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IT IS |l.

lEGAl TO AKE
U AUTHORIZED COPIES OF THIS SOF RE
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The Terminator © 1984 Cinema '84. A Greenberg Brothers Partnership. All Rights Reserved. Licensed by
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EIEUIESEIA §0F[lU|H(S
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SOFTWARE LICENSE AGREEMENT
This is a legal agreement between you, the end user, and Bethesda Softworks, a division of Media
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Send all correspondence to: Send all Warranty materials to:


Bethesda Softworks Bethesda Softworks
1370 Piccard Drive P.O. Box 7877
Rockville, Maryland 20850-4304 Gaithersburg, Maryland 20898-7877
C EDITS

Pl'0tlllC9l'/Designer Key Grip


V.]. Lakshman S. Sprince

Chief Programmer Post Production


]. LeFay C..S. Weaver
V.]. Lakshman
Programming
]. Pratt Nlodellers
I. Perryman
Art Director M. LaForge
K. Mayfield
A. Mayfield
Computer Graphics
]_ Perryman Quality Assurance
S. McKisic ]. Beale
M. Kim P. Whitson
K. Souders ]. Muller
D. Bourbonnais C. Walton
M. Rittenhouse
3-D Art M. Stabler
]. Rainey TSCS
K. McKisic All the Testers

Original Game Concept Original Screen Play


\/.]. Lakshman Iames Cameron
K. Mayfield Gale Ann I-Iurd

Executive Producer Special Thanks


CS. Weatrrer Loved Ones
Sound Ellects
Sound Ideas
No Thanks
Mrs. Murphy
Music
].LeFay Other
Virtus probata florescit
Documentation
B. Hires

iv
CO
Software License Agreement & Limited Warranty ................................ .. it
Warranty Protection ................................................. .. i I U U I I I I I I I I I I I I I I I I I I I I I I i I I I l i III- ii
Contacting Bethesda Softworks ................................................................ .. iii
Credits ........................................................................................................... ..
Foreword .................................................................... .. I i I U I I I I I I I I l i I I I F I i I i l l I I I I I I I I III

Introduction ................................................................................................. ..
Section 1: Game Basics .............................................................................. ..
Hardware Requirements ..................................................................... ..
Installation and Start Up ..................................................................... ..
Enter Your Access Code ...................................................................... ..
Object of the Game ............................................. ..
Bypassing the Opening Animation ................................................... .. \o \o o o\1uo-W5
Section 2: Quarters ....................................................................................... 11
Check Personnel Chart ............................................ .. .......................... .. 12
Character Creation ............................................................................... .. I3
War Status Map .......................................................................... .. ........ .. 13
Enemy Stats ..................................................................... .. .................... .. 14
Load Game ............................................................................................ .. 14
Save Game ................................................................ .. ........................... .. I4
Reconfigure Keys ....................................................... .. ........................ .. 14
Continue ................................................................................................ .. I5
Quit to DOS ........................................................................ .. ................. .. 15
Go to Mission Briefing ........................................... .. ............................ ... I5
Section 3: Mission Briefing/Equipment Selection ............................... .. 17
Mission Briefing Room ............................................. .. ......................... .. 18
Ordnance Bay........................................................................................ .. 19
About Hard Points ................................................... .. .......................... .. 20
Equipment Selection ........................................................ .. .................. .. 20
Start a Mission ...................................................................................... .. 20
Abort a Mission .................................................. .. ............................... .. 21
Section4: Battle/Mission screen ................................................................. 23
HUD Description (Heads Up Display) ............................................. .. 24
HUD Section 1: Top of the Screen ................................. .. ................... .. 25
Weapon / Equipment Information ..................................... .. .............. .. 25
Weapon Selection ................................................ .. ............................... .. 25
Weapon Damage .................................................................................. .. 25
HUD Section 2: Center of the Screen ................................................. .. 26
Target/ Missile Scan ............................................................................. .. 26
Enemy Information Display ............................... .. .............................. .. 27
Location Display................................................................................... .. 27
HUD Section 3: Bottom Left of the Screen ............ .. .......................... .. 28
Shield Strength....................................................................... .. ............. .. 28
Systems Update Indicators ....................................................... ..
Shield Strength............................................................................ ..
Character Health ........................................................................ ..
A.C.E. Diagnostics ...................................................................... ..
Repairs ......................................................................................... ..
Choose Systems to Repair ......................................................... ..
HUD Section 4: Bottom Center of the Screen ......................... ..
Tactical Display .......................................................................... ..
HUD Section 5: Bottom Right of the Screen ........................... ..
Information Display ................................................................... ..
Automap ..................................................................................... ..
Orders .......................................................................................... ..
Inventory ..................................................................................... ..
Text Scroll .................................................................................... ..
Weapon Heat Loss Indicator .................................................... ..
Section5: Keyboard Commands .................................................... ..
Change Direction........................................................................ ..
Change Movement Direction Only ......................................... ..
Target Sighting ........................................................................... ..
Scan Available Targets .............................................................. ..
Primary Weapon Select ............................................................. ...
Fire Primary Weapon ................................................................ ..
Secondary weapon select .......................................................... ..
Fire Secondary Weapon ............................................................ ..
Pause ............................................................................................ ..
Access DOS Menu Functions .................................................... ..
Section 6: Completing Missions ......................................................
Determine Your Primary Objective ......................................... ..
Determine Your Secondary Objective ..................................... ..
Confirm Objective Achieved .................................................... ..
Section 7: Mission Debriefing .........................................................
Section 8: Rank & Promotion .........................................................
Section 9: A.C.E. 1000 Battle Armor - Technical Specifications
Section 10: Weapons Descriptions ................................................ ..
Phased Plasma Cannon ............................................................. ..
Tomahawk Fusion Grenade Launcher .................................... ..
Autodoc ....................................................................................... ..
Index ................................................................................................... ..
A LETTER FROM THE PRESIDENT

l.ETTER E T PRESIDE T R.T.F# OI


Thank you for purchasing this Bethesda M
02
Softworks product. We have put an incredible 03
amount of effort into making sure it meets the 04
05
highest industry standards. There is a saying 06
that no artist is ever satisfied totally with their 07
work. But we try to come as close as possible to 08
that elusive “ideal”. Once you have had an 09
I0
opportunity to explore what we have created,
II
we think you will agree. I2
I3
Entertainment Software is a fascinating but very I4
difficult sector of the computer software I5
industry. While it might appear ideal from an I6
outside perspective, the reality is less than ideal. I7
I3
Development time is long and arduous. I9
Competition is fierce. User expectations 20
continue to rise. The resultant software becomes 2l
ever more complex and expensive to produce. 22
Both artists and programmers are expected to 23
24
create exceptional products if their software is
to succeed. The risks are great due to the
E
26
expenses associated not only with creating these 27
complex products, but also with the associated 23
testing, packaging, marketing, distribution and 29
30
warranty support necessary to maintain them.
All this while the shelf life of any but the most
3.1
32
successful product is painfully short. Obviously, 33
only the fittest survive. And we are pleased to 34
say that we are one of the few who have 35
36
managed to do so. But, you, the User, have a i I

37
great deal to do with the equation. And your _ kl
33
part is growing more important. M I
39
40
If our products fail to meet your standards, you 4I
have a perfect right to “vote” with your pocket 42
book. If we don’t please you or deliver value for 13
44
your money, we realize you will no longer
-M

MO
46
11 |

purchase our products. That is a fair and


equitable arrangement. We don’t mind being 47
judged on the quality of our products. In this 48
ill
50

I
A LETTER FROM THE PRESIDENT

society, competition is both welcome and


III --__, R.T.F#
02 healthy.
-|_ _ -

03
Piracy is not.
5- 1-. Z 1- I-

04 Z i Ti

05
You can affect the future of this industry by
?_ i

06 J-1 M. MM i-

07 -—‘
choosing not to be involved in piracy. This is
03 not just an issue of law. The laws, including
09 those recently made far more stringent by the
I0
II Congress, are quite specific and punitive. This is
I2 a matter of right. Your right to demand the best
I3 in entertainment software. Our right to be
I4 compensated fairly for the incredible amount of
I5 work involved in bringing it to you.
I6
I7 With your understanding and support, we look
I3
I9 forward to bringing you this level of quality
20 software and enjoyment for many years to
gt come.
22
2a Yours sincerely,
24
25
26
27 I-1I|

28 1

Ii ‘W

so \./
3l
32 Christopher S. Weaver
33 President, Bethesda Softworks
34
E _
36
37
33
39
40
4l
42'
43
44
4.5.
46
47
43
49
so
2
INTRODUCTION

TRODU TIO R..T.E# _____ OI


it 1
O2
—I—i-i— II—r
O3
O4
TER I ATOR 2029 I

ii
Q 1

-1-
i

Z
-1-

M-
O5
During the latest incursions against Skyl\Iet 1 i. Jii i
O6
Central Command, a prototype of a highly -M
O7
O3
advanced combat assault armor was found O9
hidden in a subterranean vault. It has been Ii
IO
II
theorized that this armor was the precursor to I2
the fully mechanized Terminator units I3
manufactured by SkyI\Iet after its systems I4
I5
came on-line. Colonel Iohn Connor quickly I6
recognized that if the power of this armor I7
I3
could be harnessed, it might bridge the gap I9
between Resistance personnel and Skyl\let"s 2O
frontline battlefield units. Connor ordered I I
2I
22
Resistance scientists to analyze the prototype 23
and use it as the basis to develop a practical 24
25
weapon for his elite strike forces. The result 26
was the Advanced Cybernetic Exoskeleton, or 27
‘A.C.E. Battle Armor’, (also referred to by its 23
29
nickname, ACE), a military assault armor 3O
uniquely designed to destroy Terminators. 3l
32
Outfitted in the ACE Armor, a man could meet 33
34
a Terminator on equal or better terms. Inside 35
the ACE, one man became a killing machine g | |
36
37
able to take substantial damage and still
i

‘I’-Ml-M
33
deliver vast amounts of ordnance to -I-1 | 1
39
designated targets. The ACE was equivalent to 40
-M |
4I
a full squad of Resistance combat troops. — - 2
42
Equipped with Phased Plasma Fusion Cannons 4;
44
--| I j

that could fire bolts of super-heated plasma, it ‘

45
46
I 2 — 11-

also used fully integrated battle logic circuits,


47
\ ‘-

originally manufactured for the newer Il Z ii

Terminator models, linked into an automatic


53
49
so
3
INTRODUCTION

Target Tracking and Acquisition System


OI R.T.E #
O2 (TTAS). New Tomahawk class grenade
O3 launchers were developed that could deliver a
O4
O5
I P

full spread of fusion or scatter grenades. The


O6 -1- _
prototype Hellraiser IV Rocketpod promised to
07 M‘

complete its destructive arsenal by providing a


OB
O9 multi-role missile system with both surface-to-
I0 air and ground-to-ground combat capabilities.
ll
Neurolink implants boosted the user's strength
12
13 and reflexes well past normal human
14 capabilities and into the realm of the
ts
I6 superhuman. The armor’s titanium-detrium
I7 alloy outer layer could deflect or absorb most
I3
I9 plasma weapon discharges, while inner layers
20 absorbed shock and controlled the soldier's
21 environment. The ACE had the ability to
22
2.3. deliver hard punishment with extreme
24 prejudice. Col. Connor realized that the ACE
25
26 Armor had the potential to turn the tide of the
27 war.
26
22 It soon became evident however, that there
so
31 would be certain problems. In order for a
32 human to match himself against Skyl\let’s
33 _
Terminator assault units, the suit had to be
34
35 linked directly to the soldiers‘ nervous system.
36 From medical research at the turn of the 21st
37
33 century, physiological rejection of neurolink
39 implants was a known problem. In addition,
40
4l
from the thousands of Resistance personnel
42 tested, only a few hundred volunteers were
43 found to have the psychological profile and
44
45 physical strength necessary to properly man
46 the armor. Out of that number, less than one
47
43 percent could accept the implants without
49 potentially irreparable brain damage. Still, the
5O

4
INTRODUCTION

project continued - there was too much at RT F #


OI
stake. With the future of humanity hanging in " "- O2
the balance, a few key weapons were better __z- -_ O3
than none. The first operational test of the ACE 9.4
05
Battle Armor was scheduled for late 2029. O6
O7
Through rigorous trials, battlefield experience, O3
O9
and genetic screening you have been selected IO
to carry out one of the the first operational ll
field tests of the ACE. Battle Armor. Although I2
I3
the ACE. is still in its prototype stage, it will be I4
your job to test its practical limits in an actual D
battlefield environment. Your performance
16
ll
will help determine the role that the ACE I8
Battle Armor will play in furthering the I9
2O
Resistance’s war effort. Colonel Connor is 2I
confident that with the armor’s full capabilities 22
23
realized, targets once thought inaccessible will
24
be within strike potential. Through your 25
efforts, the opportunity to bring the war 26
27
directly to Skyl\let Central Command may 23
present itself to the Resistance. This is Colonel 29
3O
Connor's fervent hope. Good luck and good 3l
hunting. 32
33
34
_.. 35
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37
33
39
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43
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GAME BASICS

NOTE: HARDWARE REQUIREMENTS


T2029 is supplied on For IBM PC’s and 100% compatibles. The size of
3.5" high density or the game is estimated at 14 Megabytes at the
5.25" high density time of this writing.
media. Make sure you
have the correct disks Minimum Requirements:
before starting. 640K with VGA / MCGA only. 286 machine with
1 MB EXPANDED memory. Keyboard and
IMPORTANT: mouse. Hard drive.
T2029 does Lat support
Recommended Hardware:
extended memory, only
386 20MHz or faster machine strongly
expanded memory.
recommended. Mouse strongly recommended.
Supports Roland, and Sound Blaster audio
boards.
IMPORTANT:
In the installation, typed
INSTALLATION AND START UP
commands are indicated
by single quote marks.
1. Make a backup copy of your original disks
and store them in a safe place.
IMPORTANT:
2. Make sure you have enough free space on
Before running T2029 your hard drive. Terminator 2029 needs 14
‘TYPE README.1ST' megabytes to run. If you do not have
to review any notes or enough disk space, free some up by backing
last minute changes up your current files and deleting some of
that might affect them.
instaflation, gameplay,
etc. 3. Insert Disk 1 into your primary disk drive
and type: "'A:" (enter) and then ‘INSTALL’.
4. Follow the on-screen prompts. Insert the
NOTE: correct disks when asked and enter
If installation is not information when requested.
successful, check to
5. Type ‘SETUP’ to customize T2029 for your
make sure you have the
system. When done, you can start the game
proper system require- by typing: ‘2029’.
ments, and enough free
disk space. Remove all 6. If you experience problems, insert T2029
TSR's in your system Disk 1 into drive A and type: "C:‘ (enter)
and try the installation then ‘Azdiagnose’. This should indicate the
procedure again. problem.
GAME BASICS

ENTER YOUR ACCESS CODE


As the game begins you will be prompted to
enter an R.T.F. (Resistance Transponder
Frequency) code number. You will be referred
to a page of this User's Guide and given a
number between 01 and 50. These numbers are
located along the outside edge of the page.
Next to that number is a five-digit code number.
Enter the five-digit code number, only. After
entering the correct code number you will gain
access to the game.

OBJECT OE THE GAME


The ultimate object of Terminator 2029 will only WARNING:
be revealed during the final mission briefing. In Remember, yours is one
the meantime, your objective will be to survive of the only prototype
and complete each mission as it is assigned. You ACE battle armors in
will proceed from your quarters to the mission existence. If you die or
briefing room. There you will be apprised of the are captured it could
state of the war and your next assignment. mean the end of the
From there you will go to the Ordnance Bay to human race! This is a
be outfitted in the A.C.E. Battle Armor and to kill-or-be-killed
choose your equipment based on the available situation. Ilse your
weapons systems and the mission profile. Once head and don"t be afraid
outfitted you’ll enter the war zone to attempt to abort a mission if
your mission. Out there your actions may very you need to. You and
well prove the turning point in what has been a your ACE battle armor
long and very bloody war. If you succeed, you are too important to the
will proceed to your exit point and be picked Resistance to be lost.
up. You'll then be debriefed and returned to
your quarters. If you fail, may heaven help us all.

BYPASSING THE OPENING ANIMATION


Either Mouse Button or Any Key
The game begins with an opening animation
that sets the tone for the action to come. After
playing the game several times you might want
to bypass this animation and get right to your
next mission. You can do this by clicking on
either mouse button or by hitting any key.

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QUARTERS

I-"1-
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49

Figure 2-1, Quarters

As a new game begins you’ll find yourself in


your quarters, as seen in Figure 2-1. Located
deep underground in the Resistance
headquarters, this small cluttered room is the
closest thing to ‘home’ that you’ve ever known.
From here you can perform many of the basic
game functions. You’ll find various objects
scattered throughout the room. By using your
cursor keys or mouse, you can move the cursor
around on the screen. As the cursor moves over
certain objects you can click either mouse
button or the ‘Enter’ key on your keyboard. This
selects an object and activates the game function
linked to that object. Objects/game functions
available from your quarters are:

Your locker
Check Personnel Chart
Opening your locker brings up your personnel
chart. This will display the status of your
character. Since you will return to your quarters
after every mission, you can select this option to
let you see how well you’re doing. You can
check out any change in rank, or see how many
total “kills” you have received during your
mission(s). (See: Character Creation, Page 13)
Locker

I2
QUARTERS

QComputer Screen/Computer Console

Fz'gm'e 2-2,. The Options Screen

The large LCD computer screen is one of your


main sources of game information. Clicking on
the LCD screen brings up a menu of options, as
seen in Figure 2-2. Either click on the option or
type its number to select it. These options are:

Character Creation
When you choose this option you will be
prompted to enter a name or call sign for your
character. Do this and follow any other
prompts. After that your personnel file should
come on screen. Some of this information may
be edited but most cannot. The non-editable
information is statistical and based on your
character's performance in combat situations.
This information will change after every
mission and affects your character's standing.
(See Check Personnel Chart, Page 12.)

War Status Map


The War Status Map shows the current state of
the Los Angeles area and which sections are
controlled by SkyNet and which by the
Resistance (green area). The balance of power is
constantly shifting, with two of the biggest
factors being the A.C.E. and your combat skills.

I3
OUARTERS

WARNING: Enemy Stats


Not all information Choosing Enemy Stats will give you access to
may be available. the Resistance's database of information
SkyNet is continually concerning Skyl\let's forces. This is a very useful
developing newer, more option, especially for new players. From here
powerful, Terminator you can get the latest information on enemy
units. The information units.
you’ll have available is
what is currently load Game
known to Central Com— Choosing this option will bring up the ‘Load
mand. Game’ menu. Highlighting the name of a game
on the roster and hitting ‘enter’ will load that
game. You'll pick up the action from wherever
the game was last saved.

Save Game
NOTE: The other option from the computer console is
The computer console to save the current game. After you select this
and the Game DOS option you‘ll be prompted to enter a unique
menu are the only name for the current game. The only restriction
places to save a game. on this function is that the name you select
You cannot save a game should be 30 characters or less.
during a mission.
Reconfigure Keys
This option will bring up a menu where you
will be prompted on how to reconfigure your
input device options.
Certain keys cannot be reconfigured. These
include:

WARNING: A Key Automap


This manual documents S Key Scan
the default settings for I Key Inventory
the keyboard. It is O Key Orders
recommended that new M Key Main Menu
players understand all P Key Pause
of the functions in their TAB Options
default state before ESC
customizing the game. F1 thru F10 Keys

I4
QUARTERS

Continue
Choose this to leave the Options Screen and
return to your quarters.

Trashcan

Quit to DOS
If for some reason “real life” intrudes on your The Trash Can
game play and you have to quit the game, you
can do so from your quarters by selecting the
trash can. However, remember to save your
game so you can start up where you left off.

Doorway
Go to Mission Briefing
To start the next step of the game, the Mission
Briefing, select the door to your quarters. The
door will open and you’ll be on your way to the
next phase of the game.

The Doorway
Computer Console
Training Simulator
Choosing this option will allow you to use the
neural interface built into the A.C.E. 1000 to
train with the latest weaponry and defensive
items available. Training on the simulator will
NOT affect your character's performance
ratings.
The Computer Console.

Click on the Computer


Console to run through
a training simulation
where you can practice.

I5
OIJARTERS

0| so 1- R.T.F #
02 Z Z Z 1 I

03 ."_
H-

i i i 1

34 J. i

05 1- ii-I-I1-

06 iii-L__

07 —i

03
39
I0
II
I2
I3
1:4 ___
I5
I6
I7
I3
l9
20
2I
22
23
24
25
26
27
23
29
33
3]
32
33
34
35
36
37
33
39
40
4I
42
43
44
45
46
47
43
49
50

I6
MISSION BRIEEING/EQUIPMENT SELECTION

R.T.E #
Z2 l"\-J1!

i i i i i i'Z"~DI"'-lU"'-Ln-F1-.L\J

d @""I- "!-RILAJHJ

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ISSION BRIEFING/EQUIP IT SEl.ECTlO


-H
-fin“'-l.fl"'~

\. r1.l: -.|: . t'. :- l:|%

I7
MISSION BRIEFING/EQUIPMENT SELECTION

OI R.T.F # ISSION BRIEFING ROOM


02-
03

Q5-
06
07
03
0.?
10
ll -M

I2 . __ _|.-I-1;-II-_--Ii-I-1

I3
I4
15
I6
17
B.
19
20 Figure 3-1, Colonel fohn Connor
21
22 After leaving your quarters you will see a
Z3) graphical representation of L.A., as seen in
242__5.- figure 3-2, pinpointing your next mission
26 location. After this you will proceed to the
27 mission briefing room. Here John Connor,
2a leader of the Resistance, will outline the mission
29 you are about to undertake. The difficulty of
so
31 each mission will vary depending on your rank.
32. q
Each Mission might have several objectives.
33 Colonel Connor, or one of his staff, will explain
34’ your primary and secondary objectives. Once
35 you understand your objectives you will be able
at to proceed to the A.C.E. Ordnance bay. There
3.7.
33 you will be outfitted in the A.C.E. 1000 Battle
39 Armor and be able to select the ordnance and
‘-19 i-a—Ti_
other equipment you'll need.
41
42
43
44
45
4.6.
47 ii I ii?-

43 -i-Ii-

49
50
MISSION BRIEFING/EQUIPMENT SELECTION

r »— __._..,..
R.T.E # W S __ OI
a 1. -L1
02
"-\- I Z
03
i 1| I-1.
04
r ii iii
05
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ii —-— L
06
07
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09
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-an vi; - zizfi -
'
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. ‘i-___,»-r
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Figure 3-2, 3-D Mission Map '
15
I6
I7
A.C.E. ORDNANCE BAY ii
I3
L?
20
__ . ‘J

I‘

21
2_2
i-— -__._ _

L-_1_|
23
24
I 1I_
25
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E 22
2a
3-1

29
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39
1 '55‘
3|
32
33
34
35
Ii
36 I Z---I-

Figure 3-3, Equipment Selection Screen --——-C 37


33
Once in the A.C.E. Ordnance Bay, the 39
Equipment Selection screen, as seen in Figure 3- 40
4I
3, will appear. Load the A.C.E. as you see fit.
-ii Z i .._|.-.

42
There is a graphic interface for the selection of 43
ordnance. 44
45
46
i

47
4a
49
so
I9
MISSION BRIEFING/EQUIPMENT SELECTION

01 R.T.E # About Horcl Points


02 F -I ‘Ii. l—
On screen you'll see a front view of the A.C.E.
03 1000 Battle Armor with the hardpoints
04 indicated. I-Iardpoints are those areas of the
05
06
_

armor where various weapon systems can be


attached. There are a total of six hardpoints on
In

Q7.
03 Ii-J_I--ii
the A.C.E. 1000 Battle Armor.
Q9
I0
II
I2
——-- Ordnance Selection
I3 _ Mouse or on-screen arrows
I4 1 '—'F ‘#- On the left side of the screen you'll find four
I5 options:
I6
I7
I3
- -— * Offensive Systems — Arrow Keys or Mouse to
I9 select, then ‘Enter’
23 1' Defensive Systems — Arrow Keys or Mouse to
2I select, then ‘Enter’
22 ' Up and Down arrows to cycle through the
23
ordnance selections.
24
25
26 Moving the cursor and clicking on one of these
27 options will bring up a diagram of the system. If
28 you want to add a particular weapon or piece of
29
equipment to the armor, simply move the
30
31 cursor and click on any available hardpoint
32 area. Offensive systems corne as a complete
as package, fully loaded and ready to go. Once
34 selected, the chosen system will appear on the
L5 A.C.E. 1000 Battle Armor. (For a breakdown of
36 available offensive and defensive systems, see
37
33 Section 8: Weapons Descriptions, on page 47.)
39
43
4I it - Start o
42
43 On-screen button
44 On-Screen will be a button marked ‘Exit’. Once
45 ordnance is selected, this button will start the
46
47 mission. (See Section 4: Battle/ Mission screen,
43 Page 23.)
49
50

20
MISSION BRIEFING/EQUIPMENT SELECTION

Abort o
'“'°" R.T.F # [II
TAB lcey or on-screen OPTIONS Button 02
If for some reason you want to abort a mission, 03
you can do so by hitting the TAB key or clicking 04
on the on-screen options button. This works 92
06
only during game play and brings up a menu of -i-—-I-j--ii.
07
options in the information display. Typing the 3-1-I
03
options number or clicking on it will activate its 09
function. These options are: I0
II
1. Abort Mission I2
I3
2. Sounds On / Off I4
3. Drop to DOS I5
I6
I7
NOTE: I3
I9
Depending on your mission performance and the 23
status of the war, newer, more sophisticated ACE 2I
weapon systems will become available as they are 22
developed and as a function of rank. 23
24
25
26
27
23
29
30
3I
32
33
34
35
36
37
33
39
40
4I
42
43
44
45
46
47
43
49
53

2I
5 S 0 N B R E H N G /‘E O U W M E N T
U S E LE Gm N

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I

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TT LE/ BSm SCR EE


BATI'l.E/MISSION SCREEN

Ul 1__i1_ R.T.E# HEADS UP DISPLAY (H.U.D.)


02
03
04
05
06
07
08
09
I0
ll
12 f

l3
I4
l5
I6
17
Figure 5-1, The Heads Up Display
i

LB The H.U.D. or Heads Up Display is the central


I9
20 status display center of Terminator 2029. This is
21 your view from inside the battle armor. From
Z2 here you control all of your actions. Everything
23 from firing your weapons, to repairs, to moving
24
25 onto your next mission objective, is controlled
26 from the H.U.D.
27
28 To better describe all of the options available to
29 you from the H.U.D, we have divided it into
30 the following five sections:
31
32 Top of the Screen
33
34 Center of the Screen
35 Bottom Left of the Screen
36 Bottom Center of the Screen
37 Bottom Right of the Screen
38
39
40
41
42
43
44
45
46
47
48
49
50

24
BAlTlE/MISSION SCREEN

H.U.D. SECTION I:
Top of the Screen

Figure 5-2, The Weapons Display

Weapon/Equipment Display
At the top center of the screen are six boxes
representing the six hard points on the A.C.E. NOTE:
1000 Battle Armor. These boxes display Only two hardpoints
information on the equipment attached to each are active at any one
hardpoint. This information includes: time.

1* Name of weapon currently attached to that


hardpoint
1' Number of rounds left
1| Primary weapon selected (red box)
' Secondary weapon selected (blue box)
NOTE:
As one option, you can
choose to use the same
Weapon Selection weapon as both your
Selecting a weapon is accomplished by moving
primary and secondary
the cursor, using either the target control keys
weapon system. Then,
or the mouse, over one of the six hard point
no matter which mouse
boxes, then clicking either the left mouse button
button is pushed, that
(for primary weapon selection) or the right
weapon will fire.
mouse button (for secondary weapon selection).
If you are using your keyboard as the input
device, hit the ‘F1’ key to select your primary
weapon and the ‘F2’ key to select the secondary
weapon. (See Keyboard Commands, Page 33.)

Weapon Damage
As the A.C.E. Battle Armor suffers damage, so COMBAT TIP:
do its attached weapon systems. As damage Keep a close eye on
occurs, the affected system’s hard point you r weapon damage
lettering will emit a colored glow. The specific level and be prepared to
colors will indicate the amount of damage to the switch weapon systems
system. These colors are: if the need arises.

25
BATllE/MISSION SCREEN

1* Green — 0 to 50% damage


1' Yellow - 51 to 75% damage
' Red - 76 to 100% damage

Given enough damage, the systems will fail.

H.U.D. SECTION 2:
Center of the Screen

Figure 5-3, The Real-Time Action Viewer

The I—l.U..D. Screen is dominated by the real-


time action view of the game. What you see is
the view from inside the A.C.E. Battle Armor.
You see the action in real time as it happens.
Want to see what's to your left? Turn to your
left and take a look! But keep your eyes
pealed... Terminators could be lurking behind
you.

In addition to your real-time view of the action,


this selection will also display the following:
COMBAT TIP:
Under development are
Havok Missiles which
Targeting/Missile Scan
do not need a target ‘S’ key
lock. They are "fire and As you hit the ‘S’ key, special A.C.E. scanning
forget as they fan out technology engages. Each target is scanned and
and search for available information about it displayed. Repeatedly
targets. When they hitting the ‘S’ key again cycles through all
become available, Tech- available targets. The target lock cursor will
Comm Weapons Group appear in different colors depending on the
will let you know. type of lock. These colors are:

26
BA1TlE/MISSION SCREEN

' Dark Red - Tracking NOTE:


' Bright Red - Locked Missiles must be armed
1' Flashing Bright Red - Unstable Lock for scanning to func-
tion. As the Game
Once locked in, missiles will automatically hit begins, missiles are still
the target, unless the target manages to break under development by
the lock by finding cover. (See Keyboard the Resistance.
Commands, Page 33.)
COMBAT TIP:
Do not fire missiles at
Enemy Information Display close range. They will
When you get an enemy unit within your gun lose lock and overshoot
sights, a red box will appear attached to the the target.
enemy unit. This box will display technical
information about the type and range of the
selected enemy. When locked, missile tracking
sights will display relative strength as well.

locution/Heading/Weapons Selected Display


In the bottom left-hand corner of the real-time
action viewer are a set of continually changing
numbers. These include a numerical display of
your current x/y coordinates, your heading, COMBAT TIP:
and your primary and secondary selected llse the numbers in
weapons. As you move your coordinates and your Location Display
heading will change. to help you find your
mission objectives, safe
For example, a typical display could read as houses, or exit point.
follows:

158, 37 (X/ Y location coordinates)


North (direction facing)
40 Watt (primary weapon selection)
40 Watt (secondary weapon selection)

27
BATTlE/MISSION SCREEN

H.U.D. SECTION 3:
Bottom left of the Screen

Figure 5-4, The System Update Indicator

NOTE: Systems Update Indicators


Shield Strength only Vital information on both the A.C.E. 1000 and
functions when the your character is displayed as colored
A.C.E. is equipped with indicators. They are:
shields. As the game
begins this equipment
is still under develop- Shield Strength
ment by Resistance Blue Aura
Command . This aura, which appears as a colored glow
around the display of the A.C.E. Battle Armor,
keeps a moment-to-moment record of
remaining shield strength. The brighter the
NOTE.- aura, the more your shields are functioning.
Character Health is a
record of damage to
your organic systems. (|m|-q(|e|- |-|eq||||
In other words, you.
Terminator 2029 keeps
Changing Color Aum
This aura, which surrounds the on-screen
track of several types of
display of the A.C.E. Battle Armor, represents
damage. When you are
the amount of damage you can sustain. As you
hit, damage is first
take damage, the aura will change color. These
absorbed by your
colors represent:
shields (if any). When
they fail, damage is 1' Green - 0 to 50% damage
then taken by the armor * Yellow - 51 to 75% damage
itself and any attached ' Red - 76 to 90% damage
weapon systems. When 1* Flashing Red — 91 to 100% .
that fails, your endo-
skeleton and body take If your damage level reaches 100%, you will die.
damage.

28
BATTLE/MISSION SCREEN

A C.E. Diagnostics
The on-screen depiction of the A.C.E. 1000 COMBAT TIP:
Battle Armor functions as a graphic indicator of If damage to the armor
current damage levels to specific sections of the is too great it might be
armor. Damaged sections of the armor will be better to abort the
displayed in various colors depending on the mission rather than lose
level of the damage. These colors are: the only functioning
A.C.E. prototype to
* Clear - 0 to 50% damage
SkyNet’s forces.
1* Yellow - 51 to 75% damage
' Red - 76 to 90% damage
' Flashing Red - 91 to 100% damage.
COMBAT TIP:
Given enough damage, all offensive and ll o enszve systems,
defensive systems will fail.
?‘ if '
zncludzng weapons and
weapon selection, go
Repairs off-line when the
’R’ key repairs function is act-
Hitting the ‘R’ key activates the A.C.E. 1000's zve Defenszve systems
on-board auto-repair functions. This performs s elected before repairing
minor repairs (up to 50% on all damaged remain active.
systems) but will not correct major damage.
COMBAT TIP:
Choose Systems to Repair The greater the level of
’N’ key damage, the longer
You can select the systems to repair by scrolling repairs will take to
through the choices using the ‘N’ key. If you repair and the chance of
click your mouse button you will exit repairs. being discovered by the
This will stop repairs. enemy increases. Keep
moving, and look for
safe houses.

COMBAT TIP:
Using the repair
function does not pause
the game. Repairs take
place in real time, so it
is best to try to locate a
‘safe house’ before
activating the repairs
function.

29
BATTlE/MISSION SCREEN

H.U.D. Section 4:
Bottom Center of the Screen
COMBAT TIP:
The ring in the center
of the Tactical Display
represents a minimum
safe distance from
grenades or similar
explosives.
Figure 5-5, The Tactical Display

COMBAT TIP:
Tactical Display
The circular Tactical Display is not a directional
Keep your eye on the
guide. It is a 360°‘ graphic display of your
Tactical Display. It will
current tactical situation. The top of the display
indicate the presence of
represents your current heading, the bottom,
Terminator units that
represents what is behind you. Colored dots
are outside your visual
move across the grid. These represent:
field.
Green Dot: The A.C.E. Battle Armor
(Always in the center
of the display)
COMBAT TIP: Red Dot(s): Enemy Units
The Tactical Display is Possible Specials (Might
also used for launching include ships,
grenades. Select a radar stations, etc.)
grenade from among Yellow Dot(s): Missiles
your hardpoints and White Dot: Grenade Launcher
Targeting System
make it your primary or
secondary weapon.
Click and hold down Weapon Heat loss Indicator
the mouse button. A Red Bar
white dot will appear Phased plasma weapons depend on a build-up
on the Display moving of heat. If the heat level drops below a certain
away from you. Use the point they cease to function. Keeping an eye on
mouse to direct it and this display will let you know when to switch
release the button. Your primary weapons until the heat level builds
grenade launcher will back up to a usable level. If the bar is blue, it
fire and the grenade indicates a low heat level; wait until it turns red
will trvel to the point before trying to use it.
indicated.

30
BATTLE/MISSION SCREEN

H.U.D. SECTION 5:
Bottom Right of the Screen

Figure 5-6, The Information Display GENERAL NOTE:


Keyboard commands
become inactive when
lnlormotion Display the cursor is on an
The large display at the bottom right of the active prompt area or
screen is the Information Display. Moving the you are asked to enter
cursor over this area and clicking on a mouse information.
button will activate it. Several functions are
available by using the keyboard. These are:

Automap
‘A’ hey COMBAT TIP:
When Information Display is active, hitting the Using the Exit Indic-
‘A’ key will bring up a map of your current ator in the Auto-Map
mission. This cannot only be used to navigate to and the Coordinate
your mission objectives, but can also show you Indicators, you should
distance and scale as well as what obstacles may be able to easily find
be in your path. Your exit location, the point your way to your exit
where you will be extracted from the war zone point when the need
by the Resistance, will appear as a red ‘X’. arises.
n .
Sca Avolluble Targets
‘S’ ey
Each subsequent hitting of the ‘S’ key scans
through all available targets, displaying
information on each. This includes:

' Graphic Display


i Target Type - with model number (if avail.)
' Target Damage - displayed as damage bar.

31
BATTLE/MISSION SCREEN

Inventory
‘l’ key
When Information Display is active, hitting the
‘I’ key will bring up a numbered inventory list
and activate two other on-screen buttons. This
only functions when you have an inventory.
The two on-screen buttons are:

1' Examine
Selecting ‘Examine’ allows you to look at and
COMBAT TIP: analyze an item. You can select an item by
The locations of ‘safe clicking on its name on the screen, or by typing
houses‘ are sometimes its corresponding number. If you decide you
displayed along with want to use it, double-click on it.
your orders. Safe
houses are locations 0 Drop
where you can repair If you want to drop an item from your
your systems in safety. inventory, click on the item in the list, or hit its
When you need repairs, corresponding number, to highlight it. Once it is
if a safe house is highlighted, hit the ‘drop’ button to remove it
available, use it. from your inventory.

COMBAT TIP: Orders


When displaying your ‘O’ key
orders or other inform- When Information Display is active, hitting the
ation, there will often ‘O’ key will bring up a readout of your mission
be several screens orders and objectives. This is where you review
available. Use these your mission objectives in the field and also
buttons to access all of receive new orders directly from Resistance
the information. Mission Control.

COMBAT TIP: Paging through Orders/Inventory


Your orders will On-Screen Arrow Buttons
sometimes include When the ‘Information Display‘ is active, you
coordinates for your must use the on-screen arrows to page through
mission objectives. Use your orders or inventory.
these coordinates to
locate your targets.

32
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_

_
_____

_ _'

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____

_q_

K EY B
KEYBOARD COMMANDS

In addition to the on-screen graphic interface,


lll ___ _, R.T.E #
02 there are keyboard commands that work with
Q11. the I-l.U.D. Using the keyboard you can access
04 _j___ the following functions:
05 ,_ _
Ii .
g-gr Change Direction
0.9 _ ‘Cursor eys (Arrows)
10 Use the left and right ‘cursor’ or ‘arrow’ keys to
11 turn, and the up ‘cursor’ key to move forward
12
13 in direction you're facing.
T4
15
I11 : _

l6 ‘T- Change Movement Direction Only


n
18 ‘Ctrl’ + ‘Cursor’ eys (Arrows)
19 ___ Hitting the ‘Ctrl’ key (Control) along with the
20 ‘cursor’ keys changes the direction you're
21 moving without changing the direction you’re
22 __ facing. For example, by hitting this combination
23ii " ___-
- - I
of keys you could side-step behind cover while
25 still keeping your attackers in your sights.
26 _ _"______
27
—I——-P‘

fig —-- Target Sighting


TI-‘L |

30 — ___-
"Home‘; ‘Del’, ‘End’, ‘Page down’ keys, or
3l
32
l

Mouse
33 By using these keys you control the target
34 sighting of the weapons selected.
35
36
37
33 6--——~ Scan Available Targets
39 ‘S’ hey
40 Each subsequent hitting of the ‘S’ key scans
4l
through available targets, displaying
42
43
r

information on each. This includes:


-M I Z I —

44
45 s Graphic Display
46 ' Target Type - displays model number of the
47 current target
as i Target Damage - displayed as damage bar.
42 __.
so
34
KEYBOARD COMMANDS

Primary Weapon Select R“ # 01


Fl ’ hey ___ 2-
02
Each subsequent click on the ‘F1’ key will toggle ifi
03
the red square between the six hardpoint boxes. _ _i
04
05
The hardpoint selected in the red square is your ii.“-

06
prlmary weapon. 07
08
09
Secondary Weapon Select .-|
I0
ll
'r2' Key I2
Each subsequent click on the ‘F2’ key will toggle I3
the blue square between the six hardpoint I4
I5
designator boxes. The hardpoint selected in the
l6
blue square is your secondary weapon. I7
I3
l9
Fire Primary Weapon 20
2l
‘Spucebar’, or left Mouse Button 22
23
Z-jiliii

Hitting either of these keys or the left mouse


button fires your selected primary weapon. 24
25
26
Eire Secondary Weapon
21
28
‘Return’, ‘Enter’, or Right ouse Button 29
Hitting either of these keys or the right mouse so
button fires your selected secondary weapon.
31
32
.33
34
Pause 35
36
‘P’ key 31
Hitting the ‘P’ key toggles the pause function on 38
and off. There is no time limit to this option. 39
40
4l
- I-§ I-
42
43
44
45
46
47
43
49
50

35
KEYBOARD COMMANDS

0| R.T.E # Access DOS Functions Ollll


02 ‘Tab’ or ‘Option’ lceys
us Hitting the ‘Tab’ or ‘Option’ keys pauses the
04
;L—

as game and brings up the DOS functions menu in


06 mm j- h ii
the H.U.D.'s information display. From here
92 you can:
oa
Q9
I0 Sound On/Off
ll Toggles the sound on and off.
I2
I3
I4 Abort Mission
I5 This ends the current mission and returns you
I6 to Resistance Command Headquarters. You are
I7 only allowed to abort a mission once.
I3
I9
23 Ouit Game
ll This exits you from Terminator 2029, but does
22 not save the game.
23
24 If you want to save the game prior to quitting
25
26 you must go to your Quarters. (See Section 1:
27 Quarters, Page 14).
2a
22
so
at
32
33
34
35
36
37
33
39
40
4I
42
43
44
45
46
47
43
49
50

36
COMPLETING MISSIONS

R.T.E #

i i iti ti i "—'*Z-DI“'-lfl"‘I-.t'I2:-'l.aJ"-.'Tt—'

I2
I3
I4
I5
I6
I7
I3
I9
20

1|-

CO PI.ET| G ISSIO S
Lt"l-fi|rIiH-5BfilD-tiILQUAJ LQCAJ LQOFJH JH J =\§'i‘"~Jfi\.1-bCAJl'\-"*Zfiil\L!'1.-bC ‘l"~J'-—Z*fli"-lG‘~LJHI-C.A'3—

37
COMPLETING MISSIONS

OI W ,, orrrn mt YOUR PRIMARY omcnv:


02 To determine your primary objective, hit the ‘O’
03 ,,,,, __ key, and review your orders. Your orders will
04 ____ m be displayed on the information screen on the
05 — ------ ~- H.U.D. Orders will be displayed as follows:
06
07
03 "*** "5 0 Primary Target
09 Q Verb (Destroy, Recover, Hold, Protect, Use,
I0 or Proceed To)
II - .... -- ‘I Noun (Name of Place or Object)
I2 - ~~~ 1' Location (If Known).
I3
I4
I5 ‘ For example, suppose you check your orders
I6 PT__y and they read:
I7 b

I3 _ __ Primary Target:
I9 _- Destroy
20 —- - - Mobile Communication Center
2I
22 ' UHKHOWD

24 Wm To achieve this objective you would scout


25 - “___ around the battle field, then locate and destroy
26 ————- SkyNet's Mobile Communication Center.
27
23
29 III orrrn mt YOUR srcouom omrcrnvr
30 After the Primary Objective is listed there may
3I be one or more Secondary Objectives. These
32 I will be in the same format as the Primary
33
34 Objectives: verb, noun, and then location.
35
36 CONFIRM OBJECTIVE ACHIEVED
37 To make sure you have achieved your objective,
33 check your orders again. The word "Achieved"
39
40 should be displayed after the objective
‘II description.
42
43
44
45
46
47
43
49
53

33
MISSION DEBRIEFING

RTE#
Z: l"'- J—'

Z113 U"-.L I"'l-hula-.3

Q --4

--‘ii:Z"--Di

ll
I2
13
I4
I5
I6
I7
I3
I9
20
21
I" - Jl"- J LIJHJ

*d""

LQAJLQDJLQ LAJH JFHJ HJ fi\LH-D|LnJ|"-'*Z‘-Di"-lG"'-LfiD|-

ISSIO DEBRIEFI G __ _
-Hhr-HIil-T»Ii-l Ii-HI i"-~LnDJ‘"'-lLflA~J\-Hhr-LAJH-—'Z\Di"~J

l-I""t Z

39
MISSION DEBRIEFING

NOTE: After successfully completing a mission, return


Disobeying orders will to Resistance Command Headquarters. There
result in warnings and Colonel Connor or one of his key staff members
being passed up for will debrief you on the relative success or
promotion. It can even failure of the mission. Your performance will be
result in your being evaluated and a graphic analysis of your
decommissioned and mission path made available to you.
released from the
Special Operations Disobeying Col. Connors orders will result in
Group. warnings from the Colonel himself. Con-
tinuing to disobey direct orders could mean
being passed up for promotion or even being
decommissioned and released from the Special
Operations Group. This is especially true for
indiscriminate use of your weaponry against
fellow Resistance personnel. If you’ve gained a
promotion in rank as the result of your actions
on the battlefield, you will be so informed.

After debriefing, you will return to your


quarters. There you can review your stats / kills
and prepare for your next mission. (See Section
1: Quarters, Page 11.)

40
R Tm
F # 5_
__
_H__]2_3

_jq1J_
__s;
x_@gg“i
g_ _ _ _gmg_i_g_

tiq"‘
___
.

H"
_OK
/__'
_ _ ___\
I:-~
*_ _ ___

/I.
__{_’
d
R___

_ _ _‘ _ _ _ _

_ _ _ _ _H
___ 1‘

I
_ _K_
___’
V__

Pk‘
‘I

{I
RANKS

3I _____ R.T.F# RA KS ATTAINABLE


32
33 -| -| Iii
Sergeant
34 Z — 1-I I I

Sergeant Major
35
36 2nd Lieutenant
37 1st Lieutenant
Q3 Captain
39 Major
I3
Lieutenant Colonel
II I

I2
I3 I
Col. john Connor holds the highest military rank
I4 in the Resistance.
I5
I6
I7 WEAPON SYSTEMS AVAILABILITY
LB.
I9 At the base rank of Sergeant, Resistance scientists
20
2I
have outfitted A.C.E. armor with: 40 Watt Phased
22 Plasma Cannons; Type 1 Fusion Grenades; and
23 Autodoc Neurolink hardware. For complete
24 descriptions of equipment capabilities, refer to
2_5 Sections 9 and 10 of this Technical Manual.
26
2]
23 As various members of the Special Ops Group
23 succeed in missions, newly acquired resources
30 become available to Resistance scientists. The
31 Special Tech-Comm Weapons Group will respond
32
33 by building more advanced weapons systems that
34 are made available for use and testing as they are
35 developed, with priority availability to highest
33 ranking officers.
31
3?
33 As additional weaponry is developed and made
KI available, you will find information on them in
4I the Ordnance Weapons screens.
42
43
44
45
46
47
43
49
53

42
A.C.E. TECHNICAL SPECIFICATIONS

R.T.F #

Z TIZ Z Z I"-lfl"'~LH-I':n!LnJh-J1"

09
10
ll
12
13
It
15
16
17
18
19
19
21

lbw
LQHJ QHJ FJ HJ '3-rDi"-Jfi"'~I-F"!-I“i-C.LJl"\-J

L-ac.-ac.-lacuna.- _c.»-Jc:I-L.r1-l=ni.rJ- —'

_ Li

-h-LAJLIZ"-JjC\.flAJi" "- I

- I-

.J:|. :-.| .|:-4:-1.l'r:-nu.1-t=|-r. 1r-.:|—-

C E TECH IC L SPECIFIC TIO S -_ 1-1


-hm
-bu%|“'- I

t. r1'. I:- -4::


+=r

43
A C E TECHNICAL SPECIFICATIONS

_, RTE#
=11 I"- J- '

a=r .': a|r: \.n.t:-'c. -a

Z2 """-JU"-

Z1 ii?

39
I3
II
I2
I3
I‘!
L5
I6
T7
I3 Figure 7-1 The A C E Battle Armor
I9
23
2I Spec|l|cat|ons
22
~ Advanced Cybernetic Exoskeleton
— ' A C E 1000 Battle Armor

_. Ti Deslgn
ii-
mm" lnrttal prototype
Cyberdyne Systems

\I'.AJLnJf-aJH l‘-J'h Jh~JI'"-Jhl"-J1'Z‘-G%"-IC"-LI'l-finC.al-.7! _ Current prototype


- Speclal Operatlons Group
LAJLAJ -HI-I’-AJ
Experlmental Weapons Systems D1v1s1on
M 1

Extenor Dlmensnons
M-

— _

—-— ii

Height
2 33 Meters (Clearance to Antennas)

-Fil -Iibu-F?!-'fAJLn C.}A-PJLM\-JA'1"-Di"'-lfi"-Ll‘! I _ MGXIIIIUIII Wltlllt (Shoulder to Shoulder)


-§|. -IE5
_ 1 31 Meters (Standard Mylmear Armor)
J‘:- I-. .r1
- 1 57 Meters (Hyper-Allov Mylmear Armor)
4:1- fla- I

4:- "'- -I 2

ii.

\. n.|: -. ta #:9- IDGD

44
A.C.E. TECHNICAL SPECIFICATIONS

Dry Weight
292.57 Kilos RIF # 9- """ "
—-I-it-Iii

-1.5;-_q-Aql I
Z111 -Ft-Lnih-5:1‘

Maximum Controllable Load Weight (w/Servos) ------.-


1122.66 Kilos ---- 2% Q"-Lfi

iii?

Maximum Controllable Load Weight (Servos OTS) Quuf —-1:-1:-c:~1:-anon- 4


486.66 Kilos c--__

jrjji -En-C.AJl"'hJ'—"'

Armor Composition " "i


Titanium / Detrium Alloy with Mylar Sheath I____ -ii B"-Ll‘!

MMil""'--I

Armor Stabilization — 3I W %'\-G


Trilithium Ieweled Gyros H I __

l"~Jl"'u'JI"'-‘J O|Jl"'- I -1'

Joint Articulation -- 2 I"--'.I .l':n

Neuro-Linked Hydraulically Assisted Servos "r


I- at- J 1::- \.n

l"'~Jl"'-J 1“'--I

Cybernetic Interface I"'--I '-O

Direct Neural Interface Ln-J Z

Cyberdyne System Chip Model T800-E C-0-J i

I’-IJHQ

¢ - I-J-I—I—I

GAJLIJ -I I-(.1-J

Power Supply Lil I-J1

Controlled Emissive Core Reactor (CeCOR) DO D‘-

no ---4

Support Systems W '1-U1

1 x 10'5 Micron Environmental Filtration .__,_,g_ -It-‘Z


n

Unit with Active Submicron Ion Field 1|;

RadLim (£25K Rad) ‘EU & ‘EH lsoFiltration


EMP Shielding ~—- -- -fir-HI-fin- fir -BI-in-Sh-D1‘

HEME Photon Burst Shield __ 4:- I-J1

Tischler Class 5 Chemshield -

ReGen |.1Bio Field System .§>.."h'"- lQ"'~

4:- O:
Hi-E Plasma Ablation Cladding —
U1-ItZr"-IQ

45
A.C.E. TECHNICAL SPECIFICATIONS

46
AVAILABLE WEAPON SYSTEMS

n.,“'T
-'7.--'
I

PO S S

47
AVAILABLE WEAPON SYSTEMS

I3
H
‘I’-1

IIIEIIIII PHASED PLASMA CANNON (PPC):

Power: 40 watts

Range: Line of sight

Other: Heat loss at 50,000“ C.

The 40-watt Phased Plasma Cannon adapts the


technology of front-line, single-troop plasma
weapons to the A.C.E. battle armor weapon
array. The cannon uses a controlled fusion
reaction to create plasma, which is then directed
towards its target in a bolt. Accuracy diminishes
over distance due to the plasma losing
molecular cohesiveness. Each discharge bleeds
a certain amount of heat from the fusion core.
When the core temperature drops below 1
million degrees centigrade, the fusion reaction
necessary for plasma production cannot be
maintained. For this reason, a heat loss indicator
is situated on the left side of the battle helmet’s
situational indicators. Careful monitoring of this
indicator will allow the user to gauge when to
allow the fusion core time to build up its heat
reserves. To fire any PPC, arm the associated
weapon box with the desired fire trigger.
Pressing the trigger will release a single bolt of
plasma toward any enemy within the targeting
reticule.
AVAILABLE WEAPON SYSTEMS

TOMAHAWK FUSION GRENADE LAUNCHER:

Power: Not Rated (fusion explosion)

Range: Targets within tactical sensor range

Other: Proximity blast radius

The Tomahawk Fusion Grenade Launcher fires


cartridges which, upon impact, are released
from their containment fields resulting in a
controlled fusion reaction. The result is a
concentrated explosion which covers a spherical
blast area. Targets within this blast radius are
subject to temperatures in excess of 1 million
degrees centigrade. Only those targets with
substantial mass and shielding are able to
withstand a direct hit. Arming the grenades for
firing is accomplished by selecting the
appropriate weapon box with the desired fire
trigger. Aiming the grenade is accomplished by
using the tactical sensor grid in the center of the
battle helmet’s situational awareness displays.
A small white targeting dot will speed rapidly
outward while the fire button is depressed.
When the white targeting dot intersects a target,
release the fire button. With practice, you will
be able to deliver ordnance with deadly
accuracy.

A note of caution: as the fusion grenade


cartridges are actually fired along a relatively
flat trajectory, releasing one while directly in
front of a facing wall can be very dangerous.
The grenade may impact the wall and explode,
possibly causing irreparable damage to the
A.C.E. battle armor.
AVAILABLE WEAPON SYSTEMS

AUTODOC

Power: N / A

Range: N / A, Self Contained Unit

Other: Regeneration of damaged tissue

The Autodoc is an emergency diagnostic


and biomedical unit that connects directly
to the A.C.E. Armor A/I logic array. The
Autodoc unit works by injecting
neurostimulants, recombinant DNA
ubiologics and other ancillary medications
within a micro-controlled gaussian field.
Using Autodoc hardware, Resistance
scientists have been able to repair and
regenerate injured tissue at extraordinary
rates. With the Autodoc linked
cybernetically to the A.C.E. Armor, you will
be able to heal the majority of injuries
suffered in battle in a relatively short period
of time.

50
INDEX

\/’

SI
mntx
A
Aborting a Mission ................................. ..21, 36
A.C.E. .................................... ..3, 4, 9, 18, 19, 20,
25, 26, 28, 29, 30,
31, 43, 44, 49, 50
A.C.E. Diagnostics ........................................ ..29
A.C.E. Technical Specifications ............. ..43-46
Access Code .................................................... ..9
Animation, Opening ...................................... ..9
Autodoc ................................................... ..42, 50
B Automap .................................................. ..14, 31

C Battle / Mission Screen ............................ ..23-32

Change
Direction ..................................................... ..34
Movement Direction ................................. ..34
Character
Creation ................................................ ..12, 13
Health .......................................................... ..28
Commands, Keyboard .......................... ..33-36
Completing Missions .............................. ...37-38
Computer Console ................................. ..13, 14
Confirm Objective Achieved ...................... ..38
Connor, Iohn ......................... ..3, 4, 5, 18, 40, 42
Contacting Bethesda Softworks .................. ..iii
Continue ........................................................ ..15
Credits ............................................................ ..iv
D
Debriefing, Mission ..................................... ..40
Display
Enemy Information .................................. ..27
Heading ..................................................... ..27
Health ......................................................... ..28
Information ......................................... ...31, 32
Location ..................................................... ..27
Orders ............................................................ ..
Shield Strength .......................................... ..28
Tactical ................................................. ..30, 31
Weapons Selected ..................................... ..27
Doorway ........................................................ ..15

52
INDEX

DOS Functions Menu .................................. ..36

Enemy Information Display ....................... ..27


Enemy Stats ................................................... ..14
Enter Key ....................................................... ..12
Equipment
Information ............................................... ..25
Selection ............................................... ..19, 20
ESC Key ......................................................... ..20
Exit ............................................................ ..20, 31

Fire Primary Weapon ................................. ..35


Fire Secondary Weapon .............................. ..35

Game Basics ................................................... ..7


Grenades .................................................. ..30, 49

Hardpoints .............................................. ..20, 35


Hardware Requirements ............................... ..8
Havok Missiles ............................................. ..26
Heat Loss, Weapon ..................................... ..32
HUD ............... ..24, 25, 26, 28, 30, 31, 34, 36, 38

Index ........................................................ ..51-55


Information Display ............................... ...31, 32
Installation ....................................................... ...8
Introduction .................................................... ..3
Inventory ................................................. ..14, 32

Keyboard Commands ................ ..27, 31, 33-36

Letter from the President ........................... ..1-2


Load Game .................................................... ..14
Location / Heading / Weapons
Selected Display .......................................... ..27
Locker............................................................. ..12

Main Menu .................................................... ...14


Map, War Status .............................. ..13, 18, 19
Mission, Aborting a ................................ ..21, 36
Mission Briefing ............................................ ..15
Missions, Completing ............................ ..37-38

53
INDEX

Mission Debriefing ................................. ..39-40

Neurolink Implants .................................. ..3, 45

Objective, Primary ................................... ..9, 38


Objective, Secondary ................................... ..38
Options Screen ....................................... ..14, 15
Orders ................................................ ..14, 32, 38
Ordnance Bay............................................ ..9, 19
Ordnance Selection ...................................... ..20

Pause ........................................................ ..14, 35


Personnel Chart ............................................ ..12
Phased Plasma Cannon (PPC) ................ ..3, 48
Primary Objective ......................................... ..38
Primary Weapon, Fire ................................ ..35
Primary Weapon Select ............................... ..35

Quarters .................................................... ..11-16


Quit Game ............................................... ..15, 36

Rank ........................................................ ..18, 42


Reconfigure Keys ......................................... ..14
Repairs ........................................................... ..29
Requirements, Hardware .............................. ..8
Roland ............................................................. .. 8
RTF# ................................................................. ..9

Safe Houses ............................................. ..29, 32


Save Game ..................................................... ..14
Scan ........................................ ..14, 26, 27, 31, 34
Screen, Equipment Selection ...................... ..19
Screen, Options ..................................... ..14, 15
Secondary Objective..................................... ..38
Secondary Weapon, Fire ............................ ..35
Secondary Weapon Select ........................... ..35
Select, Primary Weapon ............................. ..35
Select, Secondary Weapon ......................... ..35
Shield Strength.............................................. ..28
Sighting, Target ........................................... ..34
SkyNet .......................................... ..3, 4, 5, 13, 14

54
INDEX

Software License Agreement ....................... ..ii


Sound Blaster .................................................. ..8
Sound On/ Off............................................... ..36
Specifications, Technical ........................ .44-45
Start Up ........................................................... ..8
Status Map .................................................... ..l3
Starting a Mission ......................................... ..20
Stats, Enemy ................................................ ..14
Systems Update Indicators ......................... ..28

TAB Key ................................................... ..21, 36


Tactical Display ...................................... ..30, 31
Targeting/ Missile Scan ............................... ...26
Text Scroll ...................................................... ..32
Target Sighting ............................................. ..34
Tomahawk Grenade Launcher ............... ..3, 49
Trash Can ...................................................... ..15
TTAS................................................................. ..3

War Status Map ........................................... ..13


Warranty ....................................................... ..iii
Weapon
Availability ................................................ ..42
Damage ...................................................... ..25,
Descriptions .................................... ..20, 47-50
Equipment Display ................................... ..25
Heat Loss Indicator ................................... ..30
Selection .......................................... ..20, 25, 35

55

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