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                D E S T R O Y E R   D O C U M E N T A T I O N                
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                         Documentation by: Dr. Phreak

                    Thanks to ]\/[icro ]\/[ack & Warelock

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Call these bitchin' sytems:

M.A.D. Elite...............515-289-2473 
Deathstar AE...............313-261-1968
Trade Center...............201-256-4202
Red-Sector-A...............313-591-1024
Power Source...............606-271-2156

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OBJECTIVE:
----------

The overall objective is to fulfill your selected mission without being sunk. 
Each mission will emphasize certain considerations such as protecting merchant
ships, landing troops, moving supplies, etc.  But if ten or more of your sta-
tions are damaged, your destroyer is sunk and all of your efforts will be for
nothing.  

You must continually repair damage to your ship to remain operational-the 
various controls will not work accurately until completely repaired.  Main
gun shells and depth charges are resupplied only after your damage team has 
completed all the repairs (Although torpedoes are not).  

STARTING PLAY:
--------------

-The title screen will appear.  Press the FIRE BUTTON to continue.  When req-
uested, type in your name and press RETURN.  Then type in the name of your 
ship for this game and press RETURN again.
-Selection one of seven missions, from introductory to advanced.  First select
the mission then difficulty level (Easy, Intermediate, or Advanced).
     -Push the joystick FORWARD or pull BACK to change selections.  The 
      selections you are changing will turn yellow.   Move the joystick LEFT
      or RIGHT to levels or missions.  Then move the joystick to START GAME
      and press the FIRE BUTTON to continue.
-You will then receive your orders and a description of the scenario you are 
to encounter.  Press the FIRE BUTTON to begin the mission.

SUBHUNTER- Use Sonar, Depth Charges, Navigation.

You are to seek and destroy an enemy submarine that has been sited in your 
patrol area.  Use your sonar to track the enemy sub while maneuvering toward
it.  When your ship is above the sub, attack with depth charges.

SCREEN- Use Radar, Anti-Aircraft Guns, Navigation.

Your task force has been postioned to the south of you.  To the north a large
number of enemy aircraft heading toward your carriers.  You must protect them 
at any cost.  Your radar will give you warning of airplanes before they are on
you, so you can ready the anti-aircraft guns in time to defend yourself.

SCOUT- Use Sonar, Radar, Weapons Systems (dependent on enemy encounter)

An important convoy must cross a treacherous strait.  You are to scout the in-
tended route for enemy patrols.  You will be notified as you reach each check
point.  Maintain radio silence until you return to base to make your report.
Avoid combat to keep the enemy guessing as to your intentions.

BOMBARDMENT- Use Surface Guns, Radar, Anti-Aircraft, Navigation

The Marines are landing! You must shell key parts of the island and man-
euver close to the beach to search for flashes of enemy gun emplacements.
Silence them with your main guns, avoid the return fire, and destroy any 
enemy aircraft threatening the invasion beaches.  A combination of good
radar operation, keen lookouts and sharp shooting will be necessary to 
protect the amphibious assault.

BLOCKADE RUNNER- Use Surface Guns, Torpedos, Radar, Sonar, Navigation

One of our small island outposts has been surrounded by enemy forces.  The
garrison requires certain critical supplies in order to hold out.  You are to
take your battle seasoned crew and run the blockade.  All stations must 
operate at full effciency as you will be facing multiple threats from ships,
submarines, and fighteers.

CONVOY ESCORT- All Systems Used

You have been assigned to lead a slow merchant convoy to a beleaguered out-
post, deep in enemy territory.  Your assigned position is the LEFT front 
sector of the conmoy's advance, your sister ships are assigned to other areas.
It is your responsibility to run interference for those ships and to see the
convoy safely to the harbor on time-regardless of enemy action!

RESCUE- All Systems Used, Pilot Signals, Enemy Guns

A friendly pilot has been shot down in your area and made it to a small chain
of islands.  You must rescue him soon, as his signal beacon is rapidly gett-
ing weaker, and get him back to base.  As his position is behind enemy lines, 
speed and stealth are very important.  The pilot will signal SOS with a mirror
when he sees you approach, but beware-that flash might also be enemy gunfire!

CONTROLS:
---------
A destroyer can be a complicated ship to sail and fight.  To make control 
easier, all controls have been separated into stations.  Each weapon type and
censor has a station, along with the Bridge and Damage Control.

All stations are shown on differnt screens.  You can access these stations by
typing the two letter codes and pressing RETURN.  The commands (and any app-
ropriate responses) will be shown on the mesage line located toward the bottom
of the screen.  Once a station has been selected, the controls are manipu-
lated using the joystick.

BR-Bridge; NA-Navigation; OB-Observation Deck; RA- Radar; SO- Sonar; 
GF,GA-Guns forward/Guns Aft; AP,AS- Anti-aircraft guns port/Anti-aircraft 
guns starboard; TP,TS- Topedoes Port/Torpedoes Starboard; DC- Depth Charges;
DA- Damage Control.

There are also two additional codes to be used in particular circumstances:

TR- Used at the surface guns station to active the targeting radar.
AB- When all else fails- Abandon Ship to end the current mission.

HELM:
There is a special set of controls that appears at the bottom of the screen on
four of the stations above (Observation Deck, Bridge, Radar, and Sonar).  This
special section is called the Helm.  It allows you to control the heading and
speed of the ship.  Push the joystick FORWARD or pull BACK until the green 
light flashes to the item you wish to change.

STEER TO allows you to set the course you wish to follow.  RIGHT and LEFT 
movements of the joystick will move the dial right and left.  The new course
setting is shown at the center of the dial under the marker.  Press the FIRE
BUTTON to set it on automatic.  The dial will turn black to indicate this, and
the joystick has no effect until the FIRE BUTTON is pressed again.  (When on 
automatic, the AUT switch at the Bridge reflects the same.)

CURRENT HEADING shows exactly where the bow of the Destroyer is pointing.
It takes time to turn a 3,000 ton ship around, so don't be surprised if you 
see this dial moving after a new heading (STEER TO) order is given.

SPD (The Throttle) controls the perselected settings for the engines, and 
therefore their speeds are measured as Full, Half, Slow, Stop, and Slow 
Reverse (shown as F,H,S,ST,S).  RIGHT and LEFT movements of the joystick
will move the throttle marker right and left to set your speed.

CURRENT SPEED displays the current speed os the shop in Knots.  As with
dturning, it takes some time to get a 3,000 ton ship moving.

STATIONS:
---------

NA: Navigation

The particular path to followed by the quartermaster (the sailor who actually
turns the wheel) is defined on the map at this station.  The view is of a map
boxed off into 100 squares, each 5,000 yards per side.  The top is always
North.  Your position (white blip), and the position of islands (white squares
), any friendly ships (moving dots), and your base (:-:) are shown on this 
map.  You may plot a course with up to 4 destination points on this map.  To
follow this course, the AUT switch on the bridge must be turned on.

-To plot a course, first press the FIRE BUTTON.  Then move the joystick to 
place point 1 on the spot where you want your next destination point, and
press the FIRE BUTTON again.  A bullet will appear to the right of your log
entry at the bottom of the screen.
-Repeat this procedure until you are ready to place your last turn, then press
the FIRE BUTTON twice.  If you are at the fourth turn, you will automatically 
be finished and do not need to press the FIRE BUTTON twice.
-Replotting a course may be done when the Revise Orders Light (at the top left
of the screen) is blinking.
-A record of your course is shown on the bottom half of the screen.  The
locations for your destination points are given in Longitude and Latitude.  As
you reach each destination point, a second bullet will appear next to the log 
entry.

BR: Bridge

This is the brain of the ship.  Automatic function of the stations, course
settings, speed, and crew reports are all available here.  No other station
contains as many controls as the Bridge.  The view shows a control panel full
of toggle switches and dials.  The dials are all located on the bottom of the
screen in the Helm section.

-Push the joystick FORWARD, or pull it BACK to select which row of controls to
change.  The green light at the far right of that row will flash to indicate
which row you are on.
-Move the joystick LEFT or RIGHT to move across the screen to the different
switches.  A control is activated when the blue light next to it flashes.
-Press the FIRE BUTTON to turn the switch on or off.  The light next to the
switch is yellow when it is on and green when it is off.

The top row is for Status Reports for the Sonar, Radar, and Damage Control 
Stations.  When each switch is toggled, a report will appear on the message 
line.

The second row from the top is for maneuvering orders from the Helm.  Switches
may be set for Pursuit (PUR), Evasive Action (EVA), Auto (AUT), or Manual 
(MAN) Helm control.

PUR (Pursuit): The ship automatically follows the closest enemy sub.  This 
releases you to concentrate your attention on sinking that sub.
EVA (Evasive Action): To run an erratic course so that the enemy ships, subs,
and aircraft have a harder time hitting you.
AUT (Automatic): To follow the course defined under the Navigation station.  
This frees you to patrol other areas and pay attention to your radar and sonar
reports.
MAN (Manual): When a special maneuver is needed.  (For example, to bring your
torpedo tubes to bear on an enemy ship or drop depth charges.)  When this is
selected, the present course is suspended until Auto is reselected.  Manual
controls are difficult from the Helm.

The next row controls the Crew Status.  There are three levels available,
General Quarters (GQ or "Battle Stations"), Condition 2 (COND2), and Condition
3 (COND3).

GQ:  To turn on all weapon systems at one time.  All weapons will fire auto-
matically unless you go to a specific weapons station, which then is under 
manual control.
COND2:  To turn on specific weapons so that you may selectively attack or
defend using just those weapons.  (The weapons must be selected using the last
row of switches.)
COND3:  To turn off all weapons at once.  This is a quick and easy way to
secure from general quarters.  When selected, all weapons are turned off!

NOTE:  Rmemember that if you leave any station at Battle Stations too, long,
the crew will become tired and not perform as well.  If you don't need a 
particular station, leave it off so the crew can get some rest.
The last row of switches controls individual weapon stations automatically.
Note that paired weapons (Surface Guns, Anti-Aircraft Guns, and Torpedoes)
are activated or deactivated as a pair.
M (Surface Guns): Activate/deactivate both the Forward and Aft guns.  These
are the weapons you use to attack enemy ships or to pound enemy shore guns.
AA (Anti-Aircraft Guns): Activate/deactivate both the Port and Starboard 
Anti-Aircraft guns.  Only the Anti-Aircraft guns can shoot down aircraft.
TP (Torpedoes): Both the Port and Starboard torpedo stations are controlled
by this switch.  Torpedoes are only effective against enemy ships.
DC (Depth Charges):s Mounted on the stern, Depth Charges are activated with
this switch.  Submarines may only be attacked by these.
The bottom of the screen has the speed and heading controls and indicators 
called the Helm.

OB:  Observation Deck

To see the tactical situation visually from any direction, you can use the 
Observation Deck.  The Observation has the same Helm controls as the Bridge,
with the addition of another control for the viewing angle.  The viewing
angle is controlled by the dial located in the center of the screen.  This
dial allows you to turn and look in any direction regardless of the direction
your ship is facing, or to lock in a view in the ship's current heading.

-Push the joystick FORWARD to select the window and press your FIRE BUTTON.
the perimeter around the window will toggle from a light gray to a dark gray.
-When the perimeter is light gray, move the joystick RIGHT or LEFT to change 
the viewing angle in any direction.  Press the FIRE BUTTON to lock in the for-
ward view.  The perimeter around the window will turn dark gray until you 
press the FIRE BUTTON again.

RA: Radar

Radar allows a ship to spot enemy ships and aircraft at much greater distances
than a telescope.  Some course corrections may be needed depending on what is
seen on the radar, therefore the Helm controls are duplicated here.  Radar
operates on the principal of bouncing radio beams off of a ship or plane and
timing how long it takes the beams to return. This gives the approximate 
distance.  The direction the antenna is pointing gives the bearing to the 
target.  The range of the radar is approx. a 13,500 yard radius. Islands are
shown as white squares, ships as blips, and squadrons of airplanes as pulses.
The top of the screen is always north.  So if a target is seen on the bottom
RIGHT hand side off the display, it is approx. south-east of you.  This might
be over your blow, or on your Starboard beam.

SO: Sonar

The only way to see a submerged sub is to use the Sonar.  Some course cor-
rections may be needed depending on what is seen on the sonar, therefore, the
Helm controls are duplicated here.  Sonar works on the principal of sending
sound waves through the water and timing how long they take to return after 
bouncing off of an enemy sub.  The direction of the sonar antenna determines
the range.  This sonar will show the position of enemy subs (Blips) within an
appox. radius of 13,500 yards around you, as well as the positions of islands.
But beware: sudden, fast-moving blips heading toward you are torpedoes!

GF,GA: Gun Forward/Gun Aft

When enemy ships are nearby, the 5" guns may be used to fire on them.  The 
guns are also used to support the marines when they hit the beach.  Each time
the gun is fired, it will take several seconds to reload it.  Repeated hits 
are required to sink a ship or eliminate a gun emplacement.  These Staions
show the ocean, the 5" gun, the bow or stern, and a set of controls and 
indicators.  General fire control follows the following procedures.  Keep in
mind that it may be more difficult to shoot freehand than with the targeting 
radar.

-Move the gun up or down (change the Point) by pushing the joystick FORWARD or
pulling BACK.
Move the gun right or left (change the Train) by moving the joystick LEFT or
RIGHT.  As the gun moves, you will notice the indicators change.
-Press the FIRE BUTTON each time you wish to fire the gun.
-Wait to reload, then continue firing on selected targets, making adjustments 
as needed.  Be sure to watch the number of rounds you have left.

You can also select and lock the radar onto a target by using your sweep 
controls.
-Type TR for Targeting Radar, then press RETURN.  This will activate the
Radar Sweep Display on the lower left corner of the station, and the blue 
light below it will flash.  This will be red if the radar is damaged.
-Move the joystick LEFT or RIGHT TO MOVE THE sweep left or right.
-Line up the sweep with one of the blips shown on the radar screen, then press
the FIRE BUTTON.
-The yellow light will flash below the radar, indicating that it is cal-
culating.  As soon as the green light flashes, the target has been locked in.
-Line up the top pointers under TRAIN and POINT with those pointers under-
neath (controlled by radar) by moving the joystick.
-When the pointers connect, press the FIRE BUTTON  to shoot.
-Wait to reload, and continue the same process until you've eliminated your
target, then select another.

INDICATORS:
Train:  The number of degrees that the gun is off the centerline of the ship 
(+) positive values are to the right, and (-) negative values to the left.
Point: The number of degrees that the gun is off the horizon.  The maximum is 
50 degrees, the minimum is 0 and the maximum range is 45.
Range: How far the radar lockedd target is in yards.
Target: How far away the shell from the gun will land at the given point value
Rounds Left:  The two-digit number on the bottom right of the screen which 
indicates the number of shells left for that gun.
Reload:  Flashes to show that reloading is in process.
Fire:  Flashes green when ready to shoot.

AP,AS: Anti-aircraft Guns Port/Anti-aircraft Guns Starboard

When attacked by enemy warplanes, use these rapid-fire guns to shoot back.  
But remember, they have no effect against ships, subs, or islands.  The screen
shows the port or starboard view of the ocean, along with any attacking air-
craft that are close enough to be seen in that direction.

-Push the joystick FORWARD or pull BACK to move the gun up or down.
-Move the joystick RIGHT or LEFT to move the gun right or left. (As the gun 
moves you will notice the indicator change.)
-To target and shoot a plane, move the joystick so that the cross-hairs are on
the plane, then press the FIRE BUTTON.  You may push the FIRE BUTTON once for
single shots, or hold it down for a faster pulse of shells.  Watch your 
temperature light!

INDICATORS-
-----------
Train: The number of degrees that the gun if off the centerline of the ship.
(+) positve values are to the right, and (-) negative values are to the left.
Point: The number of degrees that the gun is off the horizon.  The maaximum is
50 degrees, the min. is 0 degrees, and the maximum range is 45 degrees.
R: Indicates rounds per minute.  The longer you continue to fire, the slower 
the rounds per minute.
Temperature Lights: (Green, Yellow, Red) correspond to the R.(above)  A red
light indicates that the gun is overheated and not functional.  It must be 
left alone for several seconds so that it may cool.
Scoreboards: On the right and left bottom parts of the screen is a running 
total of the number of aircraft destroyed by that gun.  A plane appears here
for each one destroyed.

TP,TS: Torpedoes Port/Torpedoes Starboard

Torpedoes are used to destroy ships at ranges greater than the guns.  Tor-
pedoes are not resupllied, once used, there are no more available for that 
mission.  (To get to this station type TP or TS).
-Move the joystick RIGHT or LEFT to move the torpedo mount when the range 
marker (aiming point) is over the ship.
-Press the FIRE BUTTON to launch a torpedo.  If the distance is great you will
have to "lead" the target ship by aiming in front of it.

INDICATORS:
-----------
Tube Number: Each torpedo (of the 5 per side) is automatically selected for 
you.  Each time you fire one, the light will turn red.  When the next light
flashes green, you are resy to launch another torpedo.
Status Light: (Red, Green)  When the Status light (Under the station number) 
is green, the torpedo is operational.  If it is red, then damage has occured
and you must wait until Damage Control has fixed it.
Train: The number of degrees the gun if off the centerline of the ship. (+)
positive values are to the right, and (-) negative values are to the left.

DC: Depth Charge

Depth Charges are used to destroy enemy subs.  They are baically very similar
to airplane bombs, but are dropped through the water.  They are designed to
detonate at certain depths.  (Get to this staion by typing DC)  This station
shows the view looking over the stern section of the ship.  The depth charge
launchers are shown in the view.  There are two K-guns that shoot depth 
charges off the side, and two stern racks that roll them off the back.  Below
the view are the controls and indicators to select, fuse, and fire the charges

-To select one of the four launchers move the joystick to the RIGHT or LEFT.  
The blue light will flash, indicating which launcher has been selected.
-Depth settings are controlled by pushing the joystick FORWARD or pulling BACK
to increase or decrease the depth setting.
-To fire a depth charge press the FIRE BUTTON.  The depth charge will be 
launched into the water and will explode at the depth setting shown for that
launcher.  While the launcher flashes red, it is not operational.

INDICATORS:
-----------
Select Launcher:  Flashes blue to show you which of the four launchers is 
selected.
Depth Charges Remaining: The two-digit number displays how many depth charges
are still available to fire from that launcher.
Status: (Red, Green)  Immediately after a depth charge is launched, the status
light will show red since the launcher must be reloaded.  When the launcher is
ready to fire, the status light will glow green.  When a launcher is damaged,
both the lights will flash.

DA: Damage Control

When you have received damage from enemy attackers, the damage control parties
will attempt to fix it for you.  The four damage control parties can be 
manually reassigned to any damaged stations from Damage Control.  The station
shows each major item on the ship listd both above and below a side view of a
Fletcher class destroyer.  Below this display are the four damage control 
teams in order of their repair speed: Alpha, Baker, Charlie, and Delta.

-Select a team by pushing the joystick FORWARD or pulling it BACK.  The blue 
light will flash, indicating which team has been selected.
-Select the station to be repaired by moving the joystick RIGHT or LEFT.  The
slected item will turn to the color of the chosen repair team.
-Press the FIRE BUTTON to receive a report on that station from its repair 
crew.
-Then assign another team, if neeeded, or move the present team elsewhere.
-To "turn off" a crew, cycle it through the list with the joystick and exit 
the screen at the top left or bottom right.

NOTE: The damage control team resupplies ammunition (except torpedoes, which
are not replaced) when repairs are complete.

INDICATORS:
-----------
Team colors: Alpha-Red; Baker-Yellow; Charlie-Blue; Delta-Green.
Damage: Indicated when an area flashes.
Repairs: Shown as being underway when the one of the ship's staions or areas
flashes in the color of the damage control party working on it.

GLOSSARY OF SHIP TERMS:
-----------------------

The stern, Bow, Deck, Hull, Bridge, Centerline are all parts of a ship. 

Stern: The rear section of the ship.
Bow  : The front section of the ship.
Deck : A platfrom extending from one side of a ship to the other.
Hull : The body of the ship.
Bridge: The "brain" of the ship from which the Captain normally gives orders.
Centerline: The center of the dhip, from bow to stern.

Port, Starboard, Aft, and Fore are usually used to describe the relative
location of an object in relation to the ship.

Port:  the left side of the ship if you are looking at the bow.
Starboard: the right side of the ship if you are looking at the bow.
Aft: Towards the rear of section (stern) of the ship.
Fore: Towards the front section (bow) of the ship.
Amidships: Midways between the bow and stern.

These terms have to do with steering the ship or controlling weapons:

Heading: The direction on the compass that the ship is travelling.
Bearing: The direction on the compass that an object is from your ship.
Point: The angle (number of degrees) that is up or down from the horizon.
Train: The angle (number of degrees) of a weapon from its normal position,
       usually centerline or at a right angle to centerline of the ship

[END OF DOCUMENTATION]  

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Epyx's Software's Destroyer documentation by:  Dr. Phreak    [2-6-87]

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Call The Midnight Apple Dump Elitle (M.A.D.) 515-289-2473 (Home of Dark Logic)

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