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COLONY WARS Manual

STARTING THE GAME                                     7
DEFAULT CONTROLS                                      
COCKPIT HUD                                         8
USING THE LEAGUE INFORMATION SYSTEM                    
          Main Menu                                    
          Log On Menu                                 9
          Options Menu                                
          Demo Mode Menu                              
          Restart Game Menu                         10
          Mission Briefing  Menu                      
          Pilot Statistics Screen                      
          Craft   Database   Menu                      
          System Database Menu                      11
          Training Missions Menu                      
          Audio Oplians Menu                          
          Video Options Menu                     12
          Controller Options Menu                      
          Memoory Card Options                      13
          Password Menu                           14
          In-Game Menu_                            15
LEAGUE OF FREE WORLDS COMBAT PROTOCOL                
MISSION BRIEFINGS                                      
TRAINlNG MISSIONS                                      
CAMPAIGN                                              
DEBRIEFING                                         16
FLYING YOUR CRAFT                                      
USING COCKPIT INFORMATION                          17
USING THE HOLO-RADAR                                  18
IDENTIFYING CRAFT                                      
USING PRIMARY WEAPONS                                  
USING SECONDARY WEAPONS                                19
WEAPON DATA                                            
          Basic Weapons                                21
                                                     

NOTICE OF SECURITY STATUS

All files extracted from databases held by the League Of Free Worlds. This information is
classified under Protection Order LFW/345.z and is confirmed as suitable for distribution
amongst recruit level pilots.

EXTRACT 32.32.4 - RECRUITMENT/LFH.INTRODUCTORY
Since 3095 AD, the Earth Empire has spread throughout the universe like a sickness. No planet
or lifeform is immune to this disease; indeed, vast tracts of the universe have already been
rendered sterile by its progress.

The Empire's power is formidable. Dedicated to sustaining life on Earth, it has colonised
planet after planet with scant regard to the freedom of the local population or the well-being
of the environment.  Vicious methods are employed in pursuit of this relentless expansion; this
has resulted in widespread famine, drought and death.

The League Of Free Worlds exists to offer resistance and hope.

We find ourselves at a key moment in our history; the battle of Bennay proved that meticulously
planned attacks can harm the Empire and its colonial Navy. As a result, the movement has grown
far beyond our imagination; it will not be long before you are able to join the war and add your
contribution to the struggle.

There will no doubt be many occasions when you lose all hope and conclude that our efforts are
doomed to failure. These feelings will de understandable. However, to allow such doubts to
influence your actions will be a failing of colossal proportions. NEVER offer anything less
than your total commitment. NEVER assume the war is over until all the battles are won. And
NEVER forget the hundreds and thousands and millions who have suffered at the hands of the
Empire. The League trusts you to fight as if each moment were your last; you can be expected to
do no more.

THE LEAGUE OF FREE WORLDS COUNCIL FOR RECRUITMENT
ISSUED BY INTERNAL. BINARY DISTRIBUTION NET

EXTRACT 32.32.7 - DISCIPLINARY/LFW. TRAINING
All recruits are instructed to read this training guide and to complete the League Of Free
Worlds training program before reporting for battle duties.

The careless actions of unprepared pilots will place the League in jeopardy; such a situation
is not acceptable.

THE LEAGUE OF FREE WORLDS DISCIPLINARY COMMITTEE
ISSUED BY INTERNAL. BINARY DISTRIBUTION NET


STARTING THE GAME

To play Colony Wars on your PlayStation'" game console:

l.
Set up your PlayStation'" game console in accordance with the instruction manual supplied
with the system.

2.
Follow your system directions to open the disc cover and place Disc 1 onto the bed of the drive,
ensuring the printed side faces upwards.

3.
Close the disc cover. If the unit is switched off, press the POWER button to begin play. If the
unit is already on, press the RESET button.

4.
Colony Wars will prompt the insertion of Disc 2 when required.

There are a number of animated sequences throughout Colony Wars. These can be skipped by
pressing the X button or the START button on the Controller.

WARNING!
It is advised that you do not insert or remove peripherals or Memory Cards once the power has
been turned on.

Make sure you have enough free blocks on your Memory Card before commencing play. Colony Wars
uses 1 Memory Card Block.


CONTROLS

Left Directional button  Bank Left
Right Directional button Bank Right
Up Directional button  Dive
Down Directional button  Climb
Triangle button   Select / disarm secondary weapon
Square button   Select primary weapon
X button   Fire primary weapon
Circle button   Arm / fire secondary weapon
Ll button   Reverse thrust
Rl button   Forward thrust
L2 button   Roll left
R2 button   Roll right
L2 button + R2 button together Reverse view
START button   Pause
SELECT button   Change view

** COCKPIT HUD
* Relative locations




1      4
 3  6
2          9   5

7    8
 * Bottom of screen *

1 Shield/Hull Integrity
2 Speed
3 Primary Weapon Temperature
4  Shield/Hull Integrity Of Targeted Craft
5 Sensor Integrity of Targeted Craft
6 Secondary Weapon Availability
7 Current Primary Weapon
8 Current Secondary Weapon
9 Holo-Radar


USING THE LEAGUE INFORMATION SYSTEM

Navigate through menu screens using the Directional buttons. Press the X button to select an item. Press
the Triangle button to return to the previous menu.

** MAIN MENU
LOG ON
Access the Log On Menu.

OPTIONS
Access the Options Menu.

DEMO MODE
Access the Demo Mode Menu.

RESTART GAME
Access the Restart Game Menu.

** LOG ON MENU
BEGIN/CONTINUE CAMPAIGN
Begin your campaign or continue with your next mission via the Mission Briefing Menu.

PILOT STATISTICS
Access the Pilot Statistics Screen.

CRAFT DATABASE
Access the Craft Database Menu.

SYSTEM DATABASE
Access the System Database Menu.

TRAINING MISSIONS
Access the Training Missions Menu.

** OPTIONS MENU
AUDIO OPTIONS
Access the Audio Options Menu.

VIDEO OPTIONS
Access the Video Options Menu.

CONTROLLER OPTIONS
Access the Controller Options Menu,

MEMORY CARD OPTIONS
Access the Load/Save Game Menu.

PASSWORD
Access the Password Menu.

** DEMO MODE MENU
INTRO
Access the introductory sequence.

GAME
Access game demos.

CREDITS
Access Colony Wars production credits.

** RESTART GAME MENU
YES
Quit current game and restart first mission.

NO
Continue with current mission.

SOFT RESET METHOD
In order to perform a soft reset (i.e. take the user back to the main menu during gameplay),
press Start and Select simultaneously for a few seconds.


MISSION BRIEFING MENU

LAUNCH CRAFT
Begin the mission.

REVIEW BRIEFING
Review the mission briefing text.

** PILOT STATISTICS SCREEN
Displays your current pilaf statistics. Pilots must have fought at least one mission to
activate this screen.

** CRAFT DATABASE MENU
FIGHTER CRAFT
Access League and Navy fighter craft data. (Encountered craft only.) Technical data will appear
on screen while other information is relayed verbally. Use the Left and Right Directional
buttons to cycle through the available craft.

FLEET CRAFT
Access League and Navy fleet craft data. (Encountered craft only.> Technical data will appear
on screen while other information is relayed verbally. Use the Left and Right Directional
buttons to cycle through the available craft.

** SYSTEM DATABASE MENU
Choose between the five solar systems before accessing the following databases.

GENERAL DATA
Access general information on the current solar system.

HISTORICAL DATA
Access historical information on the current solar system.

MILITARY DATA
Access military information on the current solar system.

PLANETS
Access data on planets within the current solar system. There is general, historical and
miiitary information available on each planet.


TRAINING MISSIONS MENU

When you first access this menu, only the initial training mission will be available. Press the
X button to select it. As each training mission is completed, the next one will become
available on this menu. Use the Directional buttons to highlight the required mission and press
the X button to select it You can also return to previously completed training missions.

You are strongly advised to complete all training missions before commencing battle.

** AUDIO OPTIONS MENU
Altering sound volumes within this menu will only affect the in- game and front end sound
levels. It will not affect the sound levels in any movie sequences.

MUSIC VOLUME
Use the Left and Right Directional buttons to decrease or increase the volume of in-game music.

SFX VOLUME
Use the Left and Right Directional buttons to decrease or increase the volume of in-game sound
effects.

SPEECH VOLUME
Use the Left and Right Directional buttons to decrease or increase the volume of in-game speech.

MODE
Use the Left and Right Directional buttons to choose between Mono, Stereo or Dolby Surround
options. Selecting Dolby Surround on a mono sound system may result in the loss of some sound
effects.

** VIDEO OPTIONS MENU
DEFAULT VIEW
Use the Left and Right Directional buttons to choose from COCKPIT, INTERNAL or EXTERNAL views.

MOVIES
Use the Left and Right Directional buttons to turn in-game movies ON or OFF. NOTE: Even when
this option is OFF, end-game movies will still be played.

SUBTITLES
Use the Left and Right Directional buttons to turn in-game subtitles ON or OFF. NOTE: You are advised
to ensure that this option is ON if speech volume is set to 0.

SCREEN POSITION
Select this item, then use the Directional buttons to center the game screen on your TV. Press
the X button to confirm the position.

** CONTROLLER OPTIONS MENU
CONFIGURE
Select this item, then use the Left and Right Directional buttons to select your required
Controller configuration. Press the X button to confirm.

CALIBRATE
Follow the on-screen instructions to calibrate the Analog Controller. (This option will only
appear if the Analog Controller is inserted into the PlayStation Console.)

** MEMORY CARD OPTIONS
LOAD
Allows you to load a previously saved game from a Memory Card. First make sure you have a
Memory Card correctly inserted according to the Console's instructions. Do not insert or
remove Memory Cards once the power has been turned on.

Once you have selected this option, wait for the Console to detect the Memory Cavd. lf more
than 1 Memory Card is inserted, use the Left and Right Directional buttons to highlight the
correct one. Use the Directional buttons to highlight the required saved game, then press the
X button to select it. Press the X button again to confirm the load is 'OK'.

SAVE
Allows you to save your current game position using a Memory Cavd. First make sure you have a
Memory Card correctly inserted according to the Console's instructions. Do not insert or remove
Memory Cards once the power has been turned on.

You may save a game at any time. However Colony Wars will always save games back to the
beginning of the act being played. For instance, you may have played two out of three missions
within an act and then decide that you wish to save your progress. Colony Wars will save the
game back to the beginning of the act and you will effectively have lost the two completed
missions. It makes sense then to only save games at the beginning of each act. If you attempt
to save games at any other point within an act an on screen warning will be displayed to remind
you of the risk involved.

Once you have selected this option, wait for the Console to detect the Memory Card. If more
than 1 Memory Card is inserted, use the Left and Right Directional buttons to highlight the
correct one. Use the Directional buttons to highlight the required free block, then press the
X button to select it. You will then need to enter a name of up to 8 characters. Use the
Directional buttons to move the highlighter over the letters and press the X button to select
each one. When the correct name has been entered, highlight 'END', then press the X button.
Press the X button to confirm the save is 'OK'.

COPY
To copy a saved game from one Memory Card to another make sure there are two Memory Cards
inserted according to the Console's instructions. Use the Directional buttons to highlight the
required saved game, then press the X button. Assuming there is a free block on the other Memory
Card, the block will then be copied. Press the X button to confirm the copy is '0K'.

DELETE
To delete a saved game from a Memory Card, use the Directional buttons to highlight the required
block, then press the X button. You will be prompted 'ARE YOU SURE?'. If you want to continue,
press the X button to delete the saved game. If you do not wish to continue, press the Triangle
button.

Once the saved game has been deleted, you will need to press the X button to confirm the
deletion is 'OK'.

** PASSWORD MENU
If you do not wish to use a Memory Card to record your progress, you may want to make a note of
the current game password by coming to this menu between missions or when you have aborted a
mission.

ENTER
Select this item to enter a new password. Use the Directional buttons to move the highlighter
over the required letters, then press the X button to enter each one. Please note that restoring
a game from a password will result in the loss of all pilot statistics. When you have entered
the password the number of the act to be restored will be displayed on screen.

ACCEPT
Select this item when you have entered your password. The game will then be restored to the
beginning of the last act played.


IN GAME MENU

Access the In-Game Menu by pressing the START button while flying a mission. This will pause the
game and bring up the menu.

CONTINUE
Return to the game.

MISSION BRIEF
Review the mission briefing.

AUDIO
Access the Audio Options Menu,

QUIT
Quit the current mission. NOTE: League command will regard such a request as a mission failure.


LEAGUE OF FREE WORLDS COMBAT PROTOCOL

** MISSION BRIEFINGS
All missions will be preceded by a briefing downloaded from Central Military Control via the
Mission Briefing Menu. It is vital that all League pilots understand their mission objectives
prior to accepting the mission; to do otherwise is to invite defeat and possible disciplinary
action.

The X button can be pressed at any time during the briefing to launch your craft and begin the
mission.

Once a mission has started, the mission briefing can be reviewed via the In-Game Menu.

** TRAINING MISSIONS
In-flight training is available to all League recruits. it can be accessed via the Information
System's Game Menu. All recruits are strongly advised to make full use of this training which
is designed to develop flight and combat skills; verbal assistance will be given.

Pilots should hear in mind that the Colonial Navy regards training as its single most important
activity. Do not imagine that the League can choose to ignore this fact.

** CAMPAIGN
Full missions will see you on active service on behalf of the League. While the League Of Free
Worlds is a democratic and open organization dedicated to the pursuit of freedom from tyranny,
you should understand that in time of war, members are expected to be rigorously disciplined and
committed to the cause: orders must be obeyed at all times.

If your craft is destroyed during a mission, on-board escape pod technology should enable you to
escape.

** DEBRIEFING
Once the mission is over, you will be taken to a mission debrief screen showing mission and war
statistics. You can access the next mission from this screen. The option to save your progress
will also appear here but only at the end of each act.

If you do not wish to use a Memory Card to record your progress, you may want to make a note of
the current password between missions. Your password can be viewed by accessing the Password
Menu via the Options Menu.



FLYING YOUR CRAFT

The type of craft you fly will depend on the circumstances of your current mission.

Ensure that you have completed sufficient flight training before submitting yourself for a full
mission; 'Training' can be selected from the Log On Menu.

Controls referred to are those for the default control set up. In different set ups other
buttons will perform the same functions.

FORWARD THRUST
Engage forward thrust by pressing the R1 button. Keep the button pressed to maintain forward
thrust.

REVERSE THRUST
Engage reverse thrust by pressing the Ll button. Keep the button pressed to maintain reverse
thrust.

Reverse thrust is particularly useful when involved in dogfight situations - using reverse
thrust in conjunction with the Directional buttons will enable pilots to make tight turns in
pursuit of enemy craft.

PILOTING YOUR CRAFT
Use the Left and Right Directional buttons to bank your craft left or right respectively. Use
the Up and Down Directional buttons to point the nose of your craft down or up respectively.

ROLLING YOUR CRAFT
Use the L2 or R2 buttons to roll the craft left or right respectively.


** USING COCKPIT INFORMATION
(see diagram page 8)

SHIELD/HULL INTEGRITY METER
Shows the strength of your craft's shield and hull. The blue bar represents your shield. When
this meter turns red, your shield is down and your hull strength is critical.

SPEED
Indicates your craft's current speed.

PRIMARY WEAPON TEMPERATURE
Constant firing will cause primary weapons to overheat - this results in sporadic fire. When
this occurs, release the X button to allow the laser to cool down.

SHIELD/HULL INTEGRITY OF TARGETED CRAFT
Shows the strength of targeted craft's shield and hull. The blue bar represents the targeted
craft shield. When this meter turns red, the targeted craft's shield is down and the hull
strength is critical.

SENSOR INTEGRITY OF TARGETED CRAFT
Indicates sensor value of currently targeted craft. When this meter turns red, the sensor
value is critical. Ship sensors are affected by EMP weapons only.

SECONDARY WEAPON AVAILABILITY
Indicates availability of currently selected secondary weapon.

CURRENT PRIMARY WEAPON
Press the Square button to cycle primary weapons. A 3D icon is displayed of the currently
elected weapon.

CURRENT SECONDARY WEAPON
Press the Triangle button to cycle secondary weapons. A 3D icon is displayed of the currently
selected weapon.

HOLO-RADAR
Refer to section headed 'Using The Holo-Radar'.

** USING THE HOLO-RADAR
The main component of cockpit HUD is the 'Holo-Radar', or 'H-Radar'. This is projected upwards
from the Central Holographic Unit (CHU) situated in front of the pilot. The I-I-Radar plots the
position of enemy and friendly craft in relation to the pilot. The unit auto-scales to display
the pilot's ship and the nearest enemy vessel as clearly as possible.

Your craft is located in the center of the holographic globe; other craft are located in 3D
space around your craft. Enemy craft appear as blue dots. Friendly craft appear as green dots.

If a craft is behind you, it will be shown on the H-Radar as a hollow dot. If a craft is in
front of you, it will be shown as a solid dot.

To aid tracking of enemy craft, the central targeting circle in the center of your HUD features
an arrow device - this is trained to point in the approximate direction of the nearest enemy
craft. This device has been designed as a supplement to your H-Radar.


IDENTIFYING CRAFT

It is essential that you are able to distinguish quickly between friendly and enemy craft. As
you fly your missions, the craft types will become more familiar to you - of course, you can
access the Craft Database from the Log On Menu to review encountered craft types.

Due to the Earth Empire's use of alternative engine technology, Navy craft can be identified by
their distinctive orange engine flares, whereas League craft emit blue engine flares.

A recent innovation in League craft detection technology has enabled the H-Radar to detect the
identity of targeted craft,. When a craft is within target range an identifying diamond is
projected towards the center of the craft. This diamond is shown green for friendly craft and
blue for enemy craft. The craft's identity is also displayed next to this diamond.

** USING PRIMARY WEAPONS
Press the Square button repeatedly to cycle through your available primary weapons.

The selected weapon can be fired by pressing the X button. Remember that primary weapons do
overheat and excessive use will result in temporary weapon shut down.

It should be noted that some League craft are equipped with rear laser weapons. If this
facility is available on your current craft, these are fired by pressing the X button while
using a reverse view (holding the L2 and R2 buttons together).

** USING SECONDARY WEAPONS
Press the Triangle button repeatedly to cycle through your available secondary weapons.

MISSILES
Press the Circle button to arm the missile. When a target is in range it will be surrounded by
a red targeting circle. You must then keep the target in an area towards the center of your HUD
in order to obtain a lock. Once a lock has been obtained (indicated by the red circle changing
to a diagonal crosshair) the missile can be fired by pressing the Circle button once more.

If a locked targeted craft flies too far out of range then the target will be lost and will
have to be re-targeted. If you do not have a lock and you attempt to fire an armed missile it
will fire straight out in front of the craft. Press the Triangle button to disarm the missile.

Missiles are carried in limited numbers. The availability of missile weapons will depend on the
type of craft being flown.

TORPEDOES
Press the Circle button to arm the torpedo and begin charging. A torpedo will take
approximately 2 seconds to charge. Press the Circle button again to fire the torpedo once it
has charged. Press the Triangle button to disarm the missile.

Torpedoes are carried in limited numbers. The availability of torpedo weapons will depend on
the type of craft being flown.

TRACTOR BEAM
Press the Circle button to arm the tractor beam. if you have a target in range, your HUD may
then be able to obtain a target lock - this is indicated by a red cross with the target in the
center, If you have a target lock, press the Circle button to use the tractor beam. A tractor
beam is useless without a target lock. Press the Triangle button to disarm the beam.

MINES
Mines can be dropped to disrupt missile homing mechanisms - they will attract enemy homing
missiles away from League craft. They are dropped by pressing and holding the L2 and R2 buttons
together (which switches to a reverse view), then pressing the Circle button to release a mine.
Mines should be released when the incoming missile alarm is activated. This requires fast
reactions as missile flight times are short. However it is essential that you learn this skill
if you are to survive as a League pilot.


WEAPON DATA

** BASIC WEAPONS
CONVENTIONAL LASER
An effective, rapid-firing weapon designed to cause damage to unshielded hull systems. It is a
standard fitting on all fighters.

ANTI-SHIELD LASER
The anti-shield laser will break down shielding across a variety of craft types.

EMP GUN
Sends violent shock waves through a ship's hull wall, temporarily disengaging all craft
electronics. This will inhibit the craft's ability to fire weapons until the EMP's effects have
diminished. Continued use of EMP weapons against a temporarily disabled craft will eventually
result in permanent sensor damage - the affected craft will then be unable to return five.

SCATTER GUN
A devastating laser weapon only available on move powerful fighter craft. Fires rapid pulses of
laser energy which cause devastation to both shield and hull of target craft. However, vapid
fire technology sacrifices speed for accuracy and this weapon spreads it's five over a small
area. This anomaly can be put to good use when targeting small, fast moving fighter craft.

PLASMA CANNON
The Plasma Cannon is primarily used for assault on fleet craft. The comparatively slow moving
plasma balls are devastating against all targets but are harder to aim against fast moving
fighters. The energy based nature of the Plasma Cannon means that while it is devastating
against the shield of a large craft, some damage is done simultaneously to the hull.

MOTION MISSILE
A standard missile which tracks the motion of enemy craft. However, if the targeted craft drops
below detectable speeds, the target may be lost.

TRACKER MISSILE
increased accuracy makes the tracker more effective than the motion missile, although its
method of targeting the heat from a ship's engine gives it a shorter life.

ANTI-SHIELD MISSILE
Able to strip small ships of all shielding in a single hit.

EMP MISSILE                                                                                              
A missile based EMP weapon desiqned to disable enemy craft.                                              
                                                                                                         
PLASMA TORPEDO                                                                                            
This weapon's high collateral damage capability makes it suitable for heavy engagement
scenarios.        
                                                                                                         
ANTI-SHIELD TORPEDO                                                                                      
A torpedo version of the anti-shield missile giving added speed and power.                                
                                                                                                         
BURST TORPEDO                                                                                            
This weapon shoots from a ship before fragmenting into separate bolts after approximately 5
seconds. It is devastating to large ships or tightly bunched fighter groups.                                          
                                                                                                         
GRAPPLE GUN                                                                                              
A fighter based tractor beam which allows craft to hold a targeted craft in position. Once the  
target is locked and the weapon fired, the gun will join ship and target with an arcing energy
field.              
                                                                                                         
MOLE MISSILE                                                                                              
A 'tag' weapon used for auto-location and aiding tactical analysis. Once the targeted ship is
'tagged', a continuously flashing beacon transmits precise location  and core  ship data  to
League  central command. Tagged ships appear on radar as flashing targets.                                                        




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