UropaČ: The Ulterior Colony - Manual
UROPA2 - The Ulterior Colony
Copyright © 1994 AUSTEX SOFTWARE
Code: Stephen J.Smith & Paul N.Goulding
Graphics: Bruce Abel
1. INTRODUCTION TO UROPA2
1.1 BACKGROUND
Intercorp is the largest galactic peace keeping force in our Galaxy.
During the intergalactic wars, damage to a vast majority of their
defense systems was sustained. When the wars had ceased, repair
work began.
The moon of Europa, which orbits the planet of Jupiter, was
partially destroyed during the wars. Intercorp decided to re-build the
moon. The rebuilt moon was named 'Uropa2' and because of it's
strategic position, has been set up as a major link in
communications and detection of hostile fleets entering our solar
system.
There are twelve bases, scattered across Uropa2, which are the
control centres for the Moon's detection systems. Each of these
bases generate their own internal atmosphere through use of
oxygenator machines. These oxygenators are required to sustain
human life inside the bases without the use of oxygen suits.
Uropa2's detection systems were placed under the control of human
colonists. These colonists have no weapons or defence training
and as a result of their peaceful nature, the protection of the colony
was charged to Tekite and Kapone droid warriors.
The Kapones have rebelled against Intercorp and have gained
command of the moon. Communications with the moon have
ceased and the fate of the Colonists is unknown. It would seem that
the Kapones are acting as mercenaries for one of Intercorps
intergalactic enemies and have been tasked with the destruction of
Uropa2.
1.2 OBJECTIVE
Time is limited. You have twenty-four hours to restore the 12
Bases. Failure to do so in this time will mean the depletion of the
Uropan atmosphere and the death of any remaining colonists.
Your overall game objective involves three related tasks, which
must be completed for each base on the Uropa2 moon.
· To rescue as many of the colonists as possible from each
base. They should be returned to your Star Ship above the
planets surface via the main transporter room for each base.
This is necessary so that they may be returned to their
normal functions on Uropa2 once the battle for its control has
been won.
· To repair the oxygenator in each base on the moon and
enable restoration of the atmosphere for that base. To do
this you will have to seek out each oxygenator control room,
repair and activate the oxygenator if necessary. Each control
room has a password which is supplied on a corresponding
key. This key should be present in the base, but most likely
the Kapones will have hidden it.
· To destroy all Kapone warriors within each base. If you fail to
do this, it will prevent the safe return of the colonists at a
later time.
There will be a number of smaller base dependant objectives
involved in getting to the final stage.
You have been supplied with a laser sword for use in stunning the
Kapones, but it will be necessary to obtain more powerful weapons
in your quest to restore Uropa2.
For travel between bases, we have managed to obtain an Eagle 5
hovar. It appears in good working order and should enable you to
travel from base to base quickly. You need all your skills to survive
any enemy attacks however.
So, as your Commissioner says, "Be careful out there".
2. GENERAL SPECIFICATIONS
The game is divided into two main sections.
Firstly, each base on the moon is represented by isometric 3D
graphics. The view will be of you in each room as you wander
around the base. Each base is located under ground and can only
be entered by transport from a floating base station on the moons
surface.
The second section involves the moons surface. It is represented
by 3D vector light-sourced graphics. The view will be from inside
your Hovar vehicle looking out. This is the only way to travel from
base to base.
Each base station on the surface provides the link between a base
and your hovar. Transportation from a base to the base station will
enable you to replenish your hovar before embarking on base to
base travel.
2.1 DASHBOARD DISPLAY
2.1.1 STATUS BARS
There are two status bars, one on the left and one on the right of
the dash. The left bar indicates your current energy level. When full
it will be a complete long green bar. When your energy reaches a
critical low level it will begin to flash red. If this occurs, it's time to
bail out of any battle you are fighting.
The bar on the right indicates the status of the current weapon you
are carrying. In the case of the standard laser whip, it indicates the
current energy level, but with other weapons it will indicate the
weapon temperature. When it reaches minimum effectiveness it
will begin to flash red and the fire rate will slow until it cools down
again.
2.2 DASH ICONS
There are six operational icons on the dashboard. These icons are
selected by clicking on them with the mouse or by using the
matching keyboard function keys. (See 6.1.1)
The icons from the far left are: Communications, Load/Save/Info,
Status, Weapon select, Inventory and Base map.
2.2.1 COMMUNICATION ICON
Selecting this icon will bring up a display of all the current
messages you have received. These may be internal or external
messages depending on how you obtained them.
This icon will flash when a broadcast message has been received.
Simply click on the gadget to bring up the communication window.
The left list of names refers to the disks or broadcast messages to
read. If the message is from a message disk, then it will say "DISK".
If the message is from a broadcast reception, then it will say
"BCST". The number after each of these refers to the datestamp
associated with that message.
Selecting one of the messages in the list will be highlighted and the
message will be displayed in the read area on the right. You can
use the gadget scroll bar and up/down gadgets to view long
messages.
2.2 LOAD/SAVE/INFO ICON
2.2.1 GENERAL INFORMATION
This icon will bring up the information window. This window
displays information regarding your general status on the left and
the personal modules you are currently using on the right. The
information supplied is as follows;
· Current room
The name of the room you are currently in.
· Credits
The amount of credit you have. You must have a
credit card before you can collect and use credits.
Some computer systems will not function until you
insert a credit card.
· Data Downloaded
The amount of data that you have downloaded from
enemy droids. See section 3.7.1
· Order ranking
This is your ranking from 1 to 100. It represents how
well you are doing in the game. Once you have
reached number one, you have attained the highest
accolade a Tekite can reach.
· Time left
The time you have left to complete the current
mission. Failure to do so will result in the destruction
of the moon and the Tekite empire.
· Legal status
Your current legal status could either be "lawful",
"rogue", or "criminal". Inadvertent shooting of
colonists will bring about a "rogue" rating. Continual
killing of colonists will inevitably bring the wrath of
other Tekites upon you.
· Colonists left
The current number of colonists left in the base to
save.
· Kapones left
The number of Kapones left in the base to destroy or
capture.
2.2.2 LOAD/SAVE
Selecting either of these gadgets will bring up a file requester. This
allows you to save or load the game at it`s present stage. Note that
the gameplay still continues while the requester is displayed.
2.2.3 PREFS
Selecting this gadget will bring up the preferences window. You can
control some in-game functions such as the sound effects and your
Centurion name. The default name is "Blackbeard".
The non-active window pause mode is used whenever you want to
switch to the Workbench screen and automatically pause the game.
When you click the left mouse button in the game window, the
game will resume.
2.2.4 INFO
Selecting this gadget will bring up information on the selected
personal module, shown by a red box around the module area on
the right side of the window.
2.2.4.1 PERSONAL MODULES INFORMATION
There are up to eight different personal enhancement modules that
can be attached to you. Some of these are;
· Map sensor.
Used to display information about objects when the
map is displayed.
· Energy enhancer.
This module will decrease the energy drain when
being attacked.
· Energy regenerator.
This module increases your energy at an accelerated
rate.
· Graviwarp.
This module is used to increase your height
momentarily.
· Optic enhancement.
The optic module increases your perception of
holographic images.
2.3 WEAPON INVENTORY ICON
This icon will bring up a window containing your current inventory of
weapons, weapon enhancements and rounds of ammunition.
The top row of selection boxes can each contain a weapon. The
small indent bar above each of these boxes indicates the amount of
effectiveness the weapon has. The bar below each of these boxes
indicates the rounds of ammunition that weapon contains.
The second row of selection boxes can each contain up to nine (9)
weapon enhancement modules. Each of these modules can be
attached to any of the weapons in the above row.
To add a weapon enhancement to a weapon, you click on the box
containing the enhancement, and by dragging the mouse whilst
holding the left mouse button down, you move the icon image of
that module over to the weapon you wish to enhance. Simply let go
of the left mouse button once you have the enhancement icon over
that weapon, it will then be attached to that weapon.
Each weapon may be reloaded with ammunition via the reload
button at the bottom of the window. Simply select the weapon you
wish to reload by clicking on it's box, then press the reload button.
2.4 WEAPON SELECT ICON
Each weapon contained in your weapon inventory (See 2.3) can be
selected for use by clicking on this icon. Next to each of these icons
will be a number referring to the amount of ammunition left in that
weapon, except for the laser sword (the weapon given to you by
default), which uses no ammunition as such.
2.5 INVENTORY
Selecting this icon will bring up the inventory window. This window
contains all the objects you carry in the main inventory hold. Each
box in the window can contain one object that was either found or
bought.
Selecting an object in the inventory will cause a simple descriptive
text to be displayed in the beveltext box towards the bottom of the
window. Once an object is selected, you may then proceed to use,
insert or drop that object.
Insertion of most objects can only be achieved by being physically
next to a computer with special object access. In most cases, a
message will be displayed within the window if an error occurred
during insertion. If you are not next to a computer or accessible
device, then the insertion gadget will be disabled.
Using an object is more commonly done with objects that have a
special interface, such as the T.E.D (Timed Explosive Device) or
the LockPik Device (See 4.1). Any object that can not be used, will
bring up an error message.
Weapons Cannisters (blue cannisters), and Weapon Enhancement
modules (yellow cannisters) will first appear in your inventory.
Selecting any of these cannisters and then pressing the use button
will cause the item to be transferred to your Weapons Inventory
ready for use. (See 2.3).
Personal Enhancement modules (red cannisters) also appear firstly
in the inventory, "using" these cannisters will activate them and
they will appear on the Personal modules in the General
Information window (See 2.2).
Objects can be dropped just about anywhere. If there is no space to
drop the object, then the drop gadget will be disabled.
NOTE: By dropping the T.E.D. You actually activate the device. Be
careful...
2.6 BASE MAP ICON
Activating this icon will bring up the base map window. This window
will display the current map of the base you have currently
explored. You can zoom in and out using the IN/OUT gadgets. The
CENTRE gadget will re-draw the map with the room in the centre of
the map being the current room you are in.
You can scroll around the current base area by using the arrow
gadgets. The size of this scroll area depends upon the amount of
the base area you have explored.
3. BASE ROOMS
3.1 TRANSPORTER
The first room you will start at will be the transporter room. From
this room you can travel back to the StarShip, Base Station (on the
surface) or to any other translink rooms. To transport, you need to
access the transport computer located in the room. Use the access
gadget when the transport window appears and select you
destination.
Once the transporter starts, you should hear the sound of the
transporter device working. You must be standing in the centre
area defined by the four transporter pylons to be transported.
You may transport any creature/droid using this device.
3.2 SUPPLY
Most bases will have a supply room from which to purchase
miscellaneous goods. These rooms will contain various items from
food to personal enhancement devices.
To use buy goods from this room, you need to have a U.C.C.
(Uropa Credit Card). Insert this card into the supply computer to get
access to the supply menu. Supply menu will list the item types
available in the current room. Selecting one of the item types will
then bring up a sub-menu which will list all the items of that type
with the prices and quantity available. Selecting on each item will
add one to the amount you want whilst subtracting the quantity left.
The total price will increase accordingly.
You may either accept the order or cancel at this stage. Once an
order has been accepted, the items will be placed in you inventory
and credits deducted from you credit card. If there is no room left in
you inventory for these items, then an error message will appear.
3.3 SECURITY
Each base has areas which require security access. The doors
could either be locked or unlocked according to the security
computer status in the room.
If a security door is locked, you can either walk through by having
the base ID card in you possession, by blowing open the door, or
by using a Lock pick device.
Once inside the room, accessing the security computer will allow
you to lock or unlock the doors. Colonists will only come through
these doors if they are unlocked, whereas Kapones have security
access to most of the rooms in the base.
3.4 LIVING QUARTERS AND WORKERS QUARTERS
These rooms are quite common and are the places where most
colonists will be found. They may contain objects hidden by the
colonists when the base was attacked and by searching all the
objects in a room, you may find something which could be of use.
3.5 OXYGENATOR CONTROL
The oxygenator control room is usually guarded by some Kapones.
These will have to be destroyed before accessing the control
computer. Once you access the computer, you will need to enter
the oxygenator control code found on the appropriate key. This key
may be given to you, or hidden somewhere within the base.
Once you enter the code, you will have access the control menu. If
the oxygenator is working, then you can enable it, by selecting the
<enable oxygenator> option.
If it is not working and requires repair, you can select the <examine
oxygenator> option. This will give a detailed examination of the
oxygenator sections and a report on the findings. Once you have
determined the fault(s), you will need to repair the unit, and then
return to this menu.
3.6 OXYGENATOR
The oxygenator unit supplies oxygen for the entire base. The repair
of this unit is vital to the success of the each mission you perform.
The oxygenator may be faulty and require repair. You may need to
find the fault by accessing the control computer in a nearby room.
(See 3.5) Once the fault has been determined and you have
worked out the object(s) required for repair, you may insert them
into the unit to activate the auto-repair sequence.
3.7 INTELLIGENCE EXCHANGE CENTRE (IEC)
These rooms contain computer units which let you gain credits for
information. It is a U.C.C. device and therefore requires the
insertion of a credit card. Any information you have from
downloaded droids (See 3.7.1) can be uploaded into these
computers.
Most bases will give around 1 (one) credit for each megabyte of
data uploaded.
3.7.1 DOWNLOADING DATA
Data can be downloaded from most droids once they have been
stunned (See 4.1.1). Access to a droid after stunning will bring up
the download window. Select the start gadget to initiate to
download procedure. As the data is transferred, a bar indicates the
progress. Once the data has been downloaded, the droid may be
destroyed by minimal shots to its shell.
3.8 ARMORY
The ARMORY room is similar in operation to the supply room (See
3.2). By inserting your credit card, you may access the available
items for purchase. Once these items have been selected from the
menu, they will appear in the weapon holder units nearby.
To pick up the objects from purchase, you need to access the
appropriate holder and take the objects inside. If your inventory is
full, you will get an error message.
4. GAME FIGHTING
4.1 BATTLING AND WEAPONS
Battles are the most predominant occupation for the Tekite droid.
The better the weapon(s) a Tekite has, the greater the chance of
defeating the Kapone empire.
4.1.1 LASER SWORD
This is the weapon that most Centurions will have. It is the weapon
that is supplied to you before transportation down to the first base.
It is a simple weapon and is one of the few that can cause droid
stunning. It uses low power and provides an effective means of
destroying Kapones. This weapon is a single beam, chest firing
weapon with a short range.
The sword supplies an electrical charge to its tip, this can be used
to damage the control of enemy droids. When droids are damaged
they will become erratic in their movement for a short time. If you
continue to use the sword on them in this state you will eventually
destroy their internal circuitry causing them to become inactive.
When they are in this state, you may access their download
circuitry and perform a data download. (See 3.7.1)
4.1.2 PHASER GUN
The phaser gun is a fast single shot firing gun that supplies short
phaser blasts from the chest centre. It is a longer range weapon
and has more power in its shots than the sword but is not able to
stun, only destroy. It can be quite useful when fully enhanced.
4.1.3 BLASTER
The blaster is a very good weapon for quick battles. It uses a twin
firing mechanism from the Tekites arms and is best used with both
shots lined up on an enemy. It has far more power then a phaser
but over-heats quicker. This weapon will quickly dispose of most
enemy droids.
4.1.4 MEGA-BLASTER
The Mega-Blaster is a similar weapon to the blaster but fires six
blasts at a time in a spread fashion. This is very useful when
attacking or defending against multiple enemies. However care
should be taken if you have allies in the same room as they spread
effect may hit them.
4.1.5 FLAME THROWER
This weapon will fire a blast of flame from both arms. It is very
effective in short range combat destroying most enemy very
quickly. However, without a heat resistant barrel it is only usable
for a few shots. It is also limited by range.
4.1.6 DISRUPTER
The disrupter fires a twin ball of plasma from the Tekites arms.
This will have a similar effect on the enemy as the sword. However
the disrupter is a long range weapon and far more powerful. It is
quite capable of damaging a Kapones circuitry with a single hit.
4.1.7 ROCKETS
The Tekite is capable of rocket fire similar to that of the Kapone
warrior. Also like the Kapone, only one arm can launch a rocket at
one time.
4.1.8. DESTRUCTA BOLT
This is the most powerful weapon of them all. It is a long range
weapon which fires a bolt from both arms at the same time. This
weapon has a two-phase firing method. The first phase builds up
the strength of the bolt, and the second phase fires the bolt. If its is
fired immediately without a build up of power then its will only be of
equivalent power to the Mega-Blaster (4.1.4). However when
allowed time to build to full strength (about 2 seconds) it has more
power then a rocket and will destroy all enemies currently known to
by Tekite Intelligence.
4.2 WEAPON ENHANCEMENTS
There are eight different weapon enhancements. Any combination
or all of these can be added to any weapon. Adding enhancements
to a weapon is explained in section 2.3.
Some of these are;
· Auto-Fire
This will enable the weapon to fire continuously by
holding down continuously on the fire button. Without
this added, it will be necessary to continually press
the button for a weapon to fire.
· Weapon Coolant
This enhancement allows the weapon to cool down a
lot quicker.
· Heat-resistant barrel
This enhancement will stop the weapon from heating
up quickly. It allows more shots to fire before the
weapon starts to over-heat.
5. BASE STATION
Each base station floats above its corresponding base which is
buried deep underground. Each station contains holding bays for
hovar vehicles, maintenance depots and supply terminals.
By moving the mouse over the presented screen, you can select
one any of three actions that may be performed whilst in a base
station.
These are;
· Beam down to the base below. Your hovar is left in the base
station while you go about your mission.
· Access a computer terminal for operations such as weapon
supply and hovar maintenance. Follow the menu options and
make sure you have enough credits!
· Transport your hovar down to the surface for travel to
another base.
While on the moons surface, all that is required to beam into a base
station is to position your hovar under a base station, come to a
complete stop and wait for a few seconds. The transporter needs a
steady subject for matter transformation.
6. SURFACE SECTION
7. CONTROLS
7.1 CONTROLS
7.1.1 KEYBOARD CONTROLS
Keyboard controls are always accessible.
BASE SECTION
'F1' - Communications
'F2' - Load/Save/Info
'F3' - Status
'F4' - Weapon select
'F5' - Inventory
'F6' - Base Map
Cursor left - Move west
Cursor right - Move east
Cursor up - Move north
Cursor down - Move south
A - Fire/Access
RETURN - Fire/Access
TAB - Window gadget cycle forward
TAB-SHIFT - Window gadget cycle reverse
TAB-ALT - Window selection forward
TAB-SHIFT-ALT - Window selection reverse
SURFACE SECTION
'F1' - Communications
'F2' - Load/Save/Info
'F3' - Status
'F4' - Weapon select
'F5' - Inventory
'F6' - Surface Map
Cursor left - Rotate anti-clockwise
Cursor right - Rotate clockwise
Cursor up - Increase velocity
Cursor down - Decrease velocity
A - Fire/Access
RETURN - Fire/Access
TAB - Window gadget cycle forward
TAB-SHIFT - Window gadget cycle reverse
TAB-ALT - Window selection forward
TAB-SHIFT-ALT - Window selection reverse
M - Fire missile
(Click the mouse pointer over the
object you wish to target)
H - HUD on/off toggle
Z - Radar zoom range toggle
7.1.2 JOYSTICK CONTROLS
Stick left - Move west
Stick right - Move east
Stick forward - Move north
Stick backward - Move south
Fire button - Fire/Access
While accessing a computer terminal and holding down the
FIRE button, the following controls are enabled;
Stick left - Window selection reverse
Stick right - Window selection forward
Stick forward - Window gadget cycle reverse
Stick backward - Window gadget cycle forward
Appendix A
Jupiter Details
Diameter - 142984km
Mass - 1.899x1027 kg
Rotational period - 9.84 Earth hours
Sidereal period - 4333 Earth days (11.86 Earth
years)
Inclination of rotational
axis - 3.12°
Albedo - 0.34
Mean temperature - 26637°F
Max. temperature - 53476°F
Min. temperature - <202°F (Great Red Spot)
Major atmospheric
components - Helium (<10%)
Hydrogen (<90%)
Other components -
Methane, Ammonia, Ethane,
Acetylene, Watervapor,
Phosphline, Carbon
monoxide, Germane,
Tetrahydride.
Uropa (ne- Europa) details
Diameter - 3126km
Dist. from Jupiter - 670900km
Mass - 4.87x1022 kg
Rotational period - 3.55 Earth days
Sidereal period - 3.55 Earth days
Mean temperature - -268°F
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Typed by PYTH0N/LNS on 14/10/94 |