressing the X button. Remember that primary weapons do overheat and excessive use will result in temporary weapon shut down. It should be noted that some League craft are equipped with rear laser weapons. If this facility is available on your current craft, these are fired by pressing the X button while using a reverse view (holding the L2 and R2 buttons together). ** USING SECONDARY WEAPONS Press the Triangle button repeatedly to cycle through your available secondary weapons. MISSILES Press the Circle button to arm the missile. When a target is in range it will be surrounded by a red targeting circle. You must then keep the target in an area towards the center of your HUD in order to obtain a lock. Once a lock has been obtained (indicated by the red circle changing to a diagonal crosshair) the missile can be fired by pressing the Circle button once more. If a locked targeted craft flies too far out of range then the target will be lost and will have to be re-targeted. If you do not have a lock and you attempt to fire an armed missile it will fire straight out in front of the craft. Press the Triangle button to disarm the missile. Missiles are carried in limited numbers. The availability of missile weapons will depend on the type of craft being flown. TORPEDOES Press the Circle button to arm the torpedo and begin charging. A torpedo will take approximately 2 seconds to charge. Press the Circle button again to fire the torpedo once it has charged. Press the Triangle button to disarm the missile. Torpedoes are carried in limited numbers. The availability of torpedo weapons will depend on the type of craft being flown. TRACTOR BEAM Press the Circle button to arm the tractor beam. if you have a target in range, your HUD may then be able to obtain a target lock - this is indicated by a red cross with the target in the center, If you have a target lock, press the Circle button to use the tractor beam. A tractor beam is useless without a target lock. Press the Triangle button to disarm the beam. MINES Mines can be dropped to disrupt missile homing mechanisms - they will attract enemy homing missiles away from League craft. They are dropped by pressing and holding the L2 and R2 buttons together (which switches to a reverse view), then pressing the Circle button to release a mine. Mines should be released when the incoming missile alarm is activated. This requires fast reactions as missile flight times are short. However it is essential that you learn this skill if you are to survive as a League pilot. WEAPON DATA ** BASIC WEAPONS CONVENTIONAL LASER An effective, rapid-firing weapon designed to cause damage to unshielded hull systems. It is a standard fitting on all fighters. ANTI-SHIELD LASER The anti-shield laser will break down shielding across a variety of craft types. EMP GUN Sends violent shock waves through a ship's hull wall, temporarily disengaging all craft electronics. This will inhibit the craft's ability to fire weapons until the EMP's effects have diminished. Continued use of EMP weapons against a temporarily disabled craft will eventually result in permanent sensor damage - the affected craft will then be unable to return five. SCATTER GUN A devastating laser weapon only available on move powerful fighter craft. Fires rapid pulses of laser energy which cause devastation to both shield and hull of target craft. However, vapid fire technology sacrifices speed for accuracy and this weapon spreads it's five over a small area. This anomaly can be put to good use when targeting small, fast moving fighter craft. PLASMA CANNON The Plasma Cannon is primarily used for assault on fleet craft. The comparatively slow moving plasma balls are devastating against all targets but are harder to aim against fast moving fighters. The energy based nature of the Plasma Cannon means that while it is devastating against the shield of a large craft, some damage is done simultaneously to the hull. MOTION MISSILE A standard missile which tracks the motion of enemy craft. However, if the targeted craft drops below detectable speeds, the target may be lost. TRACKER MISSILE increased accuracy makes the tracker more effective than the motion missile, although its method of targeting the heat from a ship's engine gives it a shorter life. ANTI-SHIELD MISSILE Able to strip small ships of all shielding in a single hit. EMP MISSILE A missile based EMP weapon desiqned to disable enemy craft. PLASMA TORPEDO This weapon's high collateral damage capability makes it suitable for heavy engagement scenarios. ANTI-SHIELD TORPEDO A torpedo version of the anti-shield missile giving added speed and power. BURST TORPEDO This weapon shoots from a ship before fragmenting into separate bolts after approximately 5 seconds. It is devastating to large ships or tightly bunched fighter groups. GRAPPLE GUN A fighter based tractor beam which allows craft to hold a targeted craft in position. Once the target is locked and the weapon fired, the gun will join ship and target with an arcing energy field. MOLE MISSILE A 'tag' weapon used for auto-location and aiding tactical analysis. Once the targeted ship is 'tagged', a continuously flashing beacon transmits precise location and core ship data to League central command. Tagged ships appear on radar as flashing targets.
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