Auto Duel - Manual
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A U T O D U E L
O R I G I N S Y S T E M S
B O O T I N G T H E D I S K
Boot side A, making sure that your joystick is plugged in first. The
introductory graphics will appear, and continue until a key is pressed.
When you press a key, the screen will clear and the opening menu will
appear. Choose whether you will be playing with 1 or 2 drives and proceed
Y O U R D R I V E R C H A R A C T E R
In Autoduel, your character is called a driver (since most of the
time will be spent behind the wheel). Only 1 driver can be in play at a
time. If more than 1 person wants to play the game, each one will need a
separate disk to save their own driver. The starting menu gives you 3
options for your driver. If you have already played the game, you can:
CONTINUE WITH CURRENT DRIVER,
and use the driver already on your game disk,
ACTIVATE AN OLD DRIVER
saved on another disk. If you activate an old driver, you will be
given a chance to save the current driver onto a spare formatted disk,
CREATE A NEW DRIVER.
If you have not played - or if you want a new character - choose
this option. You must do this when you play for the first time. To create
your new driver, go thru the following steps:
(1) CHOOSE A NAME AND TYPE IT IN.
If you make a mistake, backspace and type over. The maximum length
for a name is 16 letters.
(2) CHOOSE YOUR ABILITIES.
You have 50 points to divide between your 3 abilities (driver,
marksmanship, and mechanic). This will give your starting skills - but
you can improve them during play. The highest any of your skills can get
DRIVING SKILL helps in handling your car on the road and in the arena.
The better your skill, the better your car will handle and the less
likely you are to lose control and crash. Driving skill is increased by
practice on the road, or by winning an arena event.
MARKSMANSHIP SKILLS help you shoot accurately. The better your skill, the
more likely you are to hit your foes, and the more damage you will do.
Marksmanship is increased by successful combat.
MECHANIC SKILL is used to salvage weapons and ammo from the cars you
defeat on the highway and in the arena. The better your skill, the more
likely you are to find usable items. Salvaged ammo can be used in your
own car; salvaged weapons and parts can be sold at the salvage yard.
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Mechanic skill can only be increased by taking lessons at the garage, or
by successful attempts at salvage. When you are finished, press "D" for
"Done". There are a few things about your driver that will always be the
same when the game starts:
( 1 ) M O N E Y
Your driver will automatically start out with $2,000 in cash.
( 2 ) H E A L T H
This starts at 3 (perfect health). Injuries can reduce it to 2 or 1;
a health of 0 means you're dead. Injuries can be cured at Gold Cross.
Health can never be improved above 3 (although body armor will give extra
protection, which is displayed on the screen as health).
( 3 ) P R E S T I G E
This starts at 0 - you're an unknown. Arena victories, successful
courier runs, and certain other things can increase your prestige. Failed
courier jobs, dishonesty, and certain other things can decrease your
prestige - but it never drops below 0.
G A M E C O M M A N D S
DRIVING: Your car is controlled by the joystick. It will turn and
accelerate in the direction you push the stick. If the stick is centered,
the car will slowly decelerate. If the stick is pulled directly
backwards, the car will brake quickly and then drive in reverse.
GETTING IN AND OUT OF THE VEHICLE. The "G" key will allow the driver to
leave the car. Hitting "G" again will allow the driver to re-enter his
car if near it. You cannot enter any car but your own.
GUNNERY: Weapons are numbered from 1 to 0 (10) in the upper left corner
of your car display screen. Each time you press the space bar, the active
weapon changes. Set your active weapon by pressing the corresponding
number on the keyboard. Use the joystick button to fire your active
weapon. If you hold it down, the weapon will fire repeatedly.
STATUS: There are keyboard commands to let you check the status of your
character. These are provided so you don't have to write down personal
information on each driver. They can be used at virtually any time once
play begins; refering to them will suspend play, even during combat.
CTRL-D - Driver status. Displays driver's skills, bank account, health,
and body armor, and whether he has a clone at Gold Cross.
CTRL-C - Car status. Displays name, components, performance figures,
current damage, and current value of the active car. Also displays the
CTRL-R - Roster of cars. Displays names of all cars currently owned by
the driver, and the city where each is stored.
CTRL-T - Task status. Displays a list of all courier jobs and salvaged
weapons being carried in the active car.
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CTRL-L - Location. Displays the location of the driver (by city, road, or
arena contest) and the current date.
CTRL-S - Sound. Toggles the game sound on or off.
SPACEBAR - Continue. Allows player to escape the normal delay time
provided to allow a text message to be read.
Q - Quit. Save the game. When you restart the game, you will be in the
truck stop of your current city (if you are on the road) the last city
you were in. This command must be used to finish a play session.
Otherwise, your driver will be dead the next time the disk is booted.
G E T T I N G S T A R T E D
When you start the game, you don't have any possessions except $2000
in cash. The first thing you should do is hike over to the truck stop and
buy some body armor. Then you will want to earn some money. You don't yet
have enough money to buy a car, so you should head down to the arena for
T R A V E L A R O U N D T O W N
When you are in a city or town, you can use the joystick to move
around the streets and into the buildings. Each building has a door. When
you enter the door, the town map will vanish and you will be greeted by
the inhabitants of the building. Each building will give you a menu of
different possible actions.
T H E T R U C K S T O P
The truck stop is "neutral territory" - nobody fights there and
anyone can rest or pick up rumors.
( 1 ) C A T C H A B U S - $ 1 0 0
If you need to get to the next town and you don't have a car with
you, this is the way to do it. A bus ride takes one day.
( 2 ) L I S T E N F O R R U M O R S
This takes no time and costs no money. Sometimes you will pick up an
interesting piece of information. Of course, not all rumors are true. You
will never hear more than 1 rumor per day in the same place.
( 3 ) G E T B A T T E R I E S C H A R G E D - $ 5 0
This takes no time. It brings your car's power plant up to full
( 4 ) G E T A R O O M - $ 1 0 / N I G H T
You can stay for as long as you want; when the clerk asks you how many
nights you will be staying, type in the number. Some clerks will take
pity on a driver who's broke and let them sleep in the lobby, but this
can be risky.
( 5 ) B U Y B O D Y A R M O R - $ 2 5 0
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Body armor gives you 3 more damage points. Damaged armor cannot be
repaired, so it has no trade-in value. If you are already wearing damaged
body armor, it will be replaced with a new set.
T H E A S S E M B L Y L I N E
This is the huge, automated factory where new dueling vehicles are
built. Assembly lines are only found in New York, Boston, and Pittsburgh.
The only reason to visit here is to buy a new car, custom-tailored to
your specifications. No driver can own more than 8 cars. If you already
own 8 cars, you cannot visit the assembly line. If you enter the assembly
line by mistake, you can leave by hitting a <CR> immediately when asked
for the name of the car you want to build.
T H E S A L V A G E Y A R D
This a large lot full of damaged and wrecked cars, dismounted
weapons, and piles of spare parts.
( 1 ) S E L L A C A R
You must have an active vehicle - you cannot sell a car unless you
drive it into the lot. The salvage operator will make you an offer, which
you are free to accept or decline.
( 2 ) S E L L W E A P O N S O F F Y O U R C A R
Again, you must have an active vehicle. The operator will ask you
which of its weapons you want to sell.
( 3 ) S E L L S A L V A G E D G O O D S
This is your chance to sell the weapons and other gear that you have
salvaged from the vehicles you defeated on the road. You cannot mount
salvaged weapons in your own car.
T H E W E A P O N S H O P
This is a showroom featuring the latest in vehicle weapons and
( 1 ) B U Y W E A P O N S
The prices are the same as those charged at the assembly line, and
the shop will install the weapons at no extra charge. You cannot add a
weapon unless your car has the space for it.
( 2 ) B U Y A M M U N I T I O N
You will be given a list of the weapons in your car; you can buy
ammo for any or all of them. Each weapon's magazine has a limited
capacity of 20 rounds, and cannot be overfilled.
T H E G A R A G E
( 1 ) R E C H A R G E Y O U R P O W E R S U P P L Y -
$ 5 0
This is the same service available at the truck stop.
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( 2 ) R E P A I R Y O U R A C T I V E C A R
You must be driving a car to have it repaired. The mechanic will
give a repair estimate for each component, and ask which one you want
fixed. Repair cost depends on original cost and the amount of damage.
Most items must be repaired completely or not at all. Tires cannot be
repaired, they must be replaced. Armor can be partially repaired, if you
can't afford to fix it entirely.
( 3 ) S T O R E Y O U R A C T I V E C A R
The garage will store the car you're driving (leaving you on foot).
The fee to store a car is $50, but you don't have to pay until you get
the car back.
( 4 ) T A K E A C A R O U T O F S T O R A G E - $ 5 0
The garage attendant will give you a list of all your cars stored in
the city; you can choose which one you want.
( 5 ) T A K E M E C H A N I C L E S S O N S - $ 5 0 0
Each course lasts 5 days; there is no limit to the number of courses
you can take. Each course may raise your mechanic skill by a few points.
The higher your skill, the less likely it is to be improved by a course.
T H E A R E N A
This huge stadium holds daily "autoduel" events, ranging from the
go-kart contests on amateur night to the heavy duty fire fights of the
( 1 ) P R A C T I C E B Y Y O U R S E L F - $ 2 0
You must be in your car. This is a good chance to get the "feel" of
a new vehicle, and to find out how the arena is laid out.
( 2 ) G E T A S C H E D U L E O F E V E N T S
This will tell you what events will happen on what day at that
arena. All arena schedules are different. When the gatekeeper gives you
the schedule, you will be asked if you wish to compete in the days event.
There is no penalty for declining. Note that registering for and
competing in an arena event will take an entire day.
T H E A A D A
The American Autoduel Association (AADA for short) is a powerful
organization dedicated to the betterment of autodueling.
( 1 ) R O A D I N F O R M A T I O N
You can learn the degree of outlaw activity on each route leading
out of the city you are in.
( 2 ) C O U R I E R T A S K S
You will be told about 3 valuable missions; you can ask for any or
all of them. However, you won't get every mission you ask for. The AADA
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agent on duty may turn you down if your prestige is too low; if the
mission is thought to be too dangerous for your car; or if the payload is
too large or too heavy for the space or weight capacity of your car.
Also, you cannot carry more than 3 payloads at the same time.
G O L D C R O S S
This medical corporation has facilities in Boston and New York. Each
Gold Cross office is a hospital. Also, you can order a clone - provided
you can afford one. This is a genetically accurate duplicate of your own
body. Gold Cross can also store all your memories on a cassette, called a
"braintape". If something fatal happens to you, your clone will be
activated - with all the skills you had at the time the braintape was
( 1 ) C R E A T E A C L O N E - $ 5 0 0 0
You can only have 1 clone at a time. Along with the clone, you get 1
free braintape storing your skills, personality, etc. If you are killed,
your clone will be activated in the city where it was created. The clone
is legally "you", and still has your bank balance and prestige. It owns
all your cars except for the one you were driving when you were killed.
( 2 ) U P D A T E A B R A I N T A P E - $ 3 0 0 0
You must already have a clone. When you update your braintape, you
store your current skills, rather than those you had when you made the
original clone. You do not have to be at the same Gold Cross office as
your clone to do this.
( 3 ) U N D E R G O T R E A T M E N T - $ 1 0 0 / P T
If you have sustained injury during combat, you should visit Gold
Cross for treatment and rest. One week of treatment will cure one point
J O E ' S B A R
( 1 ) B U Y A D R I N K - $ 5
If you buy a drink, you are more likely to pick up good rumors.
( 2 ) T R Y T O S E L L C O U R I E R T A S K S
The bar will probably contain a seedy character who will buy a
payload from you - at a fraction of its value. This is a quick, but
crooked way to earn money. If you try it, your prestige will go down, and
you may eventually run afoul of the law. You may also sell salvaged goods
( 3 ) L I S T E N F O R R U M O R S
If the bartender likes you, he may tell you something.
T H E F B I
Ordinary citizens have no reason to visit the FBI's office in New
York. If you ever have any business there, you will know who to ask for
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and what to say.
O R I G I N S Y S T E M S I N C
In Manchester, you can visit the offices of this high-tech operation
and find out about its latest projects.
T H E P E T S T O R E
Panthera Limited, in Philadelphia, specializes in unusual and exotic
pets. You may occasionally get a very strange courier task for this
T H E C A S I N O
If you visit Atlantic city, you can stop by the casino. You can bet
as much as you want.
( 1 ) D R A W P O K E R
The game is 5 card draw; house rules let you discard all 5 cards if
you like, and an ace low straight is legal. If you can't make a hand, you
lose your bet. If you make a good hand, you get the following payoff:
Pair: 1 for 1 - you break even Flush: 5 for 1
Two Pair: 2 for 1 Full House: 7 for 1
Three of a kind: 3 for 1 Four of a kind: 25 for 1
Straight: 4 for 1 Straight Flush: 70 for 1
( 2 ) B L A C K J A C K
Also known as "21". The object is to draw cards until you get as
close to a count of 21 as possible - without going over. Numbered cards
count face value: face cards count 10. An ace can count as 1 or 11 -
whichever is better for you. The dealer must draw until the hand is above
16, or until it has gone over 21. The dealer wins ties. Any hand (dealer
or player) wins if it gets 5 cards without busting, or if it gets a count
of exactly 21. Payoff is 2 for 1 on a normal win. If you get a blackjack
- that is, if your first 2 cards add to 21 - you get 3 for 1 payoff. To
leave the casino, bet 0 on either game, or press <CR> when asked to
T H E C I T Y G A T E S
When you've done everything you can in one town, you will want to
hit the road and see another. Each city will have at least 1 route
leading away - most will have 2 or more. If you go thru the gates, the
town screen will disappear and you will find yourself on the road. CTRL-L
gives you your location. When you get to your destination, just drive
thru the stone gates.
G A M E T I M E
When the game starts, it is January 1, 2030. The computer will keep
track of time, a day at a time, as you play. Joe's Bar, the truck stops,
Gold Cross, and the FBI are open 24 hours a day. All others are only open
in the daytime. Walking around town takes no time, but certain things do
take time. Any of the following things will take a full day:
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Getting a clone made or a braintape updated at Gold Cross
Building a car
Selling or buying weapons
Having a car repaired
Picking up a courier job
Competing in an arena event
Taking mechanic classes
After you do any of these things, you will find the shops are
closed, and you must get a night's sleep. A new day will start after you
do any of the following things:
Spend the night at the truck stop
Take a bus to another town
Heal injuries at Gold Cross
Drive on the road a significant stretch of time
When a new day starts, you are free to visit the shops again.
C O M B A T
Your car's weapons do a certain amount of damage whenever they hit
an enemy car. The bigger the weapon, and the better the marksmanship, the
more damage each hit will do. Each weapon has a certain probability of
hitting the target, which is further modified by your marksmanship. When
you do enough damage to an enemy vehicle, it will crash or catch fire,
and you have defeated it. Unfortunately, your foes will be shooting back
at you all the while. Your combat screen will tell you exactly where you
have been hit, and how much damage has been taken. Every component of
your car has a certain number of "Damage Points" (DP). This is a measure
of the damage that component can take and still function. For example,
each point of armor has 1 DP. A flamethrower has 2 DP. Your driver's body
has 3 DP, but if you wear body armor, you have 6 DP. When an enemy hits
you, the first shots will wear away the armor on the side that has been
hit. When the armor is gone, the next thing to be destroyed will be the
weapon(s) on that side. Then (for attacks from the front) the power plant
goes. Then you are hit. Attacks from the side may hit you, or the power
plant, or the cargo, after they destroy the armor and weapons. Therefore,
if armor on one side is badly damaged, turn that side away from the
enemy. Tires will be hurt by mines and spikes, and sometimes by other
attacks. Underbody armor is only affected by mines.
A A D A N E W D R I V E R S G U I D E
B U I L D I N G A C A R
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When you enter the assembly line, your first step is to name your
new car. The name should be different than any already in use, and may
have up to 16 letters. Look thru all the options for your car and select
the ones you want. Line foremen will keep track of all these things for
you as you modify your car design, to make sure your car will work. If
you make an illegal choice, the screen will display question marks
(?????) in the appropriate field. For instance, if you select a weapon
that is too big for your car, the "spaces left" field will show question
marks. You can make an illegal selection, and then change other parts of
the design to make it legal again. (If a weapon is too big, you could bet
a smaller weapon or go back and increase the body size.) When you are
satisfied with your design, press "D" for "Done". Your car will be
completed quickly, and you can drive away.
V E H I C L E D E S I G N T A B L E S
1 . B O D Y T Y P E S
TYPE PRICE WEIGHT MAX.LOAD SPACES
SUBCOMPACT $300 1000 2300 7
COMPACT $400 1300 3700 10
MID-SIZED $600 1600 4800 13
LUXURY $800 1800 5500 19
STATION WAGON $800 2100 5500 21
PICKUP $900 2100 6500 24
VAN $1000 2000 6000 30
PRICE is the dollar cost of the body without armor, but including
headlights, trim, seats, doors, instruments, basic target system,
heads-up windshield visual display, etc.
WEIGHT is the weight of the body and frame, which counts toward the
total weight of the vehicle.
MAXIMUM LOAD is the total weight (including the body and frame) this
size vehicle can carry. Maximum load can be altered - see chassis.
SPACES is the number of spaces available in the vehicle for
equipment, weapons, people, and cargo.
2 . C H A S S I S
The chassis can be strengthened to allow a vehicle to carry more
weight, or lightened to save money.
STRENGTH WEIGHT MODIFIER PRICE
LIGHT - 10% - 20%
STANDARD NONE NONE
HEAVY + 10% + 50%
EXTRA-HEAVY + 20% + 100%
WEIGHT MODIFIER is the percentage change in maximum load.
PRICE is the percentage change in the original body price. For
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example, putting a heavy chassis on a mid-sized car would increase the
maximum load 10%: 4800 + 480 = 5280 lbs capacity. It would add 50% of the
original body price - another $300. Chassis strength does not affect a
vehicles weight or interior space.
3 . S U S P E N S I O N
Suspension determines a vehicles handling class. The higher its
handling class, the better it will steer and the easier it is to keep
SUSPENSION PRICE AUTOMOBILE HC CARGO VEHICLE HC
LIGHT NO EXTRA 1 0
IMPROVED 100% OF BODY COST 2 1
HEAVY 150% OF BODY COST 3 2
Light suspension is standard. Better suspensions add cost in
relation to the original body cost of the vehicle - a heavy suspension
for a luxury car would cost $1200 (150% of $800). Suspension adds no
weight and space.
AUTOMOBILE HC is the handling class for an automobile - subcompact
thru luxury size.
CARGO VEHICLE HC is the handling class for a station wagon, pickup,
or van. Cargo vehicles always have a lower handling class than cars. This
is due to their higher center of gravity.
4 . P O W E R P L A N T S A N D A C C E L E R A T I O N
PLANT COST WEIGHT SPACES DP POWER MAXIMUM SPEED
SMALL $500 500 3 5 1000 70
MEDIUM $1000 700 4 8 2300 80
LARGE $2000 900 5 10 3600 90
SUPER $3000 1100 6 12 5000 90
DP: "DAMAGE POINTS", the number of hits required to destroy the
power plant. When the power plant is lost, the vehicle can no longer fire
lasers or accelerate, but all other systems still work.
POWER factors are used to compute acceleration. A vehicles power
must be at least 1/3 its weight; that gives an acceleration of 5 mph. If
its power is at least 1/2 its weight, its acceleration is 10 mph. If its
power is equal to (or greater than) its weight, it has an acceleration of
5 . T I R E S
A vehicle must have 4 tires - all the same type. Once a car has been
designed, the specific tire type cannot be changed on that vehicle.
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TIRE TYPE COST WEIGHT DP
STANDARD $50 30 4
HEAVY-DUTY $100 40 6
PUNCTURE-RESISTANT $200 50 9
SOLID $500 75 12
All costs and weights are per tire.
6 . W E A P O N S
Weapons may be mounted on the front, left, back, or right of a
WEAPON COST WEIGHT SPACES DP CP/R WP/R
MACHINE GUN 1000 150 1 3 25 2
FLAMETHROWER 550 465 3 3 25 5
ROCKET LAUNCHER 1050 215 3 3 35 5
RECOILLESS RIFLE 1550 315 3 5 35 5
ANTI-TANK GUN 2050 615 4 6 50 10
LASER 8000 500 2 2 -- --
MINEDROPPER 550 165 3 3 50 5
SPIKEDROPPER 150 40 2 5 20 5
SMOKESCREEN 300 40 2 5 10 5
PAINT SPRAYER 400 25 1 2 10 2
OIL JET 250 25 2 3 10 2
HEAVY ROCKET 200 100 1 2 -- -
All weapons have a capacity of 20 shots, except lasers (which run
off the power plant) and heavy rockets (which fire once). COST is the
price of the weapon. WEIGHT is the weight of the weapon. SPACES is the
amount of space the weapon takes up. DP is the amount of damage it can
take before it is destroyed. CP/R is the cost per round of ammunition.
WP/R is the weight per round of ammunition.
7 . A R M O R
Your vehicle can carry armor in 5 positions: front, back, left,
right, and bottom. You can put different amounts of armor in each
location, but the cost per point is the same, no matter where it goes.
The bigger the vehicle, the more its armor costs and weighs.
VEHICLE TYPE COST PER POINT WEIGHT PER POINT
SUBCOMPACT 11 5
COMPACT 13 6
MID-SIZED 16 8
LUXURY 20 10
STATION WAGON 20 10
PICKUP 22 11
VAN 30 14
Each point of armor can take 1 hit - then it is destroyed. So, if
you have 40 points of armor on the front of your car, it can take 40 hits
before the weapons and interior are exposed.
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W E A P O N C H O I C E
M A C H I N E G U N
Each round of ammunition is actually a burst of 4 slugs, making the
potential damage from a perfect hit quite devastating. Since the MG is
commonly used, many of your foes will be using it also, and your chance
to salvage ammo is better.
F L A M E T H R O W E R
The disadvantages of the flamethrower are its short range and its
weight. Add to this the fact that it often sets your kills on fire -
making salvage impossible. The fact remains that the FT is very deadly
within its range. For obvious reasons, a FT cannot be mounted to the
front of your car. A FT can be offensive as well as defensive. Each time
the FT is fired, it leaves a smoke cloud - which blocks the enemys view
of you. If your enemy has a FT, try to stay in front (if you have rear
mounted weapons). If you must stay behind, keep at a respectful
R O C K E T L A U N C H E R
Larger, heavier, and more destructive than the machine gun,
unfortunately, it is somewhat less accurate - a fast moving foe can dodge
between your rockets.
R E C O I L L E S S R I F L E This weapon combines the accuracy of a
machine gun with the punch of a rocket launcher.
A N T I - T A N K G U N
This weapon can only be mounted to the front or back of a vehicle.
Although the cost and weight of an AT gun are very high, it is a
tremendously effective weapon.
L A S E R
Lasers get their power from your vehicles power plant. This means
you never have to buy ammunition - and a battery charge is a lot cheaper
than AT shells. A full battery will fire a laser 99 times.
H E A V Y R O C K E T
The rocket is best used at close range, to make sure of a hit...but
if it hits, it can destroy a foe in a single shot.
M I N E D R O P P E R
This is why you need underbody armor. Mines can also destroy tires
in a very short order. They are especially effective against cyclists.
However, don't be so careless as to back over your own mines. You may
only locate a minedropper on the back of your car.
S P I K E D R O P P E R
The sharp metal spikes are deadly against most tires, but will not
penetrate solid tires. This also can only be mounted on the back of your
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S M O K E S C R E E N
A purely defensive weapon, the smokescreen hides you, so you can
escape. And fire directed thru a smokescreen isn't very accurate.
Smokescreens cannot be mounted on the front of your car.
P A I N T S P R A Y
This device shoots a cloud of sticky, colored paint at your foe; it
hangs briefly in the air, forming a cloud. It cannot be mounted on the
front of your car.
O I L J E T
The oil jet lays down a thin but slippery slick. It can only be
mounted on the rear of your car. This weapon is good if you would rather
run than fight. Drive thru slicks slowly, and do not stop in one, as you
may get stuck.
W E A P O N P L A C E M E N T
F R O N T
The most common location. It is easiest to shoot at a target right
in front of you.
R E A R
The location for droppped weapons. Also a good weapon site for
courier vehicles. You can run away and attack at the same time.
S I D E
The least common location. Side mounted weapons lead to unusual
tactics - such as sitting still and letting the foe slide by you, right
into your sights. Side weapons are more common in the arena than on the
road - but they can be very useful for couriers, especially for the
larger, multi-gun vehicles. Side mounting is good for secondary weapons
(like MG's) than for your main AT gun or laser.
G U N N E R Y
Press the corresponding number on the keyboard to choose your active
weapon. This is the only weapon you can fire. Weapons are numbered 1-0
(10) in the upper left hand corner of your dashboard screen. Press the
fire button to fire the active weapon.
T H E I N S T R U M E N T P A N E L
When you are behind the wheel, the screen will display an overhead
view of your surroundings, with your car in the middle. Around this
display you will see your instrument panel. The various instruments and
readings here will let you control the car. Starting at the upper left,
and going counterclockwise, the instruments are:
W E A P O N S D I S P L A Y
You can have up to 10 weapons on your car; they will be numbered 1
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to 0 (10). The active weapon is highlighted. If any weapon is destroyed,
it will vanish from the display.
B A T T E R Y L E V E L
This is a column representing how much power you have left. As your
power is drained, the column goes down.
R A D A R
This small screen shows your vehicle (the blinking light in the
center) and all other vehicles within several miles.
O D O M E T E R
This tells you how far you have gone. Read it in miles for a cross
country trip or an arena battle.
S P E E D O M E T E R
This tells you how fast you are going. The longer and higher the
graphic indicator is, the faster you are moving.
D A M A G E
This column takes up the whole right side of your instrument panel,
and shows how many damage points your car has remaining. From the top
down, the damage is shown for:
(1) armor on the car's 4 sides and the underbody
(3) power plant
(4) you, the driver
A R E N A C O M B A T
G E N E R A L A R E N A P R O C E D U R E
All arena events have the same general rules. You will enter the
arena thru one of its gates. Once in the arena, you must find and defeat
all of your opponents, and drive out under your own power. (When you
defeat your last foe, a trumpet will sound to signal your victory.) If
you see that you're losing, you can try to escape. This will reduce your
prestige. If your car is disabled in the arena, you may still try to
escape on foot. If you do, your car is forfeited.
A M A T E U R N I G H T
To enter, you must enter the arena on foot, and have less than
$5000, or a prestige lower than six. A car is not required. The winner
D I V I S I O N S 5 , 1 0 , 1 5 , 2 0
Cars are divided into divisions by cost. For example, a division 5
event, is open to all cars with a value of up to $5000. You may enter a
higher division if you want to. The risk is much greater, but so is the
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U N L I M I T E D D I V I S I O N .
Unlimited combat is just like the lesser divisions - except there is
no limit on the cost of the vehicles that can enter the combat.
Typed by The Stranger Ranger