(also Panzer General)
--- An I.f.L.a.b. document ---
= X Button = Circle Button = Square Button = Triangle Button
= Joy Pad Up = Joy Pad Down = Joy Pad Left = Joy Pad Right
Here's an older game, but someone asked me for it. The Panzer General
manual is virtually identical to the Allied General manual, except for
city names, locations, start dates (Panzer General starts on September
1, 1939), and who you are fighting. These are old-style War strategy
games that you just don't find any more.
GETTING STARTED ............................. 1
Game Controls .............................. 1
Saving or Restarting the Game .............. 2
TUTORIAL/QUICK START ........................ 3
Setting Preferences ........................ 3
Game Turns ................................. 5
Battle Plan ................................ 7
Tactics Checklist ......................... 17
STARTING A NEW GAME ........................ 18
Start Game Menu ........................... 18
Starting a Campaign Game .................. 18
Information ............................... 18
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If you want to get a quick start, refer to the "Turtorial/Quick Start"
section of the manual which begins on page 3. It provides a
step-by-step battle plan to familiarize you with the menus and aspects
of a Allied General scenario, and should help you win the first battle
of the North Africa campaign. If, however, you prefer to familiarize
yourself with the game as a whole, turn to the "Menus" and "Game Play"
sections on pages 19, and 29, respectively.
This manual uses the word "button" to refer to two different things.
One reference is to the NEXT. PREVIOUS, , , , and
buttons on the game controller. The NEXT button is the R1 button on
the front of the controller and the PREVIOUS button is the L1 button
on the front of the controller.
- The button controls units. Use the button to move, shoot,
and inspect your own and any enemy units that are visible.
- The button takes you from the Tactical Map to menus where you
can set preferences, issue commands, and is also used to accept
choices and return to the game.
- The button exits all menus without accepting any selections. On
the Tactical Map, pressing the button also releases the currently
active unit. When used by itself, the button returns to play from
- Holding down the button while pressing the PREVIOUS button zooms
in: the button and NEXT buttons zoom out. Pressing a directional
button while holding down the button shifts the Strategic map that
direction to enable you to view larger strategic maps.
Buttons also refer to the rectangular icons found on menus which
control many of the game's preferences. They are operated by using
the directional buttons to highlight them and pressing the button.
This is referred to in the rest of this manual as "pressing" that
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Saving or Restarting the Game
The CD icon on the Options Menu is called the Load/Save/Quit button
and is used for loading or saving games. Note: Only PlayStation
systems equipped with memory cards will be able to save games.
Pressing the SAVE button presents the Save Menu. There are four save
positions, and the game will be saved using the name of the current
scenario and the turn number. Once you have selected a save position,
press the button. Pressing the button returns to the Options
Menu without saving.
Holding down the Select button, and then pressing and holding down the
Start button for two seconds abandons the game in progress and returns
to the beginning of the game. Using these buttons in the opposite
order, that is, pressing and holding down the Start button and then
the Select button has the same effect, but prompts for confirmation
that the game should be continued or abandoned.
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This tutorial provides step-by-step suggestions to familiarize you
quickly and easily with the basic menus, options, and units in the
first scenario of the North Africa campaign.
From the Start Game Menu, your choices are: SCENARIO, CAMPAIGN, LOAD,
or INFORMATION. Use the directional buttons to highlight the SCENARIO
button, and press the button to activate it.
The Set Scenario and Set Control menus appear when you press the
Scenario button. The Set Control menu has a human control and
computer control button for each side. The Set Scenario menu has
buttons for changing the difficulty level, the scenario, Start to
start playing, and Exit or to quit without making any changes.
The difficulty level starts out on the EASY setting. Pressing the
button next to this setting open the Set Difficulty and Settings
menus. The Set Difficulty menu can be set to EASY, MEDIUM, HARD, or
CUSTOM. The CUSTOM setting gives you the chance to adjust the
computer's "Artificial Intelligence" (AI) by choosing how much
experience and prestige the computer is given during play. Activating
the Enhanced AI setting alters the Allied General's AI by increasing
the tendency for a computer player to retreat and take replacements
rather than just standing by and slugging it out. In some
circumstances, this may make the "Enhanced" player easier to defeat
than the unenhanced version.
Later, if you play games between two human players or set the game up
to play itself, a two panel screen appears where you can adjust
prestige and experience for both sides.
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Press Exit to return to the Set Scenario Menu. Once there, press the
button next to Sidi Barrani. The Scenario Description menu appears
offering the choice of six scenarios. The currently selected scenario
is listed in the panel centered at the top of the menu. The scenario
description is in the large box and the six other scenario choices are
listed at the bottom of the menu. The ? button in the lower right
corner of the scenario description box opens a window with the
From the Set Scenario menu press Exit to return to the Scenario
Description menu. With the settings on Easy for difficulty and Sidi
Barrani for the scenario, press the Start button to begin play.
Once chosen, the title screen of the scenario appears and displays the
turn number, the date, the current weather, and the number of turns
Press any button to proceed beyond the title screen of the scenario
and start your first turn. The Tactical Map, which represents the
battlefield, appears in the main view. The game begins with the Unit
Information preference turned on. As each unit is highlighted,
important information is displayed in the corners of the screen. The
lighter colored hexes are those visible to your troops. Your British
units are green and ready for action.
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Each scenario in Allied General is made up of a number of "turns". In
each turn, you and your opponent are given a chance to perform many
activities such as moving units, attacking enemy units, and
resupplying units. When your turn is done and you have moved or given
orders to all of your units, press the button to open the Main
Menu, then highlight and press the End button. Afterward, the enemy
moves its units and completes its turn.
Highlight any Allied unit and press the button to make it ready
for orders. On the map the lighter colored hexes are the hexes that
the selected unit can move to. The unit's statistics are shown in the
corners of the screen. Be aware that an active unit cannot move to a
hex occupied by another unit (unless one is an air unit and the other
is a ground or naval unit).
Press the button to drop the active unit without taking any
With the Unit Information preference on, highlight and activate other
units to see their summary information. You may also use the
highlight to view the statistics of visible enemy units. Press the
Unit Information Mode button on the Unit Menu to turn this preference
For now, press the button to drop a selected unit and press to
go to the Main Menu.
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Notice that when you highlight a menu button, that button's function
is displayed in the text display at the bottom of the menu. Use this
feature to verify the function of menu buttons until you are familiar
From the Main Menu, simply press the button, or highlight and
press the ? button, to go to the Options Menu. Then highlight and
press Turn Weather On/Off button so your first game is unaffected by
Note: If you find the going difficult, a tactic you can use versus
the computer is to choose Hidden Units Off at the beginning of every
turn, then switch it "on" before you end each turn. That way you get
to see the enemy, but when the enemy moves, he can't see you! As you
become a more accomplished general, however, you may feel that
defeating your enemy on honorable terms is more appropriate and you
may choose not to use this feature.
Press the button to go to the Main Menu. You are now ready to
begin the Sidi Barrani scenario.
Remember that in Allied General...
- The button activates units and controls the various choices that
you can make for an active unit.
- The button takes you from the Tactical Map to one of the many
menus where you can set preferences and issue commands.
- The button, pressed with the Previous or Next buttons, controls
- The button used by itself drops the currently active unit. The button also returns to play from any menu without implementing any
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Although a variety of battle plans can be successful in Allied General
scenarios, the following is a sound plan for Sidi Barrani, the first
scenario of the North Africa campaign. The date is December 9, 1940
and your army's orders are to stop the Italian drive on Sidi Barrani.
In ten turns your forces must capture the cities of Tobruk and
View Strategic Map
As the Allied General, it is always a good idea to start every battle
by viewing the Strategic Map of the battle ground and formulating a
battle plan. You can view the Strategic Map one of two ways. The
first way is to switch to the Main Menu using the button and press
View Strategic Map button, or you can zoom out using the and Next
buttons, and then press the button. A map appears which displays
the entire battlefield: your Allied forces with gold stars. Axis
units with black and white crosses, and your victory objectives
outlined in gold. Green outlined hexes are objectives which you have
already won and must hold throughout the battle. It may be necessary
to use the directional buttons while pressing the button to scroll
around some of the larger campaign maps.
To view a portion of the map up close, press any button to return to
the Tactical Map, or press the button while pressing the Previous
button to zoom in. To see the rest of the Tactical Map in this view,
use the directional buttons to shift the map in the direction you want
to move. The screen scrolls in that direction until the farthest edge
of the map is reached.
Divide and Conquer
As an Allied General you have been trained to move directly in order
to capture your objectives with armored spearheads, surround
slow-moving enemy defenders, and crush them with your following
infantry and artillery. Your battle plan therefore focuses on
organizing your forces into flexible, combined-arms battlegroups, each
aimed at a specific objective. Enemy forces in non-crucial sectors
can be ignored or dispatched with small detachments.
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In this battle, your most effective plan is to begin with an attack on
the Italian troops surrounding Tobruk. Afterwards, send one spearhead
containing most of your forces west along the coast, while a small
mechanized force crosses the desert and attacks Benghazi from the
In later scenarios, other cities may earn you additional prestige but
cost more than they are worth if they delay the seizure of the
objectives you have been ordered to take within the time you have been
The battle plans for each battlegroup and their turn-by-turn
implementation are described below.
- Bombard enemy artillery and anti-tank units prior to assaulting them
with infantry. Use armoured units to counterattack any armor that the
enemy attack with, and to take advantage of retreating enemy units.
Avoid attacking the fortified hexes in and around Tobruk until the
artillery has softened it up first.
- Once the Italians are on the run, detach your fastest tank, the 84th
GB MkIII A13 (possibly supported by one half-track mounted infantry
unit), to circle around to the south and attack Benghazi from behind.
- The rest of your forces, consisting of the 4th GB Matilda, another
tank that should be purchased in the first turn, any of the infantry
that has transport capability, and all of the remaining artillery,
should proceed towards Benghazi at their best pace.
Capturing Tobruk is very important because it provides you with a
large quantity of prestige. Destroying enemy units also gains
prestige, but not in the same quantities. Your first goal should be
the capture of Tobruk.
Prestige rather than money is the medium of exchange in Allied
General. Prestige points represent the influence you have earned with
the high command by taking and holding cities, destroying enemy units,
and winning battles as quickly and decisively as possible. In the same
manner, however, losing cities, losing units, and losing battles costs
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Your orders are to bombard the 8th Italian 75mm Gun unit with your
artillery units, then assault the 3rd and 8th infantry, and 7th 47mm
Anti-Tank Gun (ATG) with infantry units. Use your artillery to soften
up entrenched enemy units before committing the ground troops.
Beware of cities defended by infantry with artillery adjacent to them.
The artillery can support the infantry by shooting at your units as
they attack the infantry. This is why you should try to attack and
destroy, drive away, or at least weaken the artillery unit before
assaulting the city of Tobruk. This should not be hard since
artillery units are vulnerable to attacks by tanks and infantry.
In this scenario, it is best to lead attacks versus enemy infantry and
artillery units in clear terrain with tanks first and follow up with
Highlight and press on one of the artillery units to activate it.
A red hex border marks the currently active unit. To attack, move the
highlight over an enemy unit. If at this time you are concerned about
which enemy units are appropriate to attack, the highlight becomes a
set of res cross-hairs when over enemy units which are appropriate
targets. The expected losses appear to either side of the potential
target. The number under the star is the projected losses for the
Allied force (your unit), and the number under the eagle icon is the
losses projected for the Axis unit. Keep in mind that these are
projected losses; they may not be the same in actual battle! When the
cross-hairs are over the 8th 75mm Gun, press the button to bombard
it. Because this is an artillery attack, only the target suffers
casualties. When you engage with infantry or armor, both sides can
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As the shells fall, unit losses are indicated on the unit strength
flag underneath each unit. Use the other artillery unit to attack the
8th 75mm Gun, then attack again by moving the 1st GB Infantry 39
adjacent to it.
Each unit has a movement point allowance per turn that is spent as it
moves. The number of movement points it costs to enter each hex
depends on the terrain entered. It takes a unit's full turn to enter
a river hex except where there is a bridge. The hexes to which a
selected unit can move are lighter colored. In Allied General, most
units can both move and attack in their turn. For this scenario, you
need to know that tanks and infantry can attack either before or after
moving, but artillery can only attack before moving.
Highlight and press on the 1st GB Inf. 39 unit to activate it for
movement. A red hex border marks the currently active unit. Move the
highlight and press the button when you reach the hex you want to
move to, which should be next to the 8th 75mm Gun. Move the highlight
over the Italian artillery unit and press the button to attack.
As before, the losses are displayed on the strength flags attached to
When moving a unit, and before selecting another unit to be moved, you
can cancel your move by immediately pressing the Abort Move button on
the Unit Menu. In effect, Abort Move returns the status of your unit
to the pre-order phase, and it can still move, resupply, etc. This is
useful in case you change your mind about that unit's move or wish to
move another unit first.
Keep in mind that once a unit has moved and you activate another unit,
you cannot go back except to look at unit statistics.
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Attack the 6th IT AB40 scout car with the 4th GB Matilda, then follow
up with the 84th Mk III A13. With its superior mobility this is also
the unit that should be used foe the southern thrust, so move it as
far west as possible when following up against the scout car, but
don't break contact. The remainder of the infantry should be used to
attack the 7th IT 47mm ATG and the 3rd Inf. in Tobruk if possible.
It is important to have units remain adjacent to enemy units that have
been damaged but not destroyed. This forces the enemy unit to choose
between moving the unit and providing partial replacements - or no
replacements if enough of your units are adjacent.
Purchase New Units
To ensure success, you should purchase another tank unit. This
purchase can be made using your influence with high command in the
form of "Prestige Points."
Press the Purchase Unit button from the Main Menu and the Purchase
Type menu appears. The Purchase Type menu displays unit classes
available with a green light and units which are above the cost of
your current prestige points are indicated by a red light. Press the
Tank button to see the available tank class units.
The Purchase Screen shows the unit name, the type of unit, up to four
available types of tank units, the statistics of the currently
selected unit type, and buttons to scroll through the various units of
that type. The cost for the unit is the figure with the "$" sign next
to it in the Defense column at the top of the screen. The total
number of units which are available is shown in the upper right
corner. The ? button next to the prestige point total opens the
Glossary, where information about this unit type can be found.
When you press the button which represents the Matilda II unit, the
unit's statistics appear in the table at the top right corner of the
screen. This unit (more become available in the future) costs 156
prestige points. There are four other rectangular buttons:
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- The top button displays the class of unit currently being viewed; in
other words, if the current unit type is tank, the button reads TANK.
Pressing this button, however, changes to the next class of unit
listed on the Purchase Type menu.
- TRANSPORT - Switches to show the available types of transport, if
available or necessary, including statistics and costs.
- PURCHASE - Deducts the unit's cost from your prestige points and
exits to the Tactical Map so you can deploy the unit.
- EXIT - Returns to the Tactical Map without making a purchase.
If transport is available for a unit, a green light appears next to
the Transport button. If you were purchasing an artillery or infantry
unit, there would be two choices of transport for your unit this early
in the war: either the 3-ton Lorry transport, or the Bren Carrier
half-tracked transport. You would highlight one or the other and
press to choose it and view its statistics. The new total cost
for both the unit and the transport appears in the "Cost" box above
Press the Purchase button to confirm the purchase of the Matilda II.
if you want to cancel a purchase before placing the unit on the map,
press the button. Note: Once a unit has been deployed, there is
no going back!
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The units you purchase must be placed in or adjacent to friendly
cities; captured cities where there is no adjacent hex occupied by an
enemy unit, can also be used for recruitment. Your new tank unit must
be placed next to the city of Sadi Barrani. Move the highlight to one
of these hexes and press to place the unit.
From the Main Menu, press the End button, and answer Yes to confirm
the end of your turn.
Your attacks in Turn 1 should have placed you in position to attack
and capture the city of Tobruk. After you do so, mount on transports
those units able to do so, for the drive on Benghazi. The artillery
should switch targets to the 74th 47mm ATG unless the 8th 75mm Gun is
still in range. The 84th MkIII A13 should pursue the 6th AB40 scout
car, or proceed west if the Italian unit has been destroyed. The
infantry should complete the assault on Tobruk, while the two Matilda
units move around the city towards the coast road.
Mount onto Transport
After firing the 3rd 25 Pdr artillery unit at any remaining targets
around Tobruk, but before selecting another unit, it should be loaded
onto transports in order to keep up with the advance.
To load the artillery unit into its transport, start with the
artillery unit highlighted. Press the button to activate the
unit, then press the button to open the Unit Menu. The Mount
button has a truck with a two-ended arrow pointing at it. Press the
Mount button. Once the unit is mounted, the unit icon changes to its
transport type, in this case a truck. The number of lighter colored
hexes increase, which indicates the mounted unit's movement range.
If there are any forward areas that are protected by friendly units,
move the truck mounted artillery on up. Units in transports do not
have high defensive capabilities. It is necessary to dismount
artillery units first before using their ranged attack, avoid leaving
mounted units where they can be easily attacked.
Duplicate this process with the 83rd 25 Pdr artillery unit after
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Note: In later scenarios, if you want to purchase a transport for an
infantry or artillery unit, you must move the unit into a friendly
city hex and choose Upgrade from the unit menu on the following turn.
Go to Unit
If you find that you are forgetting which units have moved and which
have now, press the Go To Unit button on the Main Menu. A display
shows units which have moved with a red light and units which are
ready for orders with a green light. If the Unit Information Mode is
on, the words "Ready" or "Moved" will appear in the upper left corner
when you activate a unit to indicate that the unit has or has not
moved. The ? button next to the Prestige Point display opens the
Glossary, where information about this unit type can be found.
If you have not captured Tobruk, repeat the attack next turn.
After you have moved all of your units, press to open the Main
Menu, press the End button and answer Yes to confirm the end of your
Turn 3 - 4
Continue to move tank units northwest along the coast towards Benghazi
as well as south and west around the mountains. Attack enemy
artillery and armored vehicles with your tanks, as these can do
serious damage to your infantry as they follow behind. Leave an
infantry unit which has suffered the most behind in or next to Tobruk
as a garrison and replace its losses. Have any units that have gone
along the southern route approach Benghazi carefully to avoid being
You do not have the movement for the northern force to make it all the
way around to Benghazi until the end of Turn 4, and it is important to
place units carefully along the coast to avoid blocking the path of
the slower units.
Pace yourself and resist the urge to launch a premature attack on
Benghazi. First, clear away any enemy units near the city which might
interfere with your attack, then bombard the city with your artillery
while your infantry move into position to attack.
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You may have suffered serious casualties in some units up to this
point. It is good practice to promptly reenforce units with low
strengths by highlighting them and pressing the Replacements button on
the Unit Menu. A unit can receive replacements only if it does not
take any other action juring the turn (except mounting or
dismounting). Units which have fallen below 8 strength points should
receive replacements. Strengthening your infantry before the assault
on Benghazi may delay the attack, but it gives you more time to drive
away nearby enemy units and allows you to deploy your artillery in
range of the city to commence bombardment. Keep in mind that enemy
units adjacent to the unit that is getting replacements reduce or even
prevent the replacements from arriving.
Once the unit has been supplied, the view returns to the Tactical Map
with that unit still active. Press Next to drop that unit and
activate the next one. Remember that providing any unit with
supplies, replacements or elite replacements ends that unit's turn.
The Southern Thrust
Use your tank unit to attack enemy units you have spotted,
particularly artillery and other tanks. Because infantry units are
vulnerable when mounted, even in Bren Carriers, Dismount them at the
beginning of the turn and advance them towards Benghazi on foot (if
you have sent any along).
Activate an artillery transport and press Dismount from the Unit Menu.
Place the highlight over Benghazi and red cross-hairs appear. Even if
the casualties the artillery can inflict are minimal, when you attack
the city the entrenchment level of the defending Italian infantry is
weakened. Since the artillery is making a ranged attack, it suffers
no risk of losses by bombarding. Fire by pressing the button.
After shooting, you can choose to move the artillery one hex while
remaining deployed or Mount the artillery to move it to another
location. Remember that units mounted in trucks or half-tracks fight
poorly. Do not move the artillery next to Benghazi even if you can,
since it may block your other units and it can bombard just as well
from 3 hexes away. If you choose not to mount the artillery unit,
press the Next button to end its turn.
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By now the tank unit you have sent around to the south should be able
to see all the units around Benghazi and has probably engaged one or
more of them. Continue to advance along the coast with the bulk of
your forces until your artillery transports are within 3 hexes of
Benghazi masked by tanks or infantry
Be aware that tank units and units with transport can run out of fuel
and all units can run out of ammo. To avoid this, units can use their
turn to resupply by highlighting them and pressing Supply Unit on the
Unit Menu. Units cannot resupply when adjacent to enemy units, unless
in a city, airfield, or port. Units the receive Replacements are
automatically resupplied at the same time.
Turn 6 - 10
This turn or next should see the liberation of Benghazi, since you
should now be able to bombard the city before having a tank or
infantry unit press home the assault. As soon as a unit enters
Benghazi and another unit is selected (thus ending the first unit's
turn) the scenario ends.
After The Battle
Save or Exit
After the battle you may inspect the battlefield before choosing to
Save or Exit your game. Don't worry if your first experience in the
Sidi Barrani scenario ended with an Axis victory. Allied General is
designed to be thought-provoking and challenging - there is more than
one approach to victory. War is often as much a battle against time
and terrain as it is against the enemy, and the best-laid plans can be
defeated by bad weather, rugged defense, or just plain bad luck.
You know the basics of playing Allied General. The interface is
highly intuitive and you may wish to simply continue playing. Read
through the manual for more detailed information about the game
mechanics and for tactical advice.
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Remember the following tactics in any scenario you play:
- When a unit attacks, it uses one unit of ammo. When it's out of
ammo, it can't attack and must resupply (when not adjacent to an enemy
- Cities secondary to your battle objectives should only be attacked
if they are in the direct path of your units. On the other hand, in
later scenarios, risking units to capture other cities gains you more
- All units have movement points which are expended as the unit moves.
Each hex costs a number of movement points, based on the type of
terrain. When you activate a unit, the lighter colored hexes are
where the unit may legally move. When you move land units across
rivers without using roads or crossings, all movement points for those
units are used.
- Check you units' ammo frequently, and if low, resupply.
- Pull weakened units out of the front line positions and replace them
- Mount units which have transport whenever possible, but be sure
armored protection is close by. A unit can only embark on a navel
transport at a port or coastal city. Only infantry, light artillery,
and light anti-tank units may use air transports. Embarking or
disembarking into an adjacent land square, air transport can only
disembark at airports, and paratroopers can disembark on any
unoccupied land hex. Disembarking ends that unit's turn.
- Replacements, Disband, Upgrade, and Elite Replacements orders can
only be given at the beginning of the unit's turn. When these options
are chosen the unit's turn ends.
- Abort Move returns a unit to pre-order status, and cannot be used
after the unit has acted by attacking, resupplying, receiving
replacements, or by moving adjacent to hidden enemy units. If you
press the Next button after moving a unit, it ends that unit's turn.
- Keep in mind that in the second battle of the North Africa campaign
(the battle of El Agheila), aircraft units are available and are
necessary for an allied success.
- You may need to sacrifice some units strength to achieve your goals.
This is especially important when attacking enemy units with high
entrenchment levels. Even though the attack may not be effective, the
enemy entrenchment level lowers at least one point, and becomes more
- The enemy cannot place new units around its cities if you have a
unit adjacent to the city.
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Starting A New Game
Start Game Menu
The Start Game menu gives you a choice to begin a single Scenario,
start a Campaign, Load a saved game or view Information. For
information about starting a scenario, see page 3.
Starting a Campaign Game
Campaign games are made up of a series of scenarios which represent
the operations conducted over a period of time during World War II.
You begin with a group of core units which are carried over from
scenario to scenario, and are also given command over other units that
headquarters has made available. You can supplement those forces with
units purchased using prestige points which become part of your core
Choosing a Campaign
The Campaign button on the Start Game menu opens the Campaign
Selection menu. Highlighting and pressing OKAY starts the campaign,
while pressing the Exit button returns you to the Start Game menu.
The Information Button opens a menu offering four new choices:
Glossary, Help, Victory Rating, and Campaign History. Glossary
entries contain useful information regarding specific unit types. The
Victory Rating shows your top ten scores for scenarios you have won.
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The Campaign History shows the results of your most recently completed
campaign. Note: The Victory Rating and Campaign History options will
only function on PlayStations equipped with memory cards. Help
displays designers notes, tips for play and any important details that
couldn't make it into this manual.
There are three basic menus in Allied General: The Main Menu, the
Options Menu, and the Unit Menu. The following menu options are
available on each menu as buttons. These buttons change based on the
active unit and what options are available.. Unavailable options
appear pressed-down and cannot be used. Note: Buttons which are
referred to as "toggles" do not return to the Tactical Map even though
they may make a change to it. Pressing the Exit or button returns
you to the Tactical Map.
That's it for now. This should be enough to get you going. I didn't
enter the rest of the manual, about 45 pages in total, since I don't
have the time. If people need more info, I might complete it some
Look for my other PSX Manuals:
- Ape Escape
- Bugs Bunny Lost In Time
- Evil Zone
- Lunar: Silver Star Story Complete
- Ultimate 8 Ball
All my manuals are near complete. Formatted 70 characters across.
This makes it easier to print them out in a 2 column sheet with a
small font size of approx. 7 - 9 points. Or do what you want of
Greets go out to the folks who still enjoy this genre of game style.
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