************* Airborne Ranger *************** * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * These are docs from the operations manual for the C-64.... So for the actual keyboard commands you have to experiment to find out..... But you should be able to figure that out...... AIRBORNE RANGER Indroduction : "Rangers, Lead the Way!!" THE ELITE UNIT has always captured the imagination of both soldier and civilian. Units such as the rangers are the point men of the armed forces, the cutting edge, and they facinate us to an extent out of proportion to their numbers. We envy them, their sharp, distinctive appearance, their high status, their espirit de corps, and most of all their awesome skill in their chosen profession. They have an aura of competence that is at once reassuring and intimidating, as if they will admit no limits to what they can achieve. This unshakable confidence would seem preposterous if it had not been borne out of time and again by events on and off the battlefield. They're really as good as they think they are. Throughout history, when the need was there for a special unit to preform extremly difficult and hazardous missions, the United States has called on its soldiers to form a unit of Rangers. And every time volunteers have stepped forward - from throughout the army, the toughest, the smartest and the most dedicated come forth to join the Rangers. They know that a soldier qualified to wear the small embroidered tab that says "RANGER" is a soldier who has proven himself in one of the most rugged and rigorous training courses in the world. They've suffered the worst that man and nature can throw at them and come out hardened, tempered. They are the best of the best. And they better be, for they are often called upon to do the seeming impossible. Need an impregnable shore fortification taken out in advance of a landing? Need supply lines cut behind enemy lines? A lightning strike to liberate a prison camp? A low altitute combat drop on an enemy airfield? Call the rangers. They will do the job, if it can be done. Airborne Ranger gives you a taste of what its like to be an elite soldier on a hazardous mission. Behind enemy lines, cut off from friends and allies, you have nothing to depend on but stealth, quick wits, combat skill and guts. You're surrounded, outnumbered and outgunned, your enemies are dangerous and dedicated, but others are counting on you to complete your mission. You have surprise on your side, and a creed that won't admit to failure. Ranger, lead the way!! Part I : Behind Enemy Lines RANGER ASSIGNNMENT After loading the game, the title screen appears. You can let it run through its entire animation and sound sequence, or you can leave the title screen by pressing the controller button. After the title screen, you report to the personnel office for ranger assignment. This sequence of options lets you select a ranger for the upcoming mission. The intial choices are: .ASSIGN A PRACTICE RANGER .ASSIGN A VETERAN RANGER .FORMAT A NEW ROSTER DISKETTE (may vary) The first choice is always highlighted. To highlight a different choice, use your controller to move the cursor up and down until the choice is highlighted. Select it by pressing your controller button. .....Assign a Practice Ranger: WARNING: A practice Ranger will not be recorded on the Veteran Roster after the game. This choice selects an average Ranger from the ranks and assigns him to the mission. Use this option for practice games or when you want to get into the mission without delay. .....Assign a Veteran Ranger: This choice lets you assign a veteran Ranger from the Veteran Ranger Roster to the mission. Insert your Ranger Disk so you can review the veterans and select the one most qualified for the job. When you select a Ranger, you will be asked to ASSIGN or RETIRE him. Select ASSIGN to use that Ranger on the mission. Select RETIRE to replace that veteran with a new ranger. WARNING: A retired ranger is gone from the roster for good! You can use this option to assign a "new" Ranger. You will be asked to give him a name; just follow the instructions on the screen and he'll soon be all set up on the Roster Diskette. ......Format a New Roster Diskette (may vary): If you have not created a Roster Diskette for the storage of Rangers on a Veteran Roster, or your previous Roster Diskette is full and you wish to create another, select this choice and follow the instructions that appear on the screen. Be sure to have a blank disk handy so it can be inserted for formatting when the personnel officer asks for it. MISSION SELECTION There are always more missions that need to be done then there are Rangers to do them. Choose the mission you wish by highlighting it and selecting it with your controller. .....Campaings: Experienced commanders may want to select "Campaign." A ranger assigned to a campaign will be expected to perform all of these missions, in an order determined by his superiors. A Ranger on campaign will not be able to select a specific mission until the campaign is through. By selecting "Campaign" you show a commitment to a career in the Rangers, and will be eligible for promotions and awards that are not available to those who prefer to select their missions. .....Difficulty Level: After mission selection you will be asked to choose the difficulty level of the mission (or campaign). The higher the difficulty level, the more dangerous (realistic) the mission, but the Ranger will have more opputunity to score more merit points. Use the controller to move the slider left or right on the difficulty bar (left = easy; right = difficult). Press controller button to select. AIRDROP TO THE MISSION ZONE The mission begins. While enemy attention is diverted elsewhere a V-22 Osprey aircraft flies your Ranger to the mission zone, hugging the ground and dodging enemy radar. The Osprey will pass over the goal area for a quick reconnaissance, then continue south to the Drop Zone where you can jump into relative safety. Take note of the terrain you're passing over - you'll have to find the best way across this territory to get to your goal. .....Osprey Control: The Osprey flies south at a steady speed, but at your request it can deviate course east or west to some extent (so you can drop Supply Pods where you want, and jump at a favorable location). To move the Osprey east or west, move your contoller left or right. .....Supply Pods: You have been issued three Supply Pods, each containing extra arms, ammo, and first aid. These may be dropped after the Osprey enters mission zone airspace. To drop, press the controller button anytime before the jump light turns green. Each time the button is pressed a Supply Pod is kicked out of the door of the Osprey; the pods parachute opens and it falls stright down. It is recommended that supply pods be dropped over open territory, as they may be damaged and lost if they land in a ditch or on a boulder. A Ranger cant carry three Supply Pods worth of arms and ammo, so its probably a good idea to drop them at intervals so they can be picked up later as needed. .....Jump into Danger: When the Jump light turns green, you can jump into the mission zone. To jump press the controller button. A light-colored rectangle representing your parafoil (a contollable parachute) appears on the map view. A dark shadow appears beneath it, indicating your altitude. Use the contoller to steer the parafoil. Try to land in an open area, away from the enmy defences such as bunkers and machine gun nests. If you land in a trench or some obstacle like barbed wire, you could be wounded. If you land in a minefield, or in the badlands south of the drop zone, the mission could end before it starts. COMBAT SCREEN Most of the action takes place on the Combat Screen, which shows you, the Ranger, in the center, surronded by your immediate environment. In the upper left hand corner of the screen are the combat indicators. Combat Indicators The combat indicators give a quick-reference summary of your current condition. The combat indicators include the weapon silhouette, ammo indicator, countdown clock, fatigue bar, and wound indicator. .....Weapon Silhouette: This shows the weapon currently being used. (See weapon Use for details) .....Ammo Indicator: This shows how much ammunition the Ranger has for the current weapon. (See Weapon Use for details) .....Countdown Clock: This shows, in seconds, how much time the Ranger has to complete the mission. (See Completing the Mission for details) .....Fatigue Bar: This shows the Rangers relative tiredness, which affects his ability to run. (See Ranger Movement for details) .....Wound Indicator: This shows how many untreated wounds the Ranger has. (See Wounds and First-Aid for Details) RANGER MOVEMENT .....Direction: The direction of Ranger facing and movement is determined using the controller. Simply move the controller in the direction you want to go. You'll rotate until facing that direction, then move. .....Changing Movement Speeds: You start the ground mission walking. To change to running, press the RUN/WALK key; to switch back to walking, press it again (it's a toggle). In like manner, pressing the CRAWL/UPRIGHT key enables you to toggle between walking (or running) and crawling. Press CRAWL/UPRIGHT to go prone; press againg to stand up. .....Walking: Walking moves you at a reasonable rate of speed, but its difficult to stay out of sight while walking (your head sticks up above bushes, hedges, and the edges of trenches). Its main advantage is that while walking you regain energy lost. .....Running: Running moves you at the fastest speed, but tires you rather quickly. Its best to be used for short dashes across dangerous open terrain. Note the two "bar" indicators at the top left of the screen. The leftmost bar grows from the bottom as you become more tired. When the bar reaches the top you drop back into "walking" mode untill rested sufficiently (bar decreased) to try running again. How fast you tire depends on your health (number of wounds) and how much gear you're carrying. A wounded Ranger carrying two Supply Pods can't run far at all. .....Crawling: Crawling is slowest, but in dangerous areas it's definitly the safest mode of travel. When crawling, you can hide behind boulders, bushes, hedges, walls, and other low objects. Furthermore, when crawling in a depression such as a trench or ditch, enemies cant see you unless they are also in the depression. When crawling through water you are completly hidden, but if you stay down too long, you start drowning (taking wounds). WEAPON USE An Airborne Ranger has a variety of weapons at his disposal. To see which weapon you are currently armed with, look at the Combat Indicator at the top left corner of the screen and note what silhouette appears there. The Ranger always starts the mission armed with the Carbine. Beneath the weapons silhouette is a digital ammo indicator showing how many rounds are available for that weapon. To change weapons, just press the appropriate key for the weapon you want. The silhouette will change when the weapons are switched. When you first land, you are armed with an automatic carbine (with four magazines), three hand grenades, a LAW rocket, and a time bomb. Further weapons and ammo must be collected from Supply Pods or (on some missions) enemy sources. .....Aiming: No matter which way you face, are Target crosshair appears in front you. This target crosshair indicates which way the Rangers fire would go if he were to shoot. To aim, line the target cross with a potential target and fire. You can face in only 8 directions for movement purposes, but you can shoot in many more - 32 directions, in fact. To control this fine aiming ability, you'll have to master rotating just slightly so as to make the target cross-hair move only one or two positions. Practice tapping the controller left or right, rotating the target cross-hair just a few positions, untill you get a feel for how to aim using your particular controller. .....Carbine: This short automitic rifle fires when the controller button is pressed. The carbine is effective only against unarmored enemy troops. The ammo indicator shows how many magazines you have for the carbine. Each magazine contains 30 rounds; a thrifty Ranger can make his carbine ammo go a long way. You always automatically return to carbine after using a hand grenade, LAW rocket or time bomb. .....Hand Grenade: To throw a hand grenade, press the controller button, then release it. The grenade is thrown when the button is released. The longer the button is held before release, the farther the grenade is thrown. Hand grenades are effective against nearly all enemy troops, machine gun nests, wooden doors and other lightly-armored objects. The ammo indicator shows how many individual hand grenades you have. After throwing a hand grenade you automatically return to carbine. .....LAW Rockets: A Light Antitank Weapon rocket is launched when the controller button is pressed. LAW Rockets are effective against nearly all enemy troops and defenses. The ammo indicator shows how many individual rockets you have. After using a LAW Rocket you automatically return to carbine. .....Knife: When the controller button is pressd, you stab in the direction you are facing. The knife is effective only against enemy troops who are right next to the Ranger. Its advantage is its silent attack (which attracts no attention) and the fact that it never runs out of amuunition. .....Time Bombs: These are charges of plastic explosive with variable time detonator. There are three different time bomb keys for weapons selection, each with a different length of time to detonation: 5, 10, or 15 seconds. When you select a time bomb you also select the length of time its detonator is set for. After setting a time bomb you automatically return to carbine. To select the time bomb, press one the time bomb keys. Press the controler button to place the bomb. When you release the button the countdown to detonation begins. Its a very good idea to get away from a ticking time bomb. If you can't get away, get behind cover. Time bombs are effective against all enemy troops and defences. They are also excellent for causing diversions, as you can set a time bomb with a long fuse, move well away, and watch all the enemy troops scurry towards the crater after it goes off. The ammo indicator shows how many individual time bombs the Ranger has. WOUNDS AND FIRST AID .....Wounds: In the Combat Indicators, the rightmost bar shows how many wounds you have suffered. Each time you are wounded one part of the three segment bar lights up. Thanks to your suberb new lightweight body armor, most small calliber bullets fail to penetrate, and only succeed in knocking you down. But you can't stand up in front of a hail of fire and expect to escape unscathed - occasionally you'll get hit in an unprotected spot, or suffer a light wound even through the armor. With one or two wounds, you keep moving; with three wounds, you die (and the mission ends). Some weapons such as the landmines, flame throwers, or anti-tank rockets, can inflict multiple wounds on a ranger, maybe even kill him instantly. .....First Aid: To treat a wound, press the first aid key on the keyboard, you are issued one first-aid kit, with wich you can treat a wound and keep going long enough to complete the mission. Each supply pod contains another first-aid kit. Use of a first-aid kit removes one wound and exhausts that first-aid kit. MAP VIEW .....Using the Map: You have been provided with a detailed map of the mission zone. To look at this map, press the map key. (This also pauses the game). To return to the mission press the map key again or press the controller button. The ranger position appears near the center of the map. The map shows the approximate area within the range of the Rangers vision. To see more, use the controller to scroll the map up and down. .....Map View Indicators: These indicators are provided so you can see at a glance the condition of the Rangers supplies. Shown is the total amount of the ammunition the Rangers carrying. First Aid kits, wounds sustained, and a backup countdown clock are also shown. COMPLETING THE MISSION .....Mission Goals: These rapid insertion and retrieval missions are timed very tightly. You have only a certain specified amount of time in which to complete a mission. The time starts counting down the moment the Ranger lands, as shown on the countdown clock in the indicators. If not summoned earlier, the Osprey will show up at the pickup point when the countdown reaches zero. Don't get left behind. .....Recall: To call the Osprey to pick you up, press the recall key. After a short delay, the Osprey will return to the mission zone and hover over the Pickup Point, unrolling a rope ladder so you can climb on. The Pickup Point is either at the mission goal or near the mission goal; either way, it is marked on the map by an "X". The Osprey comes ONLY to this Pickup Point to retrieve you. The Osprey can only stay above the Pickup Point for a limited time. If you don't make it to the Pickup Point before the Osprey leaves, you face death or capture. .....Capture: If you miss your pickup and then run out of ammunition, you may be captured. The mission is over, but you may not be lost forever. If not killed, you will be taken to an enemy P.O.W. Camp. See the liberate a P.O.W. camp mission for an explanation of how a captured Ranger can be freed and returned to active duty. MISSION BRIEFINGS Twelve general types of missions are available for assignment. Four of these are set in desert terrain, four in a temperate zone (like Central Europe) and four in an arctic environment. In the desert, the heat rapidly tires you out, so the distance you can run before becoming fatigued is decreased. In the arctic wastes, sound is absorbed by the snow and the constant winds; it's hard to hear footsteps and gunfire. .....Destroy a Munitions Depot: Analysis of high-altitude photography of the enemy-held desert zone has identified the location of a key munitions depot which is supplying fuel and ordnance to the enemy. Your mission is to penetrate the defenses around this munitions depot and destroy as much of it as possible, thus disrupting the enemy's line of supply. The enemy depot consists of an ammuntion shack, a bunker-like explosives magazine, and a fuel dump. All three should be destroyed, if possible. Intelligence suggests that the enemy is storing ammuntion compatible with your weapons, so it may be possible to raid the ammo stores before destroying them. You are advised to use your own initiative when deciding on a high- or low-profile approach. However, extra merit points will be awarded for the number of enemies eliminated, so Command's advice is to let 'em have it. Tactical Tip: Keep an eye on the countdown clock! It pays to be stealthy, but if you spend too much time sneaking around you'll miss your pickup. Try to move quickly through unfortified areas. .....Steal a Code Book: Your mission is to infiltrate an enemy headquarters area in the temperate zone, find the communications post, and steal a pouch containing secret radio codes. The enemy HQ is somewhere within the walls of a ruined village. To find the communications post, look for the distinctive radio aerial. Move next to the radio to pick up the pouch. Be advised the area is currently occupied by an elite unit of enmy troops who are expecting trouble. Extra merit points will be awarded for number of enemies eliminated, but the primary target is that code book. Tactical Tip: Don't drop all your supply pods in one place. If you drop them all near the goal zone, you'll have a long way to go before reloading; if you drop them all near your drop zone, you'll find that all that ammo is too much to carry. Spread them out, dropping them along your probable route throught the combat zone. Its useful to drop them between ditches, where you can make a short dash between concealment, pick up the ammo and get back to cover. Don't drop them near the enemy fortification! .....Disable Enemy Aircraft: Your Ranger unit is going to attempt to force a mountain pass at 0900; to have a chance at success their going to need air superioirity. Your mission is to disable the aircraft that would most likely be called to support the enemy defence. You'll be dropped near the crude artic runway where the planes are stationed. You must penetrate the runway defences and damage or destroy every enemy plane you find there. CAUTION: If the enemy sees you coming and becomes alarmed, they may scramble the fighter(s) for safety, and the runway will be empty when you arrive. Try to avoid eliminating enemy troops and installations before your arrival at the runway area. (If absoulutley neccessary, use your knife). If they think thier under attack by a dangerous enemy, those jets will be gone. Additional merit points will be awarded on the basis of number of enemies eliminated, but if you don't destrot the aircraft your mission will be a failure. Tactical Tips: Stick to the ravines as much as possible, crawling to maintain minimum visibility. Use the map to plot a course, using the ravines as "safe" routes past enemy positions. Be patient - wait for patroling soldiers to pass before moving. .....Capture an Enemy Officer: Army intelligence has reason to believe that a certain enemy elite unit has been tapped for a special assignment. It is urgent that Intelligence find out what that assignment is. Your Mission is to infiltrate the desert headquarters of the enemy unit and capture an officer for interrogation. You are advised to search through the tents of the enemy HQ area for a target. To identify an enemy officer, look for a soldier with a different colored uniform from other enemy troops. If you can get next to an enemy officer and threaten him with a weapon, he will probably surrender quietly. After accomplishing your goal, recall the Osprey for pick up. You may have to defend yourself and prisoner while waiting for the plane to arrive - make sure your prisoner isn't hurt! A wounded prisoner may not be able to stand interogation, and thus is worth fewer merit points. Further merit point will be awarded for the number of enemies eliminated. NOTE: The pickup point marker that appears on the make is for emergency pick ups only. Once captured the pickup pint moves to the capture location. Tactical Tip: Once you've captured an officer, don't leave him alone - he may make a break for it. .....Cut a Pipeline: Army Intelligence has become aware of a possible weakness in the enemy's supply line. They have identified a location where a vital gas pipeline emerges from the ground in the temperate zone at a pumping station. Your mission is to penetrate the guards around this pumping station and damage or destroy it. The pumping station is known to be heavily armoured - only a time bomb can destroy it. Further reports indicate that its defended by the enemy's new automated mini-tanks. Good Luck. Tatical tip: Save LAW rockets for use on minitanks. Learn to trick of firing from a ditch at a tank or bunker: aim, pop up, fire and duck. .....Knock Out Enemy Radar Array: Stealth jet overflights have finally located the enemy early-warning radar array that has been giving the Air Force so much trouble. The radar antennas are guarded by elite troops, but one Ranger might be able to take them by surprise, slip in and knock them out before a proper defence can be organized. The radar array is bounded on the south by a partially-frozen river. Intelligence suggests that the enemy would not expect anyone to be foolish enough to attack from that direction, so naturally that's where you'll be dropped. Once you cross the river, disable as many radar antennas as you are able. Tactical Tip: Try dropping all supply pods in the top third of the combat zone. Then, lightly armed, run as far as possible before going to cover, dodging fortifications and leaving surprised patrols behind. This may get you to the goal with relatively little combat. .....Disable a SAM Site: Command has planned an air strike on a critical enemy installation deep in the desert, but the target is ringed by surface-to-air Missile sites. These must be taken out. The SAMs are portable and can be replaced, so they must be eliminated just before the air strike. You will be dropped near one of these sites just ahead of H-Hour with orders to sneak in and disable it, then get out - if possible. The actual site consists of at least one, and possible many as four, SAM launchers. (The number depends on the difficulty of the mission.) The primary mission is to destroy all the SAM launchers. It is important that the enemy have little or no advance warning of the attack on its SAM sites. If you give away the assault too soon, reinforcements may be called called and the missions of all the other Rangers in the area may be compromised. Therefore your orders are to avoid eliminating any enemies (except with knife) untill you arrive in the mission goal zone ( the area around the SAM launchers) They may see you, but if you refrain from shooting they wont go on full alert. Avoiding enemy contact will result in large merit point bonus. Presmature enemy contact may result in a merit point penalty. Additional merit points will be awarded on the basis of number of enemies eliminated, but these will never be suffient to offset the penalty of premature contact. Keep your head down and finger off the trigger! WARNING: Intelligence reports indicate that the SAM launchers may be guarded by new automated mini-bunkers that shoot at any movement thier motion detectors sense. Tactical Tip: When approaching the automated mini-bunkers, listen for the distinctive whine of the motion detector. You may be able to tell when a motion detector is active or inactive even before it appears on the combat screen. The motion detectors can't tell friend from foe so don't come between a mini-bunker and a moving enemy soldier or you may get shot by accident! .....Liberate a P.O.W. Camp: A pre-planned diversion has drawn most of the defences away from a small enemy Prisoner of War camp; one Ranger might be able to get through and liberate the prisoners. This is your mission. The prisoners are being held in "tiger pits," cells set into the ground with barred steel doors across the top. The controls to open these door are located in to small concrete pyramid set between the tiger pits. To open the pits, you must blow up the pyramid (exposing the controls), then kick the control lever over. Once this is accomplished, recall the plane to pick up you and the prisoners. Defend the prisoners until the Osprey arrives. It is important that the enemy have little or no advanced warning of the attack on the P.O.W. camp. If you show yourself too soon, the prisoners will be removed from the camp and there will be no one to rescue. Therefore your orders are to avoid shooting until you arrive in thbe mission goal zone. Freeing the prisoners will result in a large merit point bonus. Premature enemy contact which causes prisoners to be moved may result in a merit point penalty.Additional merit points will be awarded based on number of enemies eliminated, buts its far more important to liberate the prisiners. If any veteran Rangers have been captured in previous missions, they will probably be kept prisoner at this camp. A successful completion of this mission will return them to active duty, making them available once again for Ranger assignment. Tactical Tip: If you're caught in the fire zone of an enemy machine gun nest or bunker, dodge back and forth as you can run and the gunners will have a harder time drawing a bead on you. .....Photograph a Secret Experimental Aircraft: The enemy have been testing a new experimental aircraft of unknown potential at one of their artic airfields, sneak into the hanger and remain long enough to take a series of photographs of the aircraft. Stelath is important in the area of the hanger, as any enemies that who see you will probably follow and prevent you from achieving your mission. Elsewhere it probably wont be neccessary to maintain a low profile. Merit pints will be awardedon the basis of number of eliminated, but rememeber to goal of the mission is to get pictures of that plane. Tactical Tip: If completely blocked by a barbed wire fence, use a hand grenade to blow a hole in it. You can also use hand grenades to blow your way through a mine field (though is does tend to attract attention). .....Free the Hostages: American and European hostages have been taken by a group of fanatical terrorists and are now in the hands of the country that sponsered them. The hostages are being held in a special prison in the desert, where they are being guardeded by enemy soldiers. Your mission is to infiltrate the mission zone and liberate the hostages. According to intelligence, the hostages are being held in a concrete building with adjacent guard house. You are advised eliminate the guards, then blow open the prison door with a hand grenade. Once ths is accomplished, recall the plane. Defend the hostages until the Osprey arrives to pick up you and the hostages. CAUTION: We have reason to believe that the enemy would rather kill the hostages than allow them to be rescued. The enemy may have wired the prison with explosives. Do not alert the enemy unneccesarily! When you make your attack upon the prison, beware the attemps by heavily-armed enemies to destroy the hostages before you can liberate them. Tactical Tip: Recall the plane before blowing open the prison door and you will shorten the period in which you have to defend the hostages before help arrives. .....Create a Diversion: Our agents are planning to sneak a very important person across a fortified enemy border. It is vital that none of the enemy notice this activity, so it has been decided that a big diversion should be staged to attract the enemy's attention. Your mission is to create that diversion. You will be landed on the other side of the border, behind enemy lines. Your mission is to lie low until your Countdown Clock gives you a beep alarm, then start fighting your way towards the boarder, causing as much damage as possible on the way. Your Pickup point is within the actual border border zone itself; you must make it through the interior defences to the pick up point in order to be retrieved. Time constraints on this mission are tight. If you start shooting before the alarm sounds, you will suffer severe merit point penalties. On this mission, you can not recal the Osprey early; you are expected to keep the baatle going unntill the full mision time has run out. The Osprey will appear above the pickup point when the clock reaches zero. WARNING: the border zone is heavily defended by turrent bunkers, barbed wire, mines, and proximity mines mounted on posts. Stay alert for theses dangers, but don't let the diversion slack off. Tactical Tip: Your LAW rocket has quite a long range. You can fire at targets off the combat screen by lining yourself up on the map. An exploding LAW rocket also serves as a diversion, attracting attention of any nearby soldiers. If surronded by searching troops, a LAW Rocket fired at a distant target may draw them away from you. .....Delayed Sabatoge: It is neccesary that the soldiers at one of the enemy's artic airfields be distracted by a presumed attack at around midnight tonight, but no forces can be spared at that time to cause the diversion. Therefore your mission is to sneak past the airfield's defence perimiter and plant a special time bomb at the aviation fuel dump. This time bomb will explode at midnight, which should make the enemy believe they're under attack. You will be issued time bombs that are all pre-set to explode at midnight, regardless of what fuse time you select. You must maintain a low profile in the vicinity of the fuel dump. If anyone notices a Ranger, they may become suspicious and find the time bomb before midnight. Try to catch one of the enemy guards in a guardhouse, eliminate him and don his uniform. This should enable you to approach the fuel dump while disguised. Merit point are awarded on the basis of number of enemies eliminated, but it won't add up to much if the enemy spots you and the bomb is disabled before it explodes. Tactical Tip: Wait until no enemy soldiers can be heard moving around the area before moving into the vicinity of the fuel dump. AFTER THE MISSION When the mission is over, you will see the assessment of your performace, covering whether you met your goal, and whether you were retrieved, captured, or killed in action. Merit point score for this mission and new merit point cumulative score are displayed, as are any promotions or awards. .....Promotions: If you complete you mission succesfully you can expect to be promoted. The ranks a Ranger can achieve in this way, in order; Private First Class (PFC), Corporal (CPL), Sergeant (SGT), Staff Sergeant (SSG), Platoon Sergeant (PSG), Sergeant Major (SGM), Second Lieutenant (2LT), First Lieutenant (1LT), Captain (CPT), Major (MAJ), Lieutenant Colonel (LTC) and Colonel (COL - achievable only by selecting campaign.) .....Commendations and Medals: Medals are awarded for achievment above and beyond the call of duty. A Ranger can earn: First Army Commendation Medal (COM1), Second Army Commendation Medal (COM2), Bronze Star (BSTR), Silver Star (SSTR), Distinguished Service Cross (DSC) and Congressional Medal of Honor (achievable only by selecting campaign.) WEAPONS AND EQUIPMENT .....Parafoil: Not the usual globe-canopy parachute, the parafoil is shaped more like an airplane wing. This shape is difficult to control, but in the hands of an expert it enables the parachute to glide forward rather than drop stright down. The 'chutist can control the direction of the glide by pulling down on the left or right side. This action spills air out one side of the foil, causing it to pivot on the other side and turn in the direction of the pull. Since tuning spills air, you fall faster in a turn. .....Carbine: The CAR-15 Colt Commando assault rifle. This is basically a handier version of the M-16A1 assault rifle, with a shorter barrel and collapsible buttstock. Designed for close-quarters work, it was issued to Special Forces soldiers in Vietnam. Its small size makes it particually useful for airborne and air calvary troops. Loaded it weighs less than eight pounds. Ammunition: 5.56mm (.223 caliber) cartridge, in 30 round magazines. .....Hand Grenade: M26 Fragmentation Grenade, which looks like a smooth-sided version of the familiar "pineapple" grenade. It consists of an outer casing, a coil of notched wire, a high explosve filling, and a fuse with a cap on top. A lever is attached to the cap, and a pin safety holds the lever down. When the pin is pulled and the lever released, the fuse is ignited, and after a short delay the grenade exaplodes, scattering sharp bits of wire all around. .....LAW Rocket: M72A2 Light Antitank Weapon (LAW) consists of a collapsable launch tube with an antitank rocket already loaded. The whole assembly weighs less than six pounds. To fire it, the soldier extends the tube, pops up the sight, disarms the safety, aims, presses the trigger and fires. The rocket lauches in a sudden burst of propellent (all of which is cleared before the rocket leaves the tube in order to protect the soldier from its backblast); as it emerges from the tube folding fins pop up to stabilize its flight. The warhead detonator exaplodes on contact, firing a shaped charge forward, penetrating inch-thick steel or concrete several inches thick. The explosion tends to set off ammunition or fuel stored inside the target. The launch tube is disposable. .....Time Bomb: A shaped charge of plastic explosive with an attached timer-detonator. The time detonation is selected; When detonator counts down to zero, it sends an electric charge into the plastic explosive, detonating it. The shaping forces most of the explosion against the object it is attached to. .....Knife: M7 Knife, which doubles as a bayonet for the Colt Commando. Now you seen (read) it all.. (ALOT!!).. so just fill in the following keyboard command chart.. with the amiga keys.... Weapons!!... Carbine _________ Grenade _________ LAW _________ Knife _________ -Time Bomb Set- 5 Secs _______ 10 Secs _______ 15 Secs _______ Momvement/ Actions!!! CRAWL/UPRIGHT _________ RUN/WALK __________ First Aid _________ Call Pick Up __________ Map/Pause __________ SO GET OUT THERE AND FIGHT!!!!!!! Hint: Don't step in you kitty litter box in the middle of the night!! Broght to you by.... -=>R/C Ryder<=-