MIDWINTER 2 - FLAMES OF FREEDOM

PRE-HISTORY

CHAPTER 1 - THE YEAR 2099

Chill blew the wind.

The tiny figure on the makeshift bed wrapped his goose-pimpled arms tight around his torso. As he used his chin to inch the blanket closer to his neck, he shivered. And winced. The instinctive motion of bringing his knees to his chest only brought searing pain from his knee.

He drew in his breath slowly. Alone in the single-roomed shack, he knew that he was close to death. Whether the cold took its toll before they found him, and took more, no longer mattered.

His eyelids fell. A normally vivid imagination struggled to conjure up the most familiar of scenes; the grey-haired man with the pointed finger, loaded and ready to fire another pearl of wisdom.

Davy, you are but a boy of twelve summers.

But Grandpa, I...

I know, little thing. You've not seen a summer yet. But be patient. Embers can be rekindled. Be patient. Just be patient.

 Patience was all Davy had left.

He couldn't dream in greens, just greys. No voices in his head, just the crack of a rifle in a distant valley. He slipped and fell and was awake.

David, David, it's me, it's Ginny. A gloved hand stroked his forehead.

Peering through sore, cracked eyes he distinguished a golden curl and a bloody face. He jerked up and rocked back with the pain.

Easy David. It's over. You're safe. We're all safe. The comfort in the voice which normally made his heart skip a beat was strained almost beyond recognition. But it was her.

Hello chappie. We're come to take you home. John Stark, his hero.

And your Grandpa's here. He's... he's going to be alright.

Davy's eyes flicked from Stark back to Virginia, and then past them both to where his grandfather stood, leaning against the doorway, staring in to space, muttering. Davy tried to speak but his lips froze. Another glance through the grown-ups failed to answer his questions.

Virginia's face was cut and bruised. Captain Stark had his arm in a makeshift sling. His grandfather stood motionless, expressionless, save his mumbling. Davy wept. From pain, from cold, from hunger, from relief. He sobbed long and hard. And he sobbed loudest of all as he realised that his childhood was over.

Welcome to Verde.

A white uniform filled the patient's vision.

How do you feel?" asked the young nurse.

De Falco blinked. He parted his lips to expel a barely audible breath.

Where?

A frown sent pain from his skull through his neck and down his back.

Your craft. It was washed up here on Verde. What happened? You're in a right state.

Her calming tones mixed statement with question, but De Falco only heard her prying. He remained silent. His evil provided the high-power fuel for his racing mind. Already he'd remembered the fine detail of defeat.

Already he knew the source of his mistakes. He would speak only to the highest authority on whichever god-forsaken island he'd been dumped, and he told her so.

The dozen men in the bar of the Marianbad Inn sat silently, tears welling and chests bursting.

Come on, John, whispered the nearest to the radio set.

...and the battle of Shining Hollow was won... The invading forces surrendered on the death of their leader and his generals. Our island is ours again. Fellow fighters, we have been through worse before...

Stark held his hand over the microphone to hide the release of another lachrymal sigh, and continued. ...and I fear we will encounter worse again. We must steel ourselves for the future. We have more discoveries to make. We have more to learn and more to teach our children.The coast of the Midwinter Island is not the edge of the world. It provides little defence from our enemies or the elements. A new day is dawning. A new fight must be fought. It will be long. It will be hard. And... and it will be won.

Drinks gently frothed as hands trembled. No man met another's eyes.

Quite frankly, Mr. De Falco, I find it hard to believe. Thousands of soldiers, and buggies, gliders, mortar shells - against a handful of troops, no matter how well trained. I suggest to you, candidly, that you need longer stay in our infirmary.

President Blanco opened his palms as he spoke, exasperated at the wild-eyed visitor's outrageous claims. De Falco pursed his lips, and hissed;

Then perhaps you are lucky that we did not reach your island first. You would have provided easy pickings. The Midwinter Isle exists; it is there. It could be yours, with my help. Do you not need resources, do you not covet land?"

The President grew impatient.

Look, De Falco, from whence you came I neither know nor care. You obviously know little of me or my people. We struggle for freedom everyday. East of us lie islands threatened by a brutal regime. South of us warfare abounds. The inexorable spread of the Saharan Empire will,one day, reach our shores. We are not interested in causing conflict. We seek only alliance and trade with neighbours. War is neither desirable nor affordable. If you are not suffering a reaction to your ordeal, I suggest that you seem to be the most injudicious of men. I am afraid that, if you will not accept treatment, I must ask you to leave Verde at your earliest convenience".

De Falco clenched his teeth. His eyes burned. He focussed them on Blanco, who held his piercing stare for a moment.

Farewell, Mr De Falco, bade the President.

The saliva struck just below his left eye.

CHAPTER 2 - THREE YEARS LATER

Brightly shone the sun.

Professor Kristiansen read the thermometer and scurried inside to plot the last of the month's readings on his charts. Hypothesis, observation, conclusion. Greenhouse, greyer outlook. Davy peered over his shoulder.

Well Grandpa, are you going to tell them yet? sneered the gangly youth, his voice ranging from falsetto to bass within a sentence.

Kristiansen quelled his gathering desire to put the boy in his place. There was so much of the old man in the new man. It never failed to sting him to the core.

Davy, how can I tell them? How do you explain that our homes, their lives and the whole damn adventure is threatened. It's not like three years ago. It's not an extinguishable force this time.

So its even more important to warn them. John knows we're worried. People can see that Harper's Lake has grown to threaten the village. People know, Grandpa, people know.

The pleading tones of youth, the flooding memories of the old man, the pain of the knowledge and the fear of the unknown. The bonds between them began to stretch.

Gentlemen, we now turn to item 6.1 on todays agenda, Project Atlantic Explorer. Dr Grainger will speak to the attached paper.

John Stark's voice boomed with increased authority. The twelve men of the Midwinter Security Council shuffled their documents nervously and turned towards the three newcomers.

May I introduce myself as Dr. Mark Grainger, Chair of the Atlantic Explorer project, and my two assistants, Mr Iwamoto and Miss Tambo. Nearly two years ago, we were charged with investigating the feasibility of the launch of an expedition to explore the Atlantic seas to the south-east of Midwinter.

The project was initiated at your request after the events of three years ago, with two main aims. Firstly, to investigate the possibility of colonising any landfalls within easy travelling distance, in the hope of easing the pressure of the increasing population, forecast for our island within the next decade, and then to attempt to pin-point the source of the erratic radio messages heard at that time.

You have, of course, since been made aware that these broadcasts have discontinued. My two colleagues here today have been instrumental in facilitating the formulation of the proposed action outlined in the report.

Mr Iwamoto has coordinated the development of the water-borne transport experiments, utilising much of the hardware abandoned by the invasion force, and has been liaising closely with the team concurrently investigating powered aerial transport.

Miss Tambo arrived on the Midwinter Isle some eighteen months ago following the sinking of a ship from the African port of Dakar. From Miss Tambo's condition on arrival, our medical staff believe that she had been drifting on a raft for several weeks. Miss Tambo has assured us that the ship was within sight of land when it went down. Examination of all available evidence has led us to the conclusion that it was not the Midwinter Isle which they had sighted.

Miss Tambo has further presented us with detailed accounts of life in Africa, and has, like Mr Iwamoto, valuable and interesting information to relay to you today.

Gentlemen, if you could turn to page 4 of the report, I will begin our presentation in detail.

John Stark flicked through his papers. It was a detailed report. But he knew that however long Grainger spoke for, the arguments would rage much longer. He drummed his pencil on the table, determined to resist the calls for exploration.

The stench in the streets of Dakar was a heady cocktail of decay and disease, despite the teeming rain. Field Marshal Franklin Ngcobo was soaked through to his skin. At the end of his 1500 mile journey, it had taken a bare half mile walk through the streets to complete his discomfort. Now, standing on the dock side, he gazed across the water; from the ships laden with troops in the foreground, to the waiting adventure beyond the horizon.

A voice behind him jolted his mind back to reality.

Franklin, its good to see you. Pleasant journey?"

Good evening, General. No it was not. Over one thousand miles to wave goodbye to you is not, with all respect, what I would call pleasant.

Realising that sounded Harsh, Ngcobo forced a grin.

Everything is set, sir. The forward party have weakened resistance on Ghazal, and have, this afternoon, regrouped to set sail for Beni Mazar. I am sure that our leaders in Tamanrasset will be pleased.

The General's pompous air further clouded Ngcobo's skies.

General, for a man who has been with the Saharan Empire only two years, you carry much responsibility. You have your orders. Ghazal is rich in minerals. It is the ore we are going to exploit, not her people. Ensure that it is so.

Ngcobo paused for a second, assessing the impact of his instructions on the twitching man.

Report back every two hours.

His impatient subordinate grinned.

Of course, sir". He knew that he had his power back, the energy driving the lies which tumbled freely from his lips.

A young sergeant hailed them from fifty yards.

General De Falco, we are waiting for orders.

They agreed to it Olaf. They damn well agreed to it. Stark's exasperation made the professor's task all more difficult.

Well, John, it may be for the best in the long run. We can't predict the future,after all, we can only make judgements based on all the available evidence.

Kristiansen trod a fine line, placating Stark's anger whilst paving the way for his own bombshell.

But it's madness. They're dreaming of a pot of gold at the end of a rainbow. Fool's gold won't buy food!" Stark was not in a mood to be reasoned with.

Kristiansen scratched his forehead and folded his arms. The giveaway. John Stark had known Olaf Kristiansen for thirty years and, despite the ups and downs, he could read the old man like a book.

Olaf, do you have something to tell me?: asked Stark gently.

Yes, Yes, I do, John. Sit down.

For a fleeting moment, John perceived a sense of deja-vu. It chilled him.

Go on, he croaked.

You know that I have been monitoring the climatic changes which we have all witnessed over the past three years. The physical manifestations are clear. Our lakes have risen and fallen seasonally. Now they flood regularly. The lowland snowfalls have melted quickly. Even compacted ice-walls have begun to crumble in places".

Stark nodded.

Tell me something new, professor.

Its not good, John. It's warming up. Its pace is accelerating. Drastically. For an island such as ours, there is only one way to go, and that is back from where it came. Back into the Ocean.

Stark laughed nervously.

Get to the point, he pleaded.

The expedition is not an unaffordable luxury. It is a lifeline, John.

CHAPTER 3 - THREE YEARS LATER

The rap of knuckles on the bedroom door brought him awake. The sound of the voice made him jump.

Davy, its gone eight. You're late. The teasing tones of Robbie Parris showed no signs of suffering the hangover which beset his slumbering colleague.

Davy formed a scathing reply, but before it could be delivered, he realised that he was not alone in his bed. His first night on Verde had been a good one. He eased back the duvet and crept to the door. He opened it an inch and whispered,

Five minutes, mate. I'll see you downstairs.

Get a move on, lover boy. We've got a lot to do today.

Davy shut the door and cringed. He was going to have to face a lot more of Robbie's sarcasm before last night was forgotten. As he dressed, he gathered his thoughts. The thoughts of a nineteen year old youth, on his first trip away from Midwinter. He'd heard so much about Verde from his grandfather, but he was not sure that the life he'd sampled here so far was not the one which so excited the ailing geriatric.

Davy had been sent by the Midwinter Trade Council, of which he was the rising star, to put the seal of approval on export and import agreements thrashed out over the past fourteen months. Robbie's role was to oversee similar talks on the relocation of the first thousand settlers. The two men were well briefed and eager.

Having collected yesterday's quickly discarded clothes, he flipped open his briefcase to check that he had all the necessary documents for the day's business. His eyes fell on the note from John Stark, wishing him luck for the trip. Good old John, he had taken the last few years well, despite his initial judgements having been proved so drastically wrong. Davy thought it unfair that the man whom he had worshipped for so long now found that his wisdom met with scepticism more often than approval.

But this was not the time for sentiment, it was the hour of action. All the negotiations had been smoothly talked to the verge of completion, all the well laid plans were about to come to fruition. The Midwinter Isle had found a much needed partner, and the future matched the weather. Brighter each day.

The leather strap fizzed through the air before cracking against bare flesh.

Convulsing against the stone slab to which he was tethered, the young man yelped. His wealds glistened in the rays of light piercing the gloom from the high window. Administering the final blows was De Falco's privilege.

You are a lucky man, he hissed at the twitching body.

Other Dhafrans will find out how lucky in years to come.

Another lash smacked home, splattering blood across the tiled floor. The prisoner's tortured body lay motionless.His luck had expired. De Falco turned to hand his instrument of torture to the waiting subordinate, who stood nervously near the door.

Clean up the mess in here and put the body on display. Make it clear that the Saharan Empire cannot be resisted. I want the last few renegades rounded up by nightfall.

The soldier wiped his brow and nodded obediently.

Then send notice to Tamanrasset that Dhafra has fallen. Remind them that half the islands are now under our rule, and inform them of my recommendation that this island should be used to make firm our grip by the construction of a large military base.

De Falco rubbed his stubbly chin thoughtfully.

And invite a delegation from Tamanrasset to the city of Quida in the north. Its time for our leaders to witness our efforts.

He spun on his heels and left with a thundering laugh.

The huge oak doors swung open and President Blanco strode purposefully forward, hand outstretched. Davy was, for a moment, more in awe of his surroundings than at the mountain of a man who was pumping his arm in greeting.

Mr.Hart, it is good to meet you. How is your grandfather?

Good morning, sir. The Professor is, as always, stronger in mind than in body. He sends his regards.

Good, good. Well, shall we sit? I am not as young as you, after all.

Davy grimaced. He hated people remarking upon his lack of years. They always equated it with a lack of experience, not knowing that he'd been through more trauma before his teens than most witness in a lifetime. The President noticed Davy's discomfort.

Well, this is a long way to come to merely sign a piece of paper. What news do you bring from Midwinter?

Mixed, sir, to be honest. The refugee list is over subscribed by a factor of five. Rumours have spread like wildfire that the island has less than five years before she is reclaimed by the seas. This has not been helped by your reluctance to negotiate Trade Agreements beyond this time. But we have much to offer you, as I know you have us.

Blanco allowed a feint smile to play on his lips.

Your grandfather told me that you speak your mind. How refreshing it is to hear that borne out.

When time is of the essence, it pays to get to the point. We are looking to extend our agreements, once those on the table today have been ratified.

My friend, you must understand my air of caution. Trade of commodities must be two way. We are already offering you much in addition to our hand of friendship.

Indeed you are. But bonds may be strengthened in other ways. I heard that Dhafra fell last night. Perhaps it would be prudent to cast our eyes east in tandem. Once the swelling wave breaks, it is too late to start building a sea wall.

The President chuckled.

An analogy constructed from both hind and foresight, I imagine. To say that we are not worried by events in the east would be untrue. To admit that we are unaware that your Security Council have more advanced military hardware than we do would also be a lie. As you say, perhaps we could discuss a more formal alliance. Will you make my willingness to discuss such things known to your people?

Davy nodded his agreement.

Naturally, any military treaties would be for deterrent purposes only. Midwinter is not an aggressive nation. Nor is Verde. But together, our forces would form a strong line of defence.

The doors behind them opened and a smartly dressed woman of Davy's age entered. As she handed Blanco a note, Davy thought that she looked familiar.

Thank you Jetta. This is Mr Hart from the Midwinter Isle. Are the Trade papers ready for his signature?

Yes, sir. I'll have them sent in. She turned to leave, ignoring Davy's embarrassed motions to a handshake.

Jetta, snapped the President, Mr Hart is being polite.

As Davy's eyes met hers, he flushed crimson. Yes sir, Davy and I met last night. There is no need for formality this morning.

CHAPTER 4 - THREE YEARS LATER

Every time a thought began to form, the bleep of the heart monitor stifled it. He began to wish that the monotonous confirmation of the old man's tenacity in clinging to life would cease. How could he even entertain the thought!

Davy lowered his head into his hands, peering through his fingers at the shrouded figure, surrounded by banks of equipment which he had designed throughout his now ending life.

Davy's head was a maelstrom of emotion, impatience, ideas and sorrow. His decision making powers were deserting his mind, just as his grandfathers breath was deserting his body.His quandary was immense. The old man's last request was to die on Midwinter. His only hope was to leave with the last of his people for the safe haven of Verde.

The authorities were closing the medi-centre in twenty-four hours. Davy prayed that nature would pull the plug before he was forced to himself. He hadn't heard the doctor's entrance.

I'm so sorry, Davy.

Davy recoiled from his thoughts, leaping back to the present. The silence which at last filled the room flooded his ears and brought a trickle tear of relief. He rose, crossed to the bed, and gently kissed the lips of his grandfather's body.

You are dismissed, herewith. You will be taken back to Tamanrasset to await court martial. The catalogue of evil which you have perpetrated sickens me. What sort of man are you, De Falco?

De Falco widened the grin which he had fixed before the tirade from the Tuereg Prince had begun.

Sir, I am a man who has striven, over thirty years, to enable the creation of a new order which the predicament of our planet demands. There are those who's destiny it is to govern, and there are those only fit to be slaves. I am, admittedly, single-minded in my quest for power. I am one of the chosen few. I have facilitated the spread of your empire. I have enabled you to lay claim to forty islands, their people and their resources. I have dedicated myself to giving the Saharan Empire everything it covets.

Now you betray me, Now you spurn me. Now you seek to undo all that I have done. We are but one step from taking Verde and Midwinter. What I am not, is lacking the moral fibre which you and your like are. Tamanrasset has its slaves. Tamanrasset has its natural order. Now I have given order to the East Atlantic. I will be remembered as the greatest son of the Saharan Empire. Your epitaph will, I am sure, remember you as one who hindered rather than helped.

Prince Sendero, heir to the Tuereg throne, was caught in two minds. Should he have De Falco executed immediately, or was he to follow his father's advice and send the maverick back to Tamanrasset to be killed?

He pondered awhile, chiefly to allow himself time to choose his words carefully. De Falco. You are correct in stating that a new order has to be imposed. However, you no longer have a part in our plans. We have used you to get ourselves into a position of strength. We believe in an ordered society. We have our slaves. The islands will be nurtured as slave colonies. You will be amongst their number.

You have overstepped the mark time and time again. The blood of a thousand people stain your hands. Your actions mean that the coercing of our new colonies into working for us will be difficult. We cannot exploit corpses. There are many fine jewels which are now ours. We have the task of cutting them into priceless gems. Such a process requires skilled craftsmen, not sadists armed with sledge-hammers. Your time as a leader of the Saharan Empire is over.

I have reconsidered my decision to have you sent back to the mainland. I will have the necessary papers drawn up to enable you to begin your new duties as my personal slave tomorrow.

For the first time in years, De Falco's smile vanished.

Cheering crowds, vehicles bedecked with bunting and the beat of marching drums filled the teeming streets of Union. The carnival atmosphere floated through the first-floor window of President Blanco's office where he sat, in full uniform, putting the finishing touches to his soon to be delivered speech.

Next door, in the government chamber,over one hundred dignitaries and officials from the former islands of Midwinter and Verde chattered excitedly, toasting the birth of a new beginning with fine wines.

He ran through his text for the final time. People of Agora, today we celebrate a landmark in time. The coming together of two tribes in peace, friendship and prosperity. Yesterday is history, tomorrow another day. Today, let us not ignore the lessons of the past, nor deny the uncertainty of the future. Let us celebrate, reflect, and plan.

Celebrate our freedom. Enjoy the mutual benefits which our former islands bring each other. Give thought to the opportunities afforded us.

Reflect on the struggles along the road to where we are. Remember the pain and suffering endured by our forefathers. Never forget that we can overcome everything bar the passage of time.

Plan carefully to maximise potential. Fear not what time has in store for us, but be mindful of the dangers we face. And prepare yourselves to be part of Agora's future.

Just over the horizon lies danger. The Saharan Empire show no mercy to the weak. Our economy must be developed, education and training must be advanced, and our defences must be strengthened.

It gives me great pleasure to announce to you the information of the Atlantic Federation. We aim to build from our base here on Agora, strengthening our trading links with the islands suffering at the hands of the Saharan Empire, and encouraging them in whatever ways possible. We will negotiate with the Saharan regime, in an attempt to bring peace and prosperity across the Atlantic. The Earth is, at long last, beginning to bear fruit again.

Let us spread our harvest wide. May the Atlantic Federation be a vehicle of progress, a force for liberty, and a spark which lights the flames of freedom longing to melt the last of the ice away.

Peering into the gloom, the guard blinked his eyes as he tried to focus on the bed in the corner of the cell. It was empty. As panic set in, the dull thud to his left set the guard's eyes turning. Stepping into the darkness, he looked up towards the sound.De Falco's body swung gently against the wall, hung high, sheets knotted to the air vent.

It was the guard's turn to smile.

SECRET & CONFIDENTIAL

From: The Presidential Offices, Union, Agora
To: Commander Blair, Atlantic Federation Security Council

Dear Joe,

Further to your letter of the twenty-third of this month, The President has asked me to inform you that your paper entitled Intelligence Gathering - A Plan for the Future, will be tabled at the next Grand Council meeting with his full approval.

He would welcome the opportunity of a meeting with you and your team before the meeting, scheduled for the fifteenth of next month. I suggest that you telephone me to arrange a firm date. Once done, I will notify you of the areas contained in the report which are felt by The President to need additional clarification.

He will, of course, require a full briefing under Security Notice B1.

Yours ever,

K Svensson

Private Secretary to The President.

PS. Joe, this is a STRICTLY need to know basis as far as your guys are concerned.

DAILY CORRESPONDENT

Agora's Leading Newspaper

SAHARAN COMMUNIQUE OFFERS PEACE HOPE

Union, 1 January, 30

The President of the Atlantic Federation today revealed that he has received a New Year's Greeting from the leader's of the Saharan Empire, in which they speak of A new epoch of hope, peace and co-operation over the coming years. It is believed to be the first direct communication from the Empire for eighteen months, and its tone and content have sent shock-waves through Government circles.

Speaking at a hastily arranged briefing, President Blanco told waiting reporters that he was both excited and amazed at the apparent about-face detailed in the communique, coming as it does less than a month after reports of massive troop build-ups on Dhafra.

The Empire have offered to build both Trade and Diplomatic links with the Federation, in the hope that "mutual understanding will lead to financial and military stability throughout the East Atlantic".

In his announcement, The President said that he welcomed the appearance of reason after far too much time spent eyeing each other as alien races, and that he would be replying to the message in "the most positive way possible.

However, late last night in Townsville, it was becoming apparent that The President may be isolated in his views. The Security Council offered "no comment" to the suggestion that the Saharan Empire may be using this tactic to weaken resolve amongst the Agoran people, which was quickly followed by increased speculation that the predicted arguments over proposed increase defence spending from next month may be set to take a new turn.

IS THE COLD WAR COMING TO AN END?

From Our Political Correspondent, Henri Lafayette

It had to happen. The strength of the Atlantic Federation has grown and held its own in the face of all threats from the East. The Saharan Empire must know that their furthest flung outposts, our nearest neighbours such as Panao, Vicenza and Gamboa, are unmanageable without the financial input that trade with Agora offers.

Such were the bullish tones of President Blanco yesterday. The questions now to be answered are even more numerous than those begging response before receipt of the communique. What exactly are the Saharans planning? How do they envisage Agora's position alongside the dictatorship imposed on the Slave Isle?

And, perhaps the most pertinent question of all is to ask ourselves, Do we trust them?. So deep is the resentment of the Empire buried in our society, so strong the feelings of revulsion at their capture of the Slave Isles two decades ago, and so consistent the line of anti-Empire propaganda flowing from The President himself throughout his Premiership, it seems inconceivable that the past can be forgotten and new partnerships forged.

But, if our leadership is to be believed, this is the opportunity of a lifetime, to be grasped with both hands. We must hope, for the sake of the Federation and all our people, that the hands which grasp are not severed at the wrist by an enemy which, in the past, has not found itself wanting in the dirty tricks department. Let us join The President in welcoming the initiative. But, as he once said himself, "Let us not ignore the lessons of the past, nor deny the uncertainty of the future.

MALARIA SCARE RESURFACES ON PANAO

The Daily Correspondent has learnt from an Agoran citizen in hiding on the Slave Isle of Panao, that fears are growing that the malaria epidemic of thirty years ago may be set to take hold once more. Medical facilities on the island have, we understand, asked for immediate assistance from the Saharan authorities, in order to curb the rising danger. Its proximity to Agora led to all fishing vessels being banned from entering our waters during the last outbreak, which because of the intensity of the fighting against the Saharans on the island at the time, caused great consternation for our government.

THE MESSENGER

Telling it how it is

DON'T TRUST THEM - Saharan Dogs Will Bite!

The Agoran leaders were plunged into a new fight with the barbaric Saharan regime yesterday as they sent us a peace message in an attempt to con us into becoming friends.

Despite years of bloody slaughtering and the maiming of innocent men, women and children, President Blanco last night said that he was ready to talk to the madmen of Tamanrasset!

The message was the first time that Agora has officially heard from the Evil Empire in over a year, in which time they have continued to rule with an iron fist over the Slave Isles.

Only last week, our intelligence in Dhafra spoke of a huge build up of soldiers, guns, and tanks. The Saharan Empire are completing their evil schemes to attack Agora, and have obviously used the peace message as a cover for their plans.

The Messenger, speaking as it does on behalf of the citizens of Agora, is proud to tell President Blanco that we are ready to fight off the Evil Empire even if he is willing to be tricked into becoming their friends.

TOP COP BRANDED TRAITOR

A high ranking Federation Law Officer has defected to the Saharan Empire whilst engaged in undercover work on Iquitos. Agent Raj Nazir found the high-life enjoyed by wealthy Saharans too much to resist when offered a new house and job on the holiday haven. He is now spilling the beans to the local Saharan authorities in exchange for money and luxury goods.

When we contacted the headquarters of the Federation Security Council in Union, we were allowed only to speak to the Personnel Officer, who told us that "Agent Nazir is no longer in our employment. His whereabouts are the subject of much speculation, but he knows nothing which could damage the Federation or its people". Nazir left behind his wife and two children, who were last night "resting with friends".

Jibaile, Corozal, 8 January 30

President Blanco,
Atlantic Federation Government Buildings,
Townsville,
Agora.

Mr.President,
I pray that this letter reaches you, for in writing it I endanger the lives of many. News has reached me of the Communique issued to your Government by the leaders of the Saharan Empire, and your apparent response. As the leader of the illegal Corozal Democratic Party, I beg you to set your face against the blatant untruthfulness of the message.

On Corozal, we made the mistake of allowing the Saharan Empire to gain credence when they first approached us nearly twenty years ago. They abused our trust, flouted all decency, and now impose the strictest denial of human rights on our people, backed by the threat of further military action if we do not comply with their every command. More of our people are transported back to the African mainland as slaves every day.

The Empire is ruled by men who will go to any length to extend their domain. I know that they covet Agora as the jewel in their crown. Not only are the Atlantic Federation in control the last free island in the East Atlantic, they are also the only hope remaining for the millions of Slave Isles citizens who long for emancipation.

With every breath in my body, I plead with you not to befriend the Empire. If you do so, Agora will fall. There are alternatives which do not involve full-scale military confrontation, although I understand that you feel it to be inevitable unless you reach compromise with the Empire.

Corozal is lucky to be home to men and women who are never prepared to lay down in the face of injustice. We have cultivated and intricate network of undercover intelligence operatives whose task is to make life as difficult as possible for our oppressors.

Instead of embarking upon a futile quest for intercourse with the desperate men of the Saharan Empire, I suggest to you that an alliance with the downtrodden, but not beaten, people suffering at their hands is the only course of action which will, in the long run, bring peace and prosperity to the East Atlantic, and, to be quite candid, is the only option which will save your island from befalling the same fate as Corozal.

I am sure that, if you wish to engage in further dialogue, you will be able to contact me.

Yours truly in peace and friendship,

Badzal Zola.

Extract from the minutes of the Atlantic Federation Grand Council meeting, 15th January 30

Item 5.0: Intelligence Gathering - A Plan for the Future

The Council was addressed by Commander Blair, Deputy Chair of the Atlantic Federation Security Council, who spoke to his tabled paper. In outline, the paper proposed the formation of a new department within his organisation, charged with recruiting, training and utilising a squad of Agents for placement upon the Slave Islands, with the aim of soliciting and gathering information pertinent to Saharan Empire activities, and to seek out and liaise with known activists working to undermine the Saharan Empire's activities.

Such a body of men and women would be answerable directly to the Grand Council via the Security Council Chair and Federation President, and their work would at all times be classified, confidential, secret, and subject to the highest security clearance.

The paper received the full support of The President, who assured the Council that his remarks of earlier in the month had been misinterpreted, and he in no way sought to forge alliances with the Saharan Empire.

Points of enquiry were raised by several Council members, which focussed on the day to day procedures to be adopted by such operatives whilst on assignment, and on the calibre of Agent available for such missions.

Commander Blair explained that the Field Agents would be put in place on each of the islands, with the aim of preparing information for return to Agora, which would be disseminated by the Security Council. A top tier of Agents would be on constant alert on Agora, who would provide help and back-up to Field Agents as requested, travelling undercover to any of the Slave Islands requiring urgent assistance.

The Agents were to be recruited carefully from existing Security Forces, and, in addition, from the limited number of Federation allies throughout the East Atlantic.

With the proviso that Commander Blair return to the next meeting with detailed organisational structures for final approval, the document received assent by seventeen votes to nil, with two abstentions.

Item 6.0: A vote of confidence in President Blanco

Subsequent to the earlier discussions regarding President Blanco's statements about the Saharan Communique, it was accepted by the proposers that this item be dropped from the Agenda.

 President Blanco accepted the Council's warnings as to his future conduct in such matters.

MEMO

From: The PS, Chair AFSC
Date: 21 June 30

To: The PS, President Blanco
Ref: HY65/B.1

Subject: Cobra Agent Reports

SECRET AND CONFIDENTIAL

MESSAGE:

Dear Ken,

Please find enclosed the first batch of reports from those COBRA agents who are now in place, for the President's attention. Usual rules apply.

Any comments should be strictly saved for tomorrows meeting. The deadline for Grand Council papers is next Thursday, so we must move fast on 'tracing' the leaks. I couldn't spot the spoon-fed stuff myself!

All the best, fingers crossed,

Sal

MEMO

From: The PS., Chair AFSC
Date: 25 June 30

To: The P.S., President Blanco
Ref: HY69/B.1

Subject: Cobra Agent Reports

SECRET AND CONFIDENTIAL

MESSAGE:

Dear Ken,
The bait was taken. The day after the first reports reached the President, the Airship base on Maji was stuffed with troops, all heavily armed, and a five mile cordon was thrown around the base. The following day Professor Challenger was rooted out and is believed to have been killed.

Having found the leak, Commander Blair wants it plugged ASAP. The method is open to discussion, but it looks messy. Blanco is on his way out, that much is sure, but they are really baying for his blood over here. Show trials and extradition at best, the moment the hangers have been waiting for at worst.

Can you get in touch tonight to smooth things over?

Sal

COBRA Field Agent Report

Agent: Radovan Krajewski Base: Gamboa
Date: 19.6.30 Time of Transmission: 2330
Taken by: DD Code: Passed


Report Filed:

Progress delayed by heavy floods. Military base in W. not accessible. Low population, unable to make contacts but little Saharan presence. Potential as staging post. More soon.
RK.

COBRA Field Agent Report

Agent: Ester Glynn Base: Jerez
Date: 19.6.30 Time of Transmission: 2135
Taken by: DD Code: Passed

Report Filed:

Pop, main Portuguese/African. Main trade copper, becoming less. Jorges Tequise, resist leader in prison. No contact established. One military base. Recruit potential fair. More soon.
EG.

COBRA Field Agent Report

Agent: Jack Eiseb Base: Maji
Date: 19.6.30 Time of Transmission: 1800
Taken by: DD Code: Passed

Report Filed:

S. Emp. leader Col. Mendoza v strong, loyal troops, local resistance active, much blood. Rebel leader Prof. Challenger, in N. plans raid on Airship field in W. soon. Industrial base strong in N., much export to Taman. Potential recruit high. Land fair, climate fair. More soon.
JE.

DAILY CORRESPONDENT

Agora's Leading Newspaper

BLANCO RESIGNS!
SPY SCANDAL ROCKS THE FEDERATION

Henri Blanco has resigned as President of the Atlantic Federation, in circumstances which are leading to incredible speculation that he is an agent of the Saharan Empire.

The magnitude of his treachery is not yet clear, but to have a traitor as head of state certainly means that our nation state is in perilous danger of foreign intervention.

Mr. Moshe Sarid, the deputy premier, revealed the world shattering scandal with the words; "One man may have taken us to the brink of destruction". Such terms may appear to overstate the dire predicament of our nation, but, as President Blanco will have had access to every single piece of intelligence and Government information for over twenty years.

How long he has been in the pocket of the Saharan Empire is unclear, but, in an effort to prevent widespread unrest amongst Agoran people, Mr. Sarid confirmed that he believe it to be "less than a six month period.

The whereabouts of the President and his immediate family were kept a secret last night, but Security Council advisers and media representatives were calm, positive, and obviously well briefed.

It may well be the case that the Security Council have been keeping close checks on the ex-President for some time, which would explain the apparent calm with which they are handling this devastating news.

The problem over the coming months will no doubt be to ascertain just how much Blanco has fed to the Saharan Empire, and now Agora and the Atlantic Federation can restore confidence in their security and intelligence operations.

Last January, Blanco caused uproar following his reaction to the Peace Communique from the Saharan Empire. His actions may now be seen in a different light following these amazing events. Blanco was a man with corrupted values and dishonest aims. If his point of view at that time had held sway, his discovery as a spy now would be all the more damaging.

Luckily, the Atlantic Federation took the initiative away from Blanco by producing alternative policy decisions, forcing him to support them, which have led to a strengthening of Security Forces, and limiting his influence.

It may indeed be the case, if rumours from Government circles are correct, that the heightened Security position finally led to Blanco's exposure for what he is - an enemy of the state, condemned by his own admissions to confinement for the rest of his life.

THE SECRET OF STATE
From our Political Correspondent, Henri Lafayette

The evidence against ex-President Blanco, gathered by the top Agents of the Security Council, will have been seen by very few people. The same will be true of the information passed by Blanco to the Saharan Empire. The knowledge of what has been leaked, and its political, economic and military importance, is the privilege of very few.

The deputy premier's remarks that Blanco may bring Agora closer to suffering foreign intervention smacks of one without that privilege. The real power brokers behind the throne are unlikely to be members of the Government. They are the Chief Officers of the Security Council.

This small band of hand-picked military and intelligence elite are mentally in the front-line of a war in which, as yet, no shots have been fired. Blanco's disclosures may well bring conflict into sharper focus in these men's mind, but the how, when,and where of war will have been their centre of attention throughout their careers.

These men are the players in a massive underground Chess game, only brought to light when our side lost, let us pray, not their King, but their Queen. The number of lesser pieces left the Federation's disposal is unknown. But one thing is. The chance of stalemate in this game of Atlantic power-politics is virtually nil.

STRICTLY CONFIDENTIAL

The Atlantic Federation Security Council,
Central Offices,
Command Island,
Agora.

Salvatore Bella.
COBRA Agent j89/e

Dear Agent Bella,
It was most interesting to meet you yesterday. In the light of your information gathered regarding "Operation Scorpio", I have arranged for you to meet Commander Blair on Friday, here, at 1445 hours. Since then, I have received corroborating information from an Agent on Ghazal and am currently seeking urgent contact with all Agents on assignments based on eastern islands.
If, as it appears, the Saharans are preparing to launch an attack from the mainland, my soundings with strategists here at HQ are pointing to a minimum of one years delay in building sufficient troop levels from the Empire's current levels around Dakar. It is of no doubt in my mind that the Saharan Empire lust after our island.

I believe that we may, thanks to your vigilance, have gained enough time to combat it. The Commander would welcome a discussion regarding potential strategic paths on Friday. We must tread a fine line between preparation for war and avoidance of its precipitation.

Intelligence gathering is now at a premium. As such a valued agent, I am sure that you will appreciate that we need you in the field. Will you therefore prepare to leave Agora next Monday on assignment. You will be fully briefed after your meeting with Commander Blair on Friday.

Yours sincerely,
Stefan Lubovski
Director of Field Operations,
COBRA.

FLAMES OF FREEDOM

OPERATIONS MANUAL

This handbook is designed for the use of COBRA field operatives seconded to Operation Wildfire. It provides details of the history of the conflict between the Atlantic Federation and the Saharan Empire, information on the 41 islands of the region, full technical specifications for transport, armaments, sabotage techniques, and provides information for a range of situations likely to be encountered throughout the operation.

Its contents are Top Secret and Highly Classified. You are privileged to have access to this sensitive material. Please take care of it.

Good Luck.

CONTROL

HOW TO USE THE HANDBOOK

There are several ways to learn your craft as a Field Operative, and, whilst trying out and learning the game, you are also encouraged to familiarise yourself with the layout of the Handbook.

Those agents who wish to get into the thick of the action as quickly as possible, follow the Firefight route. Those pages and chapters which are essential reading for this route are marked by a square.

Those who wish to sample more of the tactical elements, as well as the action, but do not want to see the full range of game options yet, follow the Raids route. Those pages and chapters which are essential reading for this route are marked by a triangle.

For those wishing to try the full game from the start, playing at the strategic, the tactical and the action level, every page becomes essential reading. This is marked with a circle as the Campaign route.

When you first play Flames of Freedom, select the Firefight route. You may not find life easy. You may not even survive. But you will know what an action-packed challenge you're facing!

After a short while, you'll want to know more about the range of options available to you from a strategic angle, whilst guaranteeing that the mistakes which you are bound to make whilst learning do not prevent you from winning the game eventually. Raids allows you to do this.

Finally, when you are ready from the ultimate challenge, in which every decision you make could have a bearing on the outcome, and where the more knowledge you have, the better your chances of success, you should read every page, via the Campaign route.

The handbook is divided into 20 chapters, each dealing with a specific area of your work. The first 8 chapters explain how to prepare for missions, and describe the workings of your Headquarters. They provide everything you need to know about getting started, and will best serve you in the order in which they appear.

The second section of the Handbook covers all aspects of your work in the field. The order of events whilst undertaking a mission will vary with each mission, mostly determined by you, but sometimes by fate. You will find the second section at its most useful if you read each Chapter when it becomes relevant during the game.

For a very brief description of any terms which are used during the game please consult the Glossary.

Finally, a section is provided at the back of the Handbook for notes, but do not think that every piece of information you receive must be noted down. Nearly all of it will be accessible on-screen, via the F keys. It is therefore important that you get your Keyboard Overlay to hand now.

THREE LEVELS OF PLAY

Action - Moving around, exploring, fighting the enemy, all in glorious solid 3D.

Raids - Using your tactical skills to complete a whole missing on one island. This involves lots of action, but need some thought as well.

Campaign - Using your strategic skills to complete a massive campaign, encompassing all 42 islands. You'll need all your action skills, all your tactical skills, and an ability to plan ahead in depth.

THE F KEYS

F1	Special Actions Key
F2	Rest Key
F3	Autoroute Key
F4	Quick Time Key
F5	Map Key
F6	Self Key
F7	Notebook Key
F8	Mission Objectives Key
F9	Secret Weapons Key
F10	Quit

Campaign Game: If you intend to play a campaign game, please prepare a blank, formatted disk.

CONTENTS:

Historical Background
The Atlantic Federation and Agora
The Saharan Empire and the Slave Isles
Operation Wildfire
Chapter 1 - Getting Started
 Loading Instructions
 Control Method
Chapter 2 - The COBRA HQ
Chapter 3 - The War Room
 Start New Campaign
 Load Existing Campaign
 Save Existing Campaign
 Create Back-Ups
Chapter 4 - The Personnel  Department
 Name
 Sex
 Appearance
 Psychology
 Physique
 State of Health
 Personnel Filing
Chapter 5 - Training
 Strategy Training
 Escape Training
 Transport Training
 Firefight
Chapter 6 - Campaigns and Raids
Chapter 7 - The Missions
Chapter 8 - The Mission Briefings
 Selecting a Mission
 Mission Briefing Screen
 Accepting the Mission
Chapter 9 - Transport & Movement
 Transport Types
 Transferring Between Modes
 The Views
 The 3D Landscape
 The Transport Control Panel
Chapter 10 - Special Actions
 Leaping into Vehicles
 Talking to People
 Grabbing Objects
Chapter 11 - Engaging the Enemy
 Your Firepower
 Tactical Status
 Hints and Tips
 Weapon Effectiveness
Chapter 12 - Map Reading
Chapter 13 - Autoroute and Quick Time
 Setting your Route
Chapter 14 - Making Contacts and Meeting People
 Immediate Assistance
 Conditional Help
 Persuasion
 Betrayal
 Types of Help Offered
Chapter 15 - Escaping from Capture
Chapter 16 - Your Notebook
Chapter 17 - Self
Chapter 18 - Rest
Chapter 19 - Achieving Your Mission Objectives
Chapter 20 - The Armada
 The Composition of the Armada
 The Attrition Rate of the Armada
 Winning or Losing
Appendix A - The Slave Isles
Appendix B - Weapons Systems
Appendix C - Secret Police Guards
Appendix D - Transport Modes
Appendix E - Building Types
Glossary
Credits

HISTORICAL BACKGROUND

THE ATLANTIC FEDERATION AND AGORA

Our Atlantic Federation was formed in 2018 by the political unification of the nations of Verde and Midwinter, following the partial destruction of the Midwinter island by rising sea levels. Its guiding aims were to form binding economic and political ties between the people of Midwinter and Verde, and to extend the hand of friendship to other nations, countries and islands.

The island of Verde was officially renamed Agora, from the meeting place in Ancient Athens, the birthplace of democracy. With the final disappearance of the Midwinter island, Agora became the home of the Federation and her people. Agora is the most westerly of 42 islands which stretch in a broad band to the African mainland.

Our neighbouring islands have, for thirty years, been controlled by the dark forces of the Saharan Empire. Intelligence reports lead us to believe that their next target is Agora itself.

THE SAHARAN EMPIRE AND THE SLAVE ISLES

Life for most people on the Saharan controlled islands is, in the main,atrocious. Hundreds of thousands have been transported back to the African mainland as slaves, and those still living on the islands are under the total control of the Saharans, working in a variety of ways to serve the Saharan Empire's desires for economic, political and military strength. The threat to Agora is taken very seriously.

A small number of COBRA Field Agents, placed by the Atlantic Federation Security Council on the islands have been working undercover for sometime. They have discovered plans for "Operation Scorpio", which we believe to be the code-name the Saharans are using for their attack on Agora. These same agents have also executed covert reconnaissance, allowing us to compile a fairly comprehensive picture of life on the islands.

Resistance amongst the people of the island is at higher levels than we anticipated, and in many places, intricate networks exists, enabling the underground movements to engage in acts of sabotage and defiance against the Saharans.

However, the resistance groups lack the training and resources necessary to instigate a full-scale uprising against the island authorities, and, as each island has diverse organisational, cultural, and political aspects, there has been no prospect of island resistance groups joining to form a pan-Atlantic anti-Saharan coalition.

OPERATION WILDFIRE

As the last island remaining free from Saharan domination, we have decided to launch a counter operation aimed at preventing the Saharan Empire from gaining control of Agora. This strategically planned series of missions is to be codenamed "Operation Wildfire".

As one of the top COBRA agents available, you are to be sent from Agora to undertake hazardous missions which may cost you your life or your liberty. You are to aid the liberation of the Slave Isles by the completion of top secret missions which are designed to bring each island's local authorities to their knees, one after the other. Once local Saharan forces are weakened, the resistance forces will be able to gain control of the island.

However, the Atlantic Federation must, at all costs, avoid provoking a Saharan backlash which could result in an immediate attack on Agora. It is therefore vital that the Saharan Empire believe that the uprisings are wholly caused by the inhabitants of the Slave Isles, and are not instigated by Federation Agents.

The Saharan Empire is assembling a vast Armada all along the African coast. Eventually, the Saharans are bound to initiate Operation Scorpio and set sail to attack Agora. The more islands we can liberate before that time, the better our chances if withstanding attack, as the liberated islands will then contribute forces to our efforts to defeat the Armada.

Once the Saharan Armada sets sail, no more missions can be completed. You must drop what you are doing, and join the attack on the Armada, with all possible speed. Although other Federation forces will be able to neutralise part of the enemy invasion fleet, your contribution to the counter-attack is vital.

CHAPTER 1 - GETTING STARTED

Execute the relevant Loading Instructions before making your way to the Atlantic Federation Headquarters on Agora, where you will be asked to perform a simple identification test for security purposes.

COMMODORE AMIGA VERSIONS

A Commodore Amiga with a minimum of 512K of RAM and a colour monitor are required. Flames of Freedom may be played via mouse, joystick or keyboard, but a mouse is recommended as the interface has been designed to take advantage of this method of control. When playing by mouse or joystick, some keystrokes will also be necessary.

Turn of your computer and remove all unnecessary peripherals.

If your computer has KickStart in ROM, insert the Program Disk into the internal drive at the Workbench prompt - the program will then auto-load. Please follow any on screen prompts.

If your computer does not have KickStart in ROM, load KickStart as normal, insert the Program Disk at the Workbench prompt and the program will then auto-load. Please follow any on-screen prompts.

What if my Amiga software fails to load?

In the vast majority of cases a loading problem is not because of faulty software, but either an incorrect loading procedure or a hardware fault. Please ensure that the loading instructions have been correctly executed. The commonest hardware failures are due to a misalignment of the heads in the disk drive. Such faults may be detected by loading the game on another computer. (Either use a friend's machine or ask the software store from which the game was purchased to test it).

Alternatively, a virus may have transferred into your hardware from another piece of software. Pirated copies of games are an incredibly common source of viruses. It always pays to own original software.

In the unlikely event of a software fault, please return the
 complete package, with receipt to the place of purchase. MicroProse regret that goods cannot be replaced unless bought from the company directly.

If you have any difficulty whilst loading Flames of Freedom, or need help whilst running the game, MicroProse will be happy to help you on the Helpline. Please ring (0666) 504399. Mon-Fri. 9am-5.30pm.
Please have a pen & paper handy when you call.

CONTROL METHOD & SECURITY CLEARANCE

Once you have successfully loaded the software, during which time you are taken to COBRA HQ on Agora, you will be asked to give your chosen method of control for the game.

Press M to play by Mouse (the recommended method of control)
Press J to play by Joystick.
Press K to play by Keyboard alone.

You must then obtain security clearance by correctly identifying the portraits of two members of the Saharan Federation Secret Police. To select a name, move the on-screen pointer over the name and press FIRE, the LMB, or SPACE, according to the method of control you have just selected.

To skip the title credits during loading, you may press any key.

THE GAME CONTROLS

Throughout this handbook you will see references to a variety of Buttons, such as Icon Button, Zoom-In Button, or Island Button. The physical representations of these buttons are detailed opposite, along with basic directional controls. More specific controls are detailed as necessary throughout the handbook.

BUTTON NAME	Mouse			Joystick		Keyboard

FIRE			SPACE			FIRE			SPACE
ICON			LMB			FIRE			SPACE
ISLAND		SPACE			SPACE			RETURN
ZOOM-IN		LMB			<			<
ZOOM-OUT		RMB			>			>
CURSOR UP		UP			UP			8 (Keypad)
CURSOR DOWN	DOWN			DOWN			2 (Keypad)
CURSOR LEFT	LEFT			LEFT			4 (Keypad)
CURSOR RIGHT	RIGHT			RIGHT			6 (Keypad)

CHAPTER 2 - THE COBRA HEADQUARTERS

The Headquarters of the Atlantic Federation Covert Operations BuReAu is located on Coral island, nestling in the relative safety of Union Bay. In front of you are five doors, each clearly signed, behind each of which you will find a different department which you may enter. They are Personnel, Training, Control, Raids and the War Room.

To enter a department, move the on-screen pointer over the door. Then, depending on your chosen method of control, press either the LMB, FIRE or SPACE. This method of selection (by left mouse, fire, or Space Bar) is used to make most choices during the game, and is referred to throughout the handbook as the "Icon Button".

As a newly seconded operative, you have a choice as to how you learn about being a COBRA special agent. There are three methods of discovery, via "Training", "Raids", or "Control".

Put simply, Training allows you to practise individual skills which you must master for success in more complex tasks. Raids will allow you to complete one mission in isolation, without reference to the overall "Operation Wildfire" Campaign. Control allows you to begin your assignments proper, as part of the "Operation Wildfire" Campaign.

You may select "Training" or "Raids" immediately.

To see some action as fast as possible, via the "Firefight" route, select "Training" and then select the "Firefight" icon which will appear.

To perform a mission immediately, you may select "Raids". 
If you select "Control", to begin playing a Campaign, you will be asked to insert your Campaign Disk. Campaign Disks must be prepared in the "War Room" before starting a campaign, to avoid the risk of permanently altering your original Mission Disk, as the campaign disk is updated during each mission. Until you have visited the War Room, you cannot start a Campaign.

The Personnel Department will allow you to configure an Agent as you wish, and it is important to visit this department before starting a Campaign if you want to achieve success. You may perform a Raid without visiting the Personnel Department, and to engage in a Firefight, the visit is unnecessary.

Full details of the methods of operation for each department are given in the following Chapters; War Room - Chapter 3,
 Personnel - Chapter 4, Training - Chapter 5, Raids - Chapter 6, and Control - Chapter 8.

CHAPTER 3 - THE WAR ROOM

On entering the War Room you will be presented with five selectable icons; to start a new campaign, to load an existing campaign, to save the current campaign, to create back-ups of Program, Graphics, or Mission Disks, or to return to the corridor.

START NEW CAMPAIGN

Selecting this option will allow you to make a back-up of your original "Missions" disk, for use in the game as a "Campaign" disk. It is vital that you do this, as the disk will be updated as you perform each mission.

You cannot start a campaign without creating a "Campaign" disk. Have a blank, formatted disk ready. Please ensure that the blank disk is write-enabled.

Type in your personal codename for the Operation. The purpose of this codename is to prevent Campaign disks getting mixed up. It is impossible to load data for one campaign and accidentally save it to the disk for a different campaign. You may also find the codename useful for your own reference. We recommend labelling your Campaign disk with your chosen codename for the Operation.

You will receive further on-screen instructions asking youto confirm that you intend to 'create a campaign disk'. You may abandon the operation' at this stage.

Once youmake your confirmation, youwill be asked to insert your Flames of Freedom "Missions" disk (i.e. the original "Missions" disk), and then click on the copy icon. Please follow the on-screen prompts carefully.

Creating a Campaign disk take about five minutes. However, each new campaign will give you many hours of enjoyment!

LOAD EXISTING CAMPAIGN

To load an existing campaign, select the relevant icon and follow the on-screen prompts.

SAVE CURRENT CAMPAIGN

To save an existing campaign, select the relevant icon and follow the on-screen prompts.

CREATE BACK-UP DISKS

You may back-up any of your Flames of Freedom disk by selecting this icon and following the on-screen prompts. You will need one blank formatted disk for each Flames of Freedom disk you wish to copy.

EXIT TO CORRIDOR

When you have finished in the War Room, Select this icon to exit to the corridor.

CHAPTER 4 - THE PERSONNEL DEPARTMENT

The Personnel department allows Special COBRA Agents immediate access to their personal records. All choices are made by moving the on-screen pointer over the relevant icon and using the "icon selector".

You may assume any alias, disguise, and characteristics youwish, and those of Field Agent Gavin Steel are available for your immediate use if youso desire. Alternatively you may select an 'agent' from your own recorded files, if youhave been here before, or include one for later use.

However, it must be emphasised that changing agents during an Operation is strictly forbidden. Once you begin the "Operation Wildfire" campaign, you undertake to play the role of your chosen agent until its completion, and must start the entire campaign again if youchoose to change roles.

It is therefore imperative that yougive thought and consideration to your selections when choosing to Use New Agent. They will now be explained to you.

NAME

Please enter your forename and surname as youwish them to appear on all your records and documentation. Press 'return' after typing each name via the keyboard.

SEX

Please indicate your chosen sex by selecting either the male or female icon at the bottom of the screen.

APPEARANCE
All Federation Agents have the opportunity to create a facial appearance for themselves via the portrait designer. By selecting feature combinations via the grey symbols, on the right, the overall appearance, shown on the left can take on thousands of different forms.

There are eight features to combine; face shape, nose, mouth, eyes, hair, beard, moustache and glasses.

Hair, beard and glasses may all be toggled ON/OFF by selecting the grey circle icon.

You may 'scroll' through all the options available for each feature by selecting the grey 'plus' (to go forwards) or 'minus' (to go backwards) icons.

Each feature may be positioned on the face by selecting the 'arrow' icons. The grey 'up' arrow moves the feature up the face, and the 'down' arrow moves it down.

You may experiment with * portrait designer for as long as you like. Try creating your own face, or the face you'd like to have, or been the one youthink you might have in a few years! You can choose to be Black or White. Some feature options are designed for use with Black faces, and others with White faces, but ultimately, the choice is yours.

Once youhave decided on your appearance, select the "Exit" icon at the bottom of the screen.

PSYCHOLOGY

Every Federation Agent has a slightly different Psychological make-up, and you may define yours as youwish, within certain limits. Eight psychological traits have been identified;

SMILING MOUTH		Charm
MAN/WOMEN SYMBOL	Sex Appeal
MONEY				Bribery
KNIFE AT THROAT		Threats
SCALES			Reason
EYE WITH A TEAR		Pleading
POINTING FINGER		Authority
MOUTH/TONGUE		Deception

Each of these traits are rated as poor, average, good or excellent, and each may be changed by selecting the appropriate icon. Ratings are increased by using the LMB, or by using "<" key on the keyboard if youhave chosen joystick or keyboard control. Ratings are decreased by using the right mouse button, or by using the ">" key on the keyboard if you have chosen joystick or keyboard control.

Whilst deciding on your psychological make-up, bear two things in mind; nobody is perfect, and it takes all sorts of people to make a world.

To be a successful COBRA Agent takes skill and thought, but, as with everything in life, it involves maximising your strengths and allowing for your weaknesses. Every aspect of your psychological make-up will be called upon at one time or another during your work, and there will be situations which you can cope with easily, and situations which you will find difficult, depending on your chosen psychological profile.

There is a trade-off involved with every change youmake, as being highly rated in a certain characteristic (for instance pleading), will mean that your rating for another will automatically be lower (in this instance, authority).

The relationships between characteristics are often complex, but as a general guide;

Charm			changes		Authority
Sex Appeal		changes		Reason
Bribery		changes		Charm/Authority
Threats		changes		Charm/Sex Appeal/Reason
Reason		changes		Deception/Bribery
Pleading		changes		Authority/Threats
Authority		changes		Deception/Reason
Deception		changes		Charm/Sex Appeal/Pleading

The importance of your chosen psychological characteristics will become clearer when you read Chapter 14, Making Contacts and Meeting People.

Broadly speaking, they determine your ability to persuade other characters to help you during your missions. You can improve by practice. For example, if you use your charm a lot, you will become more charming over time. However, this slightly decreases your skills in other areas. Improving your charm by constant practice will slightly decrease your authority.

To make an overall improvement you must keep a balance in the approaches you use. If you go around behaving like a thug all the time, youwill end up with the profile of a thug. When you have chosen your psychological profile, select the "Exit" icon at the bottom of the screen.

PHYSIQUE

Every Federation Agent has a slightly different Physical Profile, and you may define yours as you wish, within certain limits. Five physical traits have been identified;

RUNNING MAN		Reflexes
FOOT IN BANDAGE		Sturdiness
SWEATING MAN		Endurance
SLEEPING MAN		Recuperation
ARM				Stamina

They too are rated as: poor, average, good, or excellent, and each may be changed by selecting the appropriate icon, using the same selection methods used for changing psychological ratings. As with the psychological traits, they are interrelated, within the following guide-lines;

Reflexes		changes		Endurance
Sturdiness		changes		Stamina
Endurance		changes		Recuperation
Recuperation	changes		Sturdiness
Stamina		changes		Reflexes

Your physical profile will govern everything you do as a COBRA agent, to a greater or lesser extent, and will alter according to those things you do.

Reflexes - governs resistance to injury.
Sturdiness - governs rate of recovery from injury.
Endurance - governs rate of depletion of energy reserves.
Recuperation - governs the amount of energy gained during rest.
Stamina - governs how quickly muscle power is replenished.

Improvements can be made to your physical profile as follows:

Reflexes are enhanced by being in lots of 'collisions'.
Sturdiness is enhanced by being injured frequently.
Endurance is enhanced by running low on energy for some time.
Recuperation is enhanced by long periods of rest.
Stamina is improved by periods of energy intensive activity.

Your physical profile may also take a turn for the worse, as long periods of convalescence will reduce Reflexes, Recuperation and Stamina, whilst long periods spent held in detention by the enemy reduce Sturdiness.

Improvements or reductions are likely to be gradual, but if significant improvement is made, your Physical Profile, may be saved on file by visiting the Personnel Department whenever you return to Headquarters.

Once you have set your Physical Profile as you want it, select the "Exit" icon at the bottom-left of the screen.

STATE OF HEALTH

Your overall State of Health at the beginning of your time as a COBRA agent will, of course, be perfect. On the left-hand side of the screen you can see your created face, and on the right, your body. Your body is comprised of six parts which may be either 'undamaged' or 'injured'. They are: head, body, left arm, right arm, left leg and right leg.

If a part becomes injured, it will be overlaid by a Red Cross symbol. The body parts, or combination of parts, which become injured determine which activities you will or will not be able to perform.

Injured body parts will recover during long periods of rest. As a rule, head injuries will heal before body injuries, which, in turn, recover quicker than arm injuries. Leg injuries take longest to heal. However, if more than one limb is injured at any one time, some degree of simultaneous repair will take place.

There are two factors governing your State of Health;

a. Energy Reserves, which represents your total stock of energy
b. Muscle Power, which represents your 'instantaneous' energy

Energy reserves are shown by the number of 'running man' icons at the bottom of the screen. One is shown for each 'full tank' available, and initially they number six.

Muscle Power is shown by the larger 'running man' icon above the Energy Reserves. This acts as a 'fuel gauge', the colouring draining away as tasks requiring energy are performed.

When Muscle Power falls to zero, it is replenished automatically from your Energy Reserves, BUT thistriggers exhaustion (all actions take place at half-speed). To avoid exhaustion you must stop and rest before Muscle Power reaches zero.

If yourun out of Energy Reserves, you will blackout and be forced to stop and rest. After a sustained period of rest, during which you will eat and sleep, your Energy Reserves will recover. 

The screen showing your State of Health is for information only, as you cannot alter your health whilst in Personnel Department of Headquarters! You may go back to see the choices made for either your Physical or Psychological profiles, by selecting the "Heart" or "Head" icons respectively.

Finally, select the "Exit" icon.

PERSONNEL FILING

Once you have configured a 'new agent', you will be able to begin life in your new role by selecting to 'Use This Agent'. You may want to save your records on file before you leave, by opting to 'Include Agent in Files'.

INCLUDE AGENT IN FILES

Selecting this icon will display two options: to continue saving or to abandon your filing.

Up to twelve characters may be filed on one disk. Simply click on one of the empty 'slots', and the agent will be saved. If all the slots are full you can write over an existing agent.

SELECT AGENT FROM FILES

To 'select an agent from your files', select that icon, and confirm that you wish to continue. All the agents whose records are held on disk will be shown. Click on the portrait of the agent whose record you wish to load.

(Please note that the inclusion of an agent on file does not save any mission information. Personnel files are saved to allow you to restart at any time using the same character. To save the game position, enter the War Room and select to Save Current Campaign).

Once youhave finished in the Personnel Department, select Use this Agent to return to the Main Corridor.

CHAPTER 5 - TRAINING

On entering the Training Department, you will be presented with a menu from which to choose any one of eight options.

They are: Strategic Planning, Escape Training, Training on any one of the forms off transport across Land, Sea, or Air, Training on Amphibious craft, to "Firefight", or to return to the corridor.

STRATEGY

Selecting the "Strategy" option allows you to use the strategic planning maps placed at your disposal. The strategic planning allows youto make a precise simulation of the strategic part of a campaign without actually having to engage in any action. 
You don't want to spend hours and hours of play before discovering that you have made a monumental strategic blunder. This map initially shows the 42 islands, and the coast of Africa, colour coded to denote ownership.

The red island is Agora, controlled by the Atlantic Federation.

The dark green islands (plus the mainland) are strongholds of the Saharan Empire.

The light green islands are outposts of the Saharan Empire.

Areas of the map may be magnified by moving the on-screen pointer over the area to be enlarged, and then pressing the Zoom In button. This is the LMB, or <. After the first magnification all island names can be seen. To reduce the map once magnified, press the Zoom Out button. This is the RMB, or >. Double presses of Zoom buttons will perform double enlargements or reductions.

The lines joining islands are either light blue or dark blue. These show the supply routes for all Slave Islands and, ultimately, every island can be traced back, via the supply lines, to the mainland. For an outpost to remain under Saharan control, it must at all times be able to trace a path via active light blue lines to either a stronghold (Lobos, Camargo or Dhafra) or to the mainland.

Once an island is liberated, it allies itself with the Atlantic Federation and it will turn pink. In a real campaign, thishappens when yousuccessfully complete a mission. It can be simulated during strategic planning by moving the on-screen pointer over an island and pressing the Island button. This is SPACE or RETURN.

All supply routes emanating from the island will turn dark blue, as the routes can no longer be used by the Saharan Empire. The loss of supply routes when an island is liberated can have a domino effect on other islands.

For instance, if Lobos is liberated, the islands of Panao and Vicenza will also fall of their own accord as they cannot trace an active supply route back to a stronghold or to the mainland. This means that, in a real campaign, completing one mission can lead to the liberation of many islands.

Use the strategic planning map to simulate the liberation of a number of islands and get a feel for the geopolitical importance of an island in terms of the overall campaign. To reverse the liberation of an island, reselect it using the "Island button".

At the bottom-left corner of the screen you will see a "Key" icon. Moving the pointer over the "Key" will display further icons.

KEY - Key Icon

MAN STANDING	Return to Training Menu

SMALL MAP		Restore Map to original position




strategic simulation, some elite elements of the Armada will always reach Agora, no matter how tortuous the route. The number of Saharan units reaching their ultimate target gives an indication of the difficulty of your personal battle against the Armada.

In the campaign itself, no units must reach their targets on Agora. Once the Armada has completed its path, select the Restore Map icon to try a different configuration, or reselect the Launch Armada icon to clear them from the map. To quit Strategic Planning and return to the Training Menu, select the Waiting Man icon. 

ESCAPE TRAINING

Should the unthinkable happen, namely your capture by the Saharan Empire's Secret Police whilst operating in the field, your Escape Training could prove to be a lifeline.

You have the opportunity to practice your response to a number of Secret Police Guards who watch over you as you languish in your cell. Your aim is to escape by means of a bribe, aggressive behaviour, or seduction. Alternatively, youmay bide your time and wait for a more susceptible guard.

Knowing your own psychological profile and guessing, that of your guard are the keys to success. The simulator offers you the chance to learn the likely responses of a number of Saharan guards before facing them for real on your missions. Each guard has his own particular susceptibilities, and will react predictably to bribery, aggression or seduction, given your own rating for bribery, threats and sex appeal.

However, on one day in seven, each guard has an "off day", and does the opposite of what youwould expect. The guards you encounter in Training will also be encountered during a real mission, and will react in the same way. Full information on escaping capture is to be found in Chapter 15. You should read thisbefore using the Escape Training simulator.

The only way to return to the main Training menu is to escape from capture. Good Luck!

TRANSPORT TRAINING

By selecting the Land, Sea, Air or Amphibious icons, you may call up sub-menus which list the forms of transport in each category. By selecting an icon from the sub-menus you can practice using that form of transport.

To return to the main menu from a sub-menu, select the Chalkboard icon, and to return to the corridor select the Corridor icon. Full information on Transport is to be found in Chapter 9. You should read this before using the Transport Training simulator.

Whilst using the Transport Training simulator you will not come under attack from enemy units, giving you ample opportunity to master the controls for each mode of transport. Transport training takes place on the island of Agora. You may travel to other islands during transport training, but they will appear barren and empty.

To return from any individual form of transport training to the training menu, press F10 on the keyboard.

FIREFIGHT

The Firefight option offers puts you into the thick of the action through a mission. You will find yourself in a Flying Sub, in the middle of a battle with an enemy unit. You can manoeuvre your vehicle and fire your weapons. As well as that you can try out every aspect in the Firefight mission, including talking to people, persuading them to help, getting captured, destroying buildings, achieving mission objectives, even completing the whole mission.

FLYING START

Your Flying Sub can travel through the air, across land and under water, and is the most versatile vehicle in the game. The HELP key will always show you the main controls for every vehicle you use. Please refer to your keyboard guide for other key functions.

				MOUSE			JOYSTICK		KEYBOARD

SPEED UP			UP			UP			8 (Keypad)
SLOW DOWN			DOWN			DOWN			2 (Keypad)
TURN LEFT			LEFT			LEFT			4 (Keypad)
TURN RIGHT			RIGHT			RIGHT			6 (Keypad)
TILT NOSE DOWN		LMB			<			<
TILT NOSE UP		RMB			>			>
FIRE WEAPON		SPACE			FIRE			SPACE
SELECT WEAPON		+/-			+/-			+/-
JUMP 	FROM VEHICLE	ESC			ESC			ESC

Having investigated the functioning of the Training Department, you will have seen how it is possible to practice elements of the game in isolation, be they driving, flying, escaping, or fighting. But no matter how much youpractice individual skills at HQ, there's no substitute for learning by experience in the field. No matter how good an agent youfeel yourself to be, you are never too good to learn more.

In Flames of Freedom you have a choice as to which style of game you wish to play. If you select a "Raid" game, you can tackle any of 41 action packed missions. Each mission can be completed in one playing session. They are graded according to difficulty. Some can be finished in as little as half an hour. Some may take a lot longer. Every single one is a complete game in itself.

If you select a "Campaign" game, youhave to complete a number of the individual missions and then, in the final stages of the Campaign, youmust defeat the massively powerful Saharan Armada which sets sail from the coast of Africa. The route that the Armada will take depends entirely on which island you have liberated in the course of your missions. In addition, each liberated island, contributes forces to the counter-attack on the Armada.

A Campaign game offers you a stupendous challenge packed with variety. As well as all the action and tactics of the missions, your overall strategy is vital in defeating the Armada. A Campaign game will keep youon the edge of your seat through many sessions of play. A Campaign victory is a victory indeed. 
To play a Raid game, select the "Raids" door in the HQ corridor. To play a Campaign, select the "Control" door.

On entering the "Raids" Department youwill be asked to select a difficulty level, from Novice, through Intermediate and Experienced, to Expert. The difficulty level governs how many Secret Weapons you start off with, ranging from a lot for a Novice through to none for an Expert.

Once you have selected a difficulty level, you will be asked to choose a mission. The processes for mission selection are identical whether they are performed as a Raid or as part of a Campaign, and are covered in Chapter 8 - Mission Briefings.

Each of the forty-one missions are very different in objective, content and effect on the campaign. Before each mission you will be comprehensively briefed on your mission objectives, transport available, weapons available, known contacts, political background of the island, and generally given all available Federation intelligence.

What you will not be told is the range of options open to youas a Field Agent, the adventures you are likely to experience, and the incredible diversity of situations you will encounter. For that the Federation relies on your intelligence, skill and ambition. That is why youwere recruited. That is why youare the one being sent on the mission.

Having said that, it is only fair that youare given a general overview of the elements which comprise most missions and the means by which you can complete them. The ultimate aim of every mission is to liberate the island. 

At the beginning of each mission you are given an island report, outlining in brief the background of the island, the major objectives, and any relevant details. For example, you are told that the island of Khash houses the Imperial Treasury, and your major objective is to deprive the Enemy of its primary source of revenue. In pursuit of that overall goal, and to achieve success, youmust complete a number of very specific objectives, given to you during the mission briefing.

You arrive on or near the island with a particular type of vehicle, or on foot. That mode of transport may be swapped for any other you find on your travels, and youmay keep leaping from vehicle to vehicle as and when youfind them. In fact, for most missions, more than one type of vehicle is needed to accomplish your objectives. Chapter 9 - Transport gives a general insight into moving around the islands, seas and skies above them.

You are given weapons to use on the island, but additional weapons may be carried and used once youhave found them. You will need to find additional weapons in order to be successful. Appendix B - Weapons Systems gives detailed information on the range of weapons which may be found.

You will be given the names and locations of any known contacts on the island, but these people comprise only a small fraction of the people you will see, meet and talk to. Contacts themselves will often refer you on to other people likely to help. As a word of warning, whilst every attempt is made to provide youwith contacts who are reliable and trustworthy, youshould be wary of everyone youmeet.

However some of the people you will meet will offer extremely valuable help. Chapter 14 - Meeting People covers every aspect of human interaction. Encountering vehicles, weapons and people will demand an immediate response from you. The Chapter on Special Actions covers such events.

Where you travel on the island is up to you. You are provided with comprehensive maps of the island which youmust learn to read and use to the maximum benefit. The Chapter on Map Reading covers this.

You will always need to keep a check on your personal state of health, and will from time to time need to take rest and recuperation. Chapter 17 - Self - and Chapter 18, Rest, deal with these.

Keeping track of what you've done and what youhave learnt will be vital, and you will carry a personal notebook for this purpose. It is updated automatically when significant events occur. Chapter 16 - Your Notebook - will help youget the best from it.

There is a danger that youmay fall victim to the Saharan Empire's secret police. In the event of such a situation arising, Chapter 15 - Escaping from Capture - will prove vital reading.

You will be under constant threat of attack from Saharan forces, and youyourself will want to surprise enemy troops. Chapter 11 - Engaging the Enemy - indicates the best lines of approach. The sequence of events after a mission's completion can be found in Chapter 19, Achieving your Mission Objectives.

Eventually, the Saharan Armada will launch its attack aimed at capturing Agora. The actions expected of youonce this situation arises are explained in Chapter 20, The Armada.

CHAPTER 8 - MISSION BRIEFING

SELECTING A MISSION

Once youhave decided to attempt any mission as a Raid, by selecting the Raids door and then specifying your chosen difficulty level, or as part of the overall Campaign, be selecting the Control door, you will greeted by Control himself, the Director General of COBRA, and be asked to select which island you are going to perform a mission on.

As youmove the on-screen pointer over the islands, you will notice that one or more Skull symbols appears in the top left-hand corner above Agora. The Skull Ratings indicate the difficulty of a mission. Five-Skull missions are the hardest, with One-Skull missions being the easiest.

The Map may be magnified by using the Zoom In button, and then reduced by using the Zoom Out button. Once the map is magnified once, all island names can be seen. Icons can be seen in the bottom right hand corner:

ISLANDS WITH LINES BETWEEN - Allows you to go to Strategic Planning, as explained earlier. Accessed at this stage, Strategic Planning takes as its starting point the islands currently liberated in your Campaign. (The Strategic Planning option will not appear if youare performing the missionas a Raid)

MAN STANDING - Returns youto the corridor.

Once youhave decided which missionyouwould like to go on, move the pointer over that island and press the Island button. Please follow any on-screen disk prompts.

MISSION BRIEFING SCREENS

The island report will be loaded and displayed. This outlines in brief the background of the island, the major objectives, and any relevant details. This is the first section of your missionbriefing. There are seven sections in all. You can step through them is sequence by using the Turn Page icons. Alternatively, youcan look at each section individually using the Question Mark icon.

When you select the Question Mark icon, Control will appear to brief you on your mission. There are seven aspects of the mission about which you may question him. These are represented by the seven icons across the bottom of the screen. In the upper right-hand corner are icons to accept (thumbs up) or reject (thumbs down) the mission.

The seven areas of information are, reading the icons from left to right:

Island Report
Mission Objectives
Journey Time to Mission Island
Supplied Transport
Supplied Weapons System(s)
Contacts
General Intelligence.

Each area of information can be obtained by moving the on-screen pointer over the relevant icon and pressing the Icon Selector.

ICON:

AN ISLAND - Displays the island report.

A HOUSE - Mission Objectives. Each missioncomprises a number of objectives, all of which must be completed to achieve success. Each objective will appear in turn. The numbering of the objectives does not indicate an order of priority. It is not necessary to commit your objectives to memory, as you will be able to review them throughout the mission.

ISLAND & RUNNING MAN - journey to island. This display the route and time you will take in travelling to the island.

SHIP, SUB - Transport supplied. Your transport on arrival on the island is shown.

GUN & AMMO - Weapon(s) supplied. The weapon(s) which youwill start the mission with are shown.

MAN - Contacts. This displays the names and portraits of those people on the island known to be willing to help.

BOOK - Island Intelligence. Finally, yousee a summary of the Intelligence gathered on the island thus far. The islandmap is shown, overlaid by a number of coloured roundels. The map cannot be magnified.

Immediately below each roundel is a red point, indicating the exact position of the feature represented by the roundel. By moving the on-screen pointer over thispoint, the exact nature of the feature can be seen. Even if a point is hidden, moving the pointer over its position will bring that roundel to the fore. The roundels comprise one of six basic types.

ROUNDELS:

Body		- Indicates the known position of a person.
Scorpio	- Indicates the position of an enemy unit.
Gun		- Indicates the position of spare weapons and 
		  ammunition.
Truck		- Indicates the position of spare land vehicles.
Plane		- Indicates the position of spare air vehicles.
Boat		- Indicates the position of spare sea vehicles.

Where the location of a feature coincides with a named town or village, the name of the place will be shown above a description of the feature. The feature will be described in one of the following ways:

People: Their names are given

Enemy Units: Each unit has a Commander, whose name is given, and the number and type of vehicles he commands will be detailed.

Spare Vehicles: The type of vehicle is shown.

Spare Weapons: The type of weapon is shown.

At some points, one or more features may coincident. In such cases, each coincident feature will be given an item number. The features will be automatically stepped through on screen. Known villages are represented on the map by blue dots. Moving the pointer over the dot will display the name.

All information known to the Federation before the commencement of your mission is shown on the intelligence map, but on some islands this may be limited. Whenever youcome across a feature on your travels, it will automatically be registered on the intelligence screen.

ACCEPTING THE MISSION

Finally, you must accept or reject the missionby selecting either the thumbs-up (to accept) or the thumbs-down (to reject) icon in the upper right-hand corner of the briefing screen. If youreject the missionyou return to the MissionSelection map.

If you accept the mission you will be given a message of luck by Control before making your journey to the island. The next time you return to Headquarters will, hopefully, be after the successful completion of your mission. It is time for your Field-craft to be put to the test.

CHAPTER 9 - TRANSPORT AND MOVEMENT

TRANSPORT TYPES

There are 22 different types of transport which youmay utilise during your missions, and they are divided into four categories; Land, Sea, Air and Amphibious.

LAND		SEA			AIR			AMPHIBIOUS

Bus		Frogman		Balloon		Flying Boat
Jeep		Swimming		Biplane		Flying Sub
On Foot	Minisub		Helicopter		Hovercraft
Tank		Ship			Parachute		Crawler
Train		Speedboat		Rocket Pack
Truck		Submarine		Zeppelin

Each mode of transport has its own characteristics, benefits and drawbacks, which are all fully documented in Appendix D, Transport Types.

The specific controls for each mode of transport are also documented there, along with other vital statistics such as top speed and range. Whilst using any form of transport, pressing HELP will display its controls. Press HELP again to resume the action.

Any mode of transport may be practised before leaving Agora, via the Training Department, and you may find this facility useful both before and between missions.

TRANSFERRING BETWEEN TRANSPORT MODES

You will always be provided with a mode of transport with which to start your mission, but youwill probably need to use several modes in achieving the successful completion of a mission.

Transfer between vehicles is simple. Whenever yousee a vehicle it has a human mode of movement associated with it. To transfer from your current vehicle to the human mode, simply press ESC. The human modes are On Foot, Parachute, Swimming or Frogman, depending on the area of the landscape in which youare travelling.

These methods of movement are especially useful if youwish to explore restricted areas of the landscape, such as buildings or underwater bases, and to use certain weapons you must be in human mode (for example, planting dynamite).

THE VIEWS

Each mode of transport allows youto see your surroundings directly ahead of you. In some modes, such as On Foot and Swimming, yousee only your surroundings. Most modes show part of the vehicle as well.

For instance, when in a jeep, youwill be able to see through the windscreen. In some, such as a Biplane, you can see more of your vehicle. In thisexample, the nose section ahead of you and the wings to either side.

THE 3D LANDSCAPE

In every mode, the full effect of the stunning 3D landscape and its components allow youto identify varying terrain, people, buildings, and other vehicles at a glance. Every type of building and vehicle can be found in the relevant Appendix at the end of the handbook, which is useful for identification purposes.

Each element of the landscape may be crossed in certain modes of transport, as shown in the table at the start of this Chapter. Whilst on land youhave full freedom of movement in all 360deg around you, unless your path is blocked by a solid object. If youare in a mode of transport which allows you to fly, you may also take off.

While in the air, youmay move in any direction up to a ceiling of 12000 feet above sea level. Sea surface vessels are restricted in a similar way to land surface vehicles (unless the vehicle has aerial or underwater capabilities as well).

Sub-aquatic modes of transport are restricted by the solid sea bed below them; all but the Crawler can break the surface and travel across the sea. Certain vehicle types allow youto loop-the-loop, both in the air and underwater, provided that you have enough clearance above the ground or sea-bed.

When crossing in a vehicle from land to sea, or vice versa, take care. If youcross whilst in a human mode (i.e. On Foot, Swimming, as a Frogman or whilst Parachuting), youwill automatically switch from one human mode to another. If you cross in an Amphibious mode of transport, your journey may continue uninterrupted. If youdrive into the sea in a land vehicle, or drive onto the land in a sea vehicle, you will find yourself stranded!

Usually it's possible to get out of difficulties by waiting for the next wave and going into reverse. Sometimes, however, you'll find yourself well and truly stuck. Then you'll simply have to abandon your vehicle.

THE TRANSPORT CONTROL PANEL

In order to make the control of every mode of transport easy to learn, there is a standardised instrument display which will appear at the top of the screen.

+-------------------------------------------------------+
| +-------+ +---+ +-------+ +---+ +---+ +---+ +-------+ |
| |       | | B | |       | | E | |   | |   | |       | |
| |       | |   | |       | +---+ | H | | I | |       | |
| |   A   | +---+ |   D   | +---+ |   | |   | |   K   | |
| |       | +---+ |       | | F | +---+ +---+ |       | |
| |       | | C | |       | +---+ +---------+ |       | |
| |       | |   | |       | | G | |    J    | |       | |
| +-------+ +---+ +-------+ +---+ +---------+ +-------+ |
+-------------------------------------------------------+

INSTRUMENTATION

A. Short Range Radar/Special Actions Window.
B. Muscle Power Indicator
C. Time Clock
D. Mini-Map
E. Compass
F. Speedometer
G. Turn Indicator
H. Artificial Horizon
I. Fuel Gauge
J. Altimeter
K. Weapon Selector

SHORT RANGE RADAR

The short range radar detects any objects within a few kms of your position. You are represented by the White Dot in the centre of the window.

Your field of vision corresponds to the sector above the white dot. As youturn, the radar plot rotates so that your line of sight in the landscape always corresponds to straight up on the radar.

The coloured dots which may be seen on the short range radar represent:

White			You
Bright Green	land Transport
Yellow		Amphibious Transport
Light Blue		Airborne Transport
Dark Blue		Sea-borne Transport
Orange		Buildings
Dark Green		Trees
Brown			Other People
Grey			Missiles

MUSCLE POWER INDICATOR

The Muscle Power Indicator shows how quickly youare using up energy. Each Emptying of the indicator uses up one tankful of your Energy Reserves.

When the indicator is red and white, you are tireless and all your actions take place at normal speed. When the indicator is grey, you are exhausted and all your actions take place at half speed (you will notice the game clock ticking over twice as fast as normal).

Exhaustion is overcome by stopping to rest for a few minutes. Your Muscle Power is then refreshed from your Energy Reserves. Resting for an hour or more will automatically replenish your Energy Reserves as well. If yourun out of Energy Reserves, youwill blackout and be forced to stop and rest.

TIME CLOCK

The 24 hour clock shows the time of day. Each day is divided into periods of daylight and darkness, with sunrise starting at 0600 hrs, and sunset at 1800 hrs, as you are near the Equator.

Periods of darkness offer youthe opportunity to carry out manoeuvres whilst the enemy are in a reduced state of alert. However, you will find it more difficult to move around yourself. You are equipped with a pair of Infra-Red Goggles which may be turned on and off by pressing I on the keyboard.

When they are active, your night vision is improved. They will stay on for a period of up to an hour (game time), when fully charged. As soon as youswitch them off or they run out of power they will start to recharge.

It is recommended that youswitch them off as soon as possible to keep them fully charged for emergencies. If the batteries are below quarter power, you will not be able to switch them on.

Firing of flares (if you have them) will also light up the landscape for a short while.

THE MINI-MAP

The mini-map covers an area corresponding to the main map at full zoom (centred on your position), and shows the relief map of your surroundings, enabling you to identify hills and slopes, ocean trenches and shallows, and the coastline. The read arrow indicates both your position and direction.

THE COMPASS

The compass indicates the direction in which you are currently heading.

SPEEDOMETER

Showing your velocity in both figures and as a bar. Velocity may be positive (red) when going forward, or negative (green) when going backwards.

TURN INDICATOR

The turn indicator shows both direction and rate of turn. The harder you turn, the longer the arrow becomes.

ARTIFICIAL HORIZON

The green line represents the position and angle of the horizon relative to your vehicle, and may be used to estimate your tilt and roll.

FUEL GAUGE

Your fuel gauge shows the amount of fuel left in the vehicle (where appropriate).

ALTIMETER

The Altimeter shows your height above the ground or depth below the sea level, in feet. When above the ground, values appear in green, and when below sea level, values appear in blue.

WEAPONS SYSTEM SELECTED

The window shows the current weapon selected, and gives in figures the ammunition remaining. To select another weapon, press + or - on the main keyboard. The window will show each weapon in turn if youcontinue to press +/-.

The weapon shown in the window is the one you are currently using, and the one which will fire when youpress FIRE.

SPECIAL ACTIONS

The short range radar window is also used as a Special Actions window. There are three possible Special Actions. You can Talk to a person, Leap into another vehicle, or grab a weapon out of a weapons box. Whenever youcome close enough to a person, vehicle, or box, one of the three Special Actions icons will appear in thiswindow. Hitting the Special Actions key (F1) will then trigger that particular action. Further information is given in the next Chapter, Special Actions.

MESSAGES

Occasionally, a message may appear across the main display giving you important extra information about special situations.

CHAPTER 10 - SPECIAL ACTIONS

As a top Field Operative, the Atlantic Federation depend on youfor your quick wits and reflexes. Your missioninvolves hundreds of decisions, each of which must be taken by you alone. The Federation have given youone mode of transport, and maybe a couple of weapons.

They've also given youa few names and faces to look out for. Unless you get hold of other vehicles, weapons and people, you're not likely to succeed. To make the execution of all these essential actions quick and easy, your instrumentation panel contains a Special Actions window, which is shared with the short range radar.

When you are close enough to another vehicle to leap into it, or close enough to a person to talk to them, or close enough to an object to grab it, one of the following icons will appear in the window;

RUNNING MAN	- Leap
HANDSHAKE		- Talk
HAND AND CUBE	- Grab

To execute the action, press F1 on the keyboard. So long as the action is still possible, the icon will remain. When youmove out of range of the vehicle, person or object, the icon will disappear.

LEAPING INTO VEHICLES

Once youleap from one mode of transport to another, an intermediate screen will appear while youjump. The landscape will then reappear, viewed from your new vehicle. The method of control for your new vehicle will probably differ from that of your previous transport mode. Consult the control data on your new mode in Appendix D if necessary.

TALKING TO PEOPLE

Once youtalk to someone, his or her portrait will appear, along with some information about them. You may, at this stage, change your mind about talking to them by selecting the Exit icon. Please refer to the Chapter Making Contacts and Meeting People, for full details of how to talk to them.

GRABBING OBJECTS

All the objects youcan grab are stored in Weapons Boxes. The contents of a Weapons Box can only be discovered by grabbing. Once yougrab an object, its picture will appear, along with some information about it. It will usually be a weapon, but it might be some vital documents or even a deadly booby trap.

If it is a weapon or papers, youwill automatically collect them and add them to your resources. Simply wait a few seconds to return to the 3D environment. If it is a booby trap, youwill be told how long youhave to get away from it before it explodeS. If youdo not make it, youwill be hurt, so get moving!

CHAPTER 11 - ENGAGING THE ENEMY

Engaging enemy forces during a mission is inevitable, no matter how much youaim to void them. Enemy forces are divided into units, according to the transport mode used by them. Each unit has a Commander, and the size of units can vary from a few vehicles to dozens.

YOUR FIREPOWER

Each vehicletype is vulnerable to attack with certain weapons. Some weapons are highly specialised, being effective only in certain area of the landscape or against certain vehicles. Others have more general capabilities and may be used against a wide range of targets.

The table at the end of thischapter shows each weapon's effectiveness against each vehicle type. It can also be found in Appendix B, Weapons Systems, which gives a fuller account of each weapon's general characteristics.

ENEMY TACTICS

The enemy vehicles youencounter during your missions all use the same sort of tactics against you. If youunderstand the enemy's tactical procedures, youwill have a distinct advantage in battle (or in avoiding it).

TACTICAL STATUS

The tactical status of each enemy vehiclechanges as it picks up signals of your activity, proceeding through 5 different phases:

IDLE - The vehicleremains stationary, watching for any sign of your activity.

ALERT - The vehiclemakes intermittent movement, looking for further signs of your activity.

SEARCH - The vehiclemoves at speed on a search pattern, looking for strong signals of your position and movement.

ATTACK - The vehiclemoves directly towards youon an attack run.

EVADE - The vehiclebreaks off its attack run and veers away from you, before making a fresh attack.

DETECTION FOOTPRINTS

A detection footprint corresponds to the zone in which you are visible" to the enemy vehicle. The actual size and shape of the footprints are different for each type of vehicle and there are different footprints for activation (signs of your activity), tracking (signals of your position and movement), lock-on (accurate tracking for weapons systems) and evade (range of approach).

The activation, tracking and lock-on footprints are directional footprints with a longer zone of detection ahead of the vehicle than behind it.

FIRING WEAPONS

An enemy vehicle will fire at you both in the ATTACK phase and the EVADE phase. Before firing, the vehiclemust pick up a continuous burst of lock-on signals.

TIME-OUTS

The enemy vehiclewill only remain in the higher phases of tactical status for a certain amount of time before giving up the search and dropping down to a lower, less active phase. This is a time-out. The length of time before a time-out varies according to the type of vehicle and tactical status.

HINTS AND TIPS ON ENEMY TACTICS

There is no substitute for actual battle experience, but knowing how the enemy tactics work gives youa framework to relate your experience to. The time-outs and detection footprints for each type of enemy vehicle are something youmust discover for yourself during battle. However, there are some particular things worth mentioning.

1. Biplanes, Flying Boats & Flying Subs - The tactical status of these three types of unit never falls below search. If youfind a stationary biplane, for instance, it will  always be a spare vehicleand NOT a part of an enemy unit.

2. Sneaking Up - Because the enemy vehicles look further ahead than behind, it's possible to sneak up on certain types of enemy vehicle from behind. With a tank, for instance, youshould be able to get within grenade range before youare spotted.

3. Rapid Manoeuvres - Rapid and violent manoeuvres on your part can prevent the enemy vehiclefrom getting a continuous lock-on signal and thus prevent it from firing on you. To succeed in this, you must get out of its, forward-looking lock-on "beam". Heading directly away from the vehicle will only do thisif youcan out-run it very quickly! Heading away at right angles is much more likely to succeed.

4. Consistency - Enemy vehiclecommanders go through a rigid training system and consequently react very predictably. Learn how one tank behaves and you've learnt how all the other tanks will behave.

WEAPON EFFECTIVENESS

The table below shows the probability of a player using a particular weapon, killing a particular vehicle with a hit. Figures are all given as percentages, with a figure of 100% indicating that a hit with that weapon will always destroy that vehicle.

				 D		  L		  L
			S	 Y		  A	G	G A		  M
			N	 N	 P	R U	R	R U	L	  I
			I R	 A	 I	O N	E	E N	I	  S	 K
			P I	 M	 S	C C	N	N C	M M	O S	 N
			I F	 I	 T	K H	A	A H	P I	R I	 I
			N L	 T	 O	E E	D	D E	E N	C L	 F
			G E	 E	 L	T R	E	E R	T E	A E	 E

TANK			  5	100	  1	 70	 30	 50	100	  0	  0
JEEP			 60	100	 20	100	100	100	100	  0	  0
TRUCK			 50	100	 10	100	 90	100	100	  0	  0
BUS			 40	100	 10	100	 90	100	100	  0	  0
TRAIN			 20	100	  5	100	 80	100	100	  0	  0
MAN ON FOOT	100	100	100	100	100	100	  0	  0	100
SPEEDBOAT		 70	100	 10	100	100	100	100	100	  0
CRAWLER		 50	100	 10	100	 80	100	100	 80	  0
MINISUB		 50	100	  5	100	100	100	100	100	  0
SUBMARINE		  5	100	  1	100	 50	 70	100	 70	  0
SHIP			 10	100	  1	100	 80	100	100	 90	  0
FROGMAN		  0	  0	  0	  0	  0	  0	  0	  0	  0
BIPLANE		 30	100	  2	100	100	100	100	  0	  0
HELICOPTER		 50	100	  2	100	100	100	100	  0	  0
ZEPPELIN		100	100	 10	100	100	100	100	  0	  0
BALLOON		100	100	 10	100	100	100	100	  0	  0
ROCKET PACK	  0	  0	  0	  0	  0	  0	  0	  0	  0
PARACHUTE		  0	  0	  0	  0	  0	  0	  0	  0	  0
FLYING BOAT	 20	100	  2	 70	100	100	100	 50	  0
HOVERCRAFT		 40	100	  4	 70	100	100	100	  0	  0
FLYING SUB		 30	100	  1	 70	100	100	100	 90	  0
SWIMMING		  0	  0	  0	  0	  0	  0	  0	  0	  0

			A			 H	  S		 U M	 T
			S			 A	  E		 / I	 O
			S R			 R	  E	  S	 W S	 R
			A I			 P	H K	T H	 A S	 P
			U F	 S	 L	 O	E I	A E	 T I	 E
			L L	 M	 M	 O	A N	N L	 E L	 D
			T E	 G	 G	 N	T G	K L	 R E	 O

TANK			  1	  1	  2	  5	 70	100	  0	  0
JEEP			 40	 40	 60	 40	100	100	  0	  0
TRUCK			 30	 30	 45	 30	100	100	  0	  0
BUS			 20	 20	 30	 20	100	100	  0	  0
TRAIN			 10	 10	 15	 10	100	100	  0	  0
MAN ON FOOT	100	100	100	100	100	100	  0	  0
SPEEDBOAT		 50	 50	 75	 50	100	100	100	100
CRAWLER		 20	 20	 30	 30	100	100	 80	100
MINISUB		 30	 30	 40	 40	100	100	100	100
SUBMARINE		  1	  1	  2	  5	100	100	 70	100
SHIP			  5	  5	 10	 10	100	100	 90	100
FROGMAN		  0	  0	  0	  0	  0	  0	  0	  0
BIPLANE		 15	 15	 25	 15	100	100	  0	  0
HELICOPTER		 25	 25	 35	 25	100	100	  0	  0
ZEPPELIN		 50	 50	 75	 50	100	100	  0	  0
BALLOON		 50	 50	 75	 50	100	100	  0	  0
ROCKET PACK	  0	  0	  0	  0	  0	  0	  0	  0
PARACHUTE		  0	  0	  0	  0	  0	  0	  0	  0
FLYING BOAT	 10	 10	 15	 20	100	100	 50	100
HOVERCRAFT		 20	 20	 30	 20	100	100	  0	  0
FLYING SUB		 10	 10	 15	 30	100	100	 90	100
SWIMMING		  0	  0	  0	  0	  0	  0	  0	  0

CHAPTER 12 - MAP READING

Whilst in the Atlantic Federation Headquarters, youwill see the Political Map, allowing you to perform your Strategic Planning and Mission Selection. The Political Map shows each island in outline, coloured to indicate whether it is under Federation or Saharan control, with supply lines between islands shown as active or broken.

During mission briefing, the intelligence map shows the selected island in relief form, overlaid by roundels indicating the location of people, vehicles, weapons and enemy units.

Once youstart your mission, you are given access to a high detail relief map of the whole East Atlantic, showing all 42 islands and part of the African mainland. This can be accessed at any time during your mission by pressing F5.

The map will first appear focused on the mission island. It can be magnified and reduced at will. To magnify, move the pointer to the centre of the area you want to enlarge, end then press the Zoom in button. To reduce, simply press the Zoom out button. Double presses of "Zoom buttons" cause double enlargements or reductions. The map can be reduced or magnified whilst in any map display mode (see below).

Your position is shown by the red dot below the white running man. The red lines on the map show roadways, the blue lines show railways, and the white lines show shipping routes.

In the lower left-hand corner youwill see a Key. Moving the pointer over thisicon will 'open' the map key icons, displaying them along the bottom of the screen.

The icons which appear are:

MAN - Exit. Reverts back to the screen from which youaccessed the map.

MOUNTAINS - Isometric. Changes the view from overhead to isometric.

MOUNTAINS FROM ABOVE - Overhead. Changes the view from isometric to overhead.

MOUNTAINS AND HORIZON - Sea Bed. Turns relief map of sea bed on.

SEA AND MOUNTAIN - Sea Surface. Turns relief map of sea bed off.

ISLANDS WITH LINES BETWEEN THEM - Political Map. Displays Political Map.

ISLANDS - Relief Map. Reverts back from Political to Relief Map.

LANDSCAPE AND A SMALL BOX WITH TEXT - Show villages. Displays locations of all known settlements and names.

LANDSCAPE AND A SMALL BOX WITHOUT TEXT - Hides locations of all known settlements and place names.

LANDSCAPE AND A LARGE BOX WITH TEXT - Show Village Info. Displays settlement information window.

LANDSCAPE AND A LARGE BOX WITHOUT TEXT - Hide Village Info. Hides settlement information window.

MAP WITH 3 CIRCLES AND RUNNING MAN - Set Autoroute.

MAP AND RUNNING MAN - Cancel Autoroute.

BOOK AND PENCIL - Show intelligence data.

CLOSED BOOK - Hide intelligence data.

Each icon represents an option which may be selected by moving the pointer over the icon and pressing the "Icon button". Notice that once the key is opened, the circle around the pointer disappears. If the circle is present, the pointer can pick-up map features as it moves over them. When the map key is open, it can't.

To close the map key, click anywhere on the map once. You must also close the key before magnification or reduction. As youmay see, the icons are each one of a pair, one to activate an option, and one to deactivate it. In addition, settlement information cannot be shown unless the settlements are themselves being shown.

Isometric views and sea bed relief views gives youa better indication of the changing terrain of an island and the surrounding ocean than that offered by the top-down view. Settlements, roads and railways are not shown on the isometric view. The political map shows the colour-coded ownership of the islands and supply lines between them. It can display settlements and intelligence data, if those options are turned on.

Settlement locations are shown as blue dots (when the option to show them has been activated). By moving the pointer over the blue dots you can display their names. (Before doing this, make sure that the map key is closed). If youactivate the "settlement information window" option, the buildings types found in each settlement will also be shown. Buildings which have been destroyed are listed in red. More information of building types can be found in Appendix E.

By turning the intelligence data option on, the positions of people, enemy units, spare vehicles and spare weapons are mapped. Only items youhave knowledge of are displayed. They are all marked with coloured roundels. Some of the roundels may overlap, but even those partially or totally hidden at first can be seen and identified.

Immediately below each roundel is a red dot, indicating the exact position of the item represented by the roundel. By moving the on-screen pointer over thisdot, full details of the item can be displayed. Even if a dot is hidden, moving the pointer over its position will bring its roundel to the fore. The roundels comprise one of six basic types.

Body - Indicates the known position of a person.

Scorpio - Indicates the position of an enemy unit.

Gun - Indicates the position of a spare weapon.

Truck - Indicates the position of spare land transport.

Plane - Indicates the position of spare air vehicles.

Boat - Indicates the position of spare sea vehicles.

Hovercraft - Indicates the position of spare amphibious transport.

Where the location of an item coincides with a named town or village, the name of the place will be shown above a description of the item, provided that the settlement location icon has been previously selected. The item may be described by one of the following ways.

People: Their names are given

Enemy Units: Each unit has a Commander, whose name and rank is given, together with type and number of vehicles in his unit.

Spare Vehicles: The type of vehicleis given.

Spare Weapons: The type of weapon is given.

At some locations, one or more items may occur simultaneously. In such cases, each coincident item will be given an item number. The items will be automatically stepped through on screen, so long as the pointer remains over them.

 Whenever youcome across an item on your travels it will automatically be registered. Weapons, vehicles, people and enemy units register as intelligence data. On rare occasions, youmay discover an unknown building or settlement, but the vast majority of settlements are known about before youstart the mission.

Autoroute and its accompanying features are all explained in the following Chapter.

As the Map becomes filled, you may find it easier to read when only one type of roundels at a time is displayed. This can be done by pressing 1-5 on the keyboard which have the following effect;

1. Displays all knowledge.
2. Displays Enemy Unit knowledge.
3. Displays Spare Weapons knowledge.
4. Displays Spare Vehicle knowledge.
5. Displays Peoples knowledge.

CHAPTER 13 - AUTOROUTE & QUICK TIME

The Autoroute facility allows you to map out journeys youwish to make, and then execute them with "hands-free" control, watching the passing landscapes, until it becomes necessary for youto take direct control of the vehicleagain.

Quick Time similarly allows you predetermined movement from A to B, but differs from Autoroute in that your route is displayed on the map of the island rather than by travelling through the actual landscape. Quick Time allows youto skip the drudgery of long, uneventful journeys, but the game clock still ticks on. It is quick for you personally, but not necessarily for your hero!

SETTING YOUR ROUTE

Autoroutes are set via the map, at any magnification or view. However, they are best set at a magnification which gives you sufficient detail of the area youwish to cross. You must use the overhead view.

To display the map, press F5. Once it is displayed, and you have selected the magnification and view which yourequire, open the map key by moving the pointer over the key icon. Select the Set Autoroute icon. The key will close, and a circle will appear around the tip of the pointer.

In setting an autoroute, you must plot the path you wish to follow on the map. This path need not be in a straight line, but, in order to curve or change direction, a waymarker must be plotted. Waymarkers are plotted by moving the pointer to the desired location on the map, and then pressing SPACE. Once the first waymarker has been plotted, a red line will link your current position (shown by the white running man) to the waymarker.

As subsequent markers are plotted, the red line will continue to link them, showing the route you will take. Up to 100 markers may be plotted along one route. Once you have started to plot an Autoroute, the Cancel Autoroute icon will appear in the key. Select thisicon if youmake a mistake in plotting, or change your mind about plotting an Autoroute.

Autoroutes may be set which cross the seas to another island. If youwish to do this, or if youwish to cross land not shown at the current magnification, select a lower magnification which shows sufficient area of the map to allow the plotting of the whole route. However, if youintend to journey across land then sea, or vice-versa, it is wise to be travelling in a mode of airborne or amphibious transport, otherwise your journey may be rudely interrupted!

Once you have set the autoroute, select the Exit icon from the key. You will be returned to the mode of transport which youwere last using, travelling along your chosen route at about three-quarters of the transport mode's top speed. The Radar Map/Special Actions window of the instrumentation display will read Autoroute. To take direct control of the transport again, press Autoroute Off ( F3). The word "Autoroute" will disappear, and you will once again have direct control of your vehicle.

Using Autoroute demands that you keep your eyes open and your wits about you. You may still crash into any object (such as trees, buildings, people or enemy units), you may still be fired upon, and you may, if you have set an autoroute which crosses from land to sea or vice-versa, crash as youcross the coastline, if your vehicle is not amphibious or airborne.

You can select Quick Time at any moment during an Autoroute journey, by pressing the Quick Time key ( F4) whilst youare travelling through the landscape. Alternatively, having plotted your route on the map, you can go straight into Quick Time by pressing the Quick Time key instead of selecting the Exit icon. This avoids having to return to the 3D landscape.

In Quick Time you will then see the running man move quickly across the map to your selected destination. To return to the 3D landscape during a Quick Time journey, press The Quick Time key (F4) again. You will then find yourself moving along in Autoroute mode.

If, during a Quick Time journey, you pass close to a building or person of significance, or an enemy vehicle, or you approach the coastline in a vehicle unable to cross it, excitement detection will be triggered. Your Quick Time journey will be terminated, and you will be put back into the 3D landscape to deal with the situation. Once youreach your selected destination in Quick Time, you will be put into the 3D landscape automatically.

If your Quick Time or Autoroutejourney has been interrupted, either by yourself or by excitement detection, you can wander some distance off chosen route. Nevertheless, youcan still, in most circumstances, resume your automatic journey by pressing the Quick Time or Autoroute keys. You will be steered back towards your chosen route. However, if you are near the coastline in a vehicle unable to cross it youmay encounter difficulties.

CHAPTER 14 - MAKING CONTACTS & MEETING PEOPLE

The area available for you to cover whilst playing Flames of Freedom is vast, and is filled with a myriad of characters with varying looks, personality and intentions. Some of them are agents of the Saharan Empire who will betray you given half a chance. Others are uncommitted to either side, and are ripe for recruitment. Some are known friends and agents of the Federation. The challenge for youis to learn to tell the difference between them, and then act accordingly.

When you are close enough to someone for conversation to take place, the Talk icon will appear in the Special Actions window. Press the Special Actions key (F1) to meet them. The person's portrait will appear, along with his or her name, occupation, age and sex. The time and date are also shown, along with an Exit icon, in the upper right corner, which may be selected to return to the 3D environment, and a Shake Hands icon, in the lower left corner, which may be selected to talk to the person.

The person may be one yourecognise immediately as a friend or foe, and therefore youmight not want to engage the person in conversation immediately. If youwant to avoid talking to the person, select exit to return to the 3D environment. To talk to them select to shake hands. When you shake hands with the person, one of three things may happen; Immediate Assistance, Conditional Help, Persuasion.

IMMEDIATE ASSISTANCE

Some people are eager to help you immediately, You can accept or reject thishelp, as explained later.

CONDITIONAL HELP

Some people will offer to help you, provided that youfulfil certain conditions that they specify. The conditions take a similar form to mission objectives, and include assassination, sabotage, recruitment, rescue, destruction of particular enemy unit or seizure of vital documents.

A screen will brief youas to the conditions to be met. Most such characters will require youto fulfil just one condition. Occasionally, you will be required to fulfil as many as three. These will be stepped through automatically. You must fulfil all the conditions set, and then talk to the person again to gain their help.

PERSUASION

Some people need to be persuaded to help you. You may use any of your psychological skills to persuade the person, namely Charm, Sex Appeal, Bribery, Threats, Reason, Pleading, Authority or Deception.

Each of these skills is represented by an icon which will appear across the bottom of the screen. You cannot use sex appeal on a member of your own sex, but can select any of the other icons (using the Icon button) in the hope of persuading the character to help you. It will obviously benefit you to use a skill at which youare highly rated, but it is also important that youuse a skill to which the person you have met is susceptible. A balance must be struck!

Once you use a skill, the person's reaction will be given. This may take one of three forms. He will help you, or he will refuse to help you, or he will remain non-committal. If he remains non-committal, you can try another skill in an effort to persuade him. If he refuses to help, no other means of persuasion will work. However, you can still enlist his help be getting someone else to contact him for you (if there is anyone who will do that).

In some cases, the person may be so hostile towards your method of approach that he or she becomes violent causing you physical damage.

BETRAYAL

If the person is a traitor, they will betray you to the Secret Police. Traitors behave exactly like any other character until it comes to the point when youwould normally be offered help. Instead, you will be arrested and imprisoned in the nearest Secret Police HQ, (as explained in Chapter 15, Escaping Capture).

More often than not, traitors will say that they are eager to help you; you will get arrested as soon as you accept their offer to help. Sometimes traitors will pretend to need persuasion; as soon as youhit on the right method, you will be betrayed. The worst case is a traitor who sets conditions; you go through all the effort of helping them, only to be rewarded by arrest and imprisonment!

All traitors are craven cowards. Having betrayed you once, a traitor will never betray youagain - he is terrified of your taking revenge, and will do all he can to help you.

HELP OFFERED

The Help offered by a character may take one of nine forms, each of which are represented by the following icons;

MAN WITH A BLINDFOLD		- Secret Journey
TYRE					- Transport
HOUSE					- Shelter
GUNS AND AMMO			- Weapons
PASSPORT				- Papers
MOUTH WITH I			- Knowledge
MAN					- Contacts
EXPLODING HOUSE			- Assignments
RED CROSS/HAND IN BANDAGE	- Treatment

More than one type of help may be offered by each person you enlist. You may choose all types of help offered, some of them, or none at all. To receive the help, select the required icon via the icon button.

SECRET JOURNEY

A person may offer to take youto meet another person whom is known to them, but whose whereabouts are to remain secret. Typically such a person might be a high ranking member of the local resistance, whose life would be endangered by anyone gaining knowledge of how to find them.

If youselect the Secret Journey icon, a screen will brief you as to whom youwill be taken to meet, giving yousome information about them. You may, at that stage accept or reject the offer via the thumbs-up or thumbs-down icons.

Once youaccept the offer, the journey will be made automatically and youwill effectively be blindfold for a while. The clock will update to take account of the time taken for the journey, and youwill open your eyes to be greeted by the person you have been taken to meet. You can then talk to him in the hope of gaining his help.

If youare offered Secret Journey as one of several types of help, youmight like to accept that help last of all, as you will be taken on your secret journey immediately, and will no longer be able to talk to your helper.

TRANSPORT

A person may offer you a form of transport for your personal use. The mode of transport will be shown via a briefing screen when youselect the Transport icon. You may choose to accept or reject the offer of Transport by selecting either the thumbs-up or thumbs-down icons. You will immediately find yourself in the 3D environment at the controls of your new vehicle.

SHELTER

A person may offer to shelter youfrom the Saharan Forces for a while, which is especially useful if the enemy are in hot pursuit and you have limited resources at your disposal. When youemerge from hiding, the enemy will no longer be hunting for you and have a period of grace, during which you can make your escape.

WEAPONS

A person may offer youweapons for your personal use. The weapons system offered will be shown via a briefing screen when youselect the Weapons icon. You may choose to accept or reject the offer of a Weapon by selecting wither the thumbs-up or thumbs-down icons. Once youtake a weapon youmay use it in the 3D environment.

PAPERS

A person may offer youpapers for your personal use. The quality of the papers offered will be shown via a briefing screen when youselect the Papers icon. The quality may range from excellent, through good and average, to poor. You may choose to accept or reject the offer of papers by selecting either the thumbs-up or thumbs-down icons.

Once youhold Saharan papers youwill have an increased chance of passing by enemy units without being attacked. The chances of not being attacked increase as the quality of the papers improve. However, once youopen fire on an enemy unit, they will retaliate. Papers are valid until youselect a new mission.

KNOWLEDGE

A person may offer youvaluable information regarding the location of people, vehicles or weapons. The locations will be shown via a map screen, the exact position being indicated by the appropriate roundel. The information will be automatically added to your notebook.

CONTACTS

A person may offer to contact people they know and enlist their help prior to your meeting them. They will be eager to help as soon as you talk to them. Their locations will be shown via a map screen.

ASSIGNMENTS

 A person may offer to perform an assignment for you, be it sabotage, rescue, murder, or the ambushing of an enemy unit. The nature of the assignment will be revealed via a briefing screen. You may choose to accept or reject the offer of help by selecting either the thumbs-up or thumbs-down icons.

If youaccept it, the assignment will be carried out automatically whilst you wait in safety, The execution of an assignment can often, if you are fortunate, result in the completion of a mission objective.

TREATMENT

A person may offer youmedical assistance. The person's medical skills will range from poor, through average and good, to excellent. Each level of skill will allow them to repair one damaged body part in a session. Once youhave taken all the help yourequire, select the "exit" icon to return to the initial meeting screen. Select the "exit" icon once again to return to the 3D environment.

CHAPTER 15 - ESCAPING FROM CAPTURE

When a traitor betrays you, you will be arrested be the Saharan Empire's brutal Secret Police Force. You will be taken to and held in a cell in the nearest Secret Police Headquarters, where youmay suffer physical punishment.

However, the more significant consequence of being arrested is the loss of your liberty and the reduction of time available before the Saharan Armada sets sail. It is in your interests to escape from prison as quickly as possible whilst trying to preserve your health. The more trouble you cause the Saharan EmpireSecret Police, the worse they will treat you.

The screen which appears once you are in prison shows the portrait of your guard, along with some information about your predicament, including his or her name. Above this information are clock and calendar showing time and date.

In the lower left hand corner is a chalk-mark. This shows the number of days which youhave spent in prison. You will be watched by a different guard every day, and every day youmay try to escape if youwish. Each guard has different susceptibilities.

Some have several weaknesses, while others have virtually nil. You must decide whether you want to attempt an escape, bearing in mind that if youattempt to escape and are caught, you will be severely beaten and tortured. It is not desirable to be free from prison in a matter of days if it will take a couple of weeks for your body to recover from its ordeal. To do nothing for 24 hours, select the Do Nothing icon.

Once you have chosen to attempt an escape, you must decide which plan to use. You may choose to attempt bribe the guard, attack the guard, or seduce the guard (if they are of the opposite sex), by selecting the relevant icon.

MONEY		- Bribe
FIST		- Attack
LIPS		- Seduce
MOON/SUN	- Do Nothing

The outcome of your escape attempt will be shown. If youare successful, you will be returned to the 3D environment. If you are caught trying to escape, you will be beaten, tortured, and returned to your cell with a different guard. The only way to exit the jail sequence is to escape, unless youspend twenty days there.

After thistime youwill be automatically rescued, but the time penalty incurred is disastrous for your chances of liberating enough islands before the armada sails. Each guard behaves in a predictable fashion, and if you get to know all the prison guards well, youwill be able to take the best possible approach to each. Unfortunately, one day in seven each guard has an off-day, and does the opposite of what youmight expect! Sometimes this is the only opportunity youwill get to escape from a vicious guard.

CHAPTER 16 - YOUR NOTEBOOK

With so much happening in Flames of Freedom, you might find it difficult to keep track of everything. To help you on your missions, you are given a notebook which will automatically be updated for you. The notebook may be seen by pressing the Notebook key (F7).

The notebook menu shows your portrait, the time and date, and the number of days spent on the current mission. At the bottom of the screen are seven icons, each of which will display a different section of the notebook when selected. They are;

SHOW CONTACTS (MAN IN A HAT)

Selecting this icon will display the name and portrait of one of your contacts (i.e. a person youhave knowledge of who is eager to help you). The three icons in the upper right-hand corner step through the contacts forwards, backwards, and return to the notebook menu respectively. By selecting to step forwards youmay see all your contacts in turn.

Note that, above each contacts name, the word Contacted or Contact appears, depending upon whether you have met them yet or not. Remember that not every single contact can be trusted. Some may be traitors!

PEOPLE MET (HANDSHAKE)

Selecting thisicon will display the name and people of one of the people youhave met on the island. The functions of the three icons in the upper right hand corner are identical to those described above. Above the persons name a message will appear. This may be one of five types.

a. Offered help by... - Indicates that the person gave you, or offered you help of one sort or another. You may have taken all the help the character has to offer, or youmay not. If the character still offers help which you have not accepted, the relevant Help icon will appear on the bottom of the screen. (See Meeting people and making contacts for more information about the icons). Selecting thisHelp icon will have no effect at present. You must return to the person to get help.

b. Will help if... - Indicates that the person offered youconditional help, the conditions of which have not yet been satisfied. By selecting the thumbs-up icon youmay see the conditions of the help.(see Meeting people and making contacts for more information about conditional help).

c. Talked to... - Indicates that you met and talked to the person, but have not tried to persuade them to help, or that they remained non-committal and may still help youif you return to them.

d. Refused help by... - Indicates that the person refused to help you despite your using one of your psychological skills on him or her. Such people cannot be persuaded to help, even if youreturn to them on the island.

e. Traitor! - Indicates that the person betrayed you to the Secret Police, at which time you were captured, tortured and beaten.

ENEMY UNITS DESTROYED (EXPLODING TANK)

Selecting thisicon will show any enemy units which youhave destroyed. For each unit you will see the portrait and name of its commanding officer, the number of vehicles lost, the number remaining, and any bonus earned for their destruction. A picture of the type of vehicle destroyed is also shown.

The three icons in the upper right-hand corner step through the enemy units forwards, backwards, and return to the notebook menu respectively. By selecting to step forwards you may see all the enemy units which you have destroyed in turn. (For more information on destroying enemy units, please see Engaging the Enemy).

BUILDING SABOTAGED (EXPLODING HOUSE)

Selecting thisicon allows you to see any of the buildings which you, or one of your helpers, have sabotaged and destroyed. For each building you will see its type and location, along with a picture of it. The three icons in the upper right-hand corner step through the buildings forwards, backwards, and return to the notebook menu respectively. By selecting to step forwards youmay see all the buildings sabotaged in turn.

WEAPONS AVAILABLE (GUN AND AMMO)

Selecting thisicon allows you to see any of the weapons currently available to you. For each weapon you will see its type and picture.

The three icons in the upper right-hand corner step through the buildings forwards, backwards, and return to the notebook menu respectively. By selecting to step forwards youmay see all the weapons available in turn.

PAPERS AVAILABLE (PASSPORT)

Selecting thisicon allows youto see the papers currently available to you. You only ever hold one set of papers - the best of those you have been given.

CAMPAIGN REWARDS (DOLLAR SIGNS)

Selecting thisicon allows youto see the accumulated wealth, mission bonuses, and luxury goods which you have earned so far in the Campaign.

CHAPTER 17 - SELF

You may check on your psychological and physical profiles, and on your state of health by pressing the Self Key (F6) at any time.

You cannot alter your psychological or physical profiles during a Raid or Campaign (youmust return to HQ and start again with a new character if youwant to do that), but you can check to see if there has been any improvement or deterioration in any particular trait. Your rating for a particular psychological trait will improve if you use it a lot when trying to persuade people to help you.

However, improvements in one particular area will lead to a slight deterioration in others that you have not been using, as there is a trade-off between skill in one area and skill in another. For instance, if youhave been charming to everybody, your rating for Charm may have increased, but your rating for Authority will have decreased to balance it. To make an overall improvement you must keep a balance in the approaches youuse.

Your physical traits (viewed by selecting the heart icon) may also change over time, according to the physical activity youdo.

Reflexes are enhanced by being in lots of collisions.

Sturdiness is enhanced by being injured frequently.

Endurance is enhanced by running low on energy for some time.

Recuperation is enhanced by long periods of rest.

Stamina is improved by periods of energy intensive activity.

Your physical profile may also take a turn for the worse, as long periods of convalescence will reduce Reflexes, Endurance, Recuperation and Stamina, whilst long periods spent held in detention by the enemy reduce Sturdiness.

You may check on your state of health by selecting the red cross icon.

Your body is comprised of six parts which may be either undamaged or injured. They are your head, body, left arm, right arm, left leg, right leg. If a part becomes injured, it will be overlaid by a Red Cross symbol. The body parts, or combination of parts, which become injured determine which activities you will or will not be able to perform. Injured body parts will recover during long periods of rest.

As a rule, head injuries will heal before body injuries, which, in turn, recover quicker than arm injuries. Leg injuries take longest to heal. However, if more than one limb is injured at any one time, some degree of simultaneous repair will take place. You may be offered first aid by a person you meet.

There are two other factors governing your State of Health;

a. Energy Reserves, which represents your total stock of energy

b. Muscle Power, which represents your instantaneous energy

Energy Reserves are shown by the number of running man icons at the bottom of the screen. One yellow man is shown for each full tank available. When they need replenishing they turn red.

Muscle Power is shown by the larger running man icon above the Energy Reserves. This acts as a fuel gauge, the colouring draining away as tasks requiring energy are performed. When Muscle Power falls to zero, it is replenished automatically from your Energy Reserves, BUT thistriggers exhaustion (all actions take place at half-speed). To avoid exhaustion you must stop and rest before Muscle Power reaches zero.

If yourun out of Energy Reserves, youwill blackout and be forced to stop and rest. After a sustained period of rest, during which you will eat and sleep, your Energy Reserves will recover. Once youhave finished viewing your psychological or physical traits, or your state of health, select the Exit icon to get back to the action.

CHAPTER 18 - REST

Whenever your Muscle Energy or Energy Reserves drop, youwill need to rest. You may want to rest if your body has sustained physical damage, so that time may heal your wounds.

To rest, press the Rest key (F2).

The screen shows your body on the left, with physical damage to any of your six body parts indicated by a Red Cross. The running man icons at the bottom of the screen show your Muscle Power and Energy Reserves.

The larger icon shows your Muscle Power, and is yellow when full, draining away to red when empty. If thisfuel gauge shows empty, you must rest for a short while to refill it from your Energy Reserves, shown by the six smaller running man icons below it.

You can, if you wish, replenish your Muscle Power and your Energy Reserves by simply stopping and doing nothing whilst still in the 3D landscape. It might take some time, however. To top up your Muscle Power, select the 5 minute icon. The time shown on the clock will advance by five minutes and your Muscle Power will increase.

If your Energy Reserves run low, you must stop for a much longer time, during which you will eat and sleep. This is done by selecting the Hours icon. You will rest for one hour, during which time one Energy Reserve tank will be replenished. The clock will advance one hour. You may take as many minute or hour rests as youwish by a continuous press of the Icon button.

If yourest for hours, the injuries you have sustained will continue their healing processes. Once a body part becomes fully functional again the Red Cross will disappear. They may not heal completely while youare resting, but they will be closer to recovery. Once you have finished resting, select the Action icon.

CHAPTER 19 - ACHIEVING YOUR MISSION OBJECTIVES

Throughout your missionyoumay review your missionobjectives by pressing the Objectives key (F8). Your objectives will be stepped through on screen, with a return to the action icon in the lower-left corner which may be selected at any time.

The number of objectives which comprise a mission varies, but on each mission, every objective must be achieved for the successful completion of the mission. As each objective is completed during a mission, Control will appear to inform you of the fact, immediately on your return to the 3D environment.

The completed mission objective will appear, overlaid by the Federation's seal of approval, with a return to the action icon in the lower left corner. He may also appear to inform you that your actions have now satisfied the conditions for help laid down by one of the people you have met. To gain help offered youmust return to the person.

Eventually youwill achieve your final objective. You will be told of its completion, in the normal way. Once youselect the return to action icon, you will be told of your overall mission's successful completion. Your missionobjectives, each overlaid by the Federation seal of approval for a job well done, will appear in turn.

Select the return to action icon again to see the updated political map of the Slave Isles, with the island you have just liberated turning pink. As a proud and willing servant of the Atlantic Federation youwill no doubt be filled with joy.

As further reward for liberating the island, the local people will thrust luxury goods upon youin thanks for your work, and Control will inform youof your financial bonus to be paid by the Federation. On completion of each island youare also given a Secret Weapon to use on later missions. (Information about the Secret Weapons which you can collect can be found in Appendix B.)

Finally, the value of your luxury items and bonus are added to any rewards gained for the destruction of enemy units, and then combined with wealth accumulated from other missions to give your total wealth.

You will then return to Agora for rest and recuperation. The length of time needed for your body to recover from its ordeal will depend on the amount of punishment taken during the mission. The Federation stipulates a minimum recuperation period of five days.

You must save your campaign to disk at thisstage. Once youare fit and well, youmust report back to the Federation HQ to be briefed for your next mission.

CHAPTER 20 - THE ARMADA

Atlantic Federation intelligence reports have allowed us to establish enough facts about the massing Saharan Armada to allow us to make detailed predictions about their actions after they set sail for Agora.

Whilst youwill not be actively engaging the Armada for an estimated six months after your enrollment as a Special Field Operative, your work in that period must take into account the Armada's likely route to Agora. In fact, your work before the Armadasets sail will force the routetaken by the Armada. You can use Strategic Planning to see a wholly accurate simulation of the Armada's route at any time youreturn to HQ between missions.

You can see, as previously discussed, that the route taken by the Armada follows certain rules. What is harder to predict is the speed and ease with which they will travel. That depends on your actions before they sail, as each liberated island contributes more brigades to your force, and on your actions after the Armada sails, as the Federation forces cannot defeat the Armada on their own. Your individual input is crucial.

You can be certain of one thing. Once youreceive the message telling youthat the Saharan Armada has set sail, you must abort the current mission and prepare to engage the Armada. You will not be allowed to complete the current mission. However, you can still enlist people from any island and gain their help.

THE COMPOSITION OF THE SAHARAN ARMADA

The structure of the Saharan Forces within the Armada is believed to differ from that normally encountered on islands. The Armada consists of around 60 units, combined for travel into about 20 Battle Groups. The individual units will not be shown on the Main Map, but the Battle Groups will be. Each Battle Group is designated as either an Air Force Battle Group, Amphibious Battle Group, Naval Battle Group or Army Battle Group, and these four types are shown by Zeppelin, Hovercraft, Ship and Tank roundels respectively.

However, a Naval Battle Group, for instance, need not consist solely of sea-going craft. They may well have limited aerial support from a unit of biplanes, which are under the command of the same Naval Group. Army battle groups are carried by ship and disembarked onto any liberated islands which the Saharan Armada is forced to pass by. The Army units, (and close by Amphibious units), will head for the interior of the island to battle with brigades fighting alongside the Federation.

Whilst such battles are being fought, the Naval units will travel further around the coast to rendezvous with the Army units after the battle. If either the Naval or Army units are destroyed before the rendezvous point, the other will desert and so both will be lost.

As with any invasion force, the Saharan Armada will consist of units whose abilities range from average conscripts, to elite crack troops. As youliberate islands, brigades will be contributed to the Federation forces. These allied brigades will be best equipped to engage the average Saharan units. Your job is to take on the elite. Elite units will reach Agora regardless of the opposition they face from Federation brigades. Only you, in person, can finish them off.

THE ATTRITION RATE OF THE ARMADA

The Attrition rate varies according to how actively the Armadais being engaged. This fundamentally depends on whether the Armada Battle Groups are passing islands which you have liberated. Liberated islands will force the Armada to suffer far higher rates of attrition as they house brigades of allied troops. The number of brigades available to engage the Armada varies from islandto island.

The longer the distance youcan force the Armadato travel, the more attrition they will suffer. The more liberated islands you can force them to pass, the more attrition they will suffer. If you can force the Armada to take a difficult route and if you can liberate enough islands to form a large Federation counter-force, then most or all of the Armada's conscript Battle Groups will be destroyed without your personal intervention. This will leave only a handful of elite Battle Groups for you to polish off personally.

If, on the other hand, youhave blundered on your missions, liberating only a few islands and leaving the Armada an easy route to Agora, then stopping the Armadabecomes an almost superhuman task. Up to twenty massive Battle Groups will reach Agora more or less intact and you will personally have to destroy 4 to 5 times as many enemy vehicles to win the campaign.

You may find it easier to engage the enemy on and around non-liberated islands, as such islands will not be battle-worn and should still contain lots of spare vehicles and ammunition, and people to help you.

As can be seen by running a Strategic Planning simulation, the Armadamoves in waves. Some Battle Groups will cover ground very quickly. However, their attrition rate may be high. Others move more slowly but may keep more of their Group intact.

Finally, do not expect the Armada to follow their predicted path blindly into an ambush you have set up. If youmerely sit and wait along their route they will divert to avoid you. You must actively seek them at all times.

WINNING OR LOSING

For the Atlantic Federation and the Slave Isles to be rid of the scourge of Saharan domination, the entire Armada must be destroyed. Such a show of strength will undoubtedly incite all unliberated Slave Isles to rebel in unison, thus crushing the Empire's forces and pushing them back to the African mainland. Such a victory will make its instigator a world-wide hero. Such acclaim awaits you.

Defeat, on the other hand, is not easy to contemplate. If any Battle Groups of the Saharan Armada reach the COBRA HQ or Union on Agora, the game will be up. Agora will become the forty-second Slave Isle.

You have the opportunity to return a hero. There is a chance you will trail back in shame. Flames of Freedom is all about you making the right decisions at the right time. Choosing the correct option from the vast range available. Executing your actions with deadly accuracy.

You have many tools, of which this handbook is one, at your disposal. The future of the Atlantic Federation is now being passed into your hands.

If you are impatient to get to grips with the Armada, press the A key whilst in the 3D landscape. This will trigger the Armada instantly.

APPENDIX A

THE SLAVE ISLES

LOBOS

A key stronghold island controlling the western region of the Saharan Empire, Lobos is the home port of the Imperial Occidental Fleet. Radar installations guard the approaches to the huge natural anchorage at Deep Water. Amongst the units stationed on thisisland are Sea Hawk Flying Submarine Squadrons commanded by the notorious Amandu Dengal. Your overall mission is to liberate the island, the loss of which will cripple the Empire's western capability.

1. Assassinate Admiral Amandu Dengal, commander of the infamous elite Imperial flying sub unit known as the Sea Hawk.

2. Sabotage the radar at Outlook Island, the radar station which alerts the Empire of any ships approaching Deepwater Bay, and the heart of their naval forces on Lobos

3. Sabotage the underwater base at Deepwater Sound, the heavily fortified centre of naval operations.

DHAFRA

The island is the location for the Empire's Northern Sector Command Headquarters. It is stronghold of prime importance; every element of the enemies' services are present on the island. In addition Dhafra is the Empire's major source of uranium and iron ore. Local miners are known to be sympathetic to our cause. The overall mission is to actively incite the population to rebel.

1. Enlist Doctor Habib Ayyub the geologist, who is a much liked and respected member of Dhafra's community.

2. Enlist Jan Karlstaad a sympathiser to the cause, but wary of strangers.

3. Enlist George Davies, an ex-miner with many friends.

4. Sabotage the Secret Police HQ at Boulder Valley.

5. Sabotage the Enemy HQ at Blackridge Plateau.

6. Sabotage the Radio Station at Blackridge Plateau.

CAMARGO

Camargo is the HQ of the Imperial Armoured Corps, where the elite armoured units undergo rigorous battle training. The entire south-eastern peninsular has been turned into a massive walled ghetto, named Eden.

Here, politicians, revolutionaries, resistance fighters, and those who have simply dared to speak ill of the Empire are forced to live in terrible, disease-ridden conditions. Those who survive disease eventually meet their end at the hands of the Imperial Police death squads. An armed breakout from the ghetto is the key to liberating Camargo.

1. Enlist General Fadi al-Hadi, one of the most influential officials in the Imperial Army.

2. Rescue Lieutenant Ziad Sirhan, the Resistance Leader held in the notorious Eden Ghetto.

PANAO

Agora's air defences are constantly probed and tested by fighter squadrons from the Atlantic Fields airbase on the west of Panao. The island itself is rocky and mountainous. There is a small fishing industry, tin mining and some farming. Governor Farinola, a right-wing fanatic, has Panao firmly under his control.

His trusted partner in terror, Dr. Burquest, has brainwashed many of the islands key personnel. Your objectives is to depose Farinola by getting the Army, the Air Force and the Police on our side.

1. Enlist Catherine Ellis, only daughter of the chief of Secret Police. If she's on our side, her father is sure to help us - he dotes on her.

2. Enlist Magdala Umar, wife of the military commandant. He does everything she tells him to, principally to avoid her incessant nagging.

3. Enlist Colonel Masi Bourguiba, Air Force Commander on Panao. His help will be vital in liberating the island.

GAMBOA

A lush and verdant island, Gamboa is run by the Secret Police Narcotics Bureau. Opiates are cultivated here by the Bureau and then smuggled to Agora in an attempt to subvert the population. The abundant narcotics crop is also used to keep the local population under control. Under the very noses of the Secret Police, the resistance operate a highly effective escape pipeline from Gamboa, but to free the island youmust disable its narcotics industry.

1. Enlist Albert Price, chief chemist for the Narcotics Bureau, whose girlfriend is held in slavery to ensure Price's loyalty.

2. Seize documents containing the names of all Narcotics Bureau personnel and informers.

3. Destroy Colonel Makonnen's Flying sub squadron, an elite Secret Police unit which is currently trying to locate and smash the resistance.

4. Sabotage everything at Stony Shore the major centre for narcotics processing on the island.

IQUITOS

Iquitos is the headquarters of the Imperial Propaganda ministry, its radio stations beaming a constant stream of fiction towards the island of Agora. Although it is a frequent port of call for merchant ships plying their trade between the nearby islands, much of Iquitos remains an unspoilt tropical paradise, a tranquil haven for the rich and the famous. Your charm and pleading will be crucial in gaining the help of the islands jet-set. As well as silencing the voice of the Empire, you must also wreck the island's sea trade.

1. Sabotage the Radio Station at Echo Pass, the main source of Saharan Propaganda, the aim of which is to subvert the population of Agora.

2. Enlist Feodor Dvorak, millionaire businessman and recluse. He is known to be generous and will be able to bribe the island's governor to relinquish control.

3. Destroy Major Bamba's speedboat squadron which guards the islands vital trade routes.

MARACAY

This island seethes with intrigue and espionage. The free port on the south-western coast has been likened to the pre-flood colony of Hong Kong. Every secret organisation, for good or evil, has an agent representing its interests on the island. In addition to agents, you will encounter secret societies, racketeers and various other criminal elements. Trust no one.

1. Enlist Cadi Soromenho, an agent, under the guise of a businessman, has infiltrated numerous Imperial agencies. The information he has will be of great help in destroying Imperial commerce.

2. Rescue Janine Howard, a renowned journalist, who is under constant Imperial Police surveillance, because she might give far from beneficial reports on their activities and practices.

CALABAR

Calabar exports exotic spices, silk and a cornucopia of natural medicines extracted from its rare tropical plants. The island is a haven for deserters from Dhafra, who have a hideaway in the mountainous interior. In the south, the Air Force have a tropical disease research centre as well as an airbase. You must encourage the Saharan deserters to take up arms against their persecutors and at the same time gain the cooperation of the civil authorities. Bribery and threats should prove useful.

1. Enlist Lady Rowena Harper, the Governor of Calabar. She represents the mainland's bureaucratic interference with Calabar's affairs.

2. Enlist Anthony White, spokesman for the deserters. He'll probably want youto prove you're not an Saharan agent before he'll give his support.

3. Assassinate Doctor Leslie Fisher, in charge of the Air Force's medical experiments. The islanders are terrified of him and no uprising is feasible until he's eliminated.

ALEDO

The Imperial Airforce use Aledo as a forward base for aerial surveillance on Agora. Enemy units include high level bombing zeppelins commanded by Major Nathan Owen. Underwater bases receive weapons by submarine from the Secret Weapons Establishment on Thar. Take notice that the resistance network has been penetrated. The overall mission is to render the island inoperable as an air base.

1. Assassinate Major Nathan Owen, Commander of the Imperial high level bombing Zeppelin unit.

2. Sabotage the printers at Qasir where anti-Federation propaganda leaflets are printed, and then dropped in their thousands from Imperial planes, onto populated areas, with the aim of demoralising our sympathisers.

COROZAL

Corozal is the major base for the Imperial Navy's Intelligence Service. Radar sited on high ground is used to scan the western approach from Agora to the mainland of Africa. Radio stations around the island monitor transmissions from Agora. Overall mission is to deprive the enemy of his intelligence gathering assets.

1. Sabotage the Radio Station at West Island. 

2. Sabotage the Underwater Base at White Cove.

3. Enlist Christopher Jones.

4. Enlist Emile Lamontagne.

5. Destroy Major Wohlbruck's ship squadron.

6. Assassinate Major Abbas Tabari.

JEBBA

Chaotically administered by the corrupt and depraved Governor Hejaz, Jebba has a thriving black economy. Smuggling, gambling and the enslaving of unwary strangers are major sources of income. Frequented by the Imperial officer corps for their dubious recreation,Jebba is well garrisoned. It is also the HQ of the Secret Police Terror Executive, a ruthless commando force.

Gain help from the Jebbans with bribery and deception. To liberate the island you must enlist the Governor and neutralize the Terror Executive, which exerts the only authority the Jebbans understand - mortal fear.

1. Enlist Governor Gabriel Hejaz the corrupt and depraved Governor. He has many contacts and will be invaluable in undermining the power of the Secret Police.

2. Sabotage everything at Morto where the elite Terror Executive is based.

3. Rescue Ameera Shaalan grandson of Farah Beersheba. Beersheeba is the Godmother of the smuggling clan and her help is vital. The Terror Executive are holding Shaalan as a hostage.

4. Sabotage the Underwater Base at Jamsun Sea. The wolfpacks based there are a deep thorn in the side of the island's smugglers. Eliminating the base will win them over to your cause.

QAMAR

The island of Qamar is home to two major cultures. A large wealthy English settlement on West Qamar, and an Arabic settlement on East Qamar. Deep within the Arabic sector, is hidden the Headquarters of the Imperial Zeppelin Corps, an elite reconnaissance and bombing unit. General Ali ibn Zahr, corrupt commander of the Corps and military governor of Qamar, takes protection money from West Qamar in return for leaving it alone. Consequently, there are no garrisons at all stationed in the West.

Recently, intense Secret Police activity on both islands has finally placed the General and the Corps under suspicion of illegal activities. Your overall mission is to recruit the desperate Ali ibn Zahr to our cause.

1. Enlist Governor Ali ibn Zahr military Governor of Amar.

2. Assassinate Anatolia Rihan.

3. Sabotage the Secret Police HQ at Sakri Fields where incriminating evidence on the Governor is kept.

MAJI

The mountains of Maji provide an ideal location for an Imperial Weather station serving Dhafra. The Empire also uses this islandfor rest and recuperation. Imperial troops make sure that the island's two industries are gambling and crime.

A corrupt judiciary and legal profession ensure the prosperity of these dubious industries. Maji is also famous for its pirates. You must cut sea communications with other Imperial colonies and bring about the liberation of Maji.

1. Destroy Lt Kaunda's submarine squadron, off the western coast, cutting off the island's trade route.

2. Destroy Maj Sutton's submarine squadron, off the western coast, cutting off the island's trade route.

CUBANGO

Cubango has been torn apart by religious strife. This has been aggravated and exploited by the Empire, which operates a divide and rule policy. Sectarian murder is common on thisisland. The population is mistrustful and Imperial forces maintain a high state of alert. You must end the religious strife and allow a liberated Cubango to return to stable government.

1. Assassinate Governor Albert Benson. Benson is an Imperial sympathiser, and if he ever realises his ambition to gain ownership of all of Cubango, then Imperial forces will get an even stronger foothold on the island.

GAU

Gau is controlled by two Mafia-type families. The Doua's in the south, and the Oqbah's in the north. The Empire often indulges itself in hiring the exceptional skills of their assassins and hit-men. Recently Nasif Namali, a General with the Saharan Army, well known for his outspoken hatred of the Mafia and some aspects of Saharan life, went into hiding after killers hired by the Empire began searching for him.

 Namali is a desperate man, who might be willing to help us. Your overall mission is to free Gau from Empire and Mafia rule.

1. Enlist General Nasif Namali, who is in hiding in fear of his life. His refusal to help the two Mafia families on Gau, and his views on how the Saharan Empire conducts its affairs, have made him a much wanted man by both parties.

VITORIA

Once a tranquil and verdant haven, Vitoria was settled by pioneers of the green movement to use as a living laboratory for alternative technology and communal living. When the Empire discovered rich deposits of brown coal and iron ore, the lush interior became heavily industrialised.

Because physical violence is against the principles of the green pioneers, the rest of the island is barely garrisoned at all but powered vehicles are also rare. To win the hearts and minds of the islanders, youmust shut down the heavy industry. Reason, charm and pleading are useful skills.

1. Enlist Captain Bernard Ellis, the general manager of the Imperial Steel Corporation. His help is vital in shutting down the island's steel mills.

2. Seize documents, a geological survey suppressed by the Government to avoid a mine worker's strike. The report predicts massive earthquakes and flooding if mining continues.

3. Rescue Elizabeth Shaw, the ecology expert and green activist. The Secret Police are holding her somewhere. Her rescue will rally the islanders to our cause.

4. Enlist Hugh Evans, President of the Union of Coal Miners. The Police have framed him, on fraud charges and now he's in hiding. The miners will follow him to a man.

SIKASSO

This island is the home of two deadly neighbours, the Imperial Secret Police, who use it as their interrogation HQ, and the League of Assassins, a brotherhood of professional killers who sell their organisations detest each other. You must exploit the mutual dislike between the Police and the League, destroy the power of the assassins and compromise the Secret Police.

1. Assassinate Andre Freitas, head of Sikasso's League of Assassins. With luck this will force a conflict between the Assassins and the Secret Police, as undoubtedly the League will blame the murder on them.

2. Seize documents, containing incriminating photographs of the Head of the Secret Police, highly delicate in nature.

ZAFRIYA

Centre of the Imperial fishing industry, Zafriya sends supplies of dried fish from its processing and canning plants to all of the Empire's garrisons. The workforce has been ruthlessly exploited by the Empire, and in order to augment their existence they have resorted to piracy. Although some inhabitants are fiercely loyal to our cause, others are treacherous in the extreme.

1. Enlist Firouzeh al-Hamik, a resistance fighter who is believed to have gathered information likely to be useful to the Federation intelligence.

2. Sabotage everything at Boulder peninsula from where the enemy flies out food supplies to bases on mainland Africa.

3. Enlist Lufti al-Zasir, a smuggler known to frequent the seedier areas of Angel Cove, who has reached a business understanding with Imperial Officers.

DJOUM

Because of its close proximity to the African mainland, and the diversity of terrain types found there, Djoum is used by the Saharan Empire as the ideal military training centre for its newly recruited troops. Here, Imperial soldiers, sailors and airmen undergo six months of intense training in all fields of modern warfare, until they are considered worthy enough to fight in the ranks of the Imperial army.

Djoum is also the location of the Headquarters of the much feared Imperial Death Squad, a special judicial unit, created to investigate reports of misconduct within the echelons of the Imperial Army and Secret Police.

1. Sabotage everything at Feraigat Fields an important military munition dump, where a handful of the Empire's best scientists create and manufacture devastating weapons.

2. Assassinate Major Lwamgira Baikiw, a major in the Imperial Army, whose death will smash enemy morale.

3. Assassinate Leiutenant Hassan Hilmi, Hangman with the Imperial Death Squad. His death will turn others against their leaders.

SATARA

Situated close to the African mainland, Satara is heavily industrialized with a proliferation of armaments and munitions factories. The arms industry encourages a considerable amount of smuggling to resistance groups. The islandis also the HQ for the Imperial Marine Corp.

The main underground movement has formed a government in waiting, ready to seize control of the island as soon as it is liberated. Your overall mission is to recruit government in waiting and assist it in taking control of the island.

1. Recruit Mulela Kouyate, businessman and leading member of Satara's exiled government.

2. Assassinate Zwide Tozer, Imperial Governor of Satara.

3. Recruit Kgari Gamoudi, quality controller for the Empire's arms factory.

THAR

Formed by a now dormant volcano, this rugged island is exploited by the Empire as a location for its Secret Weapon Establishment. Little is known of this highly secret installation. Recently fishermen from Zafriya, who had been pressed into service with the Imperial Mercantile Fleet, reported seeing Professor Gabriel D'Angeli on the dock side at Bird Quay.

Professor D'Angeli is known to be a keen supporter of the Federation. Your overall mission is to locate D'Angeli and destroy all elements of the research establishment. Be warned - Thar is heavily guarded.

1. Enlist Gabriel D'Angeli, who is known to be a keen supporter of the Federation.

2. Sabotage the Underwater Base at Bird Water. Used for secret weapons development.

3. Sabotage the Underwater Base at Lodi. Used for secret weapons development.

4. Rescue Brother Jaques Dubrique, an active member of the resistance.

5. Sabotage the factory at Bird Lowlands, used for weapons production.

6. Sabotage the factory at Lodi, used for weapons production.

7. Sabotage the factory at Firengi Pass, used for weapons production.

GRAN PARADISO

Gran Paradiso was home to one of the largest resistance movements in the Slave Isles, until Imperial Agents tracked down and imprisoned leader of the resistance, Amilcar Tsombe. Without Tsombe's leadership the movement fragmented into three smaller groups.

The leaders of each group have differing views and ideals, so they remained estranged from one and other, and weak in comparison to the Resistance under Tsombe. There is no sign at all of any co-operation between them, let alone an overall strategy. Your task on Gran Paradiso is to recruit the three resistance movements.

1. Enlist Abbas Tabari, leader of the Amizade resistance movement.

2. Enlist Muhmar Zaghlul, leader of the Laranja resistance movement.

3. Enlist Houshang Biskra, leader of the Trovoados resistance movement.

BOUREM

Recently, Bourem was the location of an industrial disaster, which caused thousands of deaths, and had a devastating effect upon the islands' ecology. Explosions at a chemical plant owned by Enrique Arnaud, billowed clouds of toxic gas into the atmosphere which laid waste to all life within ten mile radius. Arnaud was arrested and tried for manslaughter and negligence. The Judge returned a verdict of innocent.

However, new evidence has come to light, suggesting that Arnaud paid off the Judge, and actually caused the accident himself to claim insurance money. Your mission is to seek out Arnaud and Judge Hopson, and serve justice in the eyes of the population.

1. Assassinate Judge John Hopson, one of the chief conspirators in the Arnaud disaster.

2. Assassinate Enrique Arnaud, manager of Arnaud Chemicals, and mastermind behind the plan to destroy his own factory.

MAGHAR

Maghar is the Imperial Army's heavily fortified punishment island, where misfits and law-breakers from the army, navy and airforce are drafted to serve in the notorious punishment battalions. paramilitary units of the Secret Police maintain law and order, but even they are wary of the Psycho Squad, a suicide unit comprised entirely of murderers and psychopaths. 
The other punishment battalions live in mortal fear of this squadron. With the help of his ill-treated common troops, Maghar can be liberated but mutiny is unthinkable whilst the Psycho Squad are still at large. You must eliminate this unit.

1. Sabotage the Town Hall at Asali Reach. This is the main administrative centre on Maghar, which contains a complete library of files on prisoners past and present.

2. Enlist General Patrick Holmes, Commander of Maghar's Psycho Squad.

JEREZ

The island is maintained by the Imperial Secret Police as a prison colony. The inhabitants are senior political and religious leaders who have been seized by the Empire from various islands who are now held as hostages. The island is heavily fortified.

Take note that certain of the leading figures kept prisoner on the island have as little regard for the Federation as they do the Empire. Your mission is to liberate the prisoners so that they can return to their home islands to foster further revolt.

1. Enlist Mullah Kush Alami, leader of the island's Islamic party.

2. Enlist Bishop William Price, leader of the island's Christian party.

3. Enlist Comrade Samantha White leader of the island's Communist party.

4. Enlist Brother Gareth Ellis, leader of the island's Anarchist party.

BENI MAZAR

Sixty percent of Imperial oil reserves can be found under the soil of Beni Mazar. It is vital to the Saharans that they have a detailed plan to destroy all oil installations in the event of the island's liberation. Intelligence reports suggest that the nerve centre for any demolition operation will be a newly built underwater base.

Your mission is to liberate Beni Mazar whilst avoiding the ecological disaster that would occur if the Empire implemented its scorched earth plan.

1. Sabotage the Underwater Base at Mu'tab Sea, recently detected by resistance divers. It is thought to be a key Imperial military base.

2. Enlist Ahmed Beersheeba, head of Beni Mazar's Resistance force. Beersheeba's regular radio reports to us inexplicably stopped last week and we are now extremely concerned about his welfare.

GHAZAL

This islandis of key strategic importance as it guards the sea lanes used by the Empire to supply its south-eastern region. Naval patrols sailing out of ports dotted around Ghazal keep a regular guard.

Since unmonitored access to the island is difficult, Ghazal makes an ideal location for the Imperial Mint. Be warned that the printers are specially selected for their honesty. Your overall missionis to cause economic and monetary chaos by liberating the island.

1. Enlist Bianca Fregona, believed to be a Commander in the Ghazal Freedom Force.

2. Assassinate Admiral Zufia Ibn Rushd. He is the master strategist behind the Ghazal's front-line of defence, and is staunchly loyal to the Empire's doctrines.

3. Enlist Shireen Ibn Musa. Although employed by the Empire, unknown to them she is a supporter of the Atlantic Federation. Her position as Chief Radio Operator allows her access to Top Secret Imperial Files, this makes her an ideal target.

NDOLA

Ndola provides the HQ for the Saharan Colonial Civil Service and it is also the home of the Imperial Customs and Excise Head Office. There is known to be friction between the two organisations. In addition to the large garrison of Imperial troops, there is also a detachment of armed Excise officers.

We believe that Imperial economic reform will result in the loss of thousands of Civil Service and Excise posts. If this information is leaked to the appropriate Civil Service Department, revolt is likely to ensue.

1. Recruit Bosiu Alooma, a senior Civil Servant who will provide you with some information which will be helpful to your mission.

2. Seize documents from Bosiu Alooma, detailing massive cuts in the Civil Service, and the lifting of internal tariffs. This should be enough to cause chaos throughout the island.

MAKAT

The main source of Makat's income is obtained by providing a safe haven for runaway slaves, on their route to Gran Paradiso. In an effort to stop this, the Saharan Empire has enforced a naval and submarine cordon around the island, operating from an underwater base, to block the entry of any illegal immigrants.

With the addition of numerous flying boat units operating within Makat's own airspace, the island is extremely well protected. Your overall mission is to disrupt Imperial defences on and around the island.

1. Recruit Hikmat Sutuz, the man responsible for the safe passage of so many slaves through Makat to Gran Paradiso.

2. Sabotage the Underwater Base at Deepwater. This will open up a direct route to Gran Paradiso.

KHASH

The Imperial Treasury is situated on Khash. At ports dotted around the islands, taxes, levies and tributes are received from the Empire's dependent and vassal islands. Hugh amounts of gold, precious stones and paper money are stored in banks at various sites.

The population of this islandis relatively well treated by the Empire and is, in the main part, loyal to it. Your missionis to subvert the local population and deprive the enemy of a major source of revenue by which it maintains its military effort.

1. Rescue Fahla Gammito, who has been arrested by the Imperial Secret Police on charges of spying.

2. Enlist Hikmat al-Hadi, the leader of the local resistance.

3. Enlist Musa Hilmi, software engineer to the Imperial Treasury.

4. Assassinate Bakr Hejaz, the manager of the bank at Amarelo flats, which is part of the Imperial Treasury.

5. Sabotage the Bank at Ironstone Flats, which is part of the Imperial Treasury.

6. Sabotage the Bank at Matawin Ridge, which is part of the Imperial Treasury. The location of Matawin Ridge is unknown.

MOCORITO

The HQ for the Imperial Fighter Command, Mocorito is also the Empire's main location for the production of biplanes. The islandis famous for its air races and is a Mecca for racing pilots from both the Federation and the Empire. Because of its connection with the aero industry, the hospitals on Mocorito specialise in treatment for air crash injuries.

The main resistance on the island is the Nurses Against Oppression Front. This island would be valuable addition to the Federation. You are charged with winning it for us.

1. Recruit Hamdan Bustani, who is head of the Imperial fighter command. His defection will be a severe blow to the enemy. Bustani is renowned for being a ladies man.

2. Rescue Yazid Tabari, the famous plastic surgeon who has refused the assist in the Empire's perverted medical experiments. For his crime he was thrown out of work and into prison.

3. Destroy everything at Beni-Huruth Hills, the biplane production factory. This will have a devastating effect on the Empire's fighter capability.

4. Recruit Alexandretta Sinan leader of the Free Nurses Resistance Front. Her help is vital if we are to liberate thisisland.

HEMET

Hemet is to the Imperial Guards Division what the pre-flood islandof Corsica was to the French Foreign Legion. The island provides the Guards Division with a GHQ and a training ground. Your overall mission on this island is to destroy the fighting capability of the Imperial Guards Division and deprive the Empire of its most able troops.

1. Assassinate Admiral Adam Robinson, the senior Imperial Naval strategist.

CAJAMARCA

Cajamaraca is a centre for watchmaking and manufacture of precision mechanisms. Because of these industries, industrial diamonds are in great demand and smuggling is rife. One criminal activity has encouraged another and the island has become a haven for forgers.

Cajamarca is famous for its bazaars where forged and smuggled goods are peddled. Little else can be said about thisisland - the secret police force is corrupt and there is a rather seedy down-at-heel medical college. Despite all this, the Federation is encouraging Cajamarca into the fold. Liberate the island.

1. Enlist Captain Lufti Aal-Hamid. He is rotten to the core and supplements his own income by taking protection money off many of the islanders. He has the total respect of his own Police Force, most of whom are as corrupt as him, and his recruitment would be of great benefit to us.

2. Enlist Bishop Donald Williamson, perhaps the most respected man on the island, although the military force on Cajamarca loathe him, because of his affinity with the island's Secret Police.

NICOBAR

Nicobar is a rich fertile island. Its Grand Harbour at Sweetwater is the busiest mercantile port in the whole Archipelago. At the moment, it is also the chosen anchorage of Admiral Kreuter's Atlantic Fleet.

Kreuter, the naval genius of our age, has a mountain retreat here, close to the village where his beloved mistress, Michelle Marchetta, lives. Kreuter's help is vital in liberating the island - his fleet is the best the Empire has and his men would follow him to the end of the earth. Authority and charm will help youon your mission.

1. Enlist Admiral Kreuter. He is a proud, arrogant man, but he is also a gambler. You must find a way to gain his help. He has never been known to break his word.

2. Assassinate Eric Grainger, the General Secretary of the Dockworker's Union. The Secret Police pay Grainger large sums of money to keep the harbour workforce quiet and docile.

3. Rescue Joseph Pearson, the pop singer, arrested by the Secret Police after the first performance of his protest song "Love is Freedom, Let's Fight For Love".

4. Enlist Hugh Evans, President of the Union of Coal Miners. The Police have framed him on fraud charges and now he's in hiding. The miners will follow him to a man.

ALMIRANTE

Almirante is frequented by sailors and officers on leave from the Imperial Naval Base on Lobos. The island provides a wealth of leisure activities, ranging from hunting, fishing and minisub diving to ballooning and speedboat racing. The small offshore island of Pequeno is the start and finish point for the famous Captain Morgan's Cup, a speedboat race that circumnavigates Almirante.

Less to the liking of the naval officers is the Secret Police Regional HQ at Forte. To ensure the navy's loyalty, the police keep detailed files on all the officers. If youcan seize these files, the way is open for mutiny.

1. Enlist Captain Lobengula Youlou on Pequeno.

2. Sabotage the Secret Police HQ at Forte Fields.

3. Seize documents containing files on all the Imperial Military Officers stationed on Almirante.

4. Sabotage the Underwater Base at Secundo Ocean, where Imperial gold reserves are stored.

5. Assassinate General Edward White. He is loyal to the Empire, and in command of strong forces at Viano.

AOSTA

Aosta, sun drenched and idyllic, is the centre for the Saharan Empire movie-making industry. Two rival film studios are based on the island and the residents include many rich and famous film stars as well as a host of journalists and critics.

The ubiquitous Secret Police maintain a quiet but a watchful presence on the island, ensuring that no liberal or republican propaganda find its way into the movies. Jealously and slander are a way of life on Aosta and youshould be careful about who you trust.

1. Enlist Harold Lawrence, the renowned actor, whose loss to the Empire will be a huge blow to their morale.

2. Enlist Christophe Schwabe the successful businessman, who produces all the enemy propaganda films. This will leave their film industry in ruins.

3. Enlist Nandi Fabral, favourite pin-up of the Imperial troops. She has been portrayed to them as everything right in the Imperial woman.

4. Sabotage the factory at Volcano Sister, used for film processing by the enemy.

5. Sabotage the factory at Ocean Fields, used for film processing by the
 enemy.


GALVA

Far from the main trade routes, Galva is a quiet and peaceful backwater. The Empire's flying sub factories are based in the north-west. In the south-east, a small group of scientists is engaged in rocket pack research. Galva is also the place of exile for the Emperor's over-ambitious nephew, Fasalis, who has a strong following in the army.

Galva is unlikely to be a port of call for the Armada, but its rocket pack technology and the support of Fasalis would be extremely useful. Try charm and reason to win the islanders over to your cause.

1. Enlist Lord Fasalis Moumie, the Emperor's overweening nephew. He loathes his uncle and will raise the banner of rebellion, rallying many men to our cause throughout the Slave Isles.

ANDARA

Andara is the home port of the Imperial Submarine Fleet and we know that there are at least three underwater bases off the south-east coast. In the north-west of the island, the Empire is engaged in the highly advanced sonar research and manufacture, whilst further south, at Trovoadas, the Imperial Institute of Oceanography probes the depths of the ocean. Andara's major industry is aircraft production. A complex of slave camps at Asali provides labour for Andara's aircraft factories and for its abundant sugar plantations.

1. Seize documents detailing Oceanography research. These are hidden in the Underwater Base at Salazoa.

2. Destroy Captain Soromenho's Minisub squadron in the area around the Salazoa Underwater Base. This will enable the scientists there to escape.

3. Sabotage the Underwater Base at Azul Water.

4. Sabotage the Underwater Base at Primeiro Sea.

5. Sabotage the Underwater Base at Esperance.

6. Assassinate Colonel Kaduna Trudo, Commandant of the Army camp at Asali, with the objective of causing uprising and dissension there.

7. Enlist Professor Andrea Hughes the Sonar Research Scientist at Fer-Sono.

MAUR

A huge barrage stretching across the island's western bay houses a tidal hydro-electric power station. The gigawatts of electricity generated there are used for experiments in fusion power. The Empire must not be allowed to progress in thisfield of research. The research staff are highly intelligent scientists, many of whom are also dissident authors. We must spread their work throughout the Empire.

1. Enlist Touvalou Dube, the renowned Nobel prize winning Physicist.

2. Sabotage the Electricity Works at King Point, at the northern end of the barrage.

VICENZA

Subsistence farming and coastal fishing are the mainstays of the local economy. Vicenza's unspoilt wilderness and clear skies have attracted three thriving communities of artists. The island is not heavily garrisoned, but early warning radars for the naval base on Lobos are stationed here.

If we hold Vicenza, Lobos is blind. Fritsch, the Chief of Police is an avid collector of old masters and his help, together with the support of the island's more rebellious artists, will be vital to the liberation of Vicenza.

1. Enlist Colonel Otto Fritsch, the art-loving Chief of Police. He is known to have some sympathy with our cause, but his price for helping us will be high, no doubt.

2. Sabotage the Town Hall at Afonsin Plateau. The houses the censorship bureau which vets all the works of art produced on the island. Its destruction will win youmany friends.

3. Enlist Audrey Sutton, leading light of the Maximalist Movement. Her support is vital in the liberation of Vicenza.

CRISTOBAL

The whole of Cristobal by the quisling tycoon, Lord Albert Harper, a hypochondriac recluse who fears contact with the rest of the island's population. The Imperial garrison shields Harper from the outside world and in return he regularly makes large donations to the Saharan Empire.

The largest army presence here is at Wazir, in the north-east, where supplies and water are shipped out to other Saharan Islands to sustain troops. Cristobal is virtually a self-sufficient corporate island, with prosperous fisheries, farms, mines and a booming freshwater pearl diving industry.

1. Assassinate Lord Harper, the tycoon owner of Cristobal.

2. Enlist Dr. Josephine Hughes, Chairperson for the Council for Civil Liberties. She can be found working in the ghetto at Lambert, and will encourage the workers to revolt.

3. Enlist the Governor Sambeka Bory, currently in the pay of Lord Harper. She is to be found in Colony. 

4. Rescue Hazar Amin, radar research scientist, held against his will at Dry. He will be vital to the liberation of the island because of his expertise in ECM, which he will use to blind enemy units.

APPENDIX B

WEAPONS SYSTEMS

SNIPING RIFLE

A long range anti-personnel weapon, ideally used for clandestine assassination attempts. Also effective against soft airborne targets, but only mildly effective against land or sea based vehicles.

DYNAMITE

Sticks of high explosive, detonated by a sixty second timed fuse, used for sabotaging and destroying buildings, vehicles or even people!

Dynamite must be planted, (it cannot be used from within a vehicle) and you must ensure that you retire a safe distance within the time limit. When the explosives are detonated, a crater will be formed in the immediate vicinity of the explosion, and everything within its range will be destroyed. It is therefore only effective against stationary targets!

PISTOL

A short range anti-personnel weapon, deadly for close quarter assassination attempts, but hardly effective elsewhere.

ROCKET LAUNCHER

A multi-target seek-and-destroy weapon, comprising high-explosive packed warheads guided by laser system enhanced missiles fired from a portable launch unit. Highly effective against all targets except buildings.

HAND GRENADE

Short range high explosives thrown by hand and effective against all targets which are close by. The grenades must be carefully aimed and thrown sufficient distance so as not to harm the operative on detonation.

GRENADE LAUNCHER

Portable unit used for the firing of Hand Grenades, increasing effectiveness as it affords the grenades both greater range and accuracy.

LIMPET MINE

Effective against all stationary targets, especially underwater. Must be planted, like dynamite, with a sixty second time delay allowing you escape time. Limpet mines will destroy all structures in the immediate vicinity, and will cause craters.

ORCA MISSILE

Laser system guided seek-and-destroy sea surface and sub aquatic missile, effective against most sea targets except buildings. The most effective 'water weapon'.

KNIFE

Used for close quarter hand to hand combat and assassinations.

ASSAULT RIFLE

A short range anti-personnel and anti light vehicle and aircraft weapon, firing high velocity bullets.

SUBMACHINE GUN

A short range anti-personnel rapid fire weapon effective in fire-fights and for assassinations.

LIGHT MACHINE GUN

A rapid fire anti-personnel weapon combining long range accuracy and light weight making it both effective and portable.

HARPOON

Designed for underwater use as a short range anti-personnel weapon. Semi-effective against other targets.

HEAT-SEEKING MISSILE

IR guided fire-and-forget homing missile, deadly against all targets except buildings and heavily armoured tanks.

TANK SHELL

Deadly when accurate, Tank Shells must be aimed carefully by both horizontal and vertical movements of the tank turret.

UNDERWATER MISSILE

A fire-and-forget homing missile effective against most sub-aquatic targets.

TORPEDO

An underwater missile which is deadly when accurate. Must be aimed carefully.

SECRET WEAPONS:

To use any of the Secret Weapons youhave acquired, press F9. The Secret Weapons display will appear showing an icon for each weapon you have in your possession. Selecting a Secret Weapon icon calls up further text explaining how the weapon works, together with thumbs-up and thumbs-down icons. Select thumbs-up to use the weapon or thumbs-down to return to the Secret Weapons display.

APPENDIX C

SECRET POLICE GUARDS

(NOTE: This section is required as part of the Manual Protection and has therefore been excluded.)

APPENDIX D

TRANSPORT MODES

TANK

With a top speed of only 40mph, the Tank is one of the slowest and least manoeuvrable of all vehicles. Its great strengths lie in both its offensive firepower and defensive capabilities. High explosive Tank Shells are as destructive as any other weapon available.

They are aimed by adjusting the tilt of the barrel, and the horizontal direction. At an angle of 45deg, the range of the shell is at a maximum. Tanks are only highly vulnerable to other tanks shells - their thick armour plating resists virtually all else.

				Mouse		Joystick	Keyboard

SPEED UP			UP		UP		8 (Keypad)
SLOW DOWN			DOWN		DOWN		2 (Keypad)
TURN LEFT			LEFT		LEFT		4 (Keypad)
TURN RIGHT			RIGHT		RIGHT		6 (Keypad)
TILT NOSE DOWN		LMB		<		<
TILT NOSE UP		RMB		>		>

JEEP

Highly manoeuvrable, nippy Jeeps will withstand some punishing driving. They will not however, stand up well to attack, leaving the driver more vulnerable to injury than any other land vehicle. They provide ideal transport for reconnaissance work. If youare expecting enemy company, look for something a little safer. Like all wheeled vehicles, jeeps travel faster on roads than cross-country.

				Mouse		Joystick	Keyboard

SPEED UP			UP		UP		8 (Keypad)
SLOW DOWN			DOWN		DOWN		2 (Keypad)
TURN LEFT			LEFT		LEFT		4 (Keypad)
TURN RIGHT			RIGHT		RIGHT		6 (Keypad)
TILT NOSE DOWN		LMB		<		<
TILT NOSE UP		RMB		>		>

TRUCK

Trucks offer fairly safe, sturdy, reliable transport. They will not break any speed records, nor can they turn tightly, but they offer some degree of protection from small arms fire and ambush. They have limited off road capabilities, and will nearly always be seen travelling along roads.

				Mouse		Joystick	Keyboard

SPEED UP			UP		UP		8 (Keypad)
SLOW DOWN			DOWN		DOWN		2 (Keypad)
TURN LEFT			LEFT		LEFT		4 (Keypad)
TURN RIGHT			RIGHT		RIGHT		6 (Keypad)

BUS

Any Bus you encounter will not be under military control. They will always be travelling along roads, where they are best kept. If you are travelling on foot, and a bus comes along, catch it! You'll take control of it and can manoeuvre off road if you wish. Buses do not carry any weapons!

				Mouse		Joystick	Keyboard

SPEED UP			UP		UP		8 (Keypad)
SLOW DOWN			DOWN		DOWN		2 (Keypad)
TURN LEFT			LEFT		LEFT		4 (Keypad)
TURN RIGHT			RIGHT		RIGHT		6 (Keypad)

Trains need track to run. Find a railway and you'll eventually find a train. (Railways are marked in blue on the Main Map). Trains cannot be steered left or right, as they only travel forwards and backwards. You may, however, drive the train from either end, by using the cursor keys.

				Mouse		Joystick	Keyboard

SPEED UP			UP		UP		8 (Keypad)
SLOW DOWN			DOWN		DOWN		2 (Keypad)

TURN TRAIN - UP/DOWN CURSOR KEYS

SPEEDBOAT

Fast and manoeuvrable, Speedboats cut through the waves without too much buffeting, making them a steady platform from which to fire small arms. They are, however, highly vulnerable to attack themselves. Their speed is their only form of defence.

				Mouse		Joystick	Keyboard

SPEED UP			RMB		UP		8 (Keypad)
SLOW DOWN			LMB		DOWN		2 (Keypad)
TURN LEFT			LEFT		LEFT		4 (Keypad)
TURN RIGHT			RIGHT		RIGHT		6 (Keypad)

CRAWLER

An ingenious vehicle designed to allow travel along the sea-bed and across land, the crawler provides a means of access to the many of the Underwater Bases you'll need to visit. Of average top speed and manoeuvrability, the Crawler is hard to find, but easy to use.

				Mouse		Joystick	Keyboard

SPEED UP			RMB		UP		8 (Keypad)
SLOW DOWN			LMB		DOWN		2 (Keypad)
TURN LEFT			LEFT		LEFT		4 (Keypad)
TURN RIGHT			RIGHT		RIGHT		6 (Keypad)

SUBMARINE

Submarines offer you the best form of protection whilst underwater or on the sea surface. They can move forward and backwards, and right and left, and also have a facility for vertical movement without horizontal movement. Well armed and well defended, the only drawback is lack of speed and ease of manoeuvrability.

				Mouse		Joystick	Keyboard

SPEED UP			RMB		UP		8 (Keypad)
SLOW DOWN			LMB		DOWN		2 (Keypad)
TURN LEFT			LEFT		LEFT		4 (Keypad)
TURN RIGHT			RIGHT		RIGHT		6 (Keypad)
TILT NOSE DOWN		UP		<		<
TILT NOSE UP		DOWN		>		>

VERTICAL VELOCITY - UP/DOWN CURSOR KEYS

MINI-SUB

Complementing the abilities of a conventional submarine, the minisub is quick and manoeuvrable, whilst being more vulnerable to attack. It can change vertical direction on the move, and is highly effective in underwater dogfights.

 				Mouse		Joystick	Keyboard

SPEED UP			RMB		UP		8 (Keypad)
SLOW DOWN			LMB		DOWN		2 (Keypad)
TURN LEFT			LEFT		LEFT		4 (Keypad)
TURN RIGHT			RIGHT		RIGHT		6 (Keypad)
TILT NOSE DOWN		UP		<		<
TILT NOSE UP		DOWN		>		>

SHIP

Ships, unlike Speedboats, are affected by wave movement, both pitching and yawing with the sea surface. It means that they are difficult to launch attack from, but are less likely to suffer damage from enemy attack.

				Mouse		Joystick	Keyboard

SPEED UP			RMB		UP		8 (Keypad)
SLOW DOWN			LMB		DOWN		2 (Keypad)
TURN LEFT			LEFT		LEFT		4 (Keypad)
TURN RIGHT			RIGHT		RIGHT		6 (Keypad)

BIPLANE

With the fundamental controls of any other plane, the Biplanes you'll encounter are also fitted with a special anti-stall mechanism which will not allow your speed to fall below 80mph whilst you remain above 200 feet. Below 200 feet you may slow normally for landing.

				Mouse		Joystick	Keyboard

SPEED UP			RMB		UP		8 (Keypad)
SLOW DOWN			LMB		DOWN		2 (Keypad)
TURN LEFT			LEFT		LEFT		4 (Keypad)
TURN RIGHT			RIGHT		RIGHT		6 (Keypad)
TILT NOSE DOWN		UP		<		<
TILT NOSE UP		DOWN		>		>

TAKING OFF AND LANDING

To take off, start accelerating and then pull the nose of your aircraft up. To land, ease your aircraft to below 200 feet, and then decelerate. Below a certain speed, your aircraft will land automatically and you can bring it to a stop.

HELICOPTER

Helicopters have full forward/backward, right/left and tilt controls, plus an ability for vertical ascent or descent at very slow speeds. This makes them very versatile, but also more difficult to fly than most. Practice will make perfect! Helicopters are well armed, but fairly vulnerable.

				Mouse		Joystick	Keyboard

SPEED UP			RMB		UP		8 (Keypad)
SLOW DOWN			LMB		DOWN		2 (Keypad)
TURN LEFT			LEFT		LEFT		4 (Keypad)
TURN RIGHT			RIGHT		RIGHT		6 (Keypad)
TILT NOSE DOWN		UP		<		<
TILT NOSE UP		DOWN		>		>

VERTICAL VELOCITY - UP/DOWN CURSOR KEYS

ZEPPELIN

Like Helicopters, Zeppelins can effect vertical movement without horizontal movement, but by a different mechanism. They too have freedom of movement in all other directions, but are vulnerable to even the lightest firepower.

				Mouse		Joystick	Keyboard

SPEED UP			RMB		UP		8 (Keypad)
SLOW DOWN			LMB		DOWN		2 (Keypad)
TURN LEFT			LEFT		LEFT		4 (Keypad)
TURN RIGHT			RIGHT		RIGHT		6 (Keypad)
TILT NOSE DOWN		UP		<		<
TILT NOSE UP		DOWN		>		>

VERTICAL VELOCITY - UP/DOWN CURSOR KEYS

BALLOON

When piloting a balloon, you will not have direct control of your transport. You can affect turn, tilt and vertical velocity, but not direction. For that you rely on windpower. Two rules govern such motion;

a. The higher you are the faster you go,

b. At different altitudes the wind blows in a different direction.

You may therefore alter speed and direction by altering altitude.

				Mouse		Joystick	Keyboard

SPEED UP			RMB		>		>
SLOW DOWN			LMB		<		<
TURN LEFT			LEFT		LEFT		4 (Keypad)
TURN RIGHT			RIGHT		RIGHT		6 (Keypad)
TILT NOSE DOWN		UP		UP		8 (Keypad)
TILT NOSE UP		DOWN		DOWN		2 (Keypad)

ROCKET PACK

The quickest and most manoeuvrable form of transport available, the Rocket Pack is also the most difficult to control. Only found on the island of Galva, where there is a large Research Centre, speeds of up to 500mph have been achieved in testing.

				Mouse		Joystick	Keyboard

SPEED UP			RMB		>		>
SLOW DOWN			LMB		<		<
TURN LEFT			LEFT		LEFT		4 (Keypad)
TURN RIGHT			RIGHT		RIGHT		6 (Keypad)
TILT NOSE DOWN		UP		UP		8 (Keypad)
TILT NOSE UP		DOWN		DOWN		2 (Keypad)

FLYING BOAT

Handling like a Biplane when airborne and as a Speedboat when on the water surface, the Flying Boat is a versatile and valuable craft. Resistant to many forms of attack, it is at its best when itself attacking sea surface vessels.

				Mouse		Joystick	Keyboard

SPEED UP			UP		UP		8 (Keypad)
SLOW DOWN			DOWN		DOWN		2 (Keypad)
TURN LEFT			LEFT		LEFT		4 (Keypad)
TURN RIGHT			RIGHT		RIGHT		6 (Keypad)
TILT NOSE DOWN		LMB		<		<
TILT NOSE UP		RMB		>		>

FLYING SUB

The most adaptable mode of transport in the game, the flying sub can travel across both land and sea, underwater and through the air. It gives you total freedom, is well armed, and is as effective a vehicle as youwill find.

				Mouse		Joystick	Keyboard

SPEED UP			UP		UP		8 (Keypad)
SLOW DOWN			DOWN		DOWN		2 (Keypad)
TURN LEFT			LEFT		LEFT		4 (Keypad)
TURN RIGHT			RIGHT		RIGHT		6 (Keypad)
TILT NOSE DOWN		LMB		<		<
TILT NOSE UP		RMB		>		>

HOVERCRAFT

Its facility to travel across sea and land, coupled with its speed and manoeuvrability makes the Hovercraft ideal for pursuing small groups enemy vehicles around the coastline. Hovercrafts are, however, susceptible to attack with limited firepower.

				Mouse		Joystick	Keyboard

SPEED UP			UP		UP		8 (Keypad)
SLOW DOWN			DOWN		DOWN		2 (Keypad)
TURN LEFT			LEFT		LEFT		4 (Keypad)
TURN RIGHT			RIGHT		RIGHT		6 (Keypad)

THE HUMAN MODES (ON FOOT, SWIMMING, PARACHUTING and FROGMAN)

One of the four human modes of transport can always be accessed by pressing the ESC key. You will also transfer smoothly between human modes. If you walk towards the shore you will wade whilst remaining on foot for a while, then begin swimming, and eventually, when the water is deep enough, you'll be able to dive under the surface.

Whilst in human mode youhave a high degree of freedom allowing you to explore the landscape, but you are very vulnerable to attack.

To switch from swimming to frogman mode, you simply look down into the water whilst swimming and move forward.

When parachuting, you have a small and constant forward speed. Using this in conjunction with your control over direction and vertical speed, you can usually steer yourself to a chosen spot.

When walking, you can use your sniping rifle. Rifle sights appear on screen and you can zoom in or out using the cursor keys.

ON FOOT/SWIM
				Mouse		Joystick	Keyboard

SPEED UP			UP		UP		8 (Keypad)
SLOW DOWN			DOWN		DOWN		2 (Keypad)
TURN LEFT			LEFT		LEFT		4 (Keypad)
TURN RIGHT			RIGHT		RIGHT		6 (Keypad)
TILT NOSE DOWN		LMB		<		<
TILT NOSE UP		RMB		>		>

SWIM
				Mouse		Joystick	Keyboard

SPEED UP			UP		UP		8 (Keypad)
SLOW DOWN			DOWN		DOWN		2 (Keypad)
TURN LEFT			LEFT		LEFT		4 (Keypad)
TURN RIGHT			RIGHT		RIGHT		6 (Keypad)
TILT NOSE DOWN		LMB		<		<
TILT NOSE UP		RMB		>		>

PARACHUTING
				Mouse		Joystick	Keyboard

TURN LEFT			LEFT		LEFT		4 (Keypad)
TURN RIGHT			RIGHT		RIGHT		6 (Keypad)
TILT NOSE DOWN		LMB		<		<
TILT NOSE UP		RMB		>		>

FROGMAN
				Mouse		Joystick	Keyboard

SPEED UP			UP		UP		8 (Keypad)
SLOW DOWN			DOWN		DOWN		2 (Keypad)
TURN LEFT			LEFT		LEFT		4 (Keypad)
TURN RIGHT			RIGHT		RIGHT		6 (Keypad)
TILT NOSE DOWN		LMB		<		<
TILT NOSE UP		RMB		>		>

APPENDIX E

BUILDING TYPES

On approaching a Garage, Hangar or Filling Station, come to a halt. If youare close enough to the building, your vehicle will automatically be refuelled.

On approaching a Ship's store, Gunshop or Stores, come to a halt. If youare close enough to the building, your vehicle will be automatically re-armed.

GLOSSARY

AGORA - The home islandof the Atlantic Federation and the target of your opponents. Once Agora is lost, the game is lost.

ARMADA - The Saharan Empire's massive convoy of planes, boats, tanks and airships, massed on the African coast, and ready to sail for Agora.

ASSIGNMENT - A form of assistance. An offer by a contact or recruit to perform a rescue,murder, ambush or act of sabotage which will help your cause, and may even lead directly to the completion of a mission objective.

ASSISTANCE - Help offered by a contact or recruit. May take any one of nine forms, and may be immediately offered, or offered on condition youfulfil certain requirements.

ATTRITION - The rate of depletion the Saharan Armada, which is governed both by the number of friendly forces previously earned during missions, and by your personal actions against the Armada.

AUTHORITY - One of your eight psychological traits. Changing it alters both deception and reason, and it is itself influenced by charm.

AUTOROUTE - A route from one place to another along which travel may automatically be executed. The journey is plotted on the Main Map, and takes place in the 3D landscape.

BACK-UP DISK - A copy of the Program, Graphics or Mission Disk made for your own personal use.

BETRAYAL - Traitors will betray you to the Secret Police. Traitors behave like any other character up to the point where you would normally be offered help. Instead, youwill be arrested and imprisoned.

BOOBY TRAP - Some Weapons Boxes may hold life threatening Booby Traps. It is impossible to tell until yougrab the box. Each Trap has a delay fuse allowing youa few seconds to clear the area, or risk injury!

BRIBERY - One of your eight psychological traits. Changing it alters both charm and authority, and it is itself influenced by reason. Can be used to escape from capture.

CAMPAIGN - The full game, encompassing strategic, tactical and action levels, in which each mission forms a part of an integral campaign to defeat the Saharan Empire, culminating in a great battle with the Armada.

CAMPAIGN DISK - A campaign disk must be created before beginning each campaign. It is a copy of the original Missions disk, which will be automatically updated as the campaign progresses.

CAMPAIGN REWARDS - On liberating an island, its grateful inhabitants will thrust luxury goods upon you, and you will be paid a financial bonus by the Federation. These comprise your Campaign Rewards.

CHARM - One of your eight psychological traits. Changing it alters authority, and it is itself influenced by bribery, threats and deception.

COBRA - The Covert Operations BuReAu, the top secret Atlantic Federation security department for which you work, headed by Control.

CONDITIONAL ASSISTANCE - Some people will offer to help you, provided that you fulfil certain conditions that they specify. The conditions take a similar form to mission objectives, and include assassination, sabotage, recruitment, rescue, destruction of an enemy unit or seizure if vital documents.

CONTACTS - A contact is someone pre-warned of your presence who will offer help immediately on request.

CONTROL - The head of COBRA, Control is your boss, who will brief you before each mission and keep you updated as to your progress.

DIFFICULTY LEVELS - Beginner, Intermediate, Experienced or Expert levels may be selected when performing a Raid. They govern the number of secret weapons given to you.

EAST ATLANTIC - The region of the world in which Agora, the Slave Isles, and the coast of Africa are found.

ENDURANCE - One of your five physical traits. Changing it alters recuperation, and it governs the rate of depletion of energy reserves.

ENEMY UNIT - Each enemy unit comprises any number of vehicles, all of one type, under the leadership of one Commander, by whose name and rank the unit is identified. Each unit operates individually; the loss of the majority of a unit may lead the remainder of that unit to desert.

ENERGY RESERVES - Your energy reserves represent your total stock of energy, shown by the number of full running man icons visible on the state of health display. It is converted to muscle power when you rest briefly, and is itself replenished by sustained rest.

FIELD AGENTS - You are one of several Field Agents employed by COBRA. It is your task to undertake the top secret missions as you are one of the elite.

FIREFIGHT - This option puts youinto the thick of the action, halfway through a mission. Accessed via the Training Department.

GRAPHICS DISK - The disk supplied which holds, among other things, your saved agent files.

HEADQUARTERS - COBRA's main offices on Agora, where youare briefed before and between missions, may use the Training facilities, and perform all disk based operations.

HEALTH - Your body is divided into six areas, each of which may at any time become injured. If they do, they become overlaid by a red cross on your health diagram. If a body area is damaged, movement may become restricted. Time heals any injury, but the duration of convalescence needed may vary from injury to injury.

HELP KEY - Pressing the HELP key whilst moving around the 3D landscape will display the method of control for your current mode of transport.

HUMAN MODE - The non-vehicular modes of transport. On land, walking. On the sea, swimming. Underwater, as a frogman. Whilst airborne, aided by parachute. Each may be activated by pressing the ESC key.

ICON BUTTON - The method of selection most commonly used in Flames of Freedom. When using the mouse, the LMB. When using the joystick, FIRE and when using the keyboard, SPACE.

IMMEDIATE ASSISTANCE - Help offered by contacts, who require no persuasion.

INTELLIGENCE - All intelligence known to the Atlantic Federation is made available to you via the Intelligence option on the Main Map. All known locations of people, vehicles, weapons and enemy vehicles.

ISLAND BUTTON - The button used to select which island youwish to perform your next mission on. For every method of control, this is SPACE.

ISLAND REPORT - The first section of your mission briefing, outlining the background of the island, the major objectives, and any other relevant details.

KEY ICON - The icon on all map screens which hides all other icons relevant to that map. Move the pointer over the key icon to reveal the other icons.

KNOWLEDGE - One of the nine types of help you may be offered, telling you the position of a person, enemy unit or vehicle, or information about a certain persons activities.

MAIN MAP - The map of the whole East Atlantic, seen by pressing F5, which can be magnified and reduced as necessary.

MINI MAP - The section of the map in which you are currently moving, seen on the information panel when using a mode of transport. It cannot be magnified or reduced.

MISSION BRIEFING - Once you have selected an island, you will be briefed about its mission. You may question Control about seven aspects of the mission; Island Report, Mission Objectives, Journey Time, Transport and Weapons Supplied, Contacts and General Intelligence.

MISSION DISK - The disk holding all the island specific information, which must be used to make a Campaign Disk before playing a Campaign game. When performing a Raid, you need not have a Campaign disk, but no information can be saved.

MISSION OBJECTIVES - To completely liberate each island, a series of specific mission objectives must be performed, which are given to youat the mission briefing. As each is completed, you will be told. All must be completed to effect liberation. Specific mission objectives for each island can be found in Appendix A.

MUSCLE POWER - Your instantaneous energy available for physical activity, which decreases at a rate according to the type of activity you are engaged in. It is replaced from your Energy Reserves whenever you stop and rest.

NOTEBOOK - Accessed by pressing F7, your Notebook gives an up-to-the-minute account of your mission, detailing people met, contacts made, enemy units destroyed, buildings sabotaged, weapons and papers available and campaign rewards earned so far.

OBJECTIVES - See Mission Objectives

OPERATION SCORPIO - Codename given by COBRA to the Saharan Empire's plans to capture Agora.

OPERATION WILDFIRE - Codename given by COBRA to the Federations activities in attempting to liberate the Slave Isles.

OUTPOST - A slave island dependant on stronghold or the mainland for its survival.

PAPERS - Forged Papers allow youto pass through Saharan forces with a reduced chance of being attacked. They may be found or given to you by a contact, and vary in quality.

PERSONNEL DEPARTMENT - The area of COBRA HQ in which you set your looks, name, physical and psychological characteristics, and can load and save personnel files.

PHYSICAL PROFILE - Five traits combine to give your physical profile; Reflexes, Endurance, Sturdiness, Recuperation, and Stamina. They are interrelated and govern all aspects of movement. They may change over time, for better or worse.

PLEADING - One of your eight psychological traits. Changing it alters authority and threats, and it is itself influenced by deception.

PSYCHOLOGICAL PROFILE - Eight traits combine to give your psychological profile: Charm, Sex Appeal, Bribery, Threats, Reason, Pleading, Authority and Deception. Every aspect of your make up will be called upon at some time - and your profile will change according to your responses to situations. It is especially important when meeting people.

QUICK TIME - A route from one place to another along which travel may automatically be executed. The journey is plotted and takes place on the Main Map. You will only return to the 3D landscape at your journey's end, or if excitement detection is activated during the journey.

RADAR - The short range radar window shows the radar profiles of your surroundings, with items colour coded for identification.

RAIDS - Raids allow youto tackle any one of the 41 missions individually as a complete game in one session, without reference to the other islands of a campaign game.

REASON - One of your eight psychological traits. Changing it alters deception and bribery, and it is itself influenced by sex appeal, threats and authority.

RECUPERATION - One of your five physical traits. Changing it alters sturdiness, and it governs the amount of energy gained during rest.

REFLEXES - One of your five physical traits. Changing it alters endurance, and it governs your resistance to injury.

REST - Whenever your Muscle Energy or Energy Reserves drop, you will need to rest, by pressing F2. You can then choose to rest for five minutes or for hours.

ROUNDEL - A marker used on the Main Map to show the position of a person, vehicle, weapon or enemy unit.

SAHARAN EMPIRE - The evil opponents of the Atlantic Federation, who run the Slave Isles as dictatorships, and seek to do the same to your home island of Agora. The Empire must be destroyed if the East Atlantic is to be at peace.

SECRET JOURNEY - A person may offer to take youto meet another person whom is known to them, but whose whereabouts are to remain secret. Typically such a person might be a high ranking member of the local resistance whose life would be endangered by anyone gaining knowledge of how to find them.

SECRET POLICE - The backbone of the Empire's tyrannical war machine, the Secret Police terrorise the people of the Slave Isles on day to day basis. If held by the Secret Police, expect systematic torture. They are trained to be totally ruthless. The majority are.

SETTLEMENT - A place of two buildings or more. Not all settlement locations or names are known before a mission; those you discover are automatically added to your intelligence.

SEX APPEAL - One of your eight psychological traits. Changing it alters reason, and it is itself influenced by threats and deception. Sex Appeal may only be used on a member of the opposite sex.

SHELTER - A person may offer to shelter youfrom the Saharan Forces for a while, which is especially useful if the enemy are in hot pursuit and you have limited resources at your disposal.

SKULL RATING - Each island mission has a skull rating associated with it, indicating the level of difficulty of that mission. Skull ratings are seen on the mission selector screen.

SLAVE ISLES - The 42 islands of the East Atlantic archipelago. Controlled by the Saharan Empire, who exploit the populations relentlessly, the islands must be liberated if Agora is to remain free.

SPARE VEHICLE WEAPON - An unclaimed item, available for use. Its position is known and indicated on the Main Map

SPECIAL ACTIONS - There are three Special Actions which you can perform; Leap, Talk or Grab. All are executed in the 3D landscape by pressing F1 when the Special Actions window shows that an action is possible. They allow you to perform actions without leaving the 3D landscape.

STAMINA - One of your five physical traits. Changing it alter reflexes, and it governs how quickly muscle power is replenished.

STRATEGIC PLANNING - Allows you to make a precise simulation of the strategic part of a campaign without actually having to engage in any action. Accessed via Training, or when choosing a new island mission.

STRONGHOLD - The Slave Isles of Dhafra, Lobos and Camargo, which supply essential items to the other islands, or outposts. The most strategically significant islands, whose liberation will initiate the fall of others.

STURDINESS - One of your five physical traits. Changing it alters stamina, and it governs the rate of recovery from injury.

SUPPLY ROUTES - The lines joining islands on the Strategic Planning and Political Maps, showing routes along which supplies must be brought to an outpost from a Saharan stronghold or the mainland to continue to ensure that the island remains enslaved. By cutting the lines you can force the liberation of an island without performing its mission.

THREATS - One of your eight psychological traits. Changing it alters charm, sex appeal and reason, and it is itself influenced by pleading.

TRAINING DEPARTMENT - Offers you the chance to practise any aspects of the game in isolation; Strategic Planning, Escape Training, Training on any mode of transport, or to Firefight.

TRAITOR - An inhabitant of the Slave Isles who conspires with the Saharans and will betray you to them. They behave as normal until the time comes when you would usually be offered help. Then they turn you in. Returning to a Traitor after they have betrayed you will prove profitable!

TRANSPORT - There are 22 modes of transport, including the human modes, available to you. Some are rarer than others. You may be given transport at the start of the mission, or offered it by a person you meet. you can also leap into any vehicle via Special Actions.

TREATMENT - A person may offer you medical assistance. The person's medical skills will vary from poor, through average and good, to excellent. Each level of skill will allow them to repair one damaged body part in a session.

VILLAGE - See Settlement

VITAL DOCUMENTS - You may be asked to find or seize documents as a mission objective or condition of help. They can be found in a Weapons box somewhere on the island, or may be given to you by a contact or recruit.

WAR ROOM - The Department in which all disk based operations are performed; creating campaign disks, backing up originals, and loading and saving existing campaigns.

WAYMARKER - The point where an Autoroute changes direction, plotted on the Main Map. Allows complicated pathways to be plotted.

WEAPONS BOX - Hold objects which may be grabbed via Special Actions in the 3D landscape. Contents can only be found by grabbing. Usually weapons, but may be vital documents or even a booby trap.

WEAPONS SYSTEM - There are over a dozen weapons systems for your use. Some will be given to you, others you will find. Each system has its own handling characteristics, and effectiveness against a range of targets.

CREDITS

Directed by				Mike Singleton
Produced by				Hugh F Batterbery
Programming by				Dave Gautrey, George Williamson,
						Dave Ollman, Valhermoso Franco
Artwork by					Andy Elkerton
Data Creation by			Mandy Parker, Joe Valente,
						Stuart Flint, Bruce Butterfield
Music by					Dave Lowe
Publisher					Paul Hibbard
Development Manager			Pete Moreland
Project Assistant			James Hawkins
Quality Assurance			Andrew Luckett, Tim Roberts
Operation Handbook			Rob Davies
Packaging					Julie Burness
Manual Design and Graphics	Artistix (0705) 252125

DIRECTOR's NOTES

I don't know at what stage you've got around to reading this - whether you've just unwrapped the cellophane from the box and let the manual fall open at this page or whether you've been playing the game for weeks before noticing thisbrief epistle. Whichever is the case, I hope that Flames of Freedom gives youmany hours of entertainment.

From the outset, Flames of Freedom was designed to offer youa single, massive challenge where all the skills youhave learnt during individual missions mesh together in a grand finale. At each level of play, your decisions and actions don't just bring youa higher score, they directly influence the course of events at a higher level.

Winning a dogfight, for instance, can be fun in itself but youmight have destroyed the last plane in an enemy squadron. Then, it turns out, destroying the biplane squadron enables youto recruit a scientist - the last of your mission objectives. The islandis liberated and enemy supply lines are cut. As a result, two other islands are liberated, blocking the route of the Saharan Armada. This makes a crucial difference when the Armada sets sail and instead of having to defeat 15 Battle Groups, you only have to deal with a handful. As a consequence, youend up winning instead of losing!

At the same time, we've tried to weave as much excitement and drama into the game as possible. As youdash about on your mission, the story begins to unfold around you. You learn of other people. You find out what makes them tick. You try to win their hearts and minds. You deal with treachery and deceit whilst, all the time, danger shadows you.

Breathing life into the complex world of Flames of Freedom has been a fascinating but arduous task. All the programmers and artists at Maelstrom have given 110% effort. On the publishing side, MicroProse have shown commendable patience and given much valuable help and encouragement. It only remains to say that everyone involved in the project hopes that you enjoy the game and thanks for buying it!

Mike Singleton
