SKID ROW presents TOM CLANCY'S CARDINAL OF THE KREMLIN USER'S MANUAL For Amiga computers Getting started --------------- Refer to this user's manual for information on how to install and run CARDINAL OF THE KREMLIN. Once the program is running, refer to the player's guide included in the package for information, reference materials, and tips on how to play the game. Requirements ------------ In order torun CARDINAL OF THE KREMLIN you will need the following equipment: o Amiga 500, 1000, 2000, 2500, 3000 with at least 512K of available memory. o Kickstart 1.2 or higher. NOTE: Please be sure you have your computer properly hooked up and are familiar with its operation. If there are questions about the computer, please refer to your owner's manual. Loading ------- Boot your Amiga computer. If your Amiga requires Kickstart, boot with version 1.2 or higher. When you are prompted to insert the Workbench disk, insert the Cardinal of the Kremlin Program disk. The program will now load. Operational notes ----------------- Keyboard control There is no keyboard control as outlined on p.9 of the Player's Guide. All operations must use the mouse. The only exceptions to this are the arcade sequences. TOM CLANCY'S CARDINAL OF THE KREMLIN PLAYER'S GUIDE I Contents The Ultimate Challenge ....................... IV Foreword by Tom Clancy ....................... V Chapter 1 : An Overview ........................... 1 Game Scenario ................................ 1 Starting the Game ............................ 3 Copy Protection .............................. 3 Starting From Scratch ........................ 3 Strategic Control Center ..................... 4 American Side ................................ 4 Laser Research ............................... 4 Laser Testing ................................ 5 CIA Intelligence/Cardinal .................... 5 FBI Security ................................. 5 Soviet Side .................................. 6 Soviet Laser Status .......................... 6 CIA Espionage ................................ 6 Treaties/Negotiations ........................ 6 The Archer ................................... 6 Satellite Reconnaissance ..................... 7 Presidential Review .......................... 7 Game Time .................................... 7 Telegram Lines ............................... 8 Levels ....................................... 8 Chapter 2: Playing the Game ....................... 9 Keyboard Control ............................. 9 Joystick Control ............................. 9 Mouse Control ................................ 10 Special Keys ................................. 10 Help ......................................... 10 Using the Strategic Control Center ........... 11 Using Laser Research ......................... 11 Power ........................................ 12 Software ..................................... 12 Replacing Department Heads ................... 13 Reliability .................................. 13 Status ....................................... 13 I II Priority ................................ 14 Burnout ................................. 14 Effort .................................. 14 Using Laser Testing .......................... 15 Power Test .............................. 16 Software Test ........................... 16 Targeting Test .......................... 16 Using Power Testing ..................... 17 Using Software Testing .................. 18 Using Targeting Testing ................. 20 Performing Tests ........................ 21 Test Result ............................. 22 Using CIA Intelligence/Cardinal .............. 23 Danger................................... 24 Activity ................................ 24 Last Contact ............................ 24 Agent Sub-Screen ........................ 24 Using FBI Security............................ 26 Security Level .......................... 27 Project Inefficiency .................... 27 Department Head ......................... 27 Reliability ............................. 27 Set Security Details .................... 27 Using Soviet Laser Status .................... 29 Power ................................... 29 Software ................................ 30 Targeting ............................... 30 Confidence .............................. 30 Priority ................................ 30 Group Status ............................ 30 Using CIA Espionage .......................... 30 Process ................................. 31 Confidence .............................. 32 Possible Action ......................... 32 Using Treaties/Negotiations .................. 33 Using the Archer ............................. 34 Aggressively Attack ..................... 35 Engage When Opportune ................... 35 Avoid Conflict .......................... 35 Weapons and Supplies .................... 35 Map ..................................... 36 Attack Bright Star ...................... 37 Fighting in Afghanistan ................. 38 Using Satellite, Reconnaissance .............. 40 Laser Targets ........................... 40 Ground Recon ............................ 40 Targeting System ........................ 40 Tracking Network ........................ 40 USA ..................................... 41 II III USSR .................................... 41 World Map ............................... 41 Launch Satellite ........................ 41 Using Presidential Review .................... 44 Satellite Destruction ........................ 44 Department Head Rescue ............................ 46 Winning the Game .................................. 47 Saving a Game ..................................... 48 Loading a Game .................................... 48 Appendix A: Dept Head Dossiers ..........A-1 Appendix B: Glossary ...................B-1 III IV THE ULTIMATE CHALLENGE. FROM THE AUTHOR OF THE HUNT FOR RED OCTOBER AND RED STORM RISING COMES THE RIVETING STORY OF SPIES AND SCIENTISTS, NEGOTIATORS AND COVERT OPERATORS - MASTERFULLY LINKED IN THE TECHNOLOGICAL RACE TO DEVELOP A STAR WARS DEFENSE SYSTEM. BASED ON TOM CLANCY'S MULTIMILLION BEST SELLER, THE CARDINAL OF THE KREMLIN COMPUTER SIMULATION CHALLENGES YOU TO DEVELOP AMERICA'S LASER ANTI-MISSILE DEFENSES. THE CARDINAL OF THE KREMLIN OFFERS A REALISTIC GLIMPSE OF THE COMPLEXITIES AND DANGERS IN MAINTAINING AMERICA'S STRATEGIC DEFENSES. ESPIONAGE AND MISINFORMATION, KIDNAPPING OF SCIENTISTS, SATELLITE LAUNCHES AND LASER TECHNOLOGY TESTING ALL COME INTO PLAY. YOU ASSEMBLE A TEAM OF COMPUTER PROGRAMMERS, SCIENTISTS, AND ENGINEERS; RUN A SPY NETWORK; MONITOR PEACE NEGOTIATIONS; DEAL WITH THIRD WORLD REVOLUTIONARIES AND MORE. A STUNNING GRAPHIC OPENING, WITH ORIGINAL MUSIC SCORE, SETS THE STAGE FOR THE GLOBAL EVENTS ABOUT TO UNFOLD. YOU MUST MANIPULATE A MYRIAD OF INTERNATIONAL FORCES, DEVELOP AND TEST YOUR LASER SYSTEMS AND ANTICIPATE THE SOVIET'S NEXT MOVES. THE FATE OF AMERICA'S LASER ANTI-MISSILE PROJECT, CODE NAME: TEA CLIPPER, IS IN YOU HANDS. THE EXCITEMENT AND INTRIGUE OF THIS QUEST TO RULE THE STRATOSPHERE, AS TOLD IN TOM CLANCY'S SPELLBINDING NOVEL, NOW COMES TO LIFE IN THE CAPTIVATING STRATEGY COMPUTER SIMULATION, THE CARDINAL OF THE KREMLIN. IV V FOREWORD BY TOM CLANCY SINCE THE CARDINAL OF THE KREMLIN WAS RELEASED IN 1988, THE WORLD POLITICAL CLIMATE HAS BEEN TRANSFORMED. WITH THE FALL OF THE BERLIN WALL AND THE EMERGENCE OF MORE DEMOCRATIC GOVERNMENTS IN EASTERN EUROPE, CRITICS HAVE QUESTIONED WHETHER THE EVENTS AND STRATEGIC DEFENSE PROGRAMS DEPICTED IN THE BOOK ARE RELEVANT TODAY. THE ANSWER IS A DEFINITIVE YES. LET ME ASSURE YOU THAT THE SOVIETS COMMITMENT TO SPACE-DEFENSE RESEARCH HAS NEVER FALTERED. HEADLINES MAY DECLARE THE END OF THE "COLD WAR", YET THE WORK OF THE SOVIET, AND AMERICAN, INTELLIGENCE AGENCIES QUIETLY GOES ON. ESPIONAGE AND COVERT ACTIONS ARE NECES- SARY TOOLS TO CONFRONT TERRORISM AND THE ALL TOO REAL POTENTIAL OF WAR. THE DEVELOPMENT OF AMERICA'S STRATEGIC DEFENSE INITIATIVE IS OF VITAL IMPORTANCE TO OUR COUNTRY. IT WILL BE AT OUR NATIONAL PERIL SHOULD THE SDI CRITICS EVER SUCCEED IN WEAKENING SUPPORT FOR THIS PROGRAM. IN THE CURRENT MIDDLE EAST CRISIS, IT IS OUR SATELLITE INTELLIGENCE WHICH ALLOWS THE UNITED STATES TO TRACK IRAQI TROOP MOVEMENTS. THE RECENT ACTIONS OF SADDAM HUSSIEN HAVE VIVIDLY DEMONSTRATED WHY LASER ANTI-MISSILE DEFENSES AND SIMILAR TECHNOLO- GIES ARE CRUCIAL FOR THE SECURITY OF OUR NATION AND THE WORLD. COMPUTER GAMES, LIKE NOVELS, ARE ENTERTAINMENT. THEY GIVE US AN OPPORTUNITY TO VICARIOUSLY PARTICIPATE IN EVENTS BEYOND OUR DAILY LIKE. REALISM IS THE HALLMARK OF MY NOVELS AND THE BENCHMARK FOR JUDGING COMPUTER GAMES BASED ON MY BOOKS. FOR CARDINAL OF THE KREMLIN, THE CHALLENGE TO CAPSTONE WAS CREATE A GAME THAT SUCCESS- FULLY CAPTURES THE BOOK'S COMPLEXITIES, HUMAN DRAMA, AND THE INTERPLAY OF ESPIONAGE, TECHNOLOGY AND INTERNATIONAL POLITICS. IT IS A SUPERB STRATEGY COMPUTER SIMULATION. CONGRATULATIONS, CAPSTONE. WELL DONE. AUGUST, 1990 TOM CLANCY V 1 CHAPTER 1: AN OVERVIEW GAME SCENARIO NOW YOU CAN CONTROL THE OUTCOME OF THE STORY OF THE CARDINAL OF THE KREMLIN. YOU HAVE THE POWER TO MANIPULATE ALL PHASES OF THE STORY TO REACH THE DESIRED OUTCOME OF DEPLOYING THE UNITED STATES' MISSILE DEFENSE SYSTEM. THE SCENARIO BELOW SETS THE STAGE FOR YOUR DRAMATIC EFFORT: MIKHAIL FIIITOV IS A WAR HERO AND RED ARMY COLONEL. HE IS ALSO ONE OF THE CIA'S MOST VALUABLE SPIES. HIS CODENAME "CARDINAL". THE CARDINAL HAS BEEN SENDING INFORMATION ABOUT A NEW SOVIET PROJECT: "BRIGHT STAR" -- A HIGH-POWERED LASER DEFENSE SYSTEM, CAPABLE OF DESTROYING INCOMING MISSILES. THE U.S.A. IS ALSO WORKING ON A LASER PROJECT, CODENAME "TEA CLIPPER". PROJECT LEADER: MAJOR ALAN GREGORY, LEADER OF SOFTWARE DEVELOPMENT FOR TEA CLIPPER. AFGHANISTAN REMAINS A CRISIS POINT. AN AFGHAN REBEL, ARCHER, CONTACTED BY THE U.S., IS COVERTLY GIVEN WEAPONS AND SUPPLIES FOR HIS GUERRILLA ATTACKS ON SOVIET TROOPS SURVEILLANCE SATELLITES HAVE REVEALED A NEW SOVIET INSTALLA- TION IN THE MOUNTAINS JUST NORTH OF THE AFGHANISTAN BORDER. THE CARDINAL VERIFIES THIS INFORMATION. IT IS BRIGHT STAR! IT IS ALSO HEAVILY FORTIFIED AGAINST ATTACK BY CRACK RED ARMY AND KGB SOLDIERS. MEANWHILE, IN THE NEWS, THE U.S. AND SOVIET NEGOTIATING TEAMS ARE HAMMERING OUT A NEW TREATY THAT COULD MEAN PEACE ... OR WAR! FBI SECURITY ON TEA CLIPPER IS HIGHLY EFFECTIVE. EVEN SO, THE KGB IS ONE OF THE MOST CAPABLE INTERNATIONAL ESPIONAGE GROUPS. SOME THINGS BOUND TO LEAK ... 1 2 SUDDENLY, A CHANCE ENCOUNTER IN A MOSCOW SUBWAY HAS THE KGB ON THE CARDINAL'S TRAIL. THE CARDINAL MUST BE VERY CAREFUL IN HIS OPERATIONS, TO KEEP HIMSELF FROM BEING TRACKED DOWN. INTERNATIONAL TENSION MOUNTS AS THE TREATY TALKS COME TO A STANDSTILL. U.S. AND SOVIET FORCES SILENTLY PREPARE FOR A POSSIBLE THIRD WORLD WAR. THE KGB STRIKES AT THE U.S. LASER PROJECT BY KIDNAPING A TEA CLIPPER DEPARTMENT HEAD! THE PROJECT WILL SLOW MISERABLY UNLESS THE SCIENTIST CAN BE RECOVERED ALIVE. YOUR OBJECTIVES ARE ... *...AS TEA CLIPPER PROJECT LEADER, TO COMPLETE THE TEA CLIPPER PROJECT ... ... AS CIA CHAIRMAN, TO DIRECT THE ACTIVITIES OF OUR SPY NETWORK ... *...AS NSA DIRECTOR, TO CONSTRUCT A COMPLETE SPY SATELLITE NETWORK ... *...AS A U.S. NEGOTIATOR, TO SETTLE THE TERMS OF THE TREATY ... ...AS THE FBI, TO SECURE TEA CLIPPER AGAINST THE KGB ...AS THE ARCHER, TO DESTROY OR DISABLE BRIGHT STAR ...AND TO SAVE THE PLANET FROM WORLD WAR III! 2 3 STARTING THE GAME REFER TO YOUR USER'S MANUAL FOR INFORMATION ON LOADING AND RUNNING THE PROGRAM. THE FIRST THING THAT WILL APPEAR WHEN YOU RUN THE PROGRAM IS A KILLER SATELLITE DRIFTING ACROSS THE OPEN SKIES AND STILL OUT AT A SMALL ENEMY SATELLITE. THE PROGRAM WILL THEN DISPLAY PLAY SOME CREDITS. NEXT, A HORIZONTAL GAUGE WILL APPEAR. THIS GAUGE WILL MOVE TO THE RIGHT AS THE PROGRAM INITIALIZES ITSELF. THIS WILL A TAKE A FEW SECONDS, BEFORE PROCEEDING TO THE INTRODUCTION SCREEN. THE INTRODUCTION WILL LAY OUT THE GAME SCENARIO, ACCOMPANIED BY IMAGES DEPICTING THE STORY. PRESS THE SPACE 1 TO SKIP PAST THIS SEQUENCE. COPY PROTECTION THE GAME WILL THEN PRESENT YOU WITH A PICTURE OF ONE OF 15 DEPARTMENT HEADS. REFER TO APPENDIX A OF THIS MANUAL TO FIND THE ID NUMBER THAT CORRESPONDS TO THIS PERSON. TYPE THE NUMBER AND PRESS THE ENTER KEY. YOU WILL BE GIVEN THREE OPPORTUNITIES TO ENTER THE CORRECT CODE, OTHERWISE YOU WILL NOT BE ALLOWED INTO THE PROGRAM. STARTING FROM SCRATCH WHEN THE GAME BEGINS, THE TEA CLIPPER AND BRIGHT STAR PROJ- ECTS ARE IN THEIR INFANCY. YOU HAVE NO SCIENTISTS, DEPARTMENT HEADS, NO SATELLITES IN ORBIT, AND NO RESEARCH HAS BEEN CONDUCTED. THINGS AREN'T ALL BAD! YOU DO HA NINE AGENTS IN PLACE THROUGHOUT THE WORLD, INCLUDING THE CARDINAL. ALSO, THE ARCHER IS IN AFGHAN- ISTAN WAITING FOR YOUR COMMANDS. HOWEVER, YOU CAN BE ASSURED THAT THE SOVIETS, CONTROLLED BY THE COMPUTER, ARE ALREADY FAST AT WORK ON BRIGHT STAR. 3 CARDINAL OF THE KREMLIN PLAYER'S GUIDE 4 STRATEGIC CONTROL CENTER THE STRATEGIC CONTROL CENTER IS THE HEART OF THE PROGRAM. FROM HERE YOU WILL BRANCH TO ALL OTHER PARTS OF THE PROGRAM. BELOW IS AN ILLUSTRATION OF THE CONTROL CENTER, FOLLOWED BY A DESCRIP- TION OF EACH SECTION. DETAILED DESCRIPTIONS OF HOW TO USE EACH SECTION FOLLOW IN CHAPTER 2 OF THIS MANUAL. $STRATEGIC CONTROL CENTER LASER RESEARCH SOVIET LASER STATUS LASER TEST CIA ESPIONAGE CIA INTELLIGENCE/CARDINAL TREATIES/NEGOTIATIONS FBI SECURITY THE ARCHER SATELLITE RECONNAISSANCE PRESIDENTIAL REVIEW TELEGRAM FROM THE PRESIDENT THE SOVIETS HAVE STARTED WORK ON BRIGHT STAR! AMERICAN SIDE THE OPTIONS GROUPED UNDER THE AMERICAN FLAG TAKE PLACE PRI- MARILY ON AMERICAN SOIL OR WITH AMERICAN PERSONNEL. LASER RESEARCH LASER RESEARCH IS THE PAINSTAKING PROCESS OF SCIENTIFIC DISCOVERY, DELICATE MACHINING, ALL NIGHT SOFTWARE PROGRAMMING SESSIONS AND FAILURE AFTER FAILURE. 4 5 THERE WILL BE SETBACKS, BUT THE RESEARCH ON TEA CLIPPER MUST PROCEED. CHOOSE THE BEST DEPARTMENT LEADERS AND SET THE WORK PACE: TOO SLOW, AND THE SOVIETS WILL OUTSTRIP TOO FAST, AND YOUR TEAMS WILL BURNOUT. LASER TESTING WHEN THE THINK-SESSIONS ARE OVER, IT IS TIME TO PUT THE RESEARCH TO THE TEST. THERE ARE SEVERAL DIFFERENT TESTS YOU CAN APPLY TO EACH DIFFERENT PART OF YOUR TEA CLIPPER PROJECT DEPENDING ON HOW ADVANCED EACH GROUP IS, YOU MAY NEED TO CHECK WITH THE SATELLITE LAUNCH SCREENS TO BE SURE THERE ARE ENOUGH 'BIRDS' (SATELLITES) IN THE SKY FOR YOU TEST WITH. SOMETHING TO BE CAREFUL OF IS THE SOVIET FACTOR: IF YOU TEST THE SOVIETS ARE INTERESTED IN YOUR PROJECTS, THEY WILL LEARN A GREAT DEAL ABOUT YOUR PROGRESS. CIA INTELLIGENCE/CARDINAL THE CENTRAL INTELLIGENCE AGENCY IS RESPONSIBLE FOR YOUR NETWORK OF OVERSEAS INFORMANTS. THE AGENTS ON YOUR SCREEN ARE ALL PLACED IN STRATEGIC JOBS IN THE SOVIET UNION. MUST CONTROL THEM. DECIDE WHO IS TO ATTEMPT TO LEARN WHAT INFORMATION, AND WHEN. ALL THESE OPTIONS ARC IMPORTANT. IF YOU HAVE HAD TIM- ING, FOR EXAMPLE, THE SOVIETS WILL LIKELY CATCH YOUR UNDERCOVER OPERATIVE. IF THAT HAPPENS, YOU MIGHT NOT EVEN REALIZE IT, BECAUSE THE RUSSIANS COULD SEND BACK FALSE INFORMATION. FBI SECURITY THE FBI HANDLES THE SECURITY OF THE TEA CLIPPER PROJECT. ALL OF THE PEOPLE ON THE STAFF ARE MONITORED TO VARIOUS DEGREES. THE 'DEGREE' OR SEVERITY OF THE FBI SECURITY MEASURES WILL AFFECT THE PACE AT WHICH THE PROJECT PROCEEDS. MORE SO THAN MOST ORDINARY MILITARY PERSONNEL, SCIENTIFIC RESEARCHERS ARE VERY SENSITIVE TO HIGH SECURITY LEVELS. SLOWDOWNS IN WORK CAN BE CAUSED DUE TO SEVERAL REASONS: OBTRUSIVENESS REBELLION OF STAFF SECURITY SLIP-UPS 5 6 SOVIET SIDE THE OPTIONS GROUPED UNDER THE SOVIET FLAG TAKE PLACE " PRIMARILY ON SOVIET SOIL OR WITH SOVIET PERSONNEL. SOVIET LASER STATUS THIS SCREEN SHOWS INFORMATION REFLECTING HOW THE U.S. THINKS THE SOVIET BRIGHT STAR PROJECT IS COMING ALONG. THE INTELLIGENCE REPORTS FROM OUR C.I.A. MOLES ARE GIVEN TO VARIOUS DEPARTMENT HEADS FOR ANALYSIS. DEPENDING ON THE AGE OF THE REPORT AND THE EXPERIENCE OF THE DEPARTMENT HEAD, YOUR CONFIDENCE IN THE EVALUATION WILL VARY. A LOW CONFIDENCE DOESN'T MEAN THAT THE SOVIETS ARE DOING POORLY; IT MEANS THAT WE ARE NOT SURE HOW THEY ARE DOING. IF YOU'RE MISSING A DEPARTMENT HEAD, YOU WON'T GET ANY CONFIDENCE INFORMATION AT ALL. CIA ESPIONAGE THE CIA ESPIONAGE INDICATORS ARE MORE INDIRECT THAN ANY OF THE OTHER DISPLAYS. THEY SHOW HOW WE THINK THE SOVIETS THINK WE ARE DOING, AS OPPOSED TO 'HOW WE ARE DOING', OR 'HOW WE THINK THE SOVIETS ARE DOING'. THIS IS VITAL INFORMATION NEEDED FOR PLANNING YOUR SECURITY LEVEL, AS WELL AS TRYING TO ANTICIPATE ANY POSSIBLE SOVIET ACTIONS, SUCH AS A KIDNAPPING ATTEMPT. TREATIES/NEGOTIATIONS INTERNATIONAL TENSION CAN CONTRIBUTE TO THE PREMATURE ENDING OF THE GAME -- VIA THE OUTBREAK OF WORLD WAR III. WHEN TENSION LEVELS RISE, THE AMERICANS AND THE SOVIETS MUST BOTH WORK TO HAS OUT A NEW LEVEL OF DETENTE. THIS WILL PROLONG YOUR GAME FOR AWHILE. THE ARCHER THIS IS A VERY IMPORTANT RESOURCE. THE ARCHER WILL, WHEN YOU HAVE EQUIPPED AND INFORMED HIM, ATTACK THE SOVIET BRIGHT STAR INSTALLA- TION TO EITHER DESTROY OR DAMAGE AS MUCH OF IT AS POSSIBLE. GIVE ARCHER WEAPONS, BUT NOT TOO MANY, 6 7 AS HE'LL USE THEM DO DEFEND HIS HOMELAND, AFGHANISTAN, AGAINST INVADING SOVIET TROOPS. IF HE IS TOO MUCH OF A THORN IN THE SOVI- ET'S SIDE, THEY WILL SEND A TASK FORCE OUT TO ATTEMPT TO KILL HIM. IF YOU DON'T KEEP HIM HAPPY, VIA WEAPONS, SUPPLIES, AND INFORMA- TION, HE WILL ABANDON YOUR CAUSE. SATELLITE RECONNAISSANCE THE SKY ABOVE IS FILLED WITH MANY KINDS OF SATELLITES. BOTH THE U.S. AND THE SOVIETS HAVE MILITARY SATELLITES THAT CAN BE CLASSI- FIED IN ONE OF FOUR WAYS. ALSO, THE CLASSIFICATION OF 'SPACE JUNK' OR 'UNKNOWN' CAN APPLY. YOUR DIFFERENT TYPES OF SATELLITES DETER- MINE HOW WELL YOU TEST TEA CLIPPER, HOW EFFECTIVE YOUR SATELLITE TRACKING IS, YOUR LASER ATTACK EFFECTIVENESS, AS WELL AS YOUR GROUND-WATCHING SATELLITE RECONNAISSANCE. KEEP IN MIND, OF COURSE, THE SOVIETS HAVE SATELLITES TOO. THERE ARE MANY UNFRIENDLY EYES IN THE SKY. PRESIDENTIAL REVIEW EVERY SO OFTEN, YOU MUST TURN TO THE PRESIDENT OF THE U.S. FOR A PROGRESS REVIEW. WHILE HE IS NOT CONCERNED WITH THE DAY-TO-DAY OPERATIONS OF YOUR MISSION, YOU STILL ARE RESPONSIBLE TO HIM. USE HIS JUDGMENT AS A GUIDE AS TO HOW WELL YOU ARE PROGRESSING IN THE GAME. HE WILL ALSO OFFER INSIGHT INTO HOW THE SOVIETS ARE PROG- RESSING. HOWEVER, THE PRESIDENT IS A VERY BUSY PERSON. DO NOT BOTHER HIM TOO OFTEN. GAME TIME THE COUNTER ON THE LOWER LEFT-HAND PORTION OF THE SCREEN WILL KEEP YOU APPRISED OF THE ELAPSED TIME OF THE SIMULATION IN BOTH DAYS AND HOURS. YOUR GOAL IS TO DEPLOY YOUR SYSTEM IN THE LEAST AMOUNT OF TIME. THE CLOCK RUNS CONSTANTLY WHILE YOU ARE PLAYING THE GAME. THE GAME CAN RUN IN TWO SPEEDS. THE DEFAULT SPEED IS SLOW. PRESS THE F KEY TO DOUBLE THE RATE AT WHICH TIME PASSES. PRESS THE R KEY TO RETURN TO THE DEFAULT (SLOWER) RATE. 7 8 TELEGRAM LINES ON THE BOTTOM OF THE SCREEN ARE TWO TELEGRAM LINES. YOU WILL BE INFORMED OF ANY PROBLEMS, CHANGES IN STATUS, OR ANY OTHER VITAL INFORMATION, ON THESE LINES. YOU CAN ONLY SEE THE LAST TWO MESSAGES, WITH THE MOST RECENT ONE ON THE BOT- TOM. ANY TIME THAT A NEW MESSAGE APPEARS, A BEEP WILL SOUND. YOU CAN TURN THE BEEP OFF AND ON BY PRESSING THE B KEY. YOU CAN SCROLL THROUGH THE MESSAGES BY CLICKING ON THE UP/DOWN ARROW BUTTONS TO THE LEFT OF THE TELEGRAM LINES. OFTEN TIMES, SEVERAL TELEGRAMS WILL ARRIVE IN A SHORT PERIOD OF TIME. YOU MUST MONITOR THESE LINES TO KEEP YOURSELF ABREAST OF ANY DEVELOPMENTS THAT MAY REQUIRE YOUR ATTENTION. THESE LINES ARE ALWAYS VISIBLE ON ANY OF THE MENU SCREENS OF THE GAME. YOU CAN HAVE THE PROGRAM DISPLAY ONLY ONE TELEGRAM LINE. PRESS THE W KEY TO TOGGLE BETWEEN 1 AND 2 TELEGRAM LINES. LEVELS CARDINAL OF THE KREMLIN CAN BE PLAYED AT THREE DIFFERENT LEVELS: NOVICE, EASY, AND REGULAR. THE DEFAULT LEVEL IS REGULAR. TO CHANGE LEVELS,PRESS THE D KEY WITHIN THE FIRST 10 DAYS OF THE GAME. YOU WILL THEN BE ASKED TO ENTER N FOR NOVICE, E FOR EASY, OR R FOR REGULAR. THE LEVELS EFFECT AT THE SPEED AT WHICH THE AMERICANS AND SOVIETS ARE ABLE TO DEVELOP THEIR RESPECTIVE MISSILE DEFENSE SYSTEMS. ON THE NOVICE LEVEL, THE AMERICAN DEVELOPMENT IS FAIRLY RAPID, WHILE THE SOVIET DEVELOPMENT IS SLOW. ON THE REGULAR LEVEL, THE AMERI- CAN DEVELOPMENT IS MUCH SLOWER, WHILE THE SOVIET DEVELOPMENT IS FASTER. THE EASY LEVEL IS IN BETWEEN NOVICE AND REGULAR. NOTE: YOU CAN ONLY CHANGE LEVELS WITHIN THE FIRST 10 DAYS OF THE GAME TIME. 8 9 CHAPTER 2: PLAYING THE GAME KEYBOARD CONTROL IF YOU HAVE SELECTED KEYBOARD CONTROL IN THE INSTALLATION PROGRAM, USE THE CURSOR KEYS ON THE KEYBOARD TO MOVE THE POINTER AROUND THE SCREE. TO MOVE THE ARROW AROUND THE SCREEN, PRESS ANY OF THE CURSOR KEYS ON YOUR KEYBOARD TO MOVE THE CURSOR IN THAT DIRECTION. TO MOVE QUICKLY, HOLD THE KEY DOWN. THE CURSOR WILL MOVE IN THAT DIRECTION FOR AS LONG AS YOU HOLD THE KEY. THROUGHOUT THIS MANUAL, YOU ARE ASKED TO CLICK ON AN ITEM. WHEN USING THE KEYBOARD, PRESS THE 5 KEY ON YOUR NUMERIC KEYPAD. IN OTHER INSTANCES, YOU WILL BE ASKED TO RIGHT-CLICK ON AN ITEM. WHEN USING THE KEYBOARD, PRESS THE DEL KEY ON YOUR NUMERIC KEYPAD. JOYSTICK CONTROL IF YOU HAVE A JOYSTICK CONNECTED TO YOUR COMPUTER AND HAVE SE- LECTED JOYSTICK CONTROL IN THE INSTALLATION PROGRAM, YOU WILL USE THE JOYSTICK TO MOVE THE POINTER AROUND THE SCREEN. IF THE MANUAL TELLS YOU TO CLICK ON AN ITEM, PRESS THE LEFT JOYSTICK BUTTON. IF THE MANUAL TELLS YOU TO RIGHT-CLICK ON AN ITEM, PRESS THE RIGHT JOYSTICK BUTTON. 9 10 MOUSE CONTROL IF YOU HAVE A MOUSE INSTALLED ON YOUR COMPUTER AND HAVE SELECTED MOUSE CONTROL IN THE INSTALLATION PROGRAM, YOU WILL USE YOUR MOUSE TO MOVE THE POINTER AROUND THE SCREEN. IF THE MANUAL TELLS YOU TO CLICK ON AN TIME, PRESS THE LEFT MOUSE BUTTON. IF THE MANUAL TELLS YOU TO RIGHT-CLICK ON AN TIME, PRESS THE RIGHT MOUSE BUT- TON. SPECIAL KEYS BELOW IS A LIST OF KEYS USED THROUGHOUT THE PROGRAM. P-PAUSES THE GAME. PRESS ANY KEY TO RESUME PLAY. S-SAVE THE GAME. SEE SAVING THE GAME FOR DETAILS L-LOAD A GAME. SEE LOADING A GAME FOR DETAILS G-TOGGLE THE TESTING AND SATELLITE ANIMATION N-TOGGLE GAME SOUND OFF AND ON. B-TOGGLE THE TELEGRAM BEEP OFF AND ON D-SET THE LEVEL OF DIFFICULTY F-INCREASE THE SPEED OF THE GAME CLOCK R-DECREASE THE SPEED OF THE GAME CLOCK W-TOGGLE BETWEEN 1 AND 2 TELEGRAM LINES ESC-QUIT THE GAME. SEE QUITTING THE GAME FOR DETAILS CARDINAL OF THE KREMLIN EMPLOYS EVERY POINT-AND-SHOOT INTERFACE. TO SELECTION AN OPTION ON THE STRATEGIC CONTROL CENTER SCREEN, OR ANY SUB-SCREEN, SIMPLY POINT AT THE BOX(NOT THE ICON) AND CLICK. HELP ON-LINE HELP IS AVAILABLE THROUGHOUT THE GAME. HELP IS AVAILABLE FOR ANY OPTION THAT HAS AN ICON (SMALL PICTURE) NEXT TO IT. TO ACCESS THE HELP SCREEN, SIMPLY CLICK ON THE ICON. A SCREEN WILL APPEAR WITH THE INFORMATION REGARDING THAT PARTICULAR OPTION. ONCE YOU HAVE READ THE SCREEN RIGHT-CLICK TO RETURN TO THE MENU. 10 11 USING THE STRATEGIC CONTROL CENTER FROM THE STRATEGIC CONTROL CENTER SCREEN YOU CAN ACCESS ANY OF THE DIFFERENT SUB-SCREENS. TO ACCESS A SUB-SCREEN, CLICK WITHIN ONE OF THE TEN BOXES WITH AN OPTION IN IT (I.E. LASER RESEARCH). TO RETURN TO THE STRATEGIC CONTROL CENTER FROM A SUB-SCREEN, RIGHT- CLICK. HELP IS AVAILABLE FOR ALL TEN OPTIONS. ALSO, CLICK ON THE AMERICAN OR SOVIET FLAGS FOR INFORMATION REGARDING EACH SIDE. USING LASER RESEARCH WHEN YOU SELECT THE LASER RESEARCH OPTION ON THE STRATEGIC CONTROL CENTER SCREEN, THE LASER RESEARCH SUB-SCREEN WILL APPEAR. POWER DEPARTMENT EFFORT HEAD RELIABILITY PRIORITY STATUS POSITION UNFILLED SOFTWARE DEPARTMENT EFFORT HEAD RELIABILITY PRIORITY STATUS POSITION UNFILLED TARGETING DEPARTMENT EFFORT HEAD RELIABILITY PRIORITY STATUS POSITION UNFILLED DAY 8 HOUR 8 TELEGRAM FROM THE PRESIDENT THE SOVIETS HAVE STARTED WORK ON BRIGHT SIDE! FROM THIS SCREEN YOU CAN CONTROL THE OPERATION OF EACH OF THE THREE DEPARTMENTS: POWER, SOFTWARE, TARGETING. 11 12 POWER THE TEA CLIPPER IS THE MOST POWERFUL LASER EVER DESIGNED. TO MAKE IT EFFECTIVE, THE LASER BEAM INTENSITY(LASER POWER) MUST BE AS HIGH AS POSSIBLE--BUT ITS NOT AS EASY AS RUNNING ANOTHER POWER LINE TO THE ELECTRIC STATION. HIGH-POWER LASER PROBLEMS INCLUDE BLOOMING DISTORTION OF THE BEAM IN THE ATMOSPHERE) AND PUMPING EFFICIENCY (THE MORE POWER THAT IS WASTED IN HEAT, THE MORE THE RISK OF A COSTLY BREAKDOWN). SOFTWARE TEA CLIPPER HAS SEVERAL DISTINCT FUNCTIONS THAT ARE CONTROLLED BY SOFTWARE: MISSILE PROTECTION SATELLITE DESTRUCTION GROUND-BASED TARGET DESTRUCTION THE SOFTWARE PROGRAMMERS MUST CREATE CONTROL PROGRAMS TO TRACK (VIA SATELLITE) AND DESTROY INCOMING MISSILES WITHOUT DAMAGING AMERICAN EQUIPMENT. TARGETING THE PROBLEM IS TO DIRECT THE LASER BEAM OVER A DISTANCE OF TENS OF THOUSANDS OF KILOMETERS WITH AN ACCURACY OF LESS THAN A METER. TARGETING: THE TARGETING TEAM IS TRYING TO CREATE A HIGH-SPEED, SUPER ACCURATE, DYNAMIC MIRROR-TARGETING SYSTEM. THIS IS NOT AN EASY TASK. THE MIRROR MUST BE LARGE, AND ABLE TO WITHSTAND MILLIONS OF WATTS OF LASER POWER, YET BE THIN ENOUGH, AND PRECISE ENOUGH; TO MOVE VERY QUICKLY UNDER THE CONTROL OF THE SOFTWARE. HIRING DEPARTMENT HEADS THE FIRST THING THAT YOU NEED TO DO IS HIRE A PERSON TO RUN EACH OF THE THREE DEPARTMENTS. WHEN YOU FIRST GO TO THIS SCREEN, THE THREE DEPARTMENT HEAD BOXES ARE EMPTY. TO REVIEW THE AVAILABLE SCIENTISTS, CLICK ON ONE OF THE EMPTY DEPARTMENT HEAD BOXES. YOU WILL NOW SEE A DOSSIER OF ONE OF THE AVAILABLE SCIENTIST. THERE ARE FIVE CANDIDATES FOR EACH OF THE THREE POSITIONS. TO FLIP THROUGH THE CANDIDATES, 12 13 CLICK ON THE NEXT OR PREVIOUS BUTTONS. WHEN THE DOSSIER FOR THE SCIENTIST YOU WANT TO HIRE IS ON THE SCREEN, RIGHT-CLICK TO RETURN TO THE LASER RESEARCH SCREEN. YOU WILL NOTICE THAT THE SCIENTISTS LAST NAME NOW APPEARS IN THE DEPARTMENT HEAD BOX. REPEAT THE HIRING PROCESS FOR THE OTHER TWO DEPARTMENT HEADS. REPLACING DEPARTMENT HEADS IF IT BECOMES NECESSARY TO REPLACE A DEPARTMENT SIMPLY CLICK ON THE DEPARTMENT HEAD BOX (WHICH CONTAINS THE NAME OF THE SCIENTIST YOU WISH TO REPLACE), AND FOLLOW THE PROCEDURE FOR HIRING A DE- PARTMENT HEAD. WHEN YOU RIGHT-CLICK TO RETURN TO THE LASER RE- SEARCH SCREEN, YOU WILL BE ASKED TO CONFIRM THE CHANGE IN DEPART- MENT HEAD. RELIABILITY BELOW EACH DEPARTMENT HEAD BOX IS A RELIABILITY INDICATOR. THIS GRAPH WILL GIVE YOU AN INDICATION OF HOW RELIABLE THE DEPARTMENT HEAD IS AT ANY GIVEN TIME. RELIABILITY IS AFFECTED BY KNOWLEDGE, EXPERIENCE, FATIGUE, AND MANY OTHER FACTORS. IF A DEPARTMENT HEAD BECOMES INCREASINGLY UNRELIABLE, YOU MAY WANT TO MAKE A STAFFING CHANGE. STATUS THIS BOX WILL SHOW YOU THE STATUS OF THE DEPARTMENT HEAD AT ANY GIVEN TIME. THERE ARE AT LEAST FIVE DIFFERENT THINGS THAT MAY APPEAR IN THIS BOX. THE MOST COMMON ARC BELOW: OFF-DUTY - THIS IS FAIRLY OBVIOUS. THE DEPARTMENT IS IN EFFECT CLOSED. NO TESTS CAN BE SCHEDULED OR PERFORMED. LEARNING - THE DEPARTMENT HEAD IS LEARNING A NEW SKILL THAT HE/SHE NEEDS TO PERFORM HIS/HER JOB RESEARCH - THE DEPARTMENT HEAD IN CONDUCTING RESEARCH THAT RELATES TO HIS/HER DEPARTMENT. NO TESTS CAN BE SCHEDULED OR PER- FORMED. BRIEFING - THE DEPARTMENT HEAD IS BEING BROUGHT UP TO DATE ON ANY NEW DEVELOPMENTS THAT MAY RELATE TO HIS/HER DEPARTMENT. NO TESTS CAN BE SCHEDULED OR PERFORMED. 13 14 WORKING - THIS IS WHEN THE ACTION TAKES PLACE. TESTS CAN BE PERFORMED AND PROGRESS CAN BE MADE. PRIORITY YOU CAN SELECT ONE OF FOUR PRIORITIES TO ASSIGN TO EACH DEPART- MENT. THE DEFAULT PRIORITY IS VERY HIGH (THE RIGHT-HAND MOST BOX). YOU CAN CHANGE PRIORITIES BY POINTING TO ONE OF THE FOUR BOXES AND CLICKING. THE PRIORITIES ARE FROM LEFT TO RIGHT: LOW, MEDIUM, HIGH, AND VERY HIGH. THE HIGHER THE PRIORITY, THE MORE THE DEPARTMENT HEAD AND HIS/HER STAFF WILL WORK. PROGRESS CAN COME VERY QUICKLY IN HIGH OR VERY HIGH PRIORITY MODE. HOWEVER, THIS PROGRESS CAN COME A VERY HIGH PRICE. THE MORE A DEPARTMENT WORKS, THE MORE SUSCEPTIBLE THEY ARE TO ERRORS AND BURNOUT (SEE BELOW). ALSO, AN INCREASED SCHEDULE IS LIKELY TO ATTRACT THE ATTENTION OF SOVIET MOLES. IT IS RECOM- MENDED THAT HIGH AND VERY HIGH PRIORITY ONLY BE USED FOR SHORT PERIODS OF TIME. BURNOUT IF A DEPARTMENT HAS BEEN OPERATING IN HIGH OR VERY HIGH MODES FOR AN EXTENDED PERIOD OF TIME, THE LIKELIHOOD OF BURNOUT IS HIGH. IF A DEPARTMENT HEAD GOES INTO BURNOUT, YOU WILL BE NOTIFIED ON THE TELEGRAM LINES. THE WORD BURNOUT, WILL ALSO APPEAR ON THE LASER RESEARCH SCREEN BY THAT DEPARTMENT'S NAME. IT IS CRITICAL THAT YOU IMMEDIATELY LOWER THE PRIORITY OF THIS DEPARTMENT. EFFORT UNDERNEATH EACH DEPARTMENT NAME IS THE RELATED EFFORT INDICATORS. THIS GRAPH REPRESENTS HOW HARD THE DEPARTMENT HEAD AND RELATED STAFF ARE WORKING AT A GIVEN TIME. THIS WILL DEPEND ON THE DE- PARTMENT HEADS LEADERSHIP ABILITY, THE STAFF'S LEVEL OF FATIGUE, THE DEPARTMENT'S PRIORITY AND THE TIME OF DAY 14 15 USING LASER TESTING] WHEN YOU SELECT THE LASER TESTING OPTION ON THE STRATEGIC CONTROL CENTER SCREEN, THE LASER TESTING SUB-SCREEN APPEAR. LASER TESTING TEA CLIPPER POWER PRIOR TEST RESULTS TEST URGENCY NO TESTING YE SOFTWARE I PRIOR TEST RESULTS TEST URGENCY NO TESTING YET TARGETING PRIOR TEST RESULTS TEST URGENCY NO TESTING YE DAY 0 HOUR 0 TELEGRAM FROM THE PRESIDENT THE SOVIETS HAVE STARTED WORK ON BRIGHT STAR! THIS SCREEN GIVES YOU SOME VERY IMPORTANT INFORMATION ABOUT THE STATUS OF YOUR TESTING. FROM THIS SCREEN YOU ALSO CAN CONTROL THE TESTING OF EACH OF THE THREE DEPARTMENTS: POWER, SOFTWARE, TARGET- ING. THERE ARE TWO HORIZONTAL BAR INDICATORS FOR EACH DEPARTMENT. THE TOPMOST INDICATOR IS THE TEST URGENCY FOR THAT DEPARTMENT. THIS WILL SHOW YOU HOW NECESSARY IT IS TO PERFORM A TEST AT ANY GIVEN TIME. IF URGENCY IS HIGH AND YOU DO NOT PERFORM A TEST, DEVELOP- MENT MAY STALL THE SECOND INDICATOR IS LABELLED TEST RISK. THIS GRAPH WILL SHOW YOU THE PROBABILITY OF A TEST IN THIS DEPARTMENT BEING A FAILURE. THE LONGER THE BAR, THE MORE LIKELY A FAILURE WILL OCCUR. AS RESEARCH PROGRESSES, THE RISK OF A TEST BEING A FAILURE WILL DECREASE. 15 16 POWER TEST THE POWER OF THE LASER MUST BE TESTED -- AND IT MUST BE TESTED IN DIFFERENT WAYS: LOW-POWER TESTING, LASER BEAM, COHERENCY TESTING AND ATMOSPHERIC BLOOMING TESTING. BE SURE YOU KNOW WHEN THE SOVIET INTEREST IN YOUR IN YOUR TEST IS HIGH (SEE THE SECTION ON CIA ESPIONAGE), SO YOU DON'T INADVERTENTLY GIVE AWAY ANY DETAILS ON HOW FAR YOU HAVE PROGRESSED IN YOUR DEVELOPMENT. SEE THE SECTION ON USING POWER TESTING FORM MORE INFORMATION ON HOW TO CONDUCT TESTS. SOFTWARE TEST LASER SOFTWARE TESTING CAN USUALLY TAKE PLACE COMPLETELY IN THE REALM OF THE COMPUTER. HOWEVER, ONCE YOUR TRACKING SATELLITES ARE IN ORBIT, YOU'LL NEED TO HAVE TRIAL RUNS OF THE DEFENSE/ATTACK SOFTWARE. SEE THE SECTION ON USING SOFTWARE TESTING FOR MORE INFORMATION ON HOW TO CONDUCT TESTS. TARGETING TEST SINCE THE LASER TARGETING SYSTEMS IS SOLELY A MECHANICAL DEVICE, IT'S RELATIVELY SIMPLE TO TEST. HOWEVER, THERE ARE MAY THINGS THAT CAN GO WRONG WITH IT. SOME OF THE TESTS REQUIRE THE FULL POWER OF THE LASER TO BE USED. ONE ERROR IN AIMING THE MIRROR, AND YOU MIGHT MELT A HOLE IN THE WALL OF YOUR LABORATORY. SEE THE SECTION ON USING TARGETING TESTING FOR MORE INFORMATION ON HOW TO CONDUCT TESTS. 16 17 USING POWER TESTING TO INITIATE A POWER TEST, CLICK ON THE TEST BUTTON IN THE POWER SECTION OF THE LASER TESTING SCREEN. THE POWER TEST SUB-SCREEN WILL NOW APPEAR. POWER TEST TEST RESULTS POWER GENERATING CAPACITY NO TESTS YET WORKING KNOWLEDGE RISK OF LEAK NEED TO TEST TEST TEST RESULTS LASER BEAM COHERENCY NO TESTS YET WORKING KNOWLEDGE RISK OF LEAK NEED TO TEST TEST TEST RESULTS ATMOSPHERIC BLOOMING NO TESTS YET WORKING KNOWLEDGE RISK OF LEAK NEED TO TEST TEST DAY: 0 HOUR: 0 TELEGRAM FROM THE PRESIDENT THE SOVIETS HAVE STARTED WORK ON BRIGHT STAR! THERE ARE THREE DIFFERENT TESTS THAT CAN BE PERFORMED THE POWER TEST SUB-SCREEN: POWER GENERATING C LASER BEAM COHERENCY, ATMO- SPHERIC BLOOM; DESCRIPTION OF THE PURPOSE FOR EACH TEST IS GIVEN INSTRUCTIONS ON PERFORMING THE TESTS, SEE THE SECTION PERFORMING TESTS. POWER GENERATING CAPACITY THE POWER CAPACITY DETERMINES THE ABSOLUTE CAPACITY OF THE LASER TO DESTROY. THIS SUB-DEPARTMENT SPECIALIZES IN INCREASING THE WATTAGE THAT THE LASER IS CAPABLE OF EMITTING LASER BEAM COHERENCY A LASER GENERATES A VERY SPECIAL BEAM OF LIGHT; IT IS COHERENT. UNLIKE A LIGHT BULB, WHICH SPREADS LIGHT AROUND IN ALL DIRECTIONS, A LASER CONCENTRATES ALL ITS POWER IN A SINGLE DIRECTION. COHER- ENCY IS RELATED TO THE DEGREE OF BEAM SPREADING. A PERFECT LASER, ONE THAT WAS PERFECTLY COHERENT, WOULD ALSO 17 18 HAVE A LIGHT BEAM THAT WAS THE SAME DIAMETER AT 1000 MILES AS IT WAS WHEN IT LEFT THE LASER. A LASER WITH LOW COHERENCY WILL NOT BE VERY DANGEROUS BECAUSE THE ENERGY IS SPREAD OUT. ATMOSPHERIC BLOOMING WHEN A HIGH-ENERGY LASER BEAM IS SHOT THROUGH THE ATMOSPHERE, IT CAN IONIZE THE AIR MOLECULES, CREATING A PHENOMENA KNOWN AS "BLOOMING". IONIZED AIR IS NOT AS TRANSPARENT AS UNIONIZED AIR, AND THAT MAKES THE LASER MUST LESS EFFECTIVE AT GREAT DISTANCES BECAUSE MUST OF THE LASER POWER IS EATEN UP BY THE PLASMA. THE CURE FOR ALL OF THIS IS POWER MODULATION. A CORRECT FORMULA FOR BEAM MODULATION MUST BE DETERMINED SO THAT THE LASER CAN BE VARIED IN POWER TO MINIMIZE THE BLOOMING EFFECT. USING SOFTWARE TESTING TO INITIATE A SOFTWARE TEST, CLICK ON THE TEST BUTTON IN THE SOFTWARE SECTION OF THE LASER TESTING SCREEN. THE SOFTWARE TEST SUB-SCREEN WILL APPEAR. SOFTWARE TEST TEST RESULTS SIMULTANEITY NO TESTS YET WORKING KNOWLEDGE RISK OF LEAK NEED TO TEST TEST TEST RESULTS DISCRIMINATION NO TESTS YET WORKING KNOWLEDGE RISK OF LEAK NEED TO TEST TEST TEST RESULTS NETWORKING/COMMUNICATIONS NO TESTS YET WORKING KNOWLEDGE RISK OF LEAK NEED TO TEST TEST DAY: 0 HOUR: 0 TELEGRAM FROM THE PRESIDENT THE SOVIETS HAVE STARTED WORK ON BRIGHT STAR! 18 19 THERE ARE THREE DIFFERENT TESTS THAT CAN BE PERFORMED FROM THE SOFTWARE TEST SUB-SCREEN: SIMULTANEITY, DISCRIMINATION, AND NET- WORK/COMMUNICATION. A DESCRIPTION OF THE PURPOSE FOR EACH TEST IS GIVEN BELOW. FOR INSTRUCTIONS ON PERFORMING THE TESTS, SEE THE SECTION ON PERFORMING TEST. SIMULTANEITY THE SOFTWARE ELEMENT OF TEA CLIPPER DOES NOT MERELY CONTROL THE LASER. IT RECEIVES INFORMATION FROM THE ORBITING TRACKING NETWORK SATELLITES, AS WELL AS GROUND BASED RADAR STATIONS. SIMULTANEITY DETERMINES THE ABILITY OF THE SOFTWARE TO TRACK, CONTROL AND UPDATE MORE THAN ONE SPACE BORNE OBJECT AT A TIME. DISCRIMINATION WHILE THE SOFTWARE MAY BE ABLE TO TRACK OBJECTS IN SPACE, IT ALSO NEEDS TO DETERMINE WHAT KIND OF OBJECT IT IS TRACKING. IT WOULD BE A PITY TO DESTROY A NATIVE SATELLITE THAT THE SOFTWARE THOUGHT WAS AN INCOMING MISSILE. THIS TEST DETERMINES HOW WELL THE SOFTWARE CAN DETERMINE WHAT IS, WHAT. NETWORKING/COMMUNICATION THE SOFTWARE MUST COMMUNICATE WITH THE MIRROR SATELLITES IN ORDER TO DIRECT THEIR AIMING. IT MUST ALSO RECEIVE INFOR- MATION FROM GROUND-BASED RADAR STATIONS, AS WELL THE TRACKING NETWORK SATELLITES. THE NETWORKING TEST CHECKS THE CAPABILITY OF THE TEA CLIP- PER SOFTWARE TO HANDLE THE LARGE FLOW OF INFORMATION AS WELL AS TO CONTROL THE AIMING OF THE SATELLITE MIRRORS SO THAT THEY CAN ACCURATELY REFLECT THE LASER BEAM AT THE INTENDED TARGET. 19 20 USING TARGETING TESTING TO INITIATE A TARGETING TEST, CLICK ON THE TEST BUTTON IN THE TARGETING SECTION OF THE LASER TESTING SCREEN. THE TARGETING TEST SUB SCREEN WILL NOW APPEAR. TARGETING TEST TEST RESULTS ACCURACY/REPEATABILITY NO TESTS YET WORKING KNOWLEDGE RISK OF LEAK NEED TO TEST TEST TEST RESULTS TRACKING SPEED NO TESTS YET WORKING KNOWLEDGE RISK OF LEAK NEED TO TEST TEST TEST RESULTS SATELLITE REFLECTION NO TESTS YET WORKING KNOWLEDGE RISK OF LEAK NEED TO TEST TEST DAY: 0 HOUR: 0 TELEGRAM FROM THE PRESIDENT THE SOVIETS HAVE STARTED WORK ON BRIGHT STAR! THERE ARE THREE DIFFERENT TESTS THAT CAN BE PERFORMED FROM THE TARGETING TEST SUB-SCREEN: ACCURACY/REPEATABILITY, TRACKING SPEED, AND SATELLITE REFLECTION. A DESCRIPTION OF THE PURPOSE FOR EACH TEST IS GIVEN BELOW. FOR INSTRUCTIONS ON PERFORMING THE TESTS, SEE SECTION ON PERFORMING TESTS. ACCURACY/REPEATABILITY THE LASER MIRROR DEVICE, WHICH IS ALSO COMMON TO THE MIRROR SATEL- LITES, IS A PRECISION DEVICE THAT CAN MOVE THE MIRROR WITH AN ACCURACY MEASURED IN HUNDREDTHS OF AN ARCSECOND. (AN ARCSECOND IS EQUAL TO APPROXIMATELY 1/10 OF AN INCH AT A DISTANCE OF ONE MILE). THE SERVO-MECHANISMS MUST BE PRECISE AND REPRODUCIBLE. THEY MUST MOVE THE MIRROR, BE IT GROUND OR SATELLITE BASED, WITH A VERY HIGH DEGREE OF ACCURACY. 20 21 TRACKING SPEED THE LASER MUST ALSO BE ABLE TO REACT QUICKLY, MAKING MULTIPLE SHOTS IN A SHORT SPAN OF TIME. IF THE MIRROR IS ACCURATE BUT MOVES TOO SLOWLY, THEN ONLY ONE OR TWO SHOTS WILL EVER BE FIRED. CON- VERSELY, IF THE SPEED IS GOOD, BUT ACCURACY LOW, MANY SHOTS CAN BE MADE, BUT THEY MAY MISS THE TARGET. SATELLITE REFLECTION THIS TESTS HOW WELL THE LASER BEAM IS REFLECTED BY THE SATELLITE MIRROR. SMALL IMPERFECTIONS IN THE MIRROR SHAPE (AS RECENTLY DISCOVERED IN THE HUBBLE SPACE TELESCOPE) CAN DEGRADE THE ACCURA- CY OF THE REFLECTED BEAM. IMPERFECTIONS IN THE MIRROR SURFACE CAN ALSO DEGRADE THE REFLECTIVELY OF THE MIRROR. PERFORMING TESTS AS YOU CAN SEE, ALL OF THE TEST SCREENS HAVE THE SAME BASIC LAYOUT. FOR EACH OF THE THREE TESTS AVAILABLE ON EACH SCREEN, THERE ARE THREE GRAPH INDICATORS ALONG WITH A TEST RESULTS SECTION WILL DISPLAY 'NO TESTS YET'. UNDERNEATH THE NAME OF EACH TEST (I.E. POWER GENERATING CAPACITY), IS A LONG NARROW GRAPH INDICATOR. THIS INDICATOR IS THE WORKING KNOWLEDGE INDICATOR. THIS INDICATOR WILL SHOW YOU HOW MUCH KNOWL- EDGE YOU HAVE ACQUIRED. THIS IS KNOWLEDGE THAT HAS BEEN PROVEN THROUGH TESTING. THIS IS THE MOST ACCURATE GAUGE OF HOW FAR RE- SEARCH HAS PROGRESSED. THE TWO SMALLER INDICATORS ARE RISK OF LEAK AND NEED TO TEST. RISK OF LEAK SHOWS EXACTLY THAT. THIS IS THE PROBABILITY OF THE SOVIETS RECEIVING INFORMATION REGARDING THE TEST OR ITS RESULTS. NEED TO TEST INDICATES HOW CRITICAL IT IS TO PERFORM A TEST IN ORDER FOR PROGRESS TO CONTINUE. AS EACH DEPARTMENT CONDUCTS RE- SEARCH, IT MUST PERFORM TESTS THAT WILL PROVE OUT ITS THEORIES. IF THE NEED TO TEST IS VERY HIGH AND NO TEST IS PERFORMED, PROG- RESS WILL SLOW DOWN. TO SCHEDULE ONE OF THE TESTS ON THE SCREEN POINT AT THE TEST BUTTON AND CLICK. IF ALL SYSTEMS ARE GO, A COUNTDOWN WILL APPEAR IN THE TEST RESULTS SECTION. THERE 21 22 ARE SEVERAL THINGS THAT WILL PREVENT THE SCHEDULING OF A TEST, INCLUDING: DEPARTMENT HEAD NOT AVAILABLE, ANOTHER TEST IS SCHEDULED IN THIS DEPARTMENT, EQUIPMENT IS NOT READY, AND "ANY MORE. AFTER YOU SCHEDULE A TEST, A CHECKMARK WILL APPEAR ON THE TEST BUTTON FOR THAT DEPARTMENT ON THE LASER TESTING SCREEN. NOTE: YOU MUST HIRE A DEPARTMENT HEAD FOR A DEPARTMENT BEFORE YOU CAN SCHEDULE ANY TESTING IN THAT DEPARTMENT. ONCE A COUNTDOWN IS IN PROGRESS, IT WILL CONTINUE NO MATTER WHAT SCREEN YOU ARE ON. WHEN THE TEST BEGINS, YOU WILL SEE A TEST PENDING MESSAGE ON YOUR SCREEN. SHORTLY, A SCREEN WILL COME ON TO ALLOW YOU TO WATCH THE TEST. WHILE A TEST IS BEING PERFORMED, THE CLOCK STOPS RUNNING. IF YOU HAVE TOGGLED THE GRAPHICS ANIMATION OFF WITH THE G KEY, YOU WILL ONLY GET A MESSAGE ON THE TELEGRAM LINE INFORMING YOU THAT [HE TEST WAS PERFORMED. TEST RESULTS AFTER A TEST IS COMPLETED, THE RESULTS WILL BE PUT INTO THE TEST RESULTS SECTION OF THE TESTING SUB-SCREEN. IF YOU ARE NOT ON THIS SCREEN AT THE TIME OF A TEST, YOU CAN GO TO THIS SCREEN AT ANY POINT TO REVIEW THE RESULTS. THE RESULTS WILL STAY ON THIS SCREEN UNTIL THE SAME TEST IS SCHEDULED AGAIN. THE RESULTS WILL SHOW YOU SOME VERY IMPORTANT INFORMATION. FIRST, IT WILL SHOW YOU THE TEST SUCCESS AS A PERCENTAGE. IT WILL ALSO SHOW YOU THE DAY ON WHICH THE TEST WAS PERFORMED. IN ADDITION, ONE OF FIVE FAILURE MODES WILL BE DISPLAYED. THE MODES ARE NUMBERED 0 THROUGH 4, AND THEIR DESCRIPTIONS FOLLOW: FAILURE MODE 0 - NO FAILURE FAILURE MODE 1 - DESIGN FAILURE. FAILURE MODE 2 - HUMAN ERROR FAILURE MODE 3 - AMBIENT CONDITIONS FAILURE MODE 4 - IMPROPER TESTING PROCEDURES 22 23 USING CIA INTELLIGENCE/CARDINAL CIA INTELLIGENCE AND THE CARDINAL 1 HAWK 4 TEXAS 7 OBERON DANGER DANGER DANGER ACTIVITY ACTIVITY ACTIVITY LAST CONTACT: NONE LAST CONTACT:NONE LAST CONTACT: NONE 2 SNIPER 5 GOOBER 8 TUPI F DANGER DANGER DANGER ACTIVITY ACTIVITY ACTIVITY LAST CONTACT: NONE LAST CONTACT:NONE LAST CONTACT: NONE 3 REFLECTION 6 RAZOR CARDINAL DANGER DANGER DANGER ACTIVITY ACTIVITY ACTIVITY LAST CONTACT: NONE LAST CONTACT:NONE LAST CONTACT: NONE DAY: 0 HOUR: 0 TELEGRAM FROM THE PRESIDENT THE SOVIETS HAVE STARTED WORK ON BRIGHT STAR! YOU CONTROL YOUR SECRET AGENTS FROM THIS SCREEN. WHEN THE GAME BEGINS, YOU HAVE NINE OPERATIVES, INCLUDING THE CARDINAL, ALL PLACED IN STRATEGIC JOBS IN THE SOVIET UNION. THESE OPERATIVES HAVE THE POTENTIAL TO BE YOUR MOST IMPORTANT ASSET. WHEN THE GAME BEGINS, NONE OF THE OPERATIVES HAVE BEEN GIVEN ANY OBJECTIVES. WHEN AN AGENT IS ASSIGNED AN OBJECTIVE, IT HAS TWO EFFECTS. FIRST, THE AMERICANS WILL GAIN KNOWLEDGE FROM THE ESPIONAGE. SECOND, THE SOVIET'S PROGRESS IN THAT DEPARTMENT WILL SLOW DOWN. THE FEWER OPERATIVES YOU HAVE ASSIGNED OBJECTIVES TO, THE QUICKER THE SOVIETS WILL PROGRESS IN THEIR RESEARCH. YOU SHOULD ASSIGN AT LEAST TWO AGENTS TO EACH OF THE SOVIET'S DEPARTMENTS (SEE THE AGENT SUB-SCREEN SECTION IN ORDER TO ASSIGN OBJECTIVES). EACH OF THE OPERATIVES HAS A BOX ON THIS SCREEN. THE BOX SHOWS THEIR NAME, DANGER LEVEL ACTIVITY LEVEL AND LAST CONTACT. 23 24 DANGER THE DANGER INDICATOR WILL SHOW YOU THE PROBABILITY OF THE AGENT BEING DISCOVERED BY THE SOVIETS. IF THE LEVEL GETS TOO HIGH, A TELEGRAM MESSAGE WILL INFORM YOU OF THE AGENTS IMMINENT DANGER. IF YOU DO NOT ACT QUICKLY AND REDUCE THE AGENT'S OBJECTIVES, THE AGENT MAY DISAPPEAR OR BE ARRESTED. (SEE THE SECTION ON AGENT SUB-SCREEN FOR INFORMATION ON CHANGING OBJECTIVES). ACTIVITY THE ACTIVITY INDICATOR GAUGES THE AGENT'S COVERT OPERATION. A SKILLED AGENT CAN MAINTAIN A HIGH DEGREE OF ACTIVITY WITHOUT SIGNIFICANTLY INCREASING HIS/HER DANGER LEVEL. LAST CONTACT THE IS THE NAME OF THE LAST CIA OPERATIVE THAT HIS AGENT HAD CONTACT WITH TO PASS INFORMATION. AGENT SUB-SCREEN EACH OF THE NINE AGENTS HAS A SUB-SCREEN. TO ACCESS THIS SCREEN, PLACE THE POINTER INSIDE THE AGENT'S BOX ON THE CIA INTELLIGENCE SCREEN, AND CLICK. THE AGENT'S SUB-SCREEN WILL NOW APPEAR. THE AGENT SUB-SCREEN PROVIDES YOU WITH A GREAT DEAL OF INFORMA- TION, AND ALSO ALLOWS YOU TO CHANGE THE AGENTS OBJECTIVES. ON THE TOP PORTION OF THE SCREEN IS A SECTION THAT GIVES THE AGENT'S LAST CONTACT, RISK OF DISCOVERY AND RELIABILITY. LAST CONTACT THIS SERVES THE SAME PURPOSE AS THE LAST CONTACT NAME ON THE CIA INTELLIGENCE SCREEN. RISK OF DISCOVERY THIS INDICATOR WILL SHOW YOU THE SAME INFORMATION AS THE DANGER INDICATOR ON THE CIA INTELLIGENCE SCREEN. RELIABILITY THIS GRAPH WILL GIVE YOU AN INDICATION OF HOW RELIABLE THIS AGENT HAS PROVED TO BE IN THE PAST, BASED ON INFORMATION SUPPLIED BY THE AGENT THAT HAS PROVEN TO BE CORRECT. 24 25 DOSSIER THE DOSSIER PORTION OF THE SCREEN PROVIDES A PHOTO OF THE AGENT ALONG WITH SEVERAL INTERESTING PIECES OF INFORMATION, INCLUDING: BACKGROUND INFORMATION, PEOPLE THAT THE AGENT HAS REGULAR CONTACT WITH, AND ANY POTENTIAL RISK FACTORS. OBJECTIVES THE MOST IMPORTANT SECTION OF THE SCREEN IS THE OBJECTIVES PORTION. THERE ARE 5 POSSIBLE OBJECTIVES: POWER SECRETS, SOFTWARE SECRETS, TARGETING SECRETS, KGB ACTIVITIES, AND BRIGHT STAR SECU- RITY. EACH AGENT CAN BE ASSIGNED ANY COMBINATION OF THESE OBJEC- TIVES. HOWEVER, THE MORE OBJECTIVES AN AGENT IS ASSIGNED, THE HIGHER THEIR ACTIVITY LEVEL, AND OF COURSE, THE HIGHER THEIR RISK OF DISCOVERY. BELOW IS A BRIEF DESCRIPTION OF EACH OF THE OBJEC- TIVES: POWER SECRETS - ANY INFORMATION REGARDING RESEARCH OR TESTING INVOLVING THE POWER DEPARTMENT OF THE BRIGHT STAR PROJECT. SOFTWARE SECRETS - ANY INFORMATION REGARDING RESEARCH OR TESTING INVOLVING THE SOFTWARE DEPARTMENT BRIGHT STAR PROJECT. TARGETING SECRETS - ANY INFORMATION REGARDING RESEARCH OR TESTING INVOLVING THE TARGETING DEPARTMENT BRIGHT STAR PROJECT. KGB ACTIVITIES - ANY INFORMATION REGARDING OPERATIONS AGAINST TEA CLIPPER. THIS INCLUDES ESPIONAGE, COUNTER-INTELLIGENCE, AND SABO- TAGE. BRIGHT STAR SECURITY - ANY INFORMATION REGARDING WHAT SECURITY MEASURES ARE IN PLACE, OR MAY BE PUT IN PLACE TO PROTECT THE BRIGHT STAR PROJECT. IT IS ADVISABLE TO ASSIGN ONLY ONE OR TWO OBJECTIVES TO ANY AGENT. THE LOSS OF AN AGENT, ESPECIALLY THE CARDINAL, CAN PROVE VERY COSTLY IF NOT FATAL, TO THE TEA CLIPPER PROJECT. WHEN YOU ARE FINISHED WITH THE AGENT SUB-SCREEN, RIGHT-CLICK TO RETURN TO THE CIA INTELLIGENCE/CARDINAL 25 26 USING FBI SECURITY WHEN YOU SELECT THE FBI SECURITY OPTION ON THE STRATEGIC CONTROL CENTER SCREEN, THE FBI SUB-SCREEN WILL APPEAR. FBI SECURITY TEA CLIPPER POWER PROJECT INEFFICIENCY DEPARTMENT HEAD SET SECURITY DETAILS RELIABILITY SOFTWARE PROJECT INEFFICIENCY DEPARTMENT SET SECURITY DETAILS HEAD TARGETING PROJECT INEFFICIENCY DEPARTMENT SET SECURITY DETAILS HEAD DAY: 0 HOUR: 00 TELEGRAM FROM THE PRESIDENT THE SOVIETS HAVE STARTED WORK ON BRIGHT STAR! THE FBI IS IN CHARGE OF THE SECURITY SURROUNDING THE TEA CLIPPER PROJECT. IT IS VERY IMPORTANT THAT NO INFORMATION IS PASSED TO THE KGB OR THAT THE SOVIETS NOT BE ABLE TO KIDNAP A SCIENTIST. THERE- FORE, THE FBI MONITORS ALL OF THE PERSONNEL IN EACH DEPARTMENT. THE FBI SECURITY SCREEN LETS YOU SET THE LEVEL OF SECURITY FOR EACH OF THE THREE DEPARTMENTS. THIS SCREEN ALSO OFFERS A GAUGE OF WHAT EFFECT THE SECURITY MEASURES ARE HAVING ON THE OPERATION OF EACH DEPARTMENT. EACH OF THE DEPARTMENTS HAS A SECTION ON THIS SCREEN. FOR EACH DEPARTMENT THERE ARE SEVERAL IMPORTANT PIECES OF INFORMATION. 26 27 SECURITY LEVEL THIS GRAPH INDICATOR, WHICH IS UNDERNEATH THE DEPARTMENT NAME, SHOWS THE LEVEL OF SECURITY CURRENTLY IMPLEMENTED FOR THIS DEPART- MENT. PROJECT INEFFICIENCY THE DRAWBACK OF A HIGH SECURITY LEVEL IS THAT IT TENDS TO SLOW DOWN PROGRESS. SECURITY MEASURES ARE OFTEN OBTRUSIVE AND CAN CAUSE RESENTMENT AMONG THE STAFF. THE PROJECT INEFFICIENCY GRAPH WILL INDICATE HOW THE SECURITY IS EFFECTING THE DEPARTMENT'S ABILITY TO PERFORM ITS PRIMARY FUNCTION. INEFFICIENCY IS ALSO RELATED TO THE NUMBER OF CIA AGENTS YOU HAVE IN THE FIELD. IF YOU HAVE SEVERAL AGENTS IN THE FIELD WITH THE OBJECTIVE THAT CORRESPONDS TO A GIVEN DEPARTMENT. THAT DEPARTMENT WILL BE MORE EFFICIENT BECAUSE THE AGENTS ARE SUPPLYING IT WITH INFORMATION. DEPARTMENT HEAD THE NAME OF THE SCIENTIST THAT IS IN CHARGE OF THIS DEPARTMENT IS ALSO SHOWN ON THIS SCREEN. RELIABILITY THIS GRAPH WILL GIVE YOU AN INDICATION OF HOW RELIABLE THE ; DEPARTMENT HEAD IS AT ANY GIVEN TIME. RELIABILITY IS EFFECTED BY KNOWLEDGE, EXPERIENCE, FATIGUE, AND MANY OTHER FACTORS. SET SECURITY DETAILS PLACE THE ARROW ON THE SET SECURITY DETAILS BOX AND CLICK TO ACCESS THE SUB-SCREEN. YOU CAN MAKE TWO SELECTIONS ON THIS SCREEN. SECURITY DETAIL LEVEL THERE ARE SEVEN LEVELS OF SECURITY, FROM MINIMAL TO OPPRESSIVE. MINIMAL SECURITY PROVIDES LITTLE PROTECTION AGAINST INFORMATION LEAKS. YOU SHOULD ONLY USE THIS LEVEL ON RARE OCCASIONS WHEN THE SOVIETS ARE SHOWING LITTLE INTEREST IN DEVELOPMENTS IN THIS DE- PARTMENT (SEE THE SECTION ON CIA ESPIONAGE). OPPRESSIVE SECURITY SHOULD ALSO ONLY BE USED ON RARE OCCASIONS. VERY LITTLE PROGRESS CAN OCCUR@R WHEN SECURITY IS THIS TIGHT. 27 28 TO SELECT A LEVEL, POINT AT ONE OF THE SEVEN BUTTONS AND CLICK. THE GRAPHICS ON THE SCREEN WILL CHANGE TO INDICATE THE NEW LEVEL. DEPARTMENT HEAD: IF CAPTURED IF THERE IS A COMPLETE BREAKDOWN IN SECURITY, IT IS POSSIBLE THAT THE SOVIETS MAY KIDNAP ONE OF YOUR SCIENTISTS. IF THIS HAPPENS, YOU HAVE THREE OPTIONS: ATTEMPT A RESCUE, RESCUE IF POSSIBLE, KILL OTHERWISE, OR DO NOTHING. YOU MUST SELECT ONE OF THESE OPTIONS, SO THAT WHEN AND IF A KIDNAPPING OCCURS, THE FBI KNOWS WHICH PROCEDURE TO FOLLOW. ATTEMPT RESCUE THE FBI WILL DISPATCH AGENTS TO TRY TO RECOVER THE AGENT. THIS RESCUE EFFORT WILL TAKE PLACE IN THE FORM OF A CAR CHASE. SEE THE SECTION LATER IN THE MANUAL ABOUT DEPARTMENT HEAD RESCUE FOR INSTRUCTIONS ON USING THE CAR CHASE. RESCUE IF POSSIBLE, KILL OTHERWISE THIS IS THE SAME AS THE ATTEMPT RESCUE OPTION, BUT IF YOU FAIL TO RECOVER THE SCIENTIST, THE FBI WILL DISPATCH AN AGENT TO ATTEMPT TO KILL THE SCIENTIST. THIS IS DONE SO THAT THE SOVIETS CAN NOT FORCE THE SCIENTIST TO REVEAL SECRET INFORMATION. DO NOTHING YOU MAY DECIDE THAT YOU WANT THE FBI TO DO NOTHING IF A DEPARTMENT HEAD IS KIDNAPPED. IF YOU CHOOSE THIS OPTION AND THE DEPARTMENT HEAD IS KIDNAPPED, YOU WILL SIMPLY BE NOTIFIED VIA TELEGRAM. YOU MUST THEN REPLACE THIS DEPARTMENT HEAD. TO SELECT AN OPTION, POINT AT THE BUTTON NEXT TO IT AND CLICK. 28 29 USING SOVIET LASER STATUS WHEN YOU SELECT THE SOVIET LASER STATUS OPTION ON THE STRATEGIC CONTROL CENTER SCREEN, THE SOVIET LASER STATUS SUB-SCREEN WILL APPEAR. SOVIET LASER STATUS BRIGHT STAR POWER CONFIDENCE PRIORITY GROUP STATUS: NONE SOFTWARE CONFIDENCE PRIORITY GROUP STATUS: NONE TARGETING CONFIDENCE PRIORITY GROUP STATUS: NONE DAY: 0 HOUR: 0 TELEGRAM FROM THE PRESIDENT THE SOVIETS HAVE STARTED WORK ON BRIGHT STAR! THIS IS ONE OF THE MOST IMPORTANT SCREENS IN THE GAME. FROM THIS SCREEN YOU CAN SEE HOW WELL THE SOVIETS ARE DOING IN EACH OF THE THREE DEPARTMENTS. THERE IS A LARGE GRAPH INDICATOR FOR EACH OF THE THREE DEPARTMENTS. POWER THIS INDICATES HOW WELL THE SOVIET BRIGHT STAR PROJECT IS MOVING ALONG IN THE AREA OF POWER GENERATION. THE SOVIETS ARE SOMEWHAT BETTER IN CREATING POWERFUL LASERS THAN THE AMERICANS. THEREFORE, YOU WILL HAVE TO BE CAREFUL NOT TO GET BEHIND IN YOUR POWER SYSTEM DEVELOPMENT. 29 30 SOFTWARE THIS GRAPH SHOWS HOW WELL DEVELOPED THE SOVIET BRIGHT STAR SOFT- WARE SYSTEMS ARE. WHILE THE SOVIETS ARE BETTER AT MAKING LASER POWER, THE AMERICANS HAVE BETTER SOFTWARE ENGINEERS. THIS SHOULD TELL YOU THAT, WHILE DEVELOPMENT OF THE SOFTWARE IS FASTER, AND THE EVENTUAL QUALITY IS HIGHER, YOU MUST BE CAREFUL TO INCREASE SECURITY SO THAT THE SOVIETS DON'T LEARN TOO MUCH FROM ESPIONAGE. TARGETING THIS INDICATOR;R DISPLAYS HOW ADVANCED THE SOVIET'S LASER TARGET- ING SYSTEM IS. THE SOVIETS ARE ABOUT AS CAPABLE AS THE AMERICANS IS THIS AREA, BUT YOU CAN BE SURE THAT IT TAKES LESS TIME TO STEAL THE PLANS FOR SOMETHING, THAN IT TAKES TO TRY TO BUILD IT FROM SCRATCH. CONFIDENCE THE OTHER LARGE GRAPHS ON THIS SCREEN, REFLECT THE AMERICAN CONFI- DENCE IN THEIR INTELLIGENCE INFORMATION. THE INTELLIGENCE REPORTS THAT ARE SUBMITTED BY THE AMERICAN OPERATIVES ARE GIVEN TO THE DEPARTMENT HEADS FOR ANALYSIS. THE CONFIDENCE LEVEL REFLECTS THE DEPARTMENT HEADS' FEELINGS AS TO THE ACCURACY OF THE INFORMATION RECEIVED. THE HIGHER THE CONFIDENCE LEVEL, THE MORE ACCURATE THE DEPARTMENT INDICATORS ON THE LEFT-HAND SIDE OF THE SCREEN WILL BE. PRIORITY THE SOVIETS HAVE FOUR DIFFERENT PRIORITY LEVELS, MUCH LIKE THE AMERICANS. THIS SCREEN WILL SHOW YOU WHAT PRIORITY THE SOVIETS HAVE ASSIGNED TO RESEARCH IN EACH OF THEIR DEPARTMENTS. THE PRIORITIES ARE, FROM LEFT TO RIGHT: LOW, MEDIUM, HIGH, AND VERY HIGH. GROUP STATUS THIS WILL SHOW YOU THE LAST MAJOR TASK UNDERTAKEN BY THIS PARTICU- LAR DEPARTMENT. 30 31 USING CIA ESPIONAGE WHEN YOU SELECT THE CIA INTELLIGENCE/CARDINAL OPTION ON THE STRA- TEGIC CONTROL CENTER SCREEN, THE CIA SUB-SCREEN WILL APPEAR. CIA ESPIONAGE POWER CONFIDENCE PROGRESS POSSIBLE ACTION NONE SOFTWARE CONFIDENCE PROGRESS POSSIBLE ACTION NONE TARGETING CONFIDENCE PROGRESS POSSIBLE ACTION NONE DAY: 0 HOUR: 0 TELEGRAM FROM THE PRESIDENT THE SOVIETS HAVE STARTED WORK ON BRIGHT STAR! THIS SCREEN WILL SHOW THE CIA'S OPINION OF WHAT THE SOVIETS THINK THE AMERICAN RESEARCH IN EACH DEPARTMENT HAS PRODUCED. THIS INFOR- MATION IS VERY IMPORTANT IN PLANNING YOUR SECURITY LEVELS. IT CAN ALSO GIVE YOU INSIGHT INTO ANY POSSIBLE SOVIET ACTIONS, SUCH AS A KIDNAPPING ATTEMPT. THE ARE SEVERAL GAUGES FOR EACH DEPARTMENT. PROGRESS BELOW EACH DEPARTMENT NAME IS A PROGRESS INDICATOR. THIS GRAPH SHOWS HOW MUCH THE SOVIETS THINK THE AMERICA HAVE ACHIEVED IN THIS DEPARTMENT. IF THIS GRAPH IS VERY HIGH THE SOVIETS THINK THAT THE AMERICANS ARE VERY CLOSE TO COMPLETING DEVELOPMENT OF THIS PHASE OF TEA CLIPPER. WHEN THE GRAPH IS HIGH YOU WILL NEED TO BE CAU- TIOUS OF ANY POSSIBLE SOVIET ACTION AGAINST THIS DEPARTMENT. 31 32 THE BOTTOM INDICATOR SHOWS HOW HARD THE SOVIETS THINK THE AMERI- CANS ARE WORKING ON THIS PHASE. IN OTHER WORDS, HOW MUCH OF THE AMERICAN RESOURCES ARE DEDICATED TO THIS DEPARTMENT. CONFIDENCE THE CONFIDENCE INDICATOR ON; THIS SCREEN REFLECTS THE CIA'S CONFI- DENCE IN THE INTELLIGENCE INFORMATION IT HAS GATHERED REGARDING THE SOVIETS PERCEPTION OF THE US DEVELOPMENT. THE HIGHER THIS LEVEL, THE MORE ACCURATE THE OTHER INDICATOR'S ON THIS SCREEN WILL BE. POSSIBLE ACTION THIS WILL SHOW YOU WHAT ACTION THE CIA IS CONSIDERING TAKING IN ORDER TO GATHER MORE INFORMATION REGARDING THE SOVIET'S PERCEPTION OF TEA CLIPPER. 32 33 USING TREATIES/NEGOTIATIONS WHEN YOU SELECT THE TREATIES/NEGOTIATIONS OPTION ON THE STRATE- GIC CONTROL CENTER SCREEN THE TREATIES/NEGOTIA- TIONS SUB-SCREEN WILL APPEAR. TREATIES / NEGOTIATIONS POLITICAL POSITIONS AMERICA MILITARY SATELLITES AMERICA MISSILE TESTING AMERICA AFGHANISTAN CRISIS AMERICA CULTURAL EXCHANGE SOVIET MILITARY SATELLITES SOVIET MISSILE TESTING SOVIET AFGHANISTAN CRISIS SOVIET CULTURAL EXCHANGE DAY: 0 HOUR: 0 TELEGRAM FROM THE PRESIDENT THE SOVIETS HAVE STARTED WORK ON BRIGHT STAR! THERE ARE FOUR DIFFERENT ISSUES THAT THE SOVIET AND AMERICAN NEGOTIATORS ARE WORKING ON: RESTRICTING THE EMPLOYMENT OF MILITARY SATELLITES, RESTRICTING MISSILE TESTING, RESOLVING THE AFGHANISTAN CRISIS, AND INCREASING CULTURAL EXCHANGE. THE EIGHT INDICATORS ON THE TREATIES/NEGOTIATIONS SCREEN WILL SHOW YOU THE AMERICAN" AND SOVIET POSITION ON EACH ISSUE. THE FARTHER TO THE RIGHT THE GRAPH IS, THE MORE THAT COUNTRY IS WILLING TO ACCEPT THAT ISSUE. IN GENERAL THE MORE THE AMERICANS OR SOVIETS ARE WILLING TO ACCEPT SOME OR ALL ISSUES, THE SLOWER THE DEVELOP- MENT OF THEIR RESPECTIVE MISSILE DEFENSE SYSTEMS WILL BE. YOU CAN CONTROL THE AMERICAN POSITION ON EACH ISSUE. TO PUSH HARDER FOR THE ACCEPTANCE OF AN ISSUE, POINT AT THE 33 34 RIGHT-HAND ARROW AND CLICK TO PULL BACK SUPPORT FOR AN ISSUE, POINT AT THE LEFT HAND ARROW AND CLICK. YOU WILL FIND IT ADVANTAGEOUS TO INCREASE SUPPORT OF ALL ISSUES IF THE AMERICAN DEVELOPMENT IS LAGGING BEHIND THAT OF THE SOVIETS. THIS WILL SLOW DOWN THE SOVIET'S PROGRESS, AND MAY ALLOW YOU TO MAKE UP GROUND. ALSO, WHEN BOTH COUNTRIES ARE SUPPORTING SOME OR ALL THE ISSUES, IT IS EASIER FOR THE AMERICAN OPERATIVES TO GET INFORMATION OUT OF THE SOVIET UNION. NATURALLY, IF THE AMERICANS ARE AHEAD IN THEIR DEVELOPMENT, YOU WILL WANT TO PULL BACK YOUR SUPPORT OF THESE ISSUES. YOU WILL WANT TO REFER TO THIS SCREEN OFTEN, BECAUSE THE SOVIETS ARE CONSTANTLY CHANGING THEIR POSITIONS. YOU CAN OFTEN GAUGE THE SOVIETS DEVELOPMENT STATUS BY THEIR WILLINGNESS TO GIVE IN ON ISSUES. USING THE ARCHER WHEN YOU SELECT THE ARCHER OPTION ON AT THE STRATEGIC CONTROL CENTER SCREEN, THE ARCHER SUB-SCREEN WILL APPEAR. THE ARCHER AGGRESSIVELY ATTACK ATTACK ENGAGE WHEN OPPORTUNE BRIGHT AVOID CONFLICT STAR WEAPONS LIST AVAILABLE HAS WANTS CASES OF M-16 ROUNDS 10 0 12 CLAYMORE MINES 10 0 7 LAWS ROCKETS 10 0 12 STINGER MISSILES 10 0 10 DAY: 0 HOUR: 0 TELEGRAM FROM THE PRESIDENT THE SOVIETS HAVE STARTED WORK ON BRIGHT STAR! 34 35 THE ARCHER IS POSSIBLY YOUR MOST VALUABLE RESOURCE. HE IS A REBEL WARRIOR FIGHTING THE SOVIETS THAT ARE OCCUPYING HIS HOMELAND. THE U.S. HAS BEEN AIDING THE ARCHER FOR SOMETIME, SUPPLYING HIM WITH WEAPONS, SUPPLIES, AND INFORMATION. THE ARCHER'S MOST POTENT WEAPON IS HIS ABILITY AND DESIRE TO ATTACK THE SOVIET BRIGHT STAR COMPLEX JUST NORTH OF THE SOVIET-AFGHANISTAN BORDER. THIS IS AN OPTION YOU @ ONLY UTILIZE ONCE. USE IT TOO SOON, AND THE SOVIETS CAN QUICKLY REPLICATE EQUIPMENT THAT IS DESTROYED. USE IT TOO LATE, AND THE SOVIETS WILL HAVE ALREADY DEPLOYED THEIR SYSTEM. THERE ARE THREE DIFFERENT MODES THAT THE ARCHER CAN OPERATE IN: AGGRESSIVELY ATTACK, ENGAGE WHEN OPPORTUNE AND AVOID CONFLICT. TO SELECT ONE, POINT AT THE BOX BESIDE IT AND CLICK AGGRESSIVELY ATTACK THE ARCHER AND HIS TROOPS WILL SEEK OUT SOVIET TROOPS AND CONDUCT GUERRILLA ATTACKS ON THEM. ENGAGE WHEN OPPORTUNE THE ARCHER AND HIS TROOPS WILL ONLY ENGAGE THE SOVIETS WHEN THERE IS LITTLE RISK OF DEFEAT. AVOID CONFLICT THE ARCHER AND HIS TROOPS WILL GO OUT OF THEIR WAY TO STEER CLEAR OF ANY SOVIET TROOPS. WEAPONS AND SUPPLIES THE AMERICANS SUPPLY THE ARCHER WITH ELEVEN DIFFERENT WEAPONS AND SUPPLIES: M-16 ROUNDS, CLAYMORE MINES, LAWS ROCKETS, STINGER MISSILES, FOOD, CLOTHING MEDIC SUPPLIES, INTELLIGENCE CONTACTS, LONG RANGE RADIOS, NIGHT VISION EQUIPMENT, AND BINOCULARS. WEAPONS LIST ON THE LEFT-HAND SIDE OF THE SCREEN, YOU CAN SEE FOUR SUPPLIES AT A TIME. TO MOVE THROUGH THE LIST, CLICK ON THE UPPER ARROW BUTTON OR DOWN-ARROW BUTTON. FOR EACH TYPE OF SUPPLY, THERE ARE THREE IMPORTANT NUMBERS. 35 36 AVAILABLE THIS IS HOW MANY ITEMS THE AMERICANS CAN QUICKLY AND EASILY GIVE TO THE ARCHER. HAS THIS IS HOW MANY OF THESE ITEMS THE ARCHER CURRENTLY HAS IN HIS POSSESSION. WANTS THE ARCHER IS NATURALLY AGGRESSIVE. HE WILL ASK FOR LARGE AMOUNTS OF EVERYTHING. TO CHANGE THE AMOUNT OF ANY SUPPLY THAT THE ARCHER HAS, CLICK ON THE + AND - BUTTONS. WARNING: IF THE ARCHER IS TOO AGGRESSIVE, OR HAS LARGE AMOUNTS OF WEAPONS TO USE AGAINST THE SOVIETS, HE MAY BECOME A BIG PROBLEM FOR THE SOVIETS. IF THIS HAPPENS, THE SOVIETS MAY DISPATCH TROOPS TO TRY TO KILL THE ARCHER AND HIS ARMY. HOWEVER, IF YOU DON'T GIVE THE ARCHER ENOUGH SUPPLIES, HE WILL STEAL THEM OR TRADE FOR THEM. IF HE BECOMES VERY LOW ON SUPPLIES, SOME OF HIS TROOPS MAY DESERT, AND HE WILL BE LESS EFFECTIVE IN AN ATTACK ON BRIGHT STAR. MAP CLICK ON THE SMALL MAP ON THE UPPER LEFT-HAND PORTION OF THE SCREEN TO REVEAL A LARGE MAP OF AFGHANISTAN. THIS MAP WILL SHOW YOU THE LOCATION OF THE ARCHER'S TROOPS AND THE SOVIET TROOPS IN AFGHANISTAN. THE APPROXIMATE POSITION OF THE SOVIET BRIGHT STAR COMPLEX WILL ALSO BE SHOWN. RIGHT-CLICK TO RETURN TO THE ARCHER SCREEN. ATTACK BRIGHT STAR ONCE YOU HAVE DECIDED THAT THE SOVIETS HAVE MADE TOO MANY AD- VANCES, AND ARE NEARING COMPLETION OF THE BRIGHT STAR PROJECT, YOU MAY CHOOSE TO SEND THE ARCHER ON A RAID OF THE SOVIET COMPLEX. POINT AT THE ATTACK BRIGHT STAR BOX AND CLICK. IF THE ARCHER IS NOT CLOSE ENOUGH TO BRIGHT STAR TO LAUNCH A RAID, YOU WILL BE GIVEN A MESSAGE TO THAT EFFECT. YOU MUST WAIT A LITTLE WHILE AND TRY AGAIN. NOTE: MAKE SURE THAT THE ARCHER HAS PLENTY OF SUPPLIES BEFORE YOU LAUNCH AN ATTACK ON BRIGHT STAR. 36 37 THE ATTACK ON BRIGHT STAR TAKES PLACE IN THE FORM OF AN INTERAC- TIVE ARCADE SEQUENCE. EVEN IF YOU ARE PLAYING WITH A JOYSTICK OR MOUSE, YOU WILL NEED TO USE THE KEYBOARD TO CONTROL THE ARCHER. USE THE FOLLOWING KEYS TO CONTROL THE ARCHER. SPACE BAR FIRE THE ARCHER'S GUN M - DENOTES A MINE ARROW KEYS CONTROL THE ARCHER'S MOVEMENTS WHEN THE RAID BEGINS, YOU WILL SEE THE BRIGHT STAR COMPLETELY FROM ABOVE. THE ARCHER IS THE MAGENTA (PINK) COLORED MAN ON THE OUTSIDE OF THE COMPLEX. YOU CAN MOVE THE ARCHER IN ANY DIRECTION. THE BRIGHT STAR COMPLEX IS VERY LARGE AND DOES NOT FIT ON ONE SCREEN. NEW SECTIONS OF THE COMPLEX WILL APPEAR AS THE ARCHER WALKS TO THE EDGE OF THE CURRENT SCREEN. THE ARCHER WILL NEED TO PENETRATE THE WALLS OF THE COMPLEX TO REACH THE EQUIPMENT AND SCIENTISTS. TO GET THROUGH WALLS, THE ARCHER MUST FACE THE WALL AND USE A MINE (M). USE THE ARCHER'S GUN AGAINST THE SOVIET PERSONNEL THE RED MEN ARE THE SOVIET ARMY TROOPS. THE CYAN (LIGHT BLUE) MEN ARE THE SOVIET SCIENTISTS. YOU CAN SET BACK THE BRIGHT STAR PROJECT GREATLY IF YOU ELIMINATE THE SCIENTISTS. THERE IS ALSO ONE DARK BLUE MAN (VGA AND EGA). THIS IS COLONEL BONDERENKO, THE LEADER OF THE BRIGHT STAR PROJECT. IF YOU CAN KILL HIM, YOU WILL GREATLY IMPEDE THE SOVIET PROGRESS. IF THE ARCHER CAN REACH THE INNERMOST ROOMS OF THE COMPLEX HE WILL BE ABLE TO DESTROY THE SOVIET EQUIPMENT AND COMPUTERS. THE ARCHER MUST FACE A PIECE OF EQUIPMENT AND USE A MINE (M) TO BLOW IT UP. 37 38 GAUGES THERE ARE FOUR GAUGES ON THE RIGHT-HAND SIDE OF THE SCREEN. THEY WILL INDICATE ARCHER DAMAGE, ENEMY DAMAGE, BULLETS, AND MINES. ARCHER DAMAGE THIS WILL SHOW YOU HOW MUCH DAMAGE THE ARCHER HAS SUSTAINED. IF THIS REACHES 100, THE ARCHER IS KILLED. THE ARCHER CAN BE INJURED BY GUN FIRE. ENEMY DAMAGE THIS INDICATES THE AMOUNT OF DAMAGE THAT THE ARCHER HAS INFLICTED ON BRIGHT STAR. THIS INCLUDES DAMAGE TO EQUIPMENT AND PERSONNEL. BULLETS THIS SHOWS HOW MANY BULLETS THE ARCHER HAS LEFT IN HIS GUN. MINES THIS SHOWS HOW MANY MINES THE ARCHER HAS LEFT TO USE FIGHTING IN AFGHANISTAN AT VARIOUS TIMES, THE ARCHER WILL CARRY OUT A RAID ON SOVIET TROOPS IN AFGHANISTAN. AT OTHER TIMES, SOVIET TROOPS WILL CARRY OUT A RAID ON THE ARCHER AND HIS TROOPS. IF THE ARCHER IS IN THE AGGRESSIVELY ATTACK MODE, THIS MIGHT HAPPEN QUITE OFTEN. IF EITHER OF THE ABOVE RAIDS OCCURS, YOU WILL GET A MESSAGE ON YOUR SCREEN TO PREPARE FOR BATTLE. HE RAIDS IN AFGHANISTAN TAKE PLACE IN THE FORM OF INTERACTIVE ARCADE SEQUENCES. EVEN IF YOU ARE PLAYING WITH A JOYSTICK OR MOUSE, YOU WILL NEED TO USE THE KEYBOARD TO CONTROL THE ARCHER. USE THE FOLLOWING KEYS TO CONTROL THE ARCHER. SPACE BAR -FIRE THE ARCHER'S GUN. M - PLACE A MINE. A MINE WILL BLOW UP IN 5 SECONDS, OR IF A JEEP O R TANK HITS IT. A - FIRE A SHORT RANGE MISSILE. 38 39 S - FIRE A STINGER MISSILE. THIS IS A LONG RANGE MISSILE BUT USE! UP A LARGE PORTION OF YOUR AMMUNITION. ARROW KEYS -CONTROL THE ARCHER'S MOVEMENTS. WHEN THE RAID BEGINS, YOU WILL SEE THE DESERT FROM ABOVE. THE ARCHER IS THE MAGENTA (PINK) COLORED MAN. THE ARCHER WILL NEED TO DESTROY AS MANY SOVIET TROOPS, PLANES TANKS, AND JEEPS AS POSSI- BLE. USE THE ARCHER'S GUN AGAINST THE SOVIET PERSONNEL. USE ONE OF THE MISSILES AGAINST PLANES, TANKS, AND JEEPS. THE MISSILE WILL FIRE IN WHICHEVER DIRECTION THE ARCHER IS FACING. THE ARCHER CAN WALK IN ANY DIRECTION. HE CAN WALK OFF OF THE TOP, BOTTOM, OR EITHER SIDE OF THE CURRENT SCREEN, AND A NEW SCREEN WILL APPEAR. THE RAID ONLY LASTS A SHORT PERIOD OF TIME. THEREFORE, THE ARCHER WILL NEED TO ACT QUICKLY TO INFLICT AS MUCH DAMAGE AS POSSIBLE ON THE SOVIETS. GAUGES THERE ARE FOUR GAUGES ON THE RIGHT-HAND SIDE OF THE SCREEN. THEY WILL INDICATE ARCHER DAMAGE, ENEMY DAMAGE, BULLETS, AND AMMO. ARCHER DAMAGE THIS WILL SHOW YOU HOW MUCH DAMAGE THE ARCHER HAS SUSTAINED. IF THIS REACHES 100, THE ARCHER MUST RETREAT WITH HIS TROOPS. THE ARCHER CAN BE INJURED BY GUN OR ROCKET FIRE. ENEMY DAMAGE THIS INDICATES THE AMOUNT OF DAMAGE THAT THE ARCHER HAS SUSTAINED. IF THIS REACHES 100, THE ARCHER MUST RETREAT WITH HIS TROOPS. THE ARCHER CAN BE INJURED BY GUN OR ROCKET FIRE. ENEMY DAMAGE THIS INDICATES THE AMOUNT OF DAMAGE THAT THE ARCHER HAS INFLICTED ON THE SOVIET TROOPS. THIS INCLUDES DAMAGE TO VEHICLES AND PERSON- NEL. BULLETS THIS SHOWS HOW MANY BULLETS THE ARCHER HAS LEFT IN HIS GUN. AMMO THIS SHOWS HOW MANY MINES AND MISSILES THE ARCHER HAS LEFT TO USE. REMEMBER, LONG RANGE MISSILES USE A LARGE PERCENTAGE OF THIS EACH TIME ONE IS USED. 39 40 USING SATELLITE RECONNAISSANCE WHEN YOU SELECT THE SATELLITE RECONNAISSANCE OPTION ON THE STRATE- GIC CONTROL CENTER SCREEN, THE SATELLITE RECONNAISSANCE SUB-SCREEN WILL APPEAR. BOTH THE AMERICANS AND THE SOVIETS HAVE THE ABILITY TO LAUNCH FOUR DIFFERENT TYPES OF SATELLITES: LASER TARGETS, GROUND RECON, TAR- GETING SYSTEM, AND TRACKING NETWORK. LASER TARGETS A LASER TARGET IS BASICALLY SOMETHING TO SHOOT AT. DURING YOUR INITIAL TEA CLIPPER TESTS, YOU WILL BE AIMING AT TARGETS ON THE GROUND, IN YOUR TEST LAB. LATER ON, YOU WILL NEED SOMETHING UP IN THE SKY TO SHOOT AT. THE LASER TARGET CAN HELP TEST THE FINE-AIM OF YOUR LASER SYSTEM. YOU DON'T SHOOT IT WITH A LOT OF POWER, OF COURSE... AT LEAST, NOT INTENTIONALLY. GROUND RECON WHEN YOU HEAR ABOUT SATELLITE PHOTOS, THESE ARE THE SATELLITES THAT TAKE THEM. THESE SATELLITES ARE HIGHLY SPECIALIZED, EXPENSIVE AND DELICATE. WITH PLENTY OF THEM IN THE SKY, YOU'LL BE ABLE TO FIND THE EXACT LOCATION OF THE BRIGHT STAR COMPLEX AS WELL AS TRACK ARCHER AND THE SOVIET INVADERS IN AFGHANISTAN. TARGETING SYSTEM THE TARGETING SYSTEM SATELLITES DIRECT THE FULL-POWER LASER BEAM TO ITS TARGET. BY REFLECTING OFF ONE OR MORE TARGETING SATEL- LITES, THE LASER CAN REACH TARGETS ON THE GROUND, AT SEA, THE AIR, OR EVEN IN SPACE. THIS TYPE OF SATELLITE CONTAINS A VERY HIGH-REFLECTIVITY MIRROR AND AN INCREDIBLY ACCURATE GYRO-POSITIONER. TRACKING NETWORK THIS IS THE 'EARLY WARNING NETWORK.' THESE SATELLITES BLANKET THE SKY WITH SENSITIVE DETECTORS TO REPORT ON SATELLITE OR MISSILE LAUNCHES. THESE WON'T BE VERY IMPORTANT TO 40 41 YOU DURING THE EARLY PHASES OF TEA CLIPPER, BUT AS YOUR LASER NEARS COMPLETION, THESE WILL FORM A VITAL PART OF YOUR COMPLETE LASER DEFENSE SYSTEM. USA FOR EACH TYPE OF SATELLITE, THERE IS A NUMBER INDICATING THE NUMBER OF SATELLITES THAT THE AMERICANS HAVE IN ORBIT OF THIS TYPE. IN ADDITION TO THE FOUR TYPES OF SATELLITES DISCUSSED ABOVE, THERE ARE SATELLITES THAT ARE CLASSIFIED AS SPACE JUNK. AFTER A SATELLITE HAS USED UP ITS POWER, IT CAN NO LONGER BE USED. WHEN IT BECOMES COMPLETELY INOPERABLE, IT IS RE-CLASSIFIED AS SPACE JUNK. USSR FOR EACH TYPE OF SATELLITE,THERE IS A NUMBER INDICATING THE NUMBER OF SATELLITES THAT THE SOVIETS HAVE IN ORBIT OF THIS TYPE. IN ADDITION TO THE FOUR TYPES OF SATELLITES DISCUSSED ABOVE, THERE ARE SATELLITES THAT THE AMERICANS CANNOT IDENTIFY. THESE ARE LISTED AS UNKNOWN. WORLD MAP THE MAP ON THIS SCREEN WILL SHOW YOU THE ORBITS OF ALL OF THE AMERICAN AND SOVIET SATELLITES. SOVIET SATELLITES ARE SHOWN AS X'S WITH A RED CENTER, THE AMERICAN SATELLITES ARE ROUND WITH A WHITE CENTER. CLICK ON THIS MAP TO REVEAL A FULL SCREEN VERSION. CLICK ON THE BACK BUTTON, OR RIGHT-CLICK TO RETURN TO SATELLITE RECON SCREEN. LAUNCH SATELLITE THE AMERICANS LAUNCH THEIR SATELLITES ABOARD ONE OF THE SPACE SHUTTLES. TO PREPARE FOR A LAUNCH, POINT AT LAUNCH PREP BUTTON BELOW WHICHEVER TYPE OF SATELLITE YOU WANT TO LAUNCH, AND CLICK. THE LAUNCH SUB-SCREEN WILL APPEAR. IF A LAUNCH IS SCHEDULED, A CHECKMARK WILL APPEAR ON THE CORRESPONDING LAUNCH PREP BUTTON. 41 42 ON THE LOWER LEFT-HAND PORTION OF THE SCREEN ARE SEVERAL IMPORTANT PIECES OF INFORMATION. LAUNCH WINDOW THIS WILL SHOW YOU THE TIME FRAME THAT THE SHUTTLE MUST BE LAUNCHED IN. THE LENGTH OF THE COUNTDOWN WILL BE RELATED TO THIS WINDOW. THE SMALLER THE WINDOW, THE SOONER THE SHUTTLE CAN BE LAUNCHED. HOWEVER, IF THE WINDOW BECOMES TOO SMALL, THE COUNTDOWN WILL HAVE TO WAIT UNTIL THE NEXT WINDOW. TECHNOLOGY LEVEL AS RESEARCH AND TIME PROGRESS, THE TECHNOLOGY USED ON AMERICAN SATELLITES WILL INCREASE. THIS NUMBER WILL SHOW THE CURRENT LEVEL OF TECHNOLOGY. WHEN THIS LEVEL INCREASES, OTHER SATELLITES ALREADY IN ORBIT BECOME OUTDATED. OUTDATED SATELLITES ARE STILL USABLE, BUT DO NOT UTILIZE THE LATEST TECHNOLOGY. SATELLITES TO GO THIS WILL SHOW YOU HOW MANY MORE SATELLITES OF THIS TYPE YOU CAN LAUNCH BEFORE THE ORBIT IS FULL. THE MOST EFFECTIVE SDI ,SYSTEM WOULD HAVE A FULL ORBIT OF EACH TYPE OF SATELLITE. HOWEVER, IT IS POSSIBLE TO COMPLETE TEA CLIPPER WITHOUT COMPLETELY FILLING ALL ORBITS. SINCE THE ORBIT IS FULL, YOU CAN ONLY REPLACE OUTDATED SATELLITES WITH NEW ONES. AVAILABLE FOR LAUNCH SATELLITES MUST BE BUILT, SO YOU DO NOT ALWAYS HAVE SATELLITES AVAILABLE. THIS NUMBER WILL INDICATE HOW MANY SATELLITES ARE COMPLETE AND READY TO BE LAUNCHED. IF NONE ARE CURRENTLY AVAILABLE, YOU WILL NEED TO WAIT UNTIL ONE BECOMES AVAILABLE. TIME UNTIL LAUNCH IF A LAUNCH HAS BEEN SCHEDULED, THIS WILL SHOW YOU THE COUNTDOWN IN HOURS. WHEN THE COUNTDOWN IS ABOUT TO EXPIRE, A BOX WILL APPEAR ON THE SCREEN AND COUNT OFF THE FINAL SECONDS. YOU WILL THEN SEE THE SATELLITE DEPLOYED. IF YOU HAVE THE GRAPHICS ANIMA- TION TOGGLED OFF, YOU WILL ONLY BE NOTIFIED OF THE LAUNCH ON THE TELEGRAM LINES. 42 43 ACROSS THE TOP RIGHT-HAND SIDE OF EACH OF THE LAUNCH SCREENS ARE YOUR FOUR OPTIONS FOR LAUNCHING SATELLITES. TO SELECT ONE, POINT AT THE APPROPRIATE BOX AND CLICK FILL GAP IN ORBIT THIS WILL SCHEDULE THE LAUNCH OF A SATELLITE TO FILL A GAP NOT OCCUPIED BY ANOTHER SATELLITE OF THIS TYPE. ALL OF YOUR INITIAL LAUNCHES WILL BE OF THIS TYPE, AS YOU ESTABLISH A NETWORK OF SATELLITES. ABORT LAUNCH THIS WILL CANCEL A LAUNCH IF A COUNTDOWN IS IN PROGRESS. POSTPONE LAUNCH THIS WILL HOLD THE COUNTDOWN AT ITS CURRENT PLACE UNTIL YOU CLICK ON THIS BUTTON AGAIN TO RESUME THE COUNTDOWN. REPLACE OLD AFTER SATELLITES HAVE BEEN IN ORBIT FOR SOME TIME, THEY BECOME OUTDATED. USE THIS OPTION TO SCHEDULE THE LAUNCH OF A SATELLITE TO REPLACE ONE OF THIS TYPE THAT HAS BECOME TECHNOLOGICALLY OBSO- LETE. RISK OF LAUNCH DETECTION BY SOVIETS THIS INDICATOR WILL SHOW YOU THE PROBABILITY OF THE SOVIETS DETECTING THE LAUNCH OF A MILITARY SATELLITE. IF THE RISK IS VERY HIGH, YOU MAY WANT TO POSTPONE THE LAUNCH. ORBIT ON THE LOWER RIGHT-HAND PORTION OF THE SCREEN IS THE ORBIT TRACKING MAP. THIS MAP WILL SHOW YOU THE ORBIT OF ALL OF YOUR SATELLITES OF THIS TYPE. SATELLITES THAT ARE STILL ACTIVE ARE SHOWN IN BLUE, WHILE OUTDATED SATELLITES ARE SHOWN IN RED (WHITE ON CGA). 43 44 USING PRESIDENTIAL REVIEW WHEN YOU SELECT THE PRESIDENTIAL REVIEW OPTION ON THE STRATEGIC CONTROL CENTER SCREEN, THE PRESIDENTIAL REVIEW SUB-SCREEN WILL APPEAR. IT IS IMPORTANT TO CONSULT WITH THE PRESIDENT ON A REGULAR BASIS. HE WILL GIVE YOU VALUABLE INSIGHT INTO WHERE THE AMERICANS TEA CLIPPER PROJECT STANDS IN RELATION THE SOVIET SYSTEM. ALSO, THE PRESIDENT WILL BE THE FIRST ONE TO KNOW WHEN YOUR SDI SYSTEM IS COMPLETE. HE WILL ALSO BE THE FIRST PERSON TO INFORM YOU IF THE SOVIETS HAVE COMPLETELY DEPLOYED THE BRIGHT STAR SYSTEM. SATELLITE DESTRUCTION THIS IS WHERE ALL OF THE RESEARCH AND LAB TESTING COMES TO LIFE. THE SATELLITE DESTRUCTION SEQUENCE WILL LET YOU TRACK AND FIRE UPON ONE OF YOUR LASER TARGET SATELLITES. IF YOU ARE SUCCESSFUL IN DESTROYING A SATELLITE, PROGRESS IN ALL OF YOUR DEPARTMENTS WILL MOVE FORWARD. YOU CAN NOT INITIATE THE SATELLITE DESTRUCTION SEQUENCE UNTIL YOU HAVE PERFORMED AT LEAST ONE TEST. TO INITIATE THE SATELLITE DE- STRUCTION SEQUENCE, PRESS THE K KEY. A SATELLITE TRACKING MAP WILL APPEAR. ALL OF YOUR LASER TARGET SATELLITES WILL BE SHOWN AS THEY MOVE THROUGH THEIR ORBITS. IN THE MIDDLE OF THE SCREEN WILL BE A CROSSHAIR. YOUR GOAL IS TO LOCK-ON TO ONE OF THE LASER TARGET SATELLITES AND F@RE FOUR SHOTS FROM YOUR LASER TO DESTROY THE SATELLITE. ONCE COMPLETED, YOU CAN INITIATE THIS SEQUENCE AGAIN UNTIL YOU HAVE PERFORMED AT LEAST ONE MORE TEST. THE DIFFICULTY OF THIS TASK DEPENDS ON HOW ADVANCED THE RESEARCH IN ALL OF @OUR DEPARTMENTS IS. USE THE UP, DOWN, LEFT, AND RIGHT ARROW KEYS TO MOVE THE CROSSHAIR OVER ONE OF THE SATELLITES. IT IS BEST TO ANTICIPATE THE PATH OF A SATELLITE AND INTERCEPT IT AS IT MOVES PAST. THE SPEED AT WHICH THE CROSSHAIR MOVES IS DEPENDENT UPON THE STATUS OF YOUR TARGETING DEVELOPMENT. THE MORE ADVANCED YOUR TARGETING, THE FASTER THE CROSSHAIR WILL MOVE. IF YOUR TAR- GETING RESEARCH IS STILL IN ITS EARLY PHASES, YOU MAY NOT EVEN BE ABLE TO LOCK- 44 45 ON TO A SATELLITE. ABOVE THE LOCK-ON INDICATOR IS A GAUGE THAT SHOWS YOU HOW MUCH TIME YOU HAVE TO LOCK-ON TO THE SATELLITE. THE GAUGE STARTS ALL OF THE WAY UP AND YOU MAY LOCK-ON BEFORE IT GOES ALL OF THE WAY DOWN. THE AMOUNT TIME THAT YOU HAVE TO LOCK-ON DEPENDS ON HOW ADVANCE YOUR TRACKING IS. IF THE CROSSHAIR PASSES DIRECTLY OVER THE CENTER OF A SATELLITE THE LOCK-ON INDICATOR WILL LIGHT. YOUR TRACKING COMPUTERS WILL ONLY BE ABLE TO MAINTAIN LOCK-ON FOR A FEW SECONDS. YOUR TRACKING IS DEVELOPED WELL ENOUGH, YOU MAY BE ABLE REMAIN LOCKED-ON LONG ENOUGH TO FIRE FOUR SHOTS. ONCE YOU HAVE ACHIEVED LOCK-ON, YOU MUST PRESS THE SPACE BAR TO FIRE THE LASER. JUST ABOVE THE FIRE INDICATOR IS A SMALL GRAPH. THIS GRAPH INDICATES WHEN THE LASER CHARGED-UP FOR ANOTHER SHOT. AFTER YOU FIRE A SHOT, YOU MUST WAIT FOR THIS GAUGE TO MOVE ALL THE WAY TO THE RIGHT BEFORE, YOU CAN FIRE ANOTHER SHOT. FOUR SHOTS ARE REQUIRED TO DESTROY THE SATELLITE. THE FIRE LIGHT WILL FLASH EACH TIME YOU PRESS THE SPACE BAR. IF YOU MANAGE TO GET OFF FOUR SHOTS BEFORE YOU LOSE LOCK-ON, THE DESTROYED INDICATOR WILL LIGHT UP. BECAUSE DESTROYING A SATELLITE REQUIRES ALL THREE OF YOUR DEPARTMENTS TO WORK TOGETHER, IT IS NECESSARY THAT EACH DEPARTMENT HAS DEVELOPED ENOUGH TECHNOLOGY TO ACCOMPLISH THE SATELLITE DE- STRUCTION. IF YOUR POWER PRODUCTION IS LOW, THE LASER WILL NOT BE ABLE TO FIRE FOUR CONSECUTIVE SHOTS. IF YOUR SOFTWARE IS NOT FAR ENOUGH ADVANCED, THE COMPUTERS MAY NOT BE ABLE TO TRACK THE SATEL- LITE CORRECTLY. IF TARGETING DEVELOPMENT IS LOW, YOU WILL NOT BE ABLE TO LOCK UNTO A SATELLITE. LABORATORY RESEARCH CAN ONLY ADVANCE DEVELOPMENT TO A CERTAIN POINT. THE SATELLITE DESTRUCTION SEQUENCE APPLIES ALL OF YOUR LABORATORY FINDINGS TO THE REAL WORLD. IT WILL GIVE YOU AN ACCU- RATE GAUGE OF JUST HOW ADVANCED YOUR STRATEGIC DEFENSE SYSTEM HAS BECOME. YOU CAN ATTEMPT TO DESTROY A SATELLITE AS MANY TIMES AND AS OFTEN AS YOU WISH. HOWEVER, YOU MUST PERFORM AT LEAST ONE TEST BETWEEN EACH SATELLITE DESTRUCTION SEQUENCE. 45 46 DEPARTMENT HEAD RESCUE IF ONE OF YOUR DEPARTMENT HEADS IS KIDNAPPED BY THE KGB, AND YOU HAVE SET THE RESCUE IF POSSIBLE OPTION IN FBI SECURITY, YOU WILL SEE A NOTICE ON YOUR SCREEN TELLING YOU TO PREPARE FOR THE CHASE. SEVERAL MINUTES MAY PASS AFTER THE KIDNAPPING BEFORE THE CHASE BEGINS. THE SOVIETS HAVE YOUR SCIENTIST IN A VAN, AND ARE RACING ALONG THE HIGHWAY TO THEIR SECRET COMMAND CENTER. YOU MUST PURSUE THEM IN YOUR CAR AND RAM THE VAN FROM THE SIDE SO THAT IT MUST STOP. IF YOU ARE SUCCESSFUL IN STOPPING THE KIDNAPPERS, THE SCIENTIST WILL RETURN TO WORK IMMEDIATELY. IF YOU ARE UNSUCCESSFUL IN YOUR RESCUE EFFORT, YOU WILL NEED TO HIRE A NEW DEPARTMENT HEAD TO REPLACE HIM/HER. YOU WILL SEE THE CHASE FROM ABOVE. THE KIDNAPPERS ARE IN THE GRAY VAN (LIGHT BLUE ON TANDY AND EGA, WHITE ON CGA), AND YOU ARE IN THE BLUE CAR (MAGENTA ON CGA) AT THE BOTTOM OF THE SCREEN. YOU MUST SPEED UP, AVOIDING THE OTHER CARS, AND REPEATEDLY BUMP INTO THE KIDNAPER'S VAN TO DISABLE IT. USE THE FOLLOWING KEYS TO CON- TROL YOUR CAR: LEFT-ARROW - MOVE TO THE LEFT. RIGHT-ARROW - MOVE TO THE RIGHT. UP-ARROW - MOVE UP SLIGHTLY. DOWN-ARROW - MOVE BACK SLIGHTLY. 1, 2, 3 - CONTROL YOUR SPEED. USE THE KEYS ON THE TOP ROW OF THE KEYBOARD. THERE ARE FOUR GAUGES ON THE RIGHT-HAND SIDE OF THE SCREEN. FUEL KEEP AN EYE ON THIS. IF YOU DRIVE TOO FAST YOU WILL BURN A LARGE AMOUNT OF FUEL. RPM SHOW YOU HOW HARD YOUR ENGINE IS WORKING. THIS IS A GOOD GAUGE OF HOW MUCH FUEL YOU ARE USING. 46 47 DAMAGE THIS WILL SHOW YOU HOW MUCH DAMAGE YOUR CAR HAS SUSTAINED. IF IT REACHES 100, YOU MUST STOP, AND THE KIDNAPERS WILL GET AWAY. ENEMY DAMAGE THIS WILL SHOW YOU HOW MUCH DAMAGE YOU HAVE INFLICTED ON THE KIDNAPERS VAN. YOU MUST GET THIS VALUE TO 100 TO FORCE THEM TO STOP. WINNING THE GAME IF YOU HAVE OUTPACED THE SOVIETS IN DEPLOYING YOUR MISSILE DEFENSE SYSTEM, YOU WILL WIN THE GAME. IN ORDER TO COMPLETE DEVELOPMENT, YOU MUST HAVE COMPLETED SUCCESSFUL TESTS IN ALL YOUR DEPARTMENTS, AND DEPLOYED A SIGNIFICANT NUMBER OF EACH TYPE OF SATELLITE. YOUR WORKING KNOWLEDGE GAUGES FOR EACH DEPARTMENT WILL SHOW YOU HOW CLOSE YOU ARE GETTING. AT THE SAME TIME, YOU MUST HAVE PREVENTED THE SOVIETS FROM ADVANCING BRIGHT STAR TO THE POINT OF COMPLETION. THE PRESIDENT WILL BE THE FIRST PERSON TO KNOW THAT THE U.S. SYSTEM HAS BEEN COMPLETED. THEREFORE, YOU WILL NOT BE INFORMED THAT YOU HAVE WON, UNTIL YOU CHECK THE PRESIDENTIAL REVIEW SCREEN. YOU WILL BE ASKED TO ENTER YOUR NAME ON THE HIGH SCORE SCREEN, IF YOU HAVE ONE OF THE TEN FASTEST DEVELOPMENT TIMES. 47 48 SAVING THE GAME WHILE ON ANY MENU SCREEN, PRESS THE S KEY TO SAVE THE GAME. '" "" THERE ARE THREE SAVE POSITIONS, ALLOWING YOU TO SAVE THREE DIFFER- ENT GAMES IN PROGRESS. AFTER YOU PRESS THE S KEY, YOU WILL BE ASKED TO CHOOSE A SAVE POSITION. PRESS 1, 2, OR 3. THE CURRENT GAME WILL BE SAVED AT THAT EXACT POINT. YOU CAN THEN USE LOAD GAME AT A LATER TIME TO RESUME THE GAME WHERE YOU SAVED IT. IF YOU ARE GOING TO QUIT THE GAME, AND WANT TO RESUME PLAYING THE SAME GAME LATER, MAKE SURE YOU SAVE BEFORE PRESSING ESC TO QUIT. LOADING A GAME WHILE ON ANY MENU SCREEN, PRESS THE L KEY TO LOAD A PREVIOUSLY SAVED GAME. YOU WILL BE ASKED TO CHOOSE A SAVE POSITION TO LOAD FROM. ENTER THE DESIRED NUMBER AND THE GAME WILL BE LOADED, AND RESUME FROM THE POINT AT WHICH IT WAS SAVED. BASED ON THE BOOK CARDINAL OF THE KREMLIN BY TOM CLANCY. 1988 JACK RYAN ENTERPRISES, LTD. ALL RIGHTS RESERVED. SOFTWARE 1990 BY INTRACORP, INC. ALL RIGHTS RESERVED. CAPSTONE IS A TRADEMARK OF INTRACORP, INC CARDINAL OF THE KREMLIN PLAYER'S GUIDE BY DAVID R TURNER. 1990 INTRACORP, INC. 48 49 APPENDIX A DEPARTMENT HEAD DOSSIERS THIS SECTION CONTAINS DOSSIERS ON THE FIFTEEN PEOPLE AVAILABLE TO FILL THE THREE DEPARTMENT HEAD POSITIONS: POWER SYSTEMS, SOFTWARE DEVELOPMENT, AND TARGETING/MIRROR. THESE DOSSIERS ARE AVAILABLE IN THE PROGRAM FOR YOU TO REFERENCE AT ANY TIME. THE DOSSIERS LIST: NAME, DEPARTMENT, QUALIFICATIONS, EDUCATION, ID NUMBER, AND ANY OTHER PERTINENT INFORMATION. YOU MUST ALSO REFER TO THIS SECTION WHENEVER YOU LOAD THE PROGRAM. AS EXPLAINED IN CHAPTER 1, YOU WILL BE ASKED TO IDENTIFY ONE OF THESE SCIENTISTS. FIND THE CORRESPONDING PICTURE IN THIS SECTION AND ENTER THE DEPARTMENT HEAD'S ID NUMBER. A-1 A-2 ARIEN KIERKGAARAD DEPARTMENT: POWER SYSTEMS QUALIFICATIONS: DESIGNS VERY POWERFUL EFFICIENT LASERS. EDUCATION: C.I.T. OTHER: NORWEGIAN IMPORT, NOW NATURALIZED ID # 13 MILTON THALES DEPARTMENT: POWER SYSTEMS QUALIFICATIONS: PIONEER IN LASER RESEARCH EDUCATION: M.I.T. OTHER: WIDOWER ID # 14 A-2 A-3 NEWTON MENINGES DEPARTMENT: POWER SYSTEMS QUALIFICATIONS: EXPERT WITH LASER PUMPING SYSTEMS EDUCATION: MIT PHD OTHER: MARRIED 2 CHILDREN, NATIVE BOSTONIAN ID # 9 ALEXANDER THEIBOLD DEPARTMENT: POWER SYSTEMS QUALIFICATIONS: DESIGNED RAIL GUN, EXPERT AT POWER FEEDS EDUCATION: YALE, MIT OTHER: NATIVE OF OHIO, MARRIED ID # 10 A-3 A-4 WERNER KLAUS DEPARTMENT: POWER SYSTEMS QUALIFICATIONS: HIGH ENERGY PHYSICS SYSTEM DESIGNER EDUCATION: HARVARD, PHD OTHER: PARENTS WERE IMMIGRANTS NO FAMILY TIES ID # 6 STAN KAMAZOTZ DEPARTMENT: SOFTWARE DEV QUALIFICATIONS: NETWORKING SYSTEMS DESIGNER EDUCATION: UCLA OTHER: UNATTACHED ID # 3 A-4 A-5 MAJOR ALAN GREGORY DEPARTMENT: SOFTWARE DEV. QUALIFICATIONS: INTUITIVE GRASP OF SYSTEMS EDUCATION: MIT OTHER: INTEREST IN BEA TAUSSIG ID # 4 HELENA TROY DEPARTMENT: SOFTWARE DEV QUALIFICATIONS: EXTENSIVE ARTIFICIAL INTELLIGENCE EXPERIENCE EDUCATION: UNIV. OF ATHENS OTHER: UNMARRIED, AMATEUR RADIO HOBBYIST ID # 8 A-5 A-6 WALTER GILBERT DEPARTMENT: SOFTWARE DEV. QUALIFICATIONS: DATA TRANSFER SPECIALIST EDUCATION: US AIR FORCE OTHER: PUBLISHED NOVELIST, PEN NAME: MICHAEL DONOVAN ID # 7 WILL GREEN DEPARTMENT: SOFTWARE DEV QUALIFICATIONS: SYSTEMS COMPILERS AND USER INTERFACES EDUCATION: FLORIDA INT'L UNIV. OTHER: ONCE NOMINATED FOR ALBERT EINSTEIN AWARD ID # 15 A-6 A-7 RAY SZENIG DEPARTMENT: TARGETING/MIRROR QUALIFICATIONS: REFLECTOLOGY SPECIALIST EDUCATION: UNIV. OF HELSINKI OTHER: DIVORCED 3 TIMES ID # 12 MOLLY ADAMS DEPARTMENT: TARGETING/MIRROR QUALIFICATIONS: SPECIAL SUBSTANCE ENGINEER EDUCATION: UNIV. OF N. CAROLINA OTHER: LARGE VIDEO GAME HOBBY ID # 2 A-7 A-8 DR. BEA TAUSSIG DEPARTMENT: TARGETING/MIRROR QUALIFICATIONS: LARGE SYSTEMS DESIGN SPECIALIST EDUCATION: MIT OTHER: A LONG HISTORY OF INNOVATIVE BREAKTHROUGHS ID # 1 WINSTON ZEDEMORE DEPARTMENT: TARGETING/MIRROR QUALIFICATIONS: SERVO MECHANISM SPECIALIST EDUCATION: GEORGIA TECH OTHER: SOLAR ENERGY BUFF, MANY PATENTS PENDING ID # 11 A-8 A-9 KATHY FRESCO DEPARTMENT: TARGETING/MIRROR QUALIFICATIONS: THEORETICAL LIGHT AND PARTICLE PHYSICS GENIUS EDUCATION: CALIF. INSTITUTE OF TECH OTHER: ART LOVER ID # 5 A-9 APPENDIX B GLOSSARY BLOOMING: DISTORTION OF A LASER BEAM IN AN ATMOSPHERE CAUSED BY THE IONIZATION OF AIR MOLECULES. BRIGHT STAR: THE CODENAME FOR THE SOVIET STRATEGIC LASER DEFENSE SYSTEM. DISCRIMINATION: DETERMINING THE IDENTITY OF A SPACE-BORNE OB- JECT. GROUND RECONNAISSANCE SATELLITE: A SATELLITE THAT PERFORMS HIGH- ALTITUDE ESPIONAGE BY SENDING PICTURES AND DATA. LASER BEAM COHERENCY: THE DEGREE OF SPREADING THAT A BEAM HAS AS IT GETS FARTHER FROM THE SOURCE. LASER TARGET SATELLITE: A SATELLITE THAT IS USED AS A TARGET FOR LASER TESTING. LAUNCH WINDOW: TIME PERIOD IN WHICH THE LAUNCH OF THE SPACE SHUT- TLE CAN SAFELY TAKE PLACE. MOLE: A INTELLIGENCE OFFICER FOR AN UNFRIENDLY COUNTRY THAT HAS BEEN PLACED IN A JOB IN A FRIENDLY COUNTRY FOR THE PURPOSE OF GATHERING INFORMATION. POWER GENERATING CAPACITY: THE ABSOLUTE MEASURE OF A LASER'S POWER TO DESTROY. PUMPING EFFICIENCY: A MEASURE OF HOW LITTLE OF A LASER'S POWER IS WASTED IN GENERATING HEAT. REPEATABILITY: ABILITY OF A MIRROR TO ACHIEVE THE SAME TARGETING ANGLE OVER AND OVER. SIMULTANEITY: THE ABILITY OF SOFTWARE TO TRACK MULTIPLE SPACE-BORNE OBJECTS, WHILE HANDLING MIRROR MOVEMENTS AND VECTOR UPDATES. B-1 B-2 SPACE JUNK: AN OBJECT IN ORBIT THAT IS NO LONGER USABLE. TARGETING SYSTEM SATELLITE: A SATELLITE USED TO REFLECT AND AIM A LASER BEAM AT A TARGET. TEA CLIPPER: THE CODENAME FOR THE AMERICAN STRATEGIC LASER DE- FENSE SYSTEM. TECHNOLOGY LEVEL: NUMERIC VALUE SHOWING THE CURRENTLY AVAILABLE SATELLITE TECHNOLOGY. TRACKING NETWORK SATELLITE: A SATELLITE USED TO IDENTIFY AND TRACK MISSILES. TRACKING SPEED: THE RATE AT WHICH A MIRROR CAN MAINTAIN AIM ON A MOVING TARGET. WORKING KNOWLEDGE: KNOWLEDGE THAT HAS BEEN PROVEN THROUGH TEST- ING. B-2 APPENDIX B: GLOSSARY SKID ROW SKID ROW SKID ROW SKID ROW SKID ROW SKID ROW SKID ROW