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Talvisota

Icy Hell
Users

Manual

T
able ooff C
ontents
Contents
Table
System Requirements & Installation Instructions . . . . . . . . . . 3
Background History . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 4
Main Menu . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 6
Game Settings . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 9
Game Screens . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 10
Game Combat Field. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 14
Game Controls. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 20
Credits . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 21

Page 3

SSystem
ystem rrequirements
equirements
Minimum configuration:
Windows 98/Me/2000/XP,
DirectX 8.1
Pentium II 366 MHz
64 MB RAM
AGP Graphic 3D accelerator Riva TNT class, 8 MB VRAM
Monitor supporting 800x600 resolution
DVD-ROM
Recommended configuration:

Windows 98/Me/2000/XP, DirectX 8.1


Pentium IV 1000 MHz
256 MB RAM
AGP 4x Graphic 3D accelerator GeForce or Radeon class, 64 MB VRAM
Monitor supporting 1024x768 resolution
DVD-ROM
Sound adapter
Internet Explorer 5.0 or higher

You'll need at least 1 GB of free hard disk space to install the game.
It's recommended to have at least 500 MB more free hard disk space for
Windows virtual memory files and for saving your games.

IInstal
nstalllaation
tion
After inserting DVD in to your computers DVD-ROM drive the game installer
menu should appear automatically on the screen. Note: The Autorun facility
may be disabled on your computer and the installer application may not
start automatically. If this is the case, launch the Autorun.exe application
located in root directory of DVD and then follow the on-screen instructions.
During installation you will be prompted to select a installation directory for
the game. The default directory is C:\Program Files\Blitzfront
Game Studio\Talvisota - Icy Hell. A Blitzfront Game Studio program
group will be created in your Windows Start menu. It includes links for
launching Talvisota, a "Readme" file with the latest information about the
game, an Uninstall command to remove the game from your computer
and links to Blitzfront web page and to the Talvisota home page.
Uninstalling the game
To uninstall the game, click on the Uninstall command in the Blitzfront
Game Studio\Talvisota - Icy Hell program group in the Windows Start menu.
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Page 4

B
ackground H
istory
Background
History
The outbreak in September 1939 of the last European war agitated the long-standing tensions that
existed 5between Finland and the Soviet Union. Though many tensions were removed following Finlands
independence from the decomposing rump of the Russian Empire in December 1917, some, largely based
on territorial disputes, remained. The use of force to resolve these disputes met with failure and this
impasse did not improve inter-governmental relations between the two states. Despite this, a nonaggression treaty was signed in 1932 and extended for a further 10 years in 1934. At the same time,
England, France and Germany all saw Finland as a potential northern bridgehead for possible action
against the Soviet Union. These nations did everything to foster an anti-Soviet feeling inside Finland itself,
lending weight to the reactionary circles who dreamt of the creation of a Greater Finland that would
stretch to the Urals. Their cause was supported by the former president, P. Svinhuvud, who coined the
slogan Any enemy of Russia must be a friend of Finland.
With the aid of these states and the devotion of a quarter of the entire national budget for defence
purposes, Finlands armed forces enjoyed a rapid expansion. New bases and airfields were constructed,
many with the assistance of German specialists and companies. Her arsenal expanded and modernised
and closer ties were forged with other anti-Soviet countries, such as Estonia. With the financial and
technical assistance of a number of European countries and the United States, the Karelian Isthmus was
turned into one of the most heavily fortified areas of the time with the creation of the "Mannerheim Line",
a series of fortifications that stretched for 135 kilometres in length and reached up to 90 kilometres in
depth in places. The Mannerheim Line comprised three basic defensive zones and two intermediate
defence lines and was populated with a large number of wooden, earthen, granite and ferro-concrete
weapon emplacements. In total the line housed four gun casemates and over 2000 pillboxes, of which
around 280 were of reinforced-concrete construction with at least one machine-gun.
During June 1939 the German army chief of staff, General Franz Halder, was received by the Finnish
government and viewed Finnish army manoeuvres on the Karelian Isthmus, fuelling Soviet suspicions that
Finland was prepared to allow Germany, or an alliance of other western nations, to use Finland as a
springboard from which to invade the Soviet Union. These fears were further fuelled after the Soviet Union
received intelligence reports about the development of an Anglo-French plan to bomb the oil fields and city
of Baku. In March 1939, the general staff of the Soviet Union examined only the theoretical possibility that
Finland would one day engage in aggression against the USSR as part of a German-Polish block. Already
in June of the same year it was perceived that the Soviet Union would come under attack both from the
north and the west by a united force of Germany, Finland, and Poland, with active support from England,
France and possibly the United States. Stalin gave his own evaluation of the European situation:
"Germany is ready to pounce on her neighbours, including Poland and the Soviet Union. Finland could
easily become a bridgehead for anti-Soviet actions by either Germany or an alliance of Anglo-FrenchAmerican forces. I can even accept that they could jointly connive together and attack the Soviet Union in
partnership. Finland may find that she has become a pawn in their game and could initiate a great war
against us.". Thus, the Soviet government saw the influence of Germany and other nations on Finnish
anti-Soviet policy. This view could not do anything but worsen the relations between the two neighbours.
The situation changed radically following the signing of the Molotov-Ribbentrop Pact between Germany
and the Soviet Union on August 23rd 1939. Although officially proclaimed a non-aggression treaty the
pact included a secret protocol which was not made public until after the Second World War. The pact
between Germany and the Soviet Union essentially eliminated, albeit temporarily, the prospect of war
between Germany and the Soviet Union and allowed Germany to face the western allies, safe in the
knowledge that there was no threat from the east. The countries of Finland, Estonia, Latvia, Lithuania,
Poland and Romania were divided into spheres of interest for each party, with the protocol stipulating that
the " northern boundary of Lithuania shall represent the boundary of the spheres of influence of Germany
and USSR". Finland fell under the Soviet sphere and, therefore, by diplomatic means alone, the Soviet
Union believed that it had isolated Finlands main regional ally - Germany.
August 1939 also saw the largest military manoeuvres in the history of Finland. The operational plans
(known as "VK-2") for stalling a Soviet invasion at the Mannerheim Line were demonstrated to a specially
invited party of military attaches, though this invitation was not extended to representatives of the Soviet
Union. The manoeuvres were also honoured with the presence of the Swedish minister of defence. These
manoeuvres were perceived in the Soviet Union as evidence that, in the event of Soviet participation in a
European war, Finland would certainly be in the camp of her enemies.
At this time, the Finnish armed forces deployed on the border with the Soviet Union, together with the
trained reserves, numbered around 600,000, their ranks swollen by paramilitary organisations such as the
Shutzkor civil guards and the Lotta Svard, a voluntary auxiliary organisation for women. Finland could
muster some 270 combat aircraft and 29 ships as well as over 900 guns of varying calibres. Formations
included Army Group Isthmus, composed of seven infantry divisions, four separate infantry brigades,
one cavalry brigade and several individual infantry battalions, stationed on the Karelian Isthmus. Other
formations were the Fourth Corps (two divisions) that manned a sixty-mile line extending from the
northern shore of Lake Ladoga, and the North Finland Group that covered the remaining 625 miles to the
Arctic Ocean.

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Page 5

The Finnish plan was to contain any Soviet attack at the Mannerheim Line long enough for military aid
to arrive from the west, after which time the war could be transferred onto Soviet territory. The evident
move to a war footing by her northern neighbour caused the Soviet government to suspect inevitable
aggression from western states. During October 1939 the Leningrad military district, on the border with
Finland, was bolstered with the transfer of units from internal regions. The Leningrad Military District
prepared a plan for the crushing defeat of the Finnish land and naval forces. On the Soviet border stood
the 4th Army. The Transarctic region was allocated to the 14th Army (including two rifle divisions),
supported by the northern fleet. The northern and central Karelia regions were assigned to the 9th Army
(three rifle divisions), the 8th Army (four rifle divisions) covering the north of Lake Ladoga and the
Karelian Isthmus allotted to the 7th Army (with nine rifle divisions, an armoured corps and three tank
brigades). Parts of the Baltic Navy and the air fleet were separated to support the 7th Army, which was the
only one of the four named armies at a stage of total combat readiness. In all, the Soviet forces amounted
to some 425,000 men, 1476 tanks, 1576 guns and around 1200 aircraft. The Baltic and northern fleets
numbered some 200 warships and approximately 500 aircraft. The build-up on the Soviet side did not go
unnoticed in Finland and on October 6th the mobilisation of reservists in the border regions was
announced. Several days later an evacuation of civilians from the eastern regions to the interior of Finland
began and new emergency laws were passed to deal with the extraordinary events that occur during
periods of hostilities.
Despite the military escalation, diplomatic efforts for a peaceful resolution continued. In the Soviet
Union, the Peoples Commissariat of Foreign Affairs undertook a number of steps with the aim of satisfying
Finland whilst at the same time fulfilling the interests of the USSR in respect of the defence of Leningrad
(which lay only 32 kilometres from the Finnish border). However these actions came to nothing. In
October and November 1939 negotiations took place on the exchange of territories between the two
states. The Soviet Union proposed that Finland cede around 2761 square kilometres of territory on the
Karelian Isthmus (the area in the immediate proximity of Leningrad) in exchange for 5529 square
kilometres of territory in Karelia. Furthermore the USSR requested the lease of the Hanko Peninsula for a
naval base to cover the approaches to Leningrad. By way of a concession, the Soviet Union demonstrated
an eagerness to strengthen the existing non-aggression treaty but their proposals were turned down by
the Finns, who were incited by the governments of England, France and the United States. The Finns
justified the rejection by claiming that it would lead to a loss of independence for Finland and made their
own proposal to adjust the border, but only by an insignificant amount. Simultaneous with the
negotiations, the Finnish press began a full-scale anti-Soviet propaganda campaign, with articles that
convinced the public into believing that the Finnish military and civilian population were ready to
successfully withstand any Soviet attack against the country.
Events reached a critical point on November 26th with the so-called Mainila incident. It was on this
day that the Soviet government claimed that Finnish artillery fired upon the village of Mainila, inside the
Soviet Union. The Soviet Union protested to Finland and proposed that Finnish forces move back around
20-25 kilometres from the border. The Finns made a reciprocal demand but this was rejected out of hand
as it would have seen Soviet forces re-positioned on the outskirts of Leningrad. After further border
incidents, the Soviet diplomatic corps were recalled to Moscow, a day after declaring that the Soviet Union
had withdrawn from the non-aggression treaty. Soviet forces were ordered to suppress any provocative
actions that emanated from the Finnish side, an order that actually indicated the opening of hostilities. At
the same time an offer was made to Finland to continue negotiations. This proposal was turned down and
on November 30th 1939 Soviet forces crossed the border into Finland, marking the beginning of what was
to come to be known as the Winter War - or "Talvisota" in Finnish.

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Page 6

M
ain M
enu
Main
Menu
The main menu is displayed when you launch the game.
Click:
New Game to start new campaign or
individual mission or chapter.
Load Game to load any previously
saved game.
Options to set game options.
Exit to close the game.

The screens of user interface may have various buttons:

OK, Forward, Next

Cancel, Back

Reset game settings to defaults

Save game

Open players career screen

Open the Unit Encyclopedia

Move on to the next chapter (available only after you


accomplish
all
missions
in
the
current
chapter).
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New Game menu consists of:

Tutorial command starts tutorial


mission.

Campaign

to

start

new

campaign.

Custom Game opens next level


menu to new campaign.

Profile to edit players Profile.

Back to return to Main menu.

In order to load a saved game click

Load Game.
In the next level menu click Load Game
again and select a saved game from the list.

Options menu consists of:


Settings to set game parameters
for example, graphics quality,
music and sound effects volume.
Credits view credits
Load

Mod

to

activate

any

modifications that may be installed.


Back - to return to Main menu.

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To load a modification, click Load Mod and


select the required mod from the list. To
unload mod select Detach all MODs.

The Settings screen includes a number of lists; click on the buttons in the
left of the screen to switch between them.
The lists may have switches, numeric and line fields and sliders.
Switches allow you to choose one of several options; click on the field
repeatedly to change the value.
Numeric fields contain numeric parameters; text fields contain strings of
text. To change the value, click on the field, type the desired parameter and
press Enter. Sliders allow you to change appropriate values gradually; press
and hold the left mouse button and drag the slider to desired position. The
extreme left position of the slider corresponds to the minimum settable value,
the extreme right is the maximum value.

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Parameters of the Settings screen


List name

Gameplay

Parameter

Default value

Player Name

Player

Displayed on
campaign screen

Difficulty

Normal

Easy, Normal, Hard,


Suicide

Mouse Sensitivity

25%

Determines how fast


the mouse cursor
moves on screen

Music Volume

70%

Volume of Music

SFX Volume

70%

Volume of Sound
Effects

Resolution

1024x768x32

Full list of available


video modes: (pixels
in line) x (number of
lines) x (number of
bits per pixel)

Texture Quality

High

High, Low,
Compressed

Blood

On

On, Off

Destination Markers

Multiple

Single, Multiple

Cursor

Talvisota

Talvisota, System

Brightness

50%

Contrast

50%

Gamma

50%

Effects Quality

100%

Minimal FPS

Sound

Video

Note

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Page 10

G
ame SScre
creeennss
Game
Campaign Screen

After you have selected a campaign from the main menu the "Campaign"
screen will be displayed. This screen will also be displayed as you move
between the campaign chapters.
The screen's title bar shows the name of the selected campaign.
The left section of the screen displays the description of the current
campaign's historical events. It includes positions of forces, number of troops,
each side's objectives, the course and the outcome of the campaign. Use the
vertical scrollbar to scroll through the text.

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Chapter Screen

The Chapter screen is displayed when you begin the campaign and then every
time you accomplish a mission.
The name of the current chapter is displayed at the upper section of the
screen.
The left window displays the name of the current mission and its description.
At the right section of the screen, there's a window with the map of the
operation. Circles on the map show individual missions of the current chapter.
The selected mission is indicted by circle with a bull's eye. To select another
available mission (if any), click on the appropriate circle.

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Mission Screen

The Mission screen is displayed after you select a mission on the "Chapter"
screen.
The screen has three sections: the title bar displays the current mission name.
The left-hand panel contains a list of mission objectives and briefings and the
right-hand panel displays a map of the area and the mission description text.
The left-hand panel displays a list of objectives that must be accomplished
during the mission. To complete the mission and progress though the
campaigns you have to accomplish its objectives, such as defeating the enemy
forces and capturing their positions, or advancing to a specified line.
The top section of the right half of the screen displays a sketch map of the
area. It shows terrain, forests, fields, rivers, roads, bridges, towns etc. The
points on the map where mission objectives must be accomplished are marked
with flags. The flag of the objective selected in the list on the left will be
highlighted with a colour marker. This map does not show positions of your own
or enemy troops or fortifications.
Below the area map there's a text window displaying the mission briefing.
Usually the text describes the situation at the current section of the front line
and outlines your mission objectives. This window may also offer information on
enemy positions, weapon emplacements and vulnerable points.

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Unit Encyclopedia
This screen displays the
table of contents of the built
in encyclopadia, describing
all
weapons,
military
equipment and vehicles used
in the game (except light
firearms).
Click on the button "Unit
Encyclopedia" in campaign
screen to call up the table of
contents.
The right screen section
displays list of weapons and
equipment sorted by type. To
view any section of the list,
click on the panel with its
name; click again to collapse
the list. Use the vertical
scrollbar on the right to scroll through the lists. Select the unit in the list and click on
the button to the right of the image to read the article.
All units are grouped into the following categories:
All Technology a full list of weapons and equipment used by all countries
fighting the war.
Allied Technology - neutral and other units.
Finnish Technology - a list of Finnish units.
Soviet Technology - Soviet equipment used in Winter War.
Units are also divided into the following groups:
Transport - cars and trucks.
Artillery - cannons, howitzers, mortars and large calibre guns.
Armour - armoured cars and tanks.
Aviation - aircraft.
Trains - locomotives and railway guns.
The screen title shows the
name of the selected unit
described in the article. The
description is displayed in
the left-hand section. This
text typically details the
history of the equipment, its
employment and comparisons
with similar equipment of
other nations.
Technical specifications are
also detailed. The right-hand
section displays an image of
the current unit. Click on the
button in the lower screen
section
to
return
to
encyclopedias
table
of
contents.

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M
ain G
ame SScre
creeenn
Main
Game

The main screen displays the area where you perform your mission. To view other
areas, move the camera using the keyboard or mouse. You can view the whole area,
its terrain, trees, rivers, roads, buildings etc., as well as depots and permanent
fortifications belonging to the enemy. Enemy troops, combat units, weapon
emplacements, ground fortifications and buildings occupied by the enemy can be
viewed only if they are located within your troops' field of vision or within the coverage
area of your reconnaissance, bomber and paratrooper carrying aircrafts.

Selecting units
To select a unit, left-click it.
The bar above the selected units showing their damage level will be displayed in a
brighter colour than the ones for unselected units.
To select a group of combat units (infantry squad or a group created by you), leftclick on any unit in the group.
To unselect a unit or group, left-click on any free area on the map.
To select all units of a particular type (model), double-click on one of these units.
You can select one or more combat units directly on the map by selecting them
with your mouse.
Imagine a rectangle that covers units you want to select. Now place the cursor over
one of the rectangle's angles, press and hold the left mouse button and move the
mouse to the opposite angle. When you release the mouse button, all units within the
rectangle will be selected.
If some unit belonging to a predefined group (e.g. one or more soldiers of an
infantry squad) happens to be within the rectangle, the whole group will be selected
(in our example the whole infantry squad).
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Groups
To add a unit to a new or selected group, press and hold the appropriate
numeric key for the group and then left-click on the unit. When you finish adding new
units, release the key.
To make management of your units easier it is possible to select a whole group
of units and then issue commands to all units simultaneously. To do this you need to
assign a number to the group: select the units and press a key combination
<Ctrl> key + one of number key (+<1>...+<0>).
The number, assigned to selected group, will be displayed above all group
members.
You can set up to 10 independent groups (each combat unit may be a member of
only one group).
To select any of created group simply press the appropriate number key
(<1>...<0>).
Assigning numbers to combat units does not prevent you from giving them
individual commands or including the unit in any current group.
To locate a group on the map quickly, press +<1>...+<0>; or press <1> ... <0>
twice. This brings the selected group in the centre of the screen.

Game speed
You can change the game speed by pressing <Num +> to increase speed and
<Num -> to decrease speed. There are 10 steps to increase and 10 steps to decrease
the game speed (by default it is set to 0). The current speed will be displayed in the
area at the top left of the screen. It can be also seen by viewing the Console (see
Game Controls section for information on how to display the console).
The game can be paused by pressing <space>. While the game is paused you are
still able to give orders to your units. These orders will be carried out when the game
is resumed (by pressing <space> again).
Pausing the game and altering the speed can be useful when managing large
groups of units in combat. You can increase the game speed when your units are
engaged in routine tasks (building obstacles, trenches, etc.).

Game panel

The Game panel in the lower left screen area has three main sections: a mini-map
with control buttons, indicators showing combat units' parameters under the minimap and the Command panel on the right. To the right of the Game panel there's an
Information panel; click on the button with an arrow to the right of the Command
panel or press the key to open/close it. Information panel is not available if the game
resolution is set to 640x480.
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Information panel

The Information panel displays the parameters of the object the cursor is placed
over or the selected object's parameters if the cursor is placed over a free map area or
the Game panel.

Front Armour

Side Armour

Rear Armour

Top Armour

Damage

Armour Piercing

Unit/Object name (Weapon)

Combat units' parameters


Damage
(Health)

Main ammunition or
amount of supplies

Additional
ammunition

Current experience
relative to next
level

The length of the colour bars indicates the parameter's value in relation to normal
level; the colour also depends on the value: green means close to normal, yellow and
brown indicate medium value and red means low.

Control panel and commands

This panel includes 12 buttons whose functions vary depending on the selected
unit.
You can place the cursor over a button and read the tool-tip that describes its
function. Active buttons have a bold image; inactive buttons have light-grey image.
Some buttons work as top level menus: if you click on them, a new set of buttons
appears on the panel - various options for the selected command (e.g. if you click on
the "Formation" command to infantry, some buttons with various formation types
appear). To return to the regular set of commands, click on the "Back" button.

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You may want to use the keyboard to issue most common commands. The
buttons on the Command panel correspond to the keys:

There are two command types.


These may be simple commands that are executed immediately and do not require
any additional actions, for example, commands such as "Stop" or "Cancel". These
simple commands are carried out immediately after you click on the appropriate
button.
With more complex commands you must specify additional actions or options. For
example, if the "Move" command is selected then you must right-click a point on the
map, this point being the location the selected units are to move to. The "Follow"
command involves specifying a unit (e.g. a tank), which the selected unit or group
(e.g. an infantry squad) should follow. When you click on such a command button it
turns red and stays this way until you specify appropriate object. The cursor icon
changes according to the selected command.
To make the units carry out the command, right-click; to cancel the command, leftclick.
And, finally, there are such commands for building trenches or a wire fence. With
these commands you have to specify the area on the map where the object will be
built; select the engineering vehicle, click on appropriate button in the control panel
and then right-click on the starting point on the map. Then move the mouse to final
point (for example, the area on the map where the trench should end). A red line will
appear on the map tracing the proposed object's position. Right-click on the final point
and the command will be carried out. If you left-click, the command will be cancelled.
Command sequence
Units can "remember" several commands and carry them out sequentially, one
after another. For example, you can order a gun crew to move the gun to a specified
point, and then turn it round toward the supposed enemy attack, and, finally, entrench
the gun. To issue sequential commands press and hold the <Shift> key and then click
the appropriate command buttons in the desired sequence. When you are finished
issuing commands release the <Shift> key. To cancel the command sequence, issue
any other command to the combat unit (without pressing <Shift> key).

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Independent actions
Units can perform certain actions by themselves, based on their intellect and
army regulations. If a unit or group capable of opening fire spots an enemy within its
range, it will attack without waiting for your commands. To stop your troops from
attacking on their own initiative (e.g. when they are in defence), issue the "Stop"
command to them.
If a unit cannot see the enemy (regardless of its weapons range), the enemy will
not be attacked. The enemy spotted by a unit commander or by sniper using
binoculars won't be attacked automatically either (you'll have to issue appropriate
command).
If you specify a target outside of units range of fire (to view unit's range and arc of
fire, select the unit and press the <Alt> + <R> key combination), the unit will move to
the nearest point within range and attack. If the unit cannot move on its own (e.g. a
gun cannot be moved by the crew or a tank's track is damaged), the command won't
be carried out.
If you order your combat units to "Move" to a specified point, they'll attack all
enemies they encounter on the way but will try not to diverge from the route. Please
note that armoured fighting vehicles used in the Second World War were unable to fire
their cannons on the move; only machine-guns could be used. To fire the cannon (e.g.
at enemy armoured vehicle), the vehicle needs to stop. If you issue the "Aggressive
move" command, your combat units will chase enemies they encounter as far as
possible, and only after that will move on to the specified point.
Attack aircraft also act on their own initiative, choosing targets in the area they are
flying over.
Terrain, passability, field of vision
The terrain of the area where you conduct your combat operations can greatly
affect its course and outcome: assessing terrain incorrectly can lead to significant
losses of your troops while adequate use of terrain creates favorable conditions for
destroying the enemy.
In terms of passability, terrain can be divided into:
impassable (rivers, swamps),
passable only to infantry (thick forests, mountains and steep hills),
low passability where speed of vehicles, especially wheeled ones, reduces greatly
(ploughed fields, snow-covered fields),
normal passability (sparse forests, fields),
roads where troops can move with maximum speed.
A units' ability to see also greatly depends on the terrain and presence of various
objects. Pits and hollows limit the field of vision, hills and elevations increase the
viewing radius. Ambushes and fortified weapon areas are often set on elevations,
especially on elevations with steep edges.
Local objects - thick forests and especially structures - can significantly reduce your
troops' field of vision. This is especially true in towns, for example, the enemy may
be hiding behind a wall and fire while remaining invisible.

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Game cursors
In the Combat screen the cursor changes shape according to the context. Usually
when you place the cursor over an object, its shape indicates which action can be
performed by right clicking on the object:
Regular cursor

Capture artillery

Select

Deploy artillery

Neutral unit/building

Hook artillery

Enemy unit/building

Create placemark

Move

Entrench

Follow

Use spyglasses

Rotate

Swarm

Enter

Build bridge

Leave

Set mines

Attack

Clear mines

Zero in

Build trench

Suppressive fire

Build AP obstacle

Resupply

Build anti-tank obstacle

Repair

Call air support

Fill up supplies

Cancel

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Page 20

G
ame ccontrols
ontrols
Game
Key combinations are indicated by the + sign; to activate the command, press
and hold the first key and then press the second.
In the following table, symbol <L_click> corresponds to Left-click, i.e. you must
press and release the left mouse button. Accordingly, <R_click> corresponds to rightclick, and <Dbl_click> - to double-click.

General commands
<F1>
<F5>
<F8>
<F9>

Help on control keys


Quick-save current game
Load last quick save

<F10> or <Esc>
<Tab>
<Space>

Call up <Esc>-menu
Display list of mission objectives

<Num +>
<Num ->
<Shift>

Increase game speed


Decrease game speed

<Backspace>
<Alt> + <Q>
<~>

Delete informational messages


Exit to Windows

<PgUp>, <PgDn>
<Enter>
<Ctrl>+<Enter>

Scroll through the list in the Console window


Type message/Send message in multiplayer game
Send message to allies only in multiplayer

Make a screen-shot (saved into "shot####.tga" file in


the "screenshots" directory)

Toggle game pause mode (you can issue commands to


units while the game is paused)

Add command to command sequence (command


sequence will be carried out as soon as you release
<Shift> key)

Toggle the Console window (commands history and


chat with players)

Camera controls
<up arrow>
<down arrow >
<left arrow >
<right arrow >
<Ctrl>+<F2>..<F4>
<F2>..<F4>

Move camera forward


Move camera back
Move camera left
Move camera right
Remember map position
Recall map position

Units controls
<L_click>
<Dbl_click>
<R_click>

Select object on screen; on free area - unselect object

Select all units of this type


Issue default command (move to point, attack target
etc.)

<Ctrl> + <R_click>
<Alt> + <R_click>

Issue forced "Attack" command

<Shift> + <L_click>
<Ctrl> + <0>...<9>
<0>...<9>
<Alt> + <0>...<9>

Add unit to current selection


Assign number 0...9 to selected units
Select group 0...9
Select and center the screen on group 0...9

Issue alternative command, for example, "Line up"


when clicking on terrain, or "Storm house" when
clicking on the house

Display active area


<Alt> + <R>
<Alt> + <Z>

Show ranges and arcs of fire


Show ranging areas
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C
Crreeddiittss
BLITZFRONT Game Studio
Game Concept
Blitzfront Game Studio
Project Manager
Edward "Akella" Moskalenko
Producer
Mikko "mixer" Vedru

Voices
Mikko "mixer" Vedru
Ilpo "Steelwedge" Helismaa
Texts Editing & User Manual
Aleksey "jefolzok" Kozlov
Edward "Akella" Moskalenko

Units Modelling & Texturing


Sergey "SovietMan" Malyshkin
Andrey "Konrad Karlovitch" Klevtsov
Aleksey "jefolzok" Kozlov
Stanislav "Hunter" Fokin

Setup Wizard Programming


Aleksey "jefolzok" Kozlov

Building Models
Aleksey "Leha1979" Zhizhin
Vitalius "Vetal" Kryssin
Stanislav "Hunter" Fokin

Informational Support
Ivan "Vanok" Kondakov
Stanislav "Hunter" Fokin
Aleksandr "kotev" Kochetov
Aleksey "Xor" Sukhoruchko

Pillboxes Models
Aleksey "jefolzok" Kozlov
Landscape Details
Aleksey "Leha1979" Zhizhin
Edward "Akella" Moskalenko
Single Player Maps
Aleksey "Leha1979" Zhizhin
Vitalius "Vetal" Kryssin
Ilpo "Steelwedge" Helismaa
Alexey "Xor" Sukhoruchko
Game Scenario & Mission Briefings
Anton "Heavy" Kurchatkin
Aleksey "Leha1979" Zhizhin
Historical and Fortifications Consultant
Anton "Heavy" Kurchatkin
User Interface Design
Ivan "Vanok" Kondakov
Aleksey "jefolzok" Kozlov
Vitalius "Vetal" Kryssin
Edward "Akella" Moskalenko
Background Music
Mikhail "Flamberg" Pridonov
Andrey Fedorenko ("Blitzkrieg"
soundtrack)
Medals and Awards
Stanislav "Hunter" Fokin

Blitzfront & Talvisota Sites, Management


Ivan "Vanok" Kondakov

English Localisation
Lee "Blitzkrieg Portal" Campbell
Aleksey "jefolzok" Kozlov
Edward "Akella" Moskalenko
Mikko "mixer" Vedru
Special Thanks to
Maxim "Kirasir" Alyabiev
Lee "BKPortal" Campbell
Leonid Cherniy (Nival Interactive)
Yevgeniy "ChEV" Churilin
Vassiliy "basil" Dmitriev
Dmitriy "FrOL" Frolov
Joel Kinnunen
Denis "Diadlos" Komarov
Viktor "Ruber" Krasnokutskiy
Andrey "kvantum" Levchenko
Yevgeniy Maleev (Nival Interactive)
Sergey "SovietMan" Malyshkin
Andrey "Exterminator" Milyaev
Aleksandr "Archiks" Tyukalov
Dmitriy "Zak" Zakharov
Our sincere gratitude to the authors of
the game
Blitzkrieg 2003 Nival Interactive:
Sergey Orlovsky (Executive Producer)
Yuri Blazhevich (Lead Programmer)
and
all the "Blitzkrieg" project team.

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Talvisota 2008 Blitzfront Game Studio. All rights reserved.


2003-2008 Nival Interactive. This product contains software
programming technologies designed by Nival Interactive.
The developers of "Blitzkrieg" and "Talvisota" express their gratitude
to the developers of the free software technologies, used in this game.
Lua script language designed and written by Waldemar Celes, Roberto
Ierusalimschy and Luiz Henrique de Figueiredo
Lua Copyright 1994-2000 Tecgraf, PUC-Rio. All rights reserved.
See www.lua.org for details.
Ogg Vorbis Copyright 2002, Xiph.org Foundation. See
www.xiph.org for details.
Libpng Copyright 2000-2002 Glenn Randers-Pehrson. See
www.libpng.org for details.
Zlib Copyright 1995-2002 Jean-loup Gailly Mark Adler. See
www.gzip.org/zlib for details.

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