}iRESCUE DOX/F/STEE ONE
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\                                     /
/          Rescue on Fractalus        \
\                                     /
/            Flight Training          \
\                                     /
/                Manual               \
\                                     /
/          Issued by Black Cat        \
\      Distributed by Sam Houston     /
/-\_/-\_/-\_/-\_/-\_/-\_/-\_/-\_/-\_/-\
 
 
  Galactic Command has sent out  hundreds of probe craft in serch of  life in
the universe. These probes have gone to every corner of the galaxy.  Some
have found barren worlds, others have found advanced civilizations. Some
never returned...Being one of the hot shot fliers in your squadron you were
selected to help carry out the search  for the lost pilots of the probes. The
exclesior craft (your ship) are the  best equiped search ships around. Let's
take a look at the controls of the ship you will soon fly...

  On your console keyboard you have  these keys to use. L-=>Execute landing
sequence S-=>Main systems off/on A-=>Airlock open/close  B-=>Ignite orbital
booster rockets Ctrl-S-=>Sound system on/off Ctrl-R-Abort your mission Esc
key-=>Pauses the mission Left & right arrow keys-=>Throttle Left arrow
key-=>Select level (before the mission begins)           

  On your control column (joystick) you have these controls to use.
Stick-=>Flight direction Button 0-=>Fire photon cannons Button 1-=>Start/stop
landing sequence and power up systems for flight.                       
 
  Your instrument panel dispalys a  great deal of information in a small 
amount of space. Let's examine it in further detail.

  There are 3 quadrants to it. Quadrant 1 displays your throttle position, it 
is a very good indication of speed because your ship responds well to the
engines. It also gives you a warning  when the ship gets too close to the 
ground. The second quadrant (center) displays positional status and general
performance. You have an artificial horizon indicator labled "AH" to show the
ship's attitude when you are flying "blind" like at night or when the  ground
is not visible. There are two red bars at the top of the quadrant  to
indicate the distance to mountains. the larger the bars the farther the
obstruction. They are incuded due to limited sideways visibility. Next you
have your altitude guage which is  labled "A". The purple bar shows your
ships altitude from the ground. The orange bar indicates distance to large
mountains directly in your flight path. Use it to avoid slamming into a steep
mountain. In the center you have a  screen, this screen shows when a target is
centered on the gunsights and when you are heading toward a pilot's ship. Use
this screen to determine what that point of light is in the distance. Is it a
friend or foe ? Now, to the right of that screen is another bar graph,  this
important indicator is labled "E", the bar indicates your energy level. It
starts flashing red when you run low on fuel, pay attention to it! Below the
screen you have a set of lights. Those lights tell the condition of the
ship's systems, they are not too important for immediate attention. The last
thing in the center quadrant is the long range radar scope. It picks up the
emergency beacons from stranded ships. It plots the friendly ships relative
to you,  with you being at the bottom of the scope. Its range is about 9
units. That is near the visual limit. It will not pick up enemy installations
due to clever jamming techniques. The last quadrant is on the right. This
section gives you mission data. There are three indicator lights at the top.
One tells when your ship has made contact with  the ground. The second light
flashes on when your base is near enough for  docking. And the third one
indicates whether the airlock on the ship is open or closed. Then there are 3
digital readouts...The first one marked "R"  displays the range to a friendly
pilot to be rescued. The second one labled  "E" keeps track of how many
pieces of alien armament you blew up. And the third one labled "P" reminds
you of how many pilots you need to save before your base comes out to you.
There are some other things to know about like the autosights, these are
projected on your windshield when a target to blast  is nearby. Your total
mission score is printed on the top right of the screen. Messages from the
ship's master computer are flashed on the upper left side of the screen. Last
but not least is a good old magnetic compass mounted right above the
windshield. Sounds like a lot to learn, but it is really easy  and you should
have no problem. Many cadets have mastered it and there are thousands of them
flying around in these ships. Now on with the mission objective and
profile.

  The objective of the mission is to rescue as many stranded pilots as you 
can without getting obliterated. Also, try to blow up every enemy craft and
installation that is possible.


  The mission profile is as follows: Boot up your flight disk and board your
spacecraft. Once aboard, you'll be  facing a screen that shows what level you
have selected. Use the arrow keys to change it, the range is 1-16. Then press
the space bar to return and  launch out to a planet. You'll see the screen
split in two. Seconds later  you are shot into space. The computer finds a
suitible planet and then begins a short re-entry sequence. That only takes a
few seconds too. You are now skimming the planet and looking for stranded
pilots. Pay close attention to your two scopes, they are very  useful and
always reliable. When you see an enemy, blow him out of the sky with your
photon cannons. When you spot a pilot's ship get ready to land near it. You
shold reduce speed to around 2 or 3 notches and fly close to ground, heed the
warning of the micro-altimeter in quadrant 1. Look at your range  display and
make sure it is less than 3 units for the distance to the ship.  If not, the
pilot won't run that far. When it reads 2 you should start the landing
sequence. If you are too high the computer won't land the ship. Upon a
successful landing shut down your  systems and wait for the pilot to  salvage
any fuel he can from his ship. He'll then give it to you upon boarding your
ship. Be sure to open your airlock for the pilot. Sometimes it is best to
leave the airlock shut till the pilot comes and knocks on it. There may be an
alien instead of a pilot, in that case quickly power up systems and fly away.
Usually the neutrino blast from the  engines will kill the alien, it will
also kill a pilot as well, we don't  want a dead pilot. When the pilot is
safely aboard, takeoff and continue with the mission. When you have enough
pilots call your base. It'll give the computer the co-ordinates for a quick
rendezvous in orbit. Then you are ready for another mission, the next one is
harder. The higher ones have bad  weather and changing between day and night.
Your ship is durable, but try to avoid crashes and brush-bys, they drain
energy. If your mission was well dok5you'll be able to
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