SKID ROW

presents

TOM CLANCY'S

CARDINAL OF THE KREMLIN

USER'S MANUAL

For Amiga computers

Getting started
---------------

Refer to this user's manual for information on how to install and
run CARDINAL OF THE KREMLIN. Once the program is running, refer
to the player's guide included in the package for information,
reference materials, and tips on how to play the game.

Requirements
------------

In order torun CARDINAL OF THE KREMLIN you will need the following
equipment:

o Amiga 500, 1000, 2000, 2500, 3000 with at least 512K of
available memory.
o Kickstart 1.2 or higher.

NOTE: Please be sure you have your computer properly hooked up
and are familiar with its operation. If there are questions
about the computer, please refer to your owner's manual.

Loading
-------

Boot your Amiga computer. If your Amiga requires Kickstart, boot
with version 1.2 or higher. When you are prompted to insert the
Workbench disk, insert the Cardinal of the Kremlin Program disk.
The program will now load.

Operational notes
-----------------

Keyboard control

There is no keyboard control as outlined on p.9 of the Player's
Guide. All operations must use the mouse. The only exceptions
to this are the arcade sequences.


TOM CLANCY'S

CARDINAL OF THE KREMLIN

PLAYER'S GUIDE


I


Contents

The Ultimate Challenge ....................... IV
Foreword by Tom Clancy ....................... V

Chapter 1 : An Overview ........................... 1
Game Scenario ................................ 1
Starting the Game ............................ 3
Copy Protection .............................. 3
Starting From Scratch ........................ 3
Strategic Control Center ..................... 4
American Side ................................ 4
Laser Research ............................... 4
Laser Testing ................................ 5
CIA Intelligence/Cardinal .................... 5
FBI Security ................................. 5
Soviet Side .................................. 6
Soviet Laser Status .......................... 6
CIA Espionage ................................ 6
Treaties/Negotiations ........................ 6
The Archer ................................... 6
Satellite Reconnaissance ..................... 7
Presidential Review .......................... 7
Game Time .................................... 7
Telegram Lines ............................... 8
Levels ....................................... 8

Chapter 2: Playing the Game ....................... 9

Keyboard Control ............................. 9
Joystick Control ............................. 9
Mouse Control ................................ 10
Special Keys ................................. 10
Help ......................................... 10
Using the Strategic Control Center ........... 11
Using Laser Research ......................... 11
Power ........................................ 12
Software ..................................... 12
Replacing Department Heads ................... 13
Reliability .................................. 13
Status ....................................... 13


I




II

Priority ................................ 14
Burnout ................................. 14
Effort .................................. 14
Using Laser Testing .......................... 15
Power Test .............................. 16
Software Test ........................... 16
Targeting Test .......................... 16
Using Power Testing ..................... 17
Using Software Testing .................. 18
Using Targeting Testing ................. 20
Performing Tests ........................ 21
Test Result ............................. 22
Using CIA Intelligence/Cardinal .............. 23
Danger................................... 24
Activity ................................ 24
Last Contact ............................ 24
Agent Sub-Screen ........................ 24
Using FBI Security............................ 26
Security Level .......................... 27
Project Inefficiency .................... 27
Department Head ......................... 27
Reliability ............................. 27
Set Security Details .................... 27
Using Soviet Laser Status .................... 29
Power ................................... 29
Software ................................ 30
Targeting ............................... 30
Confidence .............................. 30
Priority ................................ 30
Group Status ............................ 30
Using CIA Espionage .......................... 30
Process ................................. 31
Confidence .............................. 32
Possible Action ......................... 32
Using Treaties/Negotiations .................. 33
Using the Archer ............................. 34
Aggressively Attack ..................... 35
Engage When Opportune ................... 35
Avoid Conflict .......................... 35
Weapons and Supplies .................... 35
Map ..................................... 36
Attack Bright Star ...................... 37
Fighting in Afghanistan ................. 38
Using Satellite, Reconnaissance .............. 40
Laser Targets ........................... 40
Ground Recon ............................ 40
Targeting System ........................ 40
Tracking Network ........................ 40
USA ..................................... 41





II







III



USSR .................................... 41
World Map ............................... 41
Launch Satellite ........................ 41
Using Presidential Review .................... 44
Satellite Destruction ........................ 44
Department Head Rescue ............................ 46
Winning the Game .................................. 47
Saving a Game ..................................... 48
Loading a Game .................................... 48


Appendix A: Dept Head Dossiers ..........A-1

Appendix B: Glossary ...................B-1





III






IV


THE ULTIMATE CHALLENGE.

FROM THE AUTHOR OF THE HUNT FOR RED OCTOBER AND RED
STORM RISING COMES THE RIVETING STORY OF SPIES AND SCIENTISTS,
NEGOTIATORS AND COVERT OPERATORS - MASTERFULLY LINKED IN THE
TECHNOLOGICAL RACE TO DEVELOP A STAR WARS DEFENSE SYSTEM. BASED ON
TOM CLANCY'S MULTIMILLION BEST SELLER, THE CARDINAL OF THE KREMLIN
COMPUTER SIMULATION CHALLENGES YOU TO DEVELOP AMERICA'S LASER
ANTI-MISSILE DEFENSES.

THE CARDINAL OF THE KREMLIN OFFERS A REALISTIC GLIMPSE
OF THE COMPLEXITIES AND DANGERS IN MAINTAINING AMERICA'S STRATEGIC
DEFENSES. ESPIONAGE AND MISINFORMATION, KIDNAPPING OF SCIENTISTS,
SATELLITE LAUNCHES AND LASER TECHNOLOGY TESTING ALL COME INTO
PLAY. YOU ASSEMBLE A TEAM OF COMPUTER PROGRAMMERS, SCIENTISTS, AND
ENGINEERS; RUN A SPY NETWORK; MONITOR PEACE NEGOTIATIONS; DEAL
WITH THIRD WORLD REVOLUTIONARIES AND MORE.

A STUNNING GRAPHIC OPENING, WITH ORIGINAL MUSIC SCORE,
SETS THE STAGE FOR THE GLOBAL EVENTS ABOUT TO UNFOLD. YOU MUST
MANIPULATE A MYRIAD OF INTERNATIONAL FORCES, DEVELOP AND TEST YOUR
LASER SYSTEMS AND ANTICIPATE THE SOVIET'S NEXT MOVES. THE FATE OF
AMERICA'S LASER ANTI-MISSILE PROJECT, CODE NAME: TEA CLIPPER, IS
IN YOU HANDS.

THE EXCITEMENT AND INTRIGUE OF THIS QUEST TO RULE THE
STRATOSPHERE, AS TOLD IN TOM CLANCY'S SPELLBINDING NOVEL, NOW
COMES TO LIFE IN THE CAPTIVATING STRATEGY COMPUTER SIMULATION, THE
CARDINAL OF THE KREMLIN.





IV







V




FOREWORD BY TOM CLANCY



SINCE THE CARDINAL OF THE KREMLIN WAS RELEASED IN 1988, THE WORLD
POLITICAL CLIMATE HAS BEEN TRANSFORMED. WITH THE FALL OF THE
BERLIN WALL AND THE EMERGENCE OF MORE DEMOCRATIC GOVERNMENTS IN
EASTERN EUROPE, CRITICS HAVE QUESTIONED WHETHER THE EVENTS AND
STRATEGIC DEFENSE PROGRAMS DEPICTED IN THE BOOK ARE RELEVANT
TODAY. THE ANSWER IS A DEFINITIVE YES.

LET ME ASSURE YOU THAT THE SOVIETS COMMITMENT TO SPACE-DEFENSE
RESEARCH HAS NEVER FALTERED. HEADLINES MAY DECLARE THE END OF THE
"COLD WAR", YET THE WORK OF THE SOVIET, AND AMERICAN, INTELLIGENCE
AGENCIES QUIETLY GOES ON. ESPIONAGE AND COVERT ACTIONS ARE NECES-
SARY TOOLS TO CONFRONT TERRORISM AND THE ALL TOO REAL POTENTIAL OF
WAR.

THE DEVELOPMENT OF AMERICA'S STRATEGIC DEFENSE INITIATIVE IS OF
VITAL IMPORTANCE TO OUR COUNTRY. IT WILL BE AT OUR NATIONAL PERIL
SHOULD THE SDI CRITICS EVER SUCCEED IN WEAKENING SUPPORT FOR THIS
PROGRAM. IN THE CURRENT MIDDLE EAST CRISIS, IT IS OUR SATELLITE
INTELLIGENCE WHICH ALLOWS THE UNITED STATES TO TRACK IRAQI TROOP
MOVEMENTS. THE RECENT ACTIONS OF SADDAM HUSSIEN HAVE VIVIDLY
DEMONSTRATED WHY LASER ANTI-MISSILE DEFENSES AND SIMILAR TECHNOLO-
GIES ARE CRUCIAL FOR THE SECURITY OF OUR NATION AND THE WORLD.

COMPUTER GAMES, LIKE NOVELS, ARE ENTERTAINMENT. THEY GIVE US AN
OPPORTUNITY TO VICARIOUSLY PARTICIPATE IN EVENTS BEYOND OUR DAILY
LIKE. REALISM IS THE HALLMARK OF MY NOVELS AND THE BENCHMARK FOR
JUDGING COMPUTER GAMES BASED ON MY BOOKS. FOR CARDINAL OF THE
KREMLIN, THE CHALLENGE TO CAPSTONE WAS CREATE A GAME THAT SUCCESS-
FULLY CAPTURES THE BOOK'S COMPLEXITIES, HUMAN DRAMA, AND THE
INTERPLAY OF ESPIONAGE, TECHNOLOGY AND INTERNATIONAL POLITICS. IT
IS A SUPERB STRATEGY COMPUTER SIMULATION. CONGRATULATIONS,
CAPSTONE. WELL DONE.

AUGUST, 1990 TOM CLANCY

V




1


CHAPTER 1: AN OVERVIEW

GAME SCENARIO

NOW YOU CAN CONTROL THE OUTCOME OF THE STORY OF THE
CARDINAL OF THE KREMLIN. YOU HAVE THE POWER TO MANIPULATE ALL
PHASES OF THE STORY TO REACH THE DESIRED OUTCOME OF DEPLOYING THE
UNITED STATES' MISSILE DEFENSE SYSTEM. THE SCENARIO BELOW SETS THE
STAGE FOR YOUR DRAMATIC EFFORT:

MIKHAIL FIIITOV IS A WAR HERO AND RED ARMY COLONEL. HE IS
ALSO ONE OF THE CIA'S MOST VALUABLE SPIES. HIS CODENAME
"CARDINAL".

THE CARDINAL HAS BEEN SENDING INFORMATION ABOUT A NEW SOVIET
PROJECT: "BRIGHT STAR" -- A HIGH-POWERED LASER DEFENSE SYSTEM,
CAPABLE OF DESTROYING INCOMING MISSILES.

THE U.S.A. IS ALSO WORKING ON A LASER PROJECT, CODENAME "TEA
CLIPPER". PROJECT LEADER: MAJOR ALAN GREGORY, LEADER OF SOFTWARE
DEVELOPMENT FOR TEA CLIPPER.

AFGHANISTAN REMAINS A CRISIS POINT. AN AFGHAN REBEL, ARCHER,
CONTACTED BY THE U.S., IS COVERTLY GIVEN WEAPONS AND SUPPLIES FOR
HIS GUERRILLA ATTACKS ON SOVIET TROOPS

SURVEILLANCE SATELLITES HAVE REVEALED A NEW SOVIET INSTALLA-
TION IN THE MOUNTAINS JUST NORTH OF THE AFGHANISTAN BORDER.

THE CARDINAL VERIFIES THIS INFORMATION. IT IS BRIGHT STAR! IT
IS ALSO HEAVILY FORTIFIED AGAINST ATTACK BY CRACK RED ARMY AND KGB
SOLDIERS.

MEANWHILE, IN THE NEWS, THE U.S. AND SOVIET NEGOTIATING TEAMS
ARE HAMMERING OUT A NEW TREATY THAT COULD MEAN PEACE ... OR WAR!

FBI SECURITY ON TEA CLIPPER IS HIGHLY EFFECTIVE. EVEN SO,
THE KGB IS ONE OF THE MOST CAPABLE INTERNATIONAL ESPIONAGE
GROUPS. SOME THINGS BOUND TO LEAK ...



1








2


SUDDENLY, A CHANCE ENCOUNTER IN A MOSCOW SUBWAY HAS THE KGB
ON THE CARDINAL'S TRAIL. THE CARDINAL MUST BE VERY CAREFUL IN HIS
OPERATIONS, TO KEEP HIMSELF FROM BEING TRACKED DOWN.

INTERNATIONAL TENSION MOUNTS AS THE TREATY TALKS COME TO A
STANDSTILL. U.S. AND SOVIET FORCES SILENTLY PREPARE FOR A
POSSIBLE THIRD WORLD WAR.

THE KGB STRIKES AT THE U.S. LASER PROJECT BY KIDNAPING A TEA
CLIPPER DEPARTMENT HEAD! THE PROJECT WILL SLOW MISERABLY UNLESS
THE SCIENTIST CAN BE RECOVERED ALIVE.

YOUR OBJECTIVES ARE ...

*...AS TEA CLIPPER PROJECT LEADER, TO COMPLETE THE TEA CLIPPER
PROJECT ...

... AS CIA CHAIRMAN, TO DIRECT THE ACTIVITIES OF OUR
SPY NETWORK ...

*...AS NSA DIRECTOR, TO CONSTRUCT A COMPLETE SPY SATELLITE NETWORK
...

*...AS A U.S. NEGOTIATOR, TO SETTLE THE TERMS OF THE
TREATY ...

...AS THE FBI, TO SECURE TEA CLIPPER AGAINST THE KGB

...AS THE ARCHER, TO DESTROY OR DISABLE BRIGHT STAR

...AND TO SAVE THE PLANET FROM WORLD WAR III!




2




3


STARTING THE GAME

REFER TO YOUR USER'S MANUAL FOR INFORMATION ON LOADING AND
RUNNING THE PROGRAM.

THE FIRST THING THAT WILL APPEAR WHEN YOU RUN THE PROGRAM IS
A KILLER SATELLITE DRIFTING ACROSS THE OPEN SKIES AND STILL OUT AT
A SMALL ENEMY SATELLITE. THE PROGRAM WILL THEN DISPLAY PLAY SOME
CREDITS.

NEXT, A HORIZONTAL GAUGE WILL APPEAR. THIS GAUGE WILL MOVE TO
THE RIGHT AS THE PROGRAM INITIALIZES ITSELF. THIS WILL A TAKE A
FEW SECONDS, BEFORE PROCEEDING TO THE INTRODUCTION SCREEN.

THE INTRODUCTION WILL LAY OUT THE GAME SCENARIO, ACCOMPANIED
BY IMAGES DEPICTING THE STORY. PRESS THE SPACE 1 TO SKIP PAST THIS
SEQUENCE.

COPY PROTECTION

THE GAME WILL THEN PRESENT YOU WITH A PICTURE OF ONE OF 15
DEPARTMENT HEADS. REFER TO APPENDIX A OF THIS MANUAL TO FIND THE
ID NUMBER THAT CORRESPONDS TO THIS PERSON. TYPE THE NUMBER AND
PRESS THE ENTER KEY. YOU WILL BE GIVEN THREE OPPORTUNITIES TO
ENTER THE CORRECT CODE, OTHERWISE YOU WILL NOT BE ALLOWED INTO THE
PROGRAM.

STARTING FROM SCRATCH

WHEN THE GAME BEGINS, THE TEA CLIPPER AND BRIGHT STAR PROJ-
ECTS ARE IN THEIR INFANCY. YOU HAVE NO SCIENTISTS, DEPARTMENT
HEADS, NO SATELLITES IN ORBIT, AND NO RESEARCH HAS BEEN CONDUCTED.
THINGS AREN'T ALL BAD! YOU DO HA NINE AGENTS IN PLACE THROUGHOUT
THE WORLD, INCLUDING THE CARDINAL. ALSO, THE ARCHER IS IN AFGHAN-
ISTAN WAITING FOR YOUR COMMANDS.

HOWEVER, YOU CAN BE ASSURED THAT THE SOVIETS, CONTROLLED BY
THE COMPUTER, ARE ALREADY FAST AT WORK ON BRIGHT STAR.


3 CARDINAL OF THE KREMLIN PLAYER'S GUIDE



4


STRATEGIC CONTROL CENTER

THE STRATEGIC CONTROL CENTER IS THE HEART OF THE PROGRAM.
FROM HERE YOU WILL BRANCH TO ALL OTHER PARTS OF THE PROGRAM. BELOW
IS AN ILLUSTRATION OF THE CONTROL CENTER, FOLLOWED BY A DESCRIP-
TION OF EACH SECTION. DETAILED DESCRIPTIONS OF HOW TO USE EACH
SECTION FOLLOW IN CHAPTER 2 OF THIS MANUAL.

$STRATEGIC CONTROL CENTER

LASER RESEARCH SOVIET LASER STATUS

LASER TEST CIA ESPIONAGE

CIA INTELLIGENCE/CARDINAL TREATIES/NEGOTIATIONS

FBI SECURITY THE ARCHER

SATELLITE RECONNAISSANCE PRESIDENTIAL REVIEW

TELEGRAM FROM THE PRESIDENT

THE SOVIETS HAVE STARTED WORK ON BRIGHT STAR!


AMERICAN SIDE

THE OPTIONS GROUPED UNDER THE AMERICAN FLAG TAKE PLACE PRI-
MARILY ON AMERICAN SOIL OR WITH AMERICAN PERSONNEL.

LASER RESEARCH

LASER RESEARCH IS THE PAINSTAKING PROCESS OF SCIENTIFIC DISCOVERY,
DELICATE MACHINING, ALL NIGHT SOFTWARE PROGRAMMING SESSIONS AND
FAILURE AFTER FAILURE.



4







5



THERE WILL BE SETBACKS, BUT THE RESEARCH ON TEA CLIPPER MUST
PROCEED. CHOOSE THE BEST DEPARTMENT LEADERS AND SET THE WORK
PACE: TOO SLOW, AND THE SOVIETS WILL OUTSTRIP TOO FAST, AND YOUR
TEAMS WILL BURNOUT.

LASER TESTING


WHEN THE THINK-SESSIONS ARE OVER, IT IS TIME TO PUT THE
RESEARCH TO THE TEST. THERE ARE SEVERAL DIFFERENT TESTS YOU CAN
APPLY TO EACH DIFFERENT PART OF YOUR TEA CLIPPER PROJECT DEPENDING
ON HOW ADVANCED EACH GROUP IS, YOU MAY NEED TO CHECK WITH THE
SATELLITE LAUNCH SCREENS TO BE SURE THERE ARE ENOUGH 'BIRDS'
(SATELLITES) IN THE SKY FOR YOU TEST WITH.

SOMETHING TO BE CAREFUL OF IS THE SOVIET FACTOR: IF YOU TEST
THE SOVIETS ARE INTERESTED IN YOUR PROJECTS, THEY WILL LEARN A
GREAT DEAL ABOUT YOUR PROGRESS.

CIA INTELLIGENCE/CARDINAL

THE CENTRAL INTELLIGENCE AGENCY IS RESPONSIBLE FOR YOUR
NETWORK OF OVERSEAS INFORMANTS. THE AGENTS ON YOUR SCREEN ARE ALL
PLACED IN STRATEGIC JOBS IN THE SOVIET UNION. MUST CONTROL THEM.

DECIDE WHO IS TO ATTEMPT TO LEARN WHAT INFORMATION, AND
WHEN. ALL THESE OPTIONS ARC IMPORTANT. IF YOU HAVE HAD TIM-
ING, FOR EXAMPLE, THE SOVIETS WILL LIKELY CATCH YOUR UNDERCOVER
OPERATIVE. IF THAT HAPPENS, YOU MIGHT NOT EVEN REALIZE IT, BECAUSE
THE RUSSIANS COULD SEND BACK FALSE INFORMATION.

FBI SECURITY


THE FBI HANDLES THE SECURITY OF THE TEA CLIPPER PROJECT. ALL
OF THE PEOPLE ON THE STAFF ARE MONITORED TO VARIOUS DEGREES. THE
'DEGREE' OR SEVERITY OF THE FBI SECURITY MEASURES WILL AFFECT THE
PACE AT WHICH THE PROJECT PROCEEDS. MORE SO THAN MOST ORDINARY
MILITARY PERSONNEL, SCIENTIFIC RESEARCHERS ARE VERY SENSITIVE TO
HIGH SECURITY LEVELS. SLOWDOWNS IN WORK CAN BE CAUSED DUE TO
SEVERAL REASONS:

OBTRUSIVENESS

REBELLION OF STAFF

SECURITY SLIP-UPS


5





6


SOVIET SIDE

THE OPTIONS GROUPED UNDER THE SOVIET FLAG TAKE PLACE
" PRIMARILY ON SOVIET SOIL OR WITH SOVIET PERSONNEL.

SOVIET LASER STATUS

THIS SCREEN SHOWS INFORMATION REFLECTING HOW THE U.S.
THINKS THE SOVIET BRIGHT STAR PROJECT IS COMING ALONG. THE
INTELLIGENCE REPORTS FROM OUR C.I.A. MOLES ARE GIVEN TO
VARIOUS DEPARTMENT HEADS FOR ANALYSIS. DEPENDING ON THE
AGE OF THE REPORT AND THE EXPERIENCE OF THE DEPARTMENT
HEAD, YOUR CONFIDENCE IN THE EVALUATION WILL VARY.

A LOW CONFIDENCE DOESN'T MEAN THAT THE SOVIETS ARE DOING
POORLY; IT MEANS THAT WE ARE NOT SURE HOW THEY ARE DOING. IF
YOU'RE MISSING A DEPARTMENT HEAD, YOU WON'T GET ANY CONFIDENCE
INFORMATION AT ALL.

CIA ESPIONAGE

THE CIA ESPIONAGE INDICATORS ARE MORE INDIRECT THAN ANY OF THE
OTHER DISPLAYS. THEY SHOW HOW WE THINK THE SOVIETS THINK WE ARE
DOING, AS OPPOSED TO 'HOW WE ARE DOING', OR 'HOW WE THINK THE
SOVIETS ARE DOING'.

THIS IS VITAL INFORMATION NEEDED FOR PLANNING YOUR SECURITY LEVEL,
AS WELL AS TRYING TO ANTICIPATE ANY POSSIBLE SOVIET ACTIONS, SUCH
AS A KIDNAPPING ATTEMPT.

TREATIES/NEGOTIATIONS

INTERNATIONAL TENSION CAN CONTRIBUTE TO THE PREMATURE ENDING OF
THE GAME -- VIA THE OUTBREAK OF WORLD WAR III. WHEN TENSION
LEVELS RISE, THE AMERICANS AND THE SOVIETS MUST BOTH WORK TO HAS
OUT A NEW LEVEL OF DETENTE. THIS WILL PROLONG YOUR GAME FOR
AWHILE.

THE ARCHER

THIS IS A VERY IMPORTANT RESOURCE. THE ARCHER WILL, WHEN YOU HAVE
EQUIPPED AND INFORMED HIM, ATTACK THE SOVIET BRIGHT STAR INSTALLA-
TION TO EITHER DESTROY OR DAMAGE AS MUCH OF IT AS POSSIBLE. GIVE
ARCHER WEAPONS, BUT NOT TOO MANY,



6





7




AS HE'LL USE THEM DO DEFEND HIS HOMELAND, AFGHANISTAN, AGAINST
INVADING SOVIET TROOPS. IF HE IS TOO MUCH OF A THORN IN THE SOVI-
ET'S SIDE, THEY WILL SEND A TASK FORCE OUT TO ATTEMPT TO KILL HIM.
IF YOU DON'T KEEP HIM HAPPY, VIA WEAPONS, SUPPLIES, AND INFORMA-
TION, HE WILL ABANDON YOUR CAUSE.

SATELLITE RECONNAISSANCE

THE SKY ABOVE IS FILLED WITH MANY KINDS OF SATELLITES. BOTH THE
U.S. AND THE SOVIETS HAVE MILITARY SATELLITES THAT CAN BE CLASSI-
FIED IN ONE OF FOUR WAYS. ALSO, THE CLASSIFICATION OF 'SPACE JUNK'
OR 'UNKNOWN' CAN APPLY. YOUR DIFFERENT TYPES OF SATELLITES DETER-
MINE HOW WELL YOU TEST TEA CLIPPER, HOW EFFECTIVE YOUR SATELLITE
TRACKING IS, YOUR LASER ATTACK EFFECTIVENESS, AS WELL AS YOUR
GROUND-WATCHING SATELLITE RECONNAISSANCE.

KEEP IN MIND, OF COURSE, THE SOVIETS HAVE SATELLITES TOO.
THERE ARE MANY UNFRIENDLY EYES IN THE SKY.

PRESIDENTIAL REVIEW

EVERY SO OFTEN, YOU MUST TURN TO THE PRESIDENT OF THE U.S. FOR A
PROGRESS REVIEW. WHILE HE IS NOT CONCERNED WITH THE DAY-TO-DAY
OPERATIONS OF YOUR MISSION, YOU STILL ARE RESPONSIBLE TO HIM. USE
HIS JUDGMENT AS A GUIDE AS TO HOW WELL YOU ARE PROGRESSING IN THE
GAME. HE WILL ALSO OFFER INSIGHT INTO HOW THE SOVIETS ARE PROG-
RESSING.

HOWEVER, THE PRESIDENT IS A VERY BUSY PERSON. DO NOT BOTHER HIM
TOO OFTEN.

GAME TIME

THE COUNTER ON THE LOWER LEFT-HAND PORTION OF THE SCREEN
WILL KEEP YOU APPRISED OF THE ELAPSED TIME OF THE SIMULATION IN
BOTH DAYS AND HOURS. YOUR GOAL IS TO DEPLOY YOUR SYSTEM IN THE
LEAST AMOUNT OF TIME. THE CLOCK RUNS CONSTANTLY WHILE YOU ARE
PLAYING THE GAME.

THE GAME CAN RUN IN TWO SPEEDS. THE DEFAULT SPEED IS SLOW. PRESS
THE F KEY TO DOUBLE THE RATE AT WHICH TIME PASSES. PRESS THE R
KEY TO RETURN TO THE DEFAULT (SLOWER) RATE.



7






8

TELEGRAM LINES

ON THE BOTTOM OF THE SCREEN ARE TWO TELEGRAM LINES. YOU
WILL BE INFORMED OF ANY PROBLEMS, CHANGES IN STATUS, OR ANY
OTHER VITAL INFORMATION, ON THESE LINES. YOU CAN ONLY SEE
THE LAST TWO MESSAGES, WITH THE MOST RECENT ONE ON THE BOT-
TOM. ANY TIME THAT A NEW MESSAGE APPEARS, A BEEP WILL SOUND.
YOU CAN TURN THE BEEP OFF AND ON BY PRESSING THE B KEY.
YOU CAN SCROLL THROUGH THE MESSAGES BY CLICKING ON THE
UP/DOWN ARROW BUTTONS TO THE LEFT OF THE TELEGRAM LINES.

OFTEN TIMES, SEVERAL TELEGRAMS WILL ARRIVE IN A SHORT PERIOD OF
TIME. YOU MUST MONITOR THESE LINES TO KEEP YOURSELF ABREAST OF
ANY DEVELOPMENTS THAT MAY REQUIRE YOUR ATTENTION. THESE LINES ARE
ALWAYS VISIBLE ON ANY OF THE MENU SCREENS OF THE GAME.

YOU CAN HAVE THE PROGRAM DISPLAY ONLY ONE TELEGRAM LINE. PRESS
THE W KEY TO TOGGLE BETWEEN 1 AND 2 TELEGRAM LINES.

LEVELS

CARDINAL OF THE KREMLIN CAN BE PLAYED AT THREE DIFFERENT LEVELS:
NOVICE, EASY, AND REGULAR. THE DEFAULT LEVEL IS REGULAR. TO
CHANGE LEVELS,PRESS THE D KEY WITHIN THE FIRST 10 DAYS OF THE
GAME. YOU WILL THEN BE ASKED TO ENTER N FOR NOVICE, E FOR EASY,
OR R FOR REGULAR.

THE LEVELS EFFECT AT THE SPEED AT WHICH THE AMERICANS AND SOVIETS
ARE ABLE TO DEVELOP THEIR RESPECTIVE MISSILE DEFENSE SYSTEMS. ON
THE NOVICE LEVEL, THE AMERICAN DEVELOPMENT IS FAIRLY RAPID, WHILE
THE SOVIET DEVELOPMENT IS SLOW. ON THE REGULAR LEVEL, THE AMERI-
CAN DEVELOPMENT IS MUCH SLOWER, WHILE THE SOVIET DEVELOPMENT IS
FASTER. THE EASY LEVEL IS IN BETWEEN NOVICE AND REGULAR.


NOTE: YOU CAN ONLY CHANGE LEVELS WITHIN THE FIRST 10 DAYS OF THE
GAME TIME.




8




9

CHAPTER 2: PLAYING THE GAME

KEYBOARD CONTROL

IF YOU HAVE SELECTED KEYBOARD CONTROL IN THE INSTALLATION PROGRAM,
USE THE CURSOR KEYS ON THE KEYBOARD TO MOVE THE POINTER AROUND
THE SCREE. TO MOVE THE ARROW AROUND THE SCREEN, PRESS ANY OF THE
CURSOR KEYS ON YOUR KEYBOARD TO MOVE THE CURSOR IN THAT DIRECTION.
TO MOVE QUICKLY, HOLD THE KEY DOWN. THE CURSOR WILL MOVE IN THAT
DIRECTION FOR AS LONG AS YOU HOLD THE KEY.

THROUGHOUT THIS MANUAL, YOU ARE ASKED TO CLICK ON AN ITEM. WHEN
USING THE KEYBOARD, PRESS THE 5 KEY ON YOUR NUMERIC KEYPAD. IN
OTHER INSTANCES, YOU WILL BE ASKED TO RIGHT-CLICK ON AN ITEM.
WHEN USING THE KEYBOARD, PRESS THE DEL KEY ON YOUR NUMERIC KEYPAD.


JOYSTICK CONTROL

IF YOU HAVE A JOYSTICK CONNECTED TO YOUR COMPUTER AND HAVE SE-
LECTED JOYSTICK CONTROL IN THE INSTALLATION PROGRAM, YOU WILL USE
THE JOYSTICK TO MOVE THE POINTER AROUND THE SCREEN.

IF THE MANUAL TELLS YOU TO CLICK ON AN ITEM, PRESS THE LEFT
JOYSTICK BUTTON. IF THE MANUAL TELLS YOU TO RIGHT-CLICK ON AN
ITEM, PRESS THE RIGHT JOYSTICK BUTTON.




9






10


MOUSE CONTROL

IF YOU HAVE A MOUSE INSTALLED ON YOUR COMPUTER AND HAVE SELECTED
MOUSE CONTROL IN THE INSTALLATION PROGRAM, YOU WILL USE YOUR MOUSE
TO MOVE THE POINTER AROUND THE SCREEN. IF THE MANUAL TELLS YOU TO
CLICK ON AN TIME, PRESS THE LEFT MOUSE BUTTON. IF THE MANUAL
TELLS YOU TO RIGHT-CLICK ON AN TIME, PRESS THE RIGHT MOUSE BUT-
TON.

SPECIAL KEYS

BELOW IS A LIST OF KEYS USED THROUGHOUT THE PROGRAM.

P-PAUSES THE GAME. PRESS ANY KEY TO RESUME PLAY.
S-SAVE THE GAME. SEE SAVING THE GAME FOR DETAILS
L-LOAD A GAME. SEE LOADING A GAME FOR DETAILS
G-TOGGLE THE TESTING AND SATELLITE ANIMATION
N-TOGGLE GAME SOUND OFF AND ON.
B-TOGGLE THE TELEGRAM BEEP OFF AND ON
D-SET THE LEVEL OF DIFFICULTY
F-INCREASE THE SPEED OF THE GAME CLOCK
R-DECREASE THE SPEED OF THE GAME CLOCK
W-TOGGLE BETWEEN 1 AND 2 TELEGRAM LINES
ESC-QUIT THE GAME. SEE QUITTING THE GAME FOR DETAILS

CARDINAL OF THE KREMLIN EMPLOYS EVERY POINT-AND-SHOOT INTERFACE.
TO SELECTION AN OPTION ON THE STRATEGIC CONTROL CENTER SCREEN, OR
ANY SUB-SCREEN, SIMPLY POINT AT THE BOX(NOT THE ICON) AND CLICK.

HELP

ON-LINE HELP IS AVAILABLE THROUGHOUT THE GAME. HELP IS AVAILABLE
FOR ANY OPTION THAT HAS AN ICON (SMALL PICTURE) NEXT TO IT. TO
ACCESS THE HELP SCREEN, SIMPLY CLICK ON THE ICON. A SCREEN WILL
APPEAR WITH THE INFORMATION REGARDING THAT PARTICULAR OPTION.
ONCE YOU HAVE READ THE SCREEN RIGHT-CLICK TO RETURN TO THE MENU.


10




11

USING THE STRATEGIC CONTROL CENTER



FROM THE STRATEGIC CONTROL CENTER SCREEN YOU CAN ACCESS ANY OF THE
DIFFERENT SUB-SCREENS. TO ACCESS A SUB-SCREEN, CLICK WITHIN ONE OF
THE TEN BOXES WITH AN OPTION IN IT (I.E. LASER RESEARCH). TO
RETURN TO THE STRATEGIC CONTROL CENTER FROM A SUB-SCREEN, RIGHT-
CLICK. HELP IS AVAILABLE FOR ALL TEN OPTIONS. ALSO, CLICK ON THE
AMERICAN OR SOVIET FLAGS FOR INFORMATION REGARDING EACH SIDE.

USING LASER RESEARCH


WHEN YOU SELECT THE LASER RESEARCH OPTION ON THE STRATEGIC CONTROL
CENTER SCREEN, THE LASER RESEARCH SUB-SCREEN WILL APPEAR.



POWER DEPARTMENT
EFFORT HEAD
RELIABILITY
PRIORITY STATUS POSITION UNFILLED

SOFTWARE DEPARTMENT
EFFORT HEAD
RELIABILITY
PRIORITY STATUS POSITION UNFILLED

TARGETING DEPARTMENT
EFFORT HEAD
RELIABILITY
PRIORITY STATUS POSITION UNFILLED

DAY 8 HOUR 8

TELEGRAM FROM THE PRESIDENT
THE SOVIETS HAVE STARTED WORK ON BRIGHT SIDE!

FROM THIS SCREEN YOU CAN CONTROL THE OPERATION OF EACH OF THE
THREE DEPARTMENTS: POWER, SOFTWARE, TARGETING.


11






12


POWER

THE TEA CLIPPER IS THE MOST POWERFUL LASER EVER DESIGNED. TO MAKE
IT EFFECTIVE, THE LASER BEAM INTENSITY(LASER POWER) MUST BE AS
HIGH AS POSSIBLE--BUT ITS NOT AS EASY AS RUNNING ANOTHER POWER
LINE TO THE ELECTRIC STATION.

HIGH-POWER LASER PROBLEMS INCLUDE BLOOMING DISTORTION OF THE BEAM
IN THE ATMOSPHERE) AND PUMPING EFFICIENCY (THE MORE POWER THAT IS
WASTED IN HEAT, THE MORE THE RISK OF A COSTLY BREAKDOWN).

SOFTWARE

TEA CLIPPER HAS SEVERAL DISTINCT FUNCTIONS THAT ARE CONTROLLED BY
SOFTWARE:

MISSILE PROTECTION

SATELLITE DESTRUCTION

GROUND-BASED TARGET DESTRUCTION

THE SOFTWARE PROGRAMMERS MUST CREATE CONTROL PROGRAMS TO TRACK
(VIA SATELLITE) AND DESTROY INCOMING MISSILES WITHOUT DAMAGING
AMERICAN EQUIPMENT.

TARGETING

THE PROBLEM IS TO DIRECT THE LASER BEAM OVER A DISTANCE OF TENS OF
THOUSANDS OF KILOMETERS WITH AN ACCURACY OF LESS THAN A METER.
TARGETING: THE TARGETING TEAM IS TRYING TO CREATE A HIGH-SPEED,
SUPER ACCURATE, DYNAMIC MIRROR-TARGETING SYSTEM.

THIS IS NOT AN EASY TASK. THE MIRROR MUST BE LARGE, AND ABLE TO
WITHSTAND MILLIONS OF WATTS OF LASER POWER, YET BE THIN ENOUGH,
AND PRECISE ENOUGH; TO MOVE VERY QUICKLY UNDER THE CONTROL OF THE
SOFTWARE.

HIRING DEPARTMENT HEADS

THE FIRST THING THAT YOU NEED TO DO IS HIRE A PERSON TO RUN EACH
OF THE THREE DEPARTMENTS. WHEN YOU FIRST GO TO THIS SCREEN, THE
THREE DEPARTMENT HEAD BOXES ARE EMPTY. TO REVIEW THE AVAILABLE
SCIENTISTS, CLICK ON ONE OF THE EMPTY DEPARTMENT HEAD BOXES. YOU
WILL NOW SEE A DOSSIER OF ONE OF THE AVAILABLE SCIENTIST. THERE
ARE FIVE CANDIDATES FOR EACH OF THE THREE POSITIONS. TO FLIP
THROUGH THE CANDIDATES,





12








13


CLICK ON THE NEXT OR PREVIOUS BUTTONS. WHEN THE DOSSIER FOR THE
SCIENTIST YOU WANT TO HIRE IS ON THE SCREEN, RIGHT-CLICK TO RETURN
TO THE LASER RESEARCH SCREEN. YOU WILL NOTICE THAT THE SCIENTISTS
LAST NAME NOW APPEARS IN THE DEPARTMENT HEAD BOX. REPEAT THE
HIRING PROCESS FOR THE OTHER TWO DEPARTMENT HEADS.

REPLACING DEPARTMENT HEADS

IF IT BECOMES NECESSARY TO REPLACE A DEPARTMENT SIMPLY CLICK ON
THE DEPARTMENT HEAD BOX (WHICH CONTAINS THE NAME OF THE SCIENTIST
YOU WISH TO REPLACE), AND FOLLOW THE PROCEDURE FOR HIRING A DE-
PARTMENT HEAD. WHEN YOU RIGHT-CLICK TO RETURN TO THE LASER RE-
SEARCH SCREEN, YOU WILL BE ASKED TO CONFIRM THE CHANGE IN DEPART-
MENT HEAD.

RELIABILITY

BELOW EACH DEPARTMENT HEAD BOX IS A RELIABILITY INDICATOR. THIS
GRAPH WILL GIVE YOU AN INDICATION OF HOW RELIABLE THE DEPARTMENT
HEAD IS AT ANY GIVEN TIME. RELIABILITY IS AFFECTED BY KNOWLEDGE,
EXPERIENCE, FATIGUE, AND MANY OTHER FACTORS. IF A DEPARTMENT HEAD
BECOMES INCREASINGLY UNRELIABLE, YOU MAY WANT TO MAKE A STAFFING
CHANGE.

STATUS

THIS BOX WILL SHOW YOU THE STATUS OF THE DEPARTMENT HEAD AT ANY
GIVEN TIME. THERE ARE AT LEAST FIVE DIFFERENT THINGS THAT MAY
APPEAR IN THIS BOX. THE MOST COMMON ARC BELOW:

OFF-DUTY - THIS IS FAIRLY OBVIOUS. THE DEPARTMENT IS IN
EFFECT CLOSED. NO TESTS CAN BE SCHEDULED OR PERFORMED.

LEARNING - THE DEPARTMENT HEAD IS LEARNING A NEW
SKILL THAT HE/SHE NEEDS TO PERFORM HIS/HER JOB

RESEARCH - THE DEPARTMENT HEAD IN CONDUCTING RESEARCH THAT
RELATES TO HIS/HER DEPARTMENT. NO TESTS CAN BE SCHEDULED OR PER-
FORMED.

BRIEFING - THE DEPARTMENT HEAD IS BEING BROUGHT UP TO DATE ON
ANY NEW DEVELOPMENTS THAT MAY RELATE TO HIS/HER DEPARTMENT. NO
TESTS CAN BE SCHEDULED OR PERFORMED.


13






14

WORKING - THIS IS WHEN THE ACTION TAKES PLACE. TESTS CAN BE
PERFORMED AND PROGRESS CAN BE MADE.

PRIORITY

YOU CAN SELECT ONE OF FOUR PRIORITIES TO ASSIGN TO EACH DEPART-
MENT. THE DEFAULT PRIORITY IS VERY HIGH (THE RIGHT-HAND MOST
BOX). YOU CAN CHANGE PRIORITIES BY POINTING TO ONE OF THE FOUR
BOXES AND CLICKING. THE PRIORITIES ARE FROM LEFT TO RIGHT: LOW,
MEDIUM, HIGH, AND VERY HIGH.

THE HIGHER THE PRIORITY, THE MORE THE DEPARTMENT HEAD AND HIS/HER
STAFF WILL WORK. PROGRESS CAN COME VERY QUICKLY IN HIGH OR VERY
HIGH PRIORITY MODE. HOWEVER, THIS PROGRESS CAN COME A VERY HIGH
PRICE. THE MORE A DEPARTMENT WORKS, THE MORE SUSCEPTIBLE THEY ARE
TO ERRORS AND BURNOUT (SEE BELOW). ALSO, AN INCREASED SCHEDULE IS
LIKELY TO ATTRACT THE ATTENTION OF SOVIET MOLES. IT IS RECOM-
MENDED THAT HIGH AND VERY HIGH PRIORITY ONLY BE USED FOR SHORT
PERIODS OF TIME.

BURNOUT

IF A DEPARTMENT HAS BEEN OPERATING IN HIGH OR VERY HIGH MODES FOR
AN EXTENDED PERIOD OF TIME, THE LIKELIHOOD OF BURNOUT IS HIGH. IF
A DEPARTMENT HEAD GOES INTO BURNOUT, YOU WILL BE NOTIFIED ON THE
TELEGRAM LINES. THE WORD BURNOUT, WILL ALSO APPEAR ON THE LASER
RESEARCH SCREEN BY THAT DEPARTMENT'S NAME. IT IS CRITICAL THAT
YOU IMMEDIATELY LOWER THE PRIORITY OF THIS DEPARTMENT.

EFFORT

UNDERNEATH EACH DEPARTMENT NAME IS THE RELATED EFFORT INDICATORS.
THIS GRAPH REPRESENTS HOW HARD THE DEPARTMENT HEAD AND RELATED
STAFF ARE WORKING AT A GIVEN TIME. THIS WILL DEPEND ON THE DE-
PARTMENT HEADS LEADERSHIP ABILITY, THE STAFF'S LEVEL OF FATIGUE,
THE DEPARTMENT'S PRIORITY AND THE TIME OF DAY



14










15

USING LASER TESTING]

WHEN YOU SELECT THE LASER TESTING OPTION ON THE STRATEGIC
CONTROL CENTER SCREEN, THE LASER TESTING SUB-SCREEN
APPEAR.


LASER TESTING
TEA CLIPPER

POWER PRIOR TEST RESULTS
TEST URGENCY NO TESTING YE

SOFTWARE I PRIOR TEST RESULTS
TEST URGENCY NO TESTING YET

TARGETING PRIOR TEST RESULTS
TEST URGENCY NO TESTING YE

DAY 0 HOUR 0

TELEGRAM FROM THE PRESIDENT

THE SOVIETS HAVE STARTED WORK ON BRIGHT STAR!



THIS SCREEN GIVES YOU SOME VERY IMPORTANT INFORMATION ABOUT THE
STATUS OF YOUR TESTING. FROM THIS SCREEN YOU ALSO CAN CONTROL THE
TESTING OF EACH OF THE THREE DEPARTMENTS: POWER, SOFTWARE, TARGET-
ING.

THERE ARE TWO HORIZONTAL BAR INDICATORS FOR EACH DEPARTMENT. THE
TOPMOST INDICATOR IS THE TEST URGENCY FOR THAT DEPARTMENT. THIS
WILL SHOW YOU HOW NECESSARY IT IS TO PERFORM A TEST AT ANY GIVEN
TIME. IF URGENCY IS HIGH AND YOU DO NOT PERFORM A TEST, DEVELOP-
MENT MAY STALL

THE SECOND INDICATOR IS LABELLED TEST RISK. THIS GRAPH WILL SHOW
YOU THE PROBABILITY OF A TEST IN THIS DEPARTMENT BEING A FAILURE.
THE LONGER THE BAR, THE MORE LIKELY A FAILURE WILL OCCUR. AS
RESEARCH PROGRESSES, THE RISK OF A TEST BEING A FAILURE WILL
DECREASE.


15







16


POWER TEST

THE POWER OF THE LASER MUST BE TESTED -- AND IT MUST BE TESTED IN
DIFFERENT WAYS: LOW-POWER TESTING, LASER BEAM, COHERENCY TESTING
AND ATMOSPHERIC BLOOMING TESTING. BE SURE YOU KNOW WHEN THE SOVIET
INTEREST IN YOUR IN YOUR TEST IS HIGH (SEE THE SECTION ON CIA
ESPIONAGE), SO YOU DON'T INADVERTENTLY GIVE AWAY ANY DETAILS ON
HOW FAR YOU HAVE PROGRESSED IN YOUR DEVELOPMENT.

SEE THE SECTION ON USING POWER TESTING FORM MORE INFORMATION ON
HOW TO CONDUCT TESTS.

SOFTWARE TEST

LASER SOFTWARE TESTING CAN USUALLY TAKE PLACE COMPLETELY IN THE
REALM OF THE COMPUTER. HOWEVER, ONCE YOUR TRACKING SATELLITES ARE
IN ORBIT, YOU'LL NEED TO HAVE TRIAL RUNS OF THE DEFENSE/ATTACK
SOFTWARE.

SEE THE SECTION ON USING SOFTWARE TESTING FOR MORE INFORMATION ON
HOW TO CONDUCT TESTS.

TARGETING TEST

SINCE THE LASER TARGETING SYSTEMS IS SOLELY A MECHANICAL DEVICE,
IT'S RELATIVELY SIMPLE TO TEST. HOWEVER, THERE ARE MAY THINGS
THAT CAN GO WRONG WITH IT. SOME OF THE TESTS REQUIRE THE FULL
POWER OF THE LASER TO BE USED. ONE ERROR IN AIMING THE MIRROR,
AND YOU MIGHT MELT A HOLE IN THE WALL OF YOUR LABORATORY.

SEE THE SECTION ON USING TARGETING TESTING FOR MORE INFORMATION ON
HOW TO CONDUCT TESTS.



16








17

USING POWER TESTING

TO INITIATE A POWER TEST, CLICK ON THE TEST BUTTON IN THE POWER
SECTION OF THE LASER TESTING SCREEN. THE POWER TEST SUB-SCREEN
WILL NOW APPEAR.


POWER TEST

TEST RESULTS POWER GENERATING CAPACITY
NO TESTS YET WORKING KNOWLEDGE

RISK OF LEAK NEED TO TEST
TEST

TEST RESULTS LASER BEAM COHERENCY
NO TESTS YET WORKING KNOWLEDGE

RISK OF LEAK NEED TO TEST
TEST

TEST RESULTS ATMOSPHERIC BLOOMING
NO TESTS YET WORKING KNOWLEDGE

RISK OF LEAK NEED TO TEST
TEST


DAY: 0 HOUR: 0

TELEGRAM FROM THE PRESIDENT

THE SOVIETS HAVE STARTED WORK ON BRIGHT STAR!

THERE ARE THREE DIFFERENT TESTS THAT CAN BE PERFORMED THE POWER
TEST SUB-SCREEN: POWER GENERATING C LASER BEAM COHERENCY, ATMO-
SPHERIC BLOOM; DESCRIPTION OF THE PURPOSE FOR EACH TEST IS GIVEN
INSTRUCTIONS ON PERFORMING THE TESTS, SEE THE SECTION PERFORMING
TESTS.

POWER GENERATING CAPACITY

THE POWER CAPACITY DETERMINES THE ABSOLUTE CAPACITY OF THE LASER
TO DESTROY. THIS SUB-DEPARTMENT SPECIALIZES IN INCREASING THE
WATTAGE THAT THE LASER IS CAPABLE OF EMITTING

LASER BEAM COHERENCY

A LASER GENERATES A VERY SPECIAL BEAM OF LIGHT; IT IS COHERENT.
UNLIKE A LIGHT BULB, WHICH SPREADS LIGHT AROUND IN ALL DIRECTIONS,
A LASER CONCENTRATES ALL ITS POWER IN A SINGLE DIRECTION. COHER-
ENCY IS RELATED TO THE DEGREE OF BEAM SPREADING. A PERFECT LASER,
ONE THAT WAS PERFECTLY COHERENT, WOULD ALSO





17








18


HAVE A LIGHT BEAM THAT WAS THE SAME DIAMETER AT 1000 MILES AS IT
WAS WHEN IT LEFT THE LASER.

A LASER WITH LOW COHERENCY WILL NOT BE VERY DANGEROUS BECAUSE THE
ENERGY IS SPREAD OUT.

ATMOSPHERIC BLOOMING

WHEN A HIGH-ENERGY LASER BEAM IS SHOT THROUGH THE ATMOSPHERE, IT
CAN IONIZE THE AIR MOLECULES, CREATING A PHENOMENA KNOWN AS
"BLOOMING". IONIZED AIR IS NOT AS TRANSPARENT AS UNIONIZED AIR,
AND THAT MAKES THE LASER MUST LESS EFFECTIVE AT GREAT DISTANCES
BECAUSE MUST OF THE LASER POWER IS EATEN UP BY THE PLASMA.

THE CURE FOR ALL OF THIS IS POWER MODULATION. A CORRECT FORMULA
FOR BEAM MODULATION MUST BE DETERMINED SO THAT THE LASER CAN BE
VARIED IN POWER TO MINIMIZE THE BLOOMING EFFECT.

USING SOFTWARE TESTING

TO INITIATE A SOFTWARE TEST, CLICK ON THE TEST BUTTON IN THE
SOFTWARE SECTION OF THE LASER TESTING SCREEN. THE SOFTWARE TEST
SUB-SCREEN WILL APPEAR.


SOFTWARE TEST

TEST RESULTS SIMULTANEITY
NO TESTS YET WORKING KNOWLEDGE

RISK OF LEAK NEED TO TEST
TEST

TEST RESULTS DISCRIMINATION
NO TESTS YET WORKING KNOWLEDGE

RISK OF LEAK NEED TO TEST
TEST

TEST RESULTS NETWORKING/COMMUNICATIONS
NO TESTS YET WORKING KNOWLEDGE


RISK OF LEAK NEED TO TEST
TEST


DAY: 0 HOUR: 0

TELEGRAM FROM THE PRESIDENT

THE SOVIETS HAVE STARTED WORK ON BRIGHT STAR!





18







19


THERE ARE THREE DIFFERENT TESTS THAT CAN BE PERFORMED FROM THE
SOFTWARE TEST SUB-SCREEN: SIMULTANEITY, DISCRIMINATION, AND NET-
WORK/COMMUNICATION. A DESCRIPTION OF THE PURPOSE FOR EACH TEST IS
GIVEN BELOW. FOR INSTRUCTIONS ON PERFORMING THE TESTS, SEE THE
SECTION ON PERFORMING TEST.

SIMULTANEITY

THE SOFTWARE ELEMENT OF TEA CLIPPER DOES NOT MERELY CONTROL THE
LASER. IT RECEIVES INFORMATION FROM THE ORBITING TRACKING NETWORK
SATELLITES, AS WELL AS GROUND BASED RADAR STATIONS.

SIMULTANEITY DETERMINES THE ABILITY OF THE SOFTWARE TO TRACK,
CONTROL AND UPDATE MORE THAN ONE SPACE BORNE OBJECT AT A TIME.

DISCRIMINATION

WHILE THE SOFTWARE MAY BE ABLE TO TRACK OBJECTS IN SPACE, IT
ALSO NEEDS TO DETERMINE WHAT KIND OF OBJECT IT IS TRACKING. IT
WOULD BE A PITY TO DESTROY A NATIVE SATELLITE THAT THE SOFTWARE
THOUGHT WAS AN INCOMING MISSILE.

THIS TEST DETERMINES HOW WELL THE SOFTWARE CAN DETERMINE WHAT IS,
WHAT.

NETWORKING/COMMUNICATION

THE SOFTWARE MUST COMMUNICATE WITH THE MIRROR SATELLITES
IN ORDER TO DIRECT THEIR AIMING. IT MUST ALSO RECEIVE INFOR-
MATION FROM GROUND-BASED RADAR STATIONS, AS WELL THE
TRACKING NETWORK SATELLITES.

THE NETWORKING TEST CHECKS THE CAPABILITY OF THE TEA CLIP-
PER SOFTWARE TO HANDLE THE LARGE FLOW OF INFORMATION AS WELL
AS TO CONTROL THE AIMING OF THE SATELLITE MIRRORS SO THAT THEY
CAN ACCURATELY REFLECT THE LASER BEAM AT THE INTENDED TARGET.



19









20



USING TARGETING TESTING

TO INITIATE A TARGETING TEST, CLICK ON THE TEST BUTTON IN THE
TARGETING SECTION OF THE LASER TESTING SCREEN. THE TARGETING TEST
SUB SCREEN WILL NOW APPEAR.




TARGETING TEST

TEST RESULTS ACCURACY/REPEATABILITY
NO TESTS YET WORKING KNOWLEDGE

RISK OF LEAK NEED TO TEST
TEST

TEST RESULTS TRACKING SPEED
NO TESTS YET WORKING KNOWLEDGE

RISK OF LEAK NEED TO TEST
TEST

TEST RESULTS SATELLITE REFLECTION
NO TESTS YET WORKING KNOWLEDGE


RISK OF LEAK NEED TO TEST
TEST


DAY: 0 HOUR: 0

TELEGRAM FROM THE PRESIDENT

THE SOVIETS HAVE STARTED WORK ON BRIGHT STAR!

THERE ARE THREE DIFFERENT TESTS THAT CAN BE PERFORMED FROM THE
TARGETING TEST SUB-SCREEN: ACCURACY/REPEATABILITY, TRACKING
SPEED, AND SATELLITE REFLECTION. A DESCRIPTION OF THE PURPOSE FOR
EACH TEST IS GIVEN BELOW. FOR INSTRUCTIONS ON PERFORMING THE
TESTS, SEE SECTION ON PERFORMING TESTS.

ACCURACY/REPEATABILITY

THE LASER MIRROR DEVICE, WHICH IS ALSO COMMON TO THE MIRROR SATEL-
LITES, IS A PRECISION DEVICE THAT CAN MOVE THE MIRROR WITH AN
ACCURACY MEASURED IN HUNDREDTHS OF AN ARCSECOND. (AN ARCSECOND IS
EQUAL TO APPROXIMATELY 1/10 OF AN INCH AT A DISTANCE OF ONE
MILE).

THE SERVO-MECHANISMS MUST BE PRECISE AND REPRODUCIBLE. THEY MUST
MOVE THE MIRROR, BE IT GROUND OR SATELLITE BASED, WITH A VERY HIGH
DEGREE OF ACCURACY.





20







21


TRACKING SPEED

THE LASER MUST ALSO BE ABLE TO REACT QUICKLY, MAKING MULTIPLE
SHOTS IN A SHORT SPAN OF TIME. IF THE MIRROR IS ACCURATE BUT MOVES
TOO SLOWLY, THEN ONLY ONE OR TWO SHOTS WILL EVER BE FIRED. CON-
VERSELY, IF THE SPEED IS GOOD, BUT ACCURACY LOW, MANY SHOTS CAN BE
MADE, BUT THEY MAY MISS THE TARGET.

SATELLITE REFLECTION

THIS TESTS HOW WELL THE LASER BEAM IS REFLECTED BY THE SATELLITE
MIRROR. SMALL IMPERFECTIONS IN THE MIRROR SHAPE (AS RECENTLY
DISCOVERED IN THE HUBBLE SPACE TELESCOPE) CAN DEGRADE THE ACCURA-
CY OF THE REFLECTED BEAM. IMPERFECTIONS IN THE MIRROR SURFACE CAN
ALSO DEGRADE THE REFLECTIVELY OF THE MIRROR.

PERFORMING TESTS

AS YOU CAN SEE, ALL OF THE TEST SCREENS HAVE THE SAME BASIC
LAYOUT. FOR EACH OF THE THREE TESTS AVAILABLE ON EACH SCREEN,
THERE ARE THREE GRAPH INDICATORS ALONG WITH A TEST RESULTS SECTION
WILL DISPLAY 'NO TESTS YET'.

UNDERNEATH THE NAME OF EACH TEST (I.E. POWER GENERATING CAPACITY),
IS A LONG NARROW GRAPH INDICATOR. THIS INDICATOR IS THE WORKING
KNOWLEDGE INDICATOR. THIS INDICATOR WILL SHOW YOU HOW MUCH KNOWL-
EDGE YOU HAVE ACQUIRED. THIS IS KNOWLEDGE THAT HAS BEEN PROVEN
THROUGH TESTING. THIS IS THE MOST ACCURATE GAUGE OF HOW FAR RE-
SEARCH HAS PROGRESSED.

THE TWO SMALLER INDICATORS ARE RISK OF LEAK AND NEED TO TEST. RISK
OF LEAK SHOWS EXACTLY THAT. THIS IS THE PROBABILITY OF THE SOVIETS
RECEIVING INFORMATION REGARDING THE TEST OR ITS RESULTS.

NEED TO TEST INDICATES HOW CRITICAL IT IS TO PERFORM A TEST IN
ORDER FOR PROGRESS TO CONTINUE. AS EACH DEPARTMENT CONDUCTS RE-
SEARCH, IT MUST PERFORM TESTS THAT WILL PROVE OUT ITS THEORIES.
IF THE NEED TO TEST IS VERY HIGH AND NO TEST IS PERFORMED, PROG-
RESS WILL SLOW DOWN.

TO SCHEDULE ONE OF THE TESTS ON THE SCREEN POINT AT THE TEST
BUTTON AND CLICK. IF ALL SYSTEMS ARE GO, A COUNTDOWN WILL APPEAR
IN THE TEST RESULTS SECTION. THERE




21






22


ARE SEVERAL THINGS THAT WILL PREVENT THE SCHEDULING OF A TEST,
INCLUDING: DEPARTMENT HEAD NOT AVAILABLE, ANOTHER TEST IS
SCHEDULED IN THIS DEPARTMENT, EQUIPMENT IS NOT READY, AND "ANY
MORE. AFTER YOU SCHEDULE A TEST, A CHECKMARK WILL APPEAR ON THE
TEST BUTTON FOR THAT DEPARTMENT ON THE LASER TESTING SCREEN.

NOTE: YOU MUST HIRE A DEPARTMENT HEAD FOR A DEPARTMENT BEFORE YOU
CAN SCHEDULE ANY TESTING IN THAT DEPARTMENT.

ONCE A COUNTDOWN IS IN PROGRESS, IT WILL CONTINUE NO MATTER WHAT
SCREEN YOU ARE ON. WHEN THE TEST BEGINS, YOU WILL SEE A TEST
PENDING MESSAGE ON YOUR SCREEN. SHORTLY, A SCREEN WILL COME ON TO
ALLOW YOU TO WATCH THE TEST. WHILE A TEST IS BEING PERFORMED, THE
CLOCK STOPS RUNNING. IF YOU HAVE TOGGLED THE GRAPHICS ANIMATION
OFF WITH THE G KEY, YOU WILL ONLY GET A MESSAGE ON THE TELEGRAM
LINE INFORMING YOU THAT [HE TEST WAS PERFORMED.

TEST RESULTS

AFTER A TEST IS COMPLETED, THE RESULTS WILL BE PUT INTO THE TEST
RESULTS SECTION OF THE TESTING SUB-SCREEN. IF YOU ARE NOT ON THIS
SCREEN AT THE TIME OF A TEST, YOU CAN GO TO THIS SCREEN AT ANY
POINT TO REVIEW THE RESULTS. THE RESULTS WILL STAY ON THIS SCREEN
UNTIL THE SAME TEST IS SCHEDULED AGAIN.

THE RESULTS WILL SHOW YOU SOME VERY IMPORTANT INFORMATION. FIRST,
IT WILL SHOW YOU THE TEST SUCCESS AS A PERCENTAGE. IT WILL ALSO
SHOW YOU THE DAY ON WHICH THE TEST WAS PERFORMED. IN ADDITION, ONE
OF FIVE FAILURE MODES WILL BE DISPLAYED. THE MODES ARE NUMBERED 0
THROUGH 4, AND THEIR DESCRIPTIONS FOLLOW:


FAILURE MODE 0 - NO FAILURE

FAILURE MODE 1 - DESIGN FAILURE.

FAILURE MODE 2 - HUMAN ERROR

FAILURE MODE 3 - AMBIENT CONDITIONS

FAILURE MODE 4 - IMPROPER TESTING PROCEDURES



22







23



USING CIA INTELLIGENCE/CARDINAL


CIA INTELLIGENCE
AND THE CARDINAL

1 HAWK 4 TEXAS 7 OBERON
DANGER DANGER DANGER
ACTIVITY ACTIVITY ACTIVITY

LAST CONTACT: NONE LAST CONTACT:NONE LAST CONTACT: NONE

2 SNIPER 5 GOOBER 8 TUPI F
DANGER DANGER DANGER
ACTIVITY ACTIVITY ACTIVITY

LAST CONTACT: NONE LAST CONTACT:NONE LAST CONTACT: NONE

3 REFLECTION 6 RAZOR CARDINAL
DANGER DANGER DANGER
ACTIVITY ACTIVITY ACTIVITY

LAST CONTACT: NONE LAST CONTACT:NONE LAST CONTACT: NONE

DAY: 0 HOUR: 0

TELEGRAM FROM THE PRESIDENT

THE SOVIETS HAVE STARTED WORK ON BRIGHT STAR!




YOU CONTROL YOUR SECRET AGENTS FROM THIS SCREEN. WHEN THE GAME
BEGINS, YOU HAVE NINE OPERATIVES, INCLUDING THE CARDINAL, ALL
PLACED IN STRATEGIC JOBS IN THE SOVIET UNION. THESE OPERATIVES
HAVE THE POTENTIAL TO BE YOUR MOST IMPORTANT ASSET. WHEN THE GAME
BEGINS, NONE OF THE OPERATIVES HAVE BEEN GIVEN ANY OBJECTIVES.

WHEN AN AGENT IS ASSIGNED AN OBJECTIVE, IT HAS TWO EFFECTS.
FIRST, THE AMERICANS WILL GAIN KNOWLEDGE FROM THE ESPIONAGE.
SECOND, THE SOVIET'S PROGRESS IN THAT DEPARTMENT WILL SLOW DOWN.
THE FEWER OPERATIVES YOU HAVE ASSIGNED OBJECTIVES TO, THE QUICKER
THE SOVIETS WILL PROGRESS IN THEIR RESEARCH. YOU SHOULD ASSIGN AT
LEAST TWO AGENTS TO EACH OF THE SOVIET'S DEPARTMENTS (SEE THE
AGENT SUB-SCREEN SECTION IN ORDER TO ASSIGN OBJECTIVES).

EACH OF THE OPERATIVES HAS A BOX ON THIS SCREEN. THE BOX
SHOWS THEIR NAME, DANGER LEVEL ACTIVITY LEVEL AND LAST CONTACT.




23








24


DANGER

THE DANGER INDICATOR WILL SHOW YOU THE PROBABILITY OF THE AGENT
BEING DISCOVERED BY THE SOVIETS. IF THE LEVEL GETS TOO HIGH, A
TELEGRAM MESSAGE WILL INFORM YOU OF THE AGENTS IMMINENT DANGER.
IF YOU DO NOT ACT QUICKLY AND REDUCE THE AGENT'S OBJECTIVES, THE
AGENT MAY DISAPPEAR OR BE ARRESTED. (SEE THE SECTION ON AGENT
SUB-SCREEN FOR INFORMATION ON CHANGING OBJECTIVES).

ACTIVITY

THE ACTIVITY INDICATOR GAUGES THE AGENT'S COVERT OPERATION. A
SKILLED AGENT CAN MAINTAIN A HIGH DEGREE OF ACTIVITY WITHOUT
SIGNIFICANTLY INCREASING HIS/HER DANGER LEVEL.

LAST CONTACT

THE IS THE NAME OF THE LAST CIA OPERATIVE THAT HIS AGENT HAD
CONTACT WITH TO PASS INFORMATION.

AGENT SUB-SCREEN

EACH OF THE NINE AGENTS HAS A SUB-SCREEN. TO ACCESS THIS SCREEN,
PLACE THE POINTER INSIDE THE AGENT'S BOX ON THE CIA INTELLIGENCE
SCREEN, AND CLICK. THE AGENT'S SUB-SCREEN WILL NOW APPEAR.

THE AGENT SUB-SCREEN PROVIDES YOU WITH A GREAT DEAL OF INFORMA-
TION, AND ALSO ALLOWS YOU TO CHANGE THE AGENTS OBJECTIVES. ON THE
TOP PORTION OF THE SCREEN IS A SECTION THAT GIVES THE AGENT'S LAST
CONTACT, RISK OF DISCOVERY AND RELIABILITY.


LAST CONTACT

THIS SERVES THE SAME PURPOSE AS THE LAST CONTACT NAME ON THE CIA
INTELLIGENCE SCREEN.

RISK OF DISCOVERY

THIS INDICATOR WILL SHOW YOU THE SAME INFORMATION AS THE DANGER
INDICATOR ON THE CIA INTELLIGENCE SCREEN.

RELIABILITY

THIS GRAPH WILL GIVE YOU AN INDICATION OF HOW RELIABLE THIS AGENT
HAS PROVED TO BE IN THE PAST, BASED ON INFORMATION SUPPLIED BY THE
AGENT THAT HAS PROVEN TO BE CORRECT.


24











25



DOSSIER

THE DOSSIER PORTION OF THE SCREEN PROVIDES A PHOTO OF THE AGENT
ALONG WITH SEVERAL INTERESTING PIECES OF INFORMATION, INCLUDING:
BACKGROUND INFORMATION, PEOPLE THAT THE AGENT HAS REGULAR CONTACT
WITH, AND ANY POTENTIAL RISK FACTORS.

OBJECTIVES

THE MOST IMPORTANT SECTION OF THE SCREEN IS THE OBJECTIVES
PORTION. THERE ARE 5 POSSIBLE OBJECTIVES: POWER SECRETS, SOFTWARE
SECRETS, TARGETING SECRETS, KGB ACTIVITIES, AND BRIGHT STAR SECU-
RITY. EACH AGENT CAN BE ASSIGNED ANY COMBINATION OF THESE OBJEC-
TIVES. HOWEVER, THE MORE OBJECTIVES AN AGENT IS ASSIGNED, THE
HIGHER THEIR ACTIVITY LEVEL, AND OF COURSE, THE HIGHER THEIR RISK
OF DISCOVERY. BELOW IS A BRIEF DESCRIPTION OF EACH OF THE OBJEC-
TIVES:

POWER SECRETS - ANY INFORMATION REGARDING RESEARCH OR TESTING
INVOLVING THE POWER DEPARTMENT OF THE BRIGHT STAR PROJECT.

SOFTWARE SECRETS - ANY INFORMATION REGARDING RESEARCH OR TESTING
INVOLVING THE SOFTWARE DEPARTMENT BRIGHT STAR PROJECT.

TARGETING SECRETS - ANY INFORMATION REGARDING RESEARCH OR TESTING
INVOLVING THE TARGETING DEPARTMENT BRIGHT STAR PROJECT.

KGB ACTIVITIES - ANY INFORMATION REGARDING OPERATIONS AGAINST TEA
CLIPPER. THIS INCLUDES ESPIONAGE, COUNTER-INTELLIGENCE, AND SABO-
TAGE.

BRIGHT STAR SECURITY - ANY INFORMATION REGARDING WHAT SECURITY
MEASURES ARE IN PLACE, OR MAY BE PUT IN PLACE TO PROTECT THE
BRIGHT STAR PROJECT.

IT IS ADVISABLE TO ASSIGN ONLY ONE OR TWO OBJECTIVES TO ANY AGENT.
THE LOSS OF AN AGENT, ESPECIALLY THE CARDINAL, CAN PROVE VERY
COSTLY IF NOT FATAL, TO THE TEA CLIPPER PROJECT.


WHEN YOU ARE FINISHED WITH THE AGENT SUB-SCREEN, RIGHT-CLICK TO
RETURN TO THE CIA INTELLIGENCE/CARDINAL




25






26



USING FBI SECURITY


WHEN YOU SELECT THE FBI SECURITY OPTION ON THE STRATEGIC CONTROL
CENTER SCREEN, THE FBI SUB-SCREEN WILL APPEAR.



FBI SECURITY
TEA CLIPPER

POWER PROJECT INEFFICIENCY
DEPARTMENT
HEAD
SET SECURITY DETAILS RELIABILITY

SOFTWARE PROJECT INEFFICIENCY
DEPARTMENT
SET SECURITY DETAILS HEAD

TARGETING PROJECT INEFFICIENCY
DEPARTMENT
SET SECURITY DETAILS HEAD


DAY: 0 HOUR: 00

TELEGRAM FROM THE PRESIDENT

THE SOVIETS HAVE STARTED WORK ON BRIGHT STAR!



THE FBI IS IN CHARGE OF THE SECURITY SURROUNDING THE TEA CLIPPER
PROJECT. IT IS VERY IMPORTANT THAT NO INFORMATION IS PASSED TO THE
KGB OR THAT THE SOVIETS NOT BE ABLE TO KIDNAP A SCIENTIST. THERE-
FORE, THE FBI MONITORS ALL OF THE PERSONNEL IN EACH DEPARTMENT.
THE FBI SECURITY SCREEN LETS YOU SET THE LEVEL OF SECURITY FOR
EACH OF THE THREE DEPARTMENTS. THIS SCREEN ALSO OFFERS A GAUGE OF
WHAT EFFECT THE SECURITY MEASURES ARE HAVING ON THE OPERATION OF
EACH DEPARTMENT.

EACH OF THE DEPARTMENTS HAS A SECTION ON THIS SCREEN. FOR
EACH DEPARTMENT THERE ARE SEVERAL IMPORTANT PIECES OF INFORMATION.





26






27

SECURITY LEVEL
THIS GRAPH INDICATOR, WHICH IS UNDERNEATH THE DEPARTMENT NAME,
SHOWS THE LEVEL OF SECURITY CURRENTLY IMPLEMENTED FOR THIS DEPART-
MENT.

PROJECT INEFFICIENCY


THE DRAWBACK OF A HIGH SECURITY LEVEL IS THAT IT TENDS TO SLOW
DOWN PROGRESS. SECURITY MEASURES ARE OFTEN OBTRUSIVE AND CAN CAUSE
RESENTMENT AMONG THE STAFF. THE PROJECT INEFFICIENCY GRAPH WILL
INDICATE HOW THE SECURITY IS EFFECTING THE DEPARTMENT'S ABILITY TO
PERFORM ITS PRIMARY FUNCTION. INEFFICIENCY IS ALSO RELATED TO THE
NUMBER OF CIA AGENTS YOU HAVE IN THE FIELD. IF YOU HAVE SEVERAL
AGENTS IN THE FIELD WITH THE OBJECTIVE THAT CORRESPONDS TO A GIVEN
DEPARTMENT. THAT DEPARTMENT WILL BE MORE EFFICIENT BECAUSE THE
AGENTS ARE SUPPLYING IT WITH INFORMATION.

DEPARTMENT HEAD
THE NAME OF THE SCIENTIST THAT IS IN CHARGE OF THIS DEPARTMENT IS
ALSO SHOWN ON THIS SCREEN.

RELIABILITY

THIS GRAPH WILL GIVE YOU AN INDICATION OF HOW RELIABLE THE ;
DEPARTMENT HEAD IS AT ANY GIVEN TIME. RELIABILITY IS EFFECTED
BY KNOWLEDGE, EXPERIENCE, FATIGUE, AND MANY OTHER FACTORS.

SET SECURITY DETAILS
PLACE THE ARROW ON THE SET SECURITY DETAILS BOX AND CLICK TO
ACCESS THE SUB-SCREEN. YOU CAN MAKE TWO SELECTIONS ON THIS
SCREEN.

SECURITY DETAIL LEVEL

THERE ARE SEVEN LEVELS OF SECURITY, FROM MINIMAL TO OPPRESSIVE.
MINIMAL SECURITY PROVIDES LITTLE PROTECTION AGAINST INFORMATION
LEAKS. YOU SHOULD ONLY USE THIS LEVEL ON RARE OCCASIONS WHEN THE
SOVIETS ARE SHOWING LITTLE INTEREST IN DEVELOPMENTS IN THIS DE-
PARTMENT (SEE THE SECTION ON CIA ESPIONAGE). OPPRESSIVE SECURITY
SHOULD ALSO ONLY BE USED ON RARE OCCASIONS. VERY LITTLE PROGRESS
CAN OCCUR@R WHEN SECURITY IS THIS TIGHT.





27






28


TO SELECT A LEVEL, POINT AT ONE OF THE SEVEN BUTTONS AND CLICK.
THE GRAPHICS ON THE SCREEN WILL CHANGE TO INDICATE THE NEW LEVEL.

DEPARTMENT HEAD: IF CAPTURED

IF THERE IS A COMPLETE BREAKDOWN IN SECURITY, IT IS POSSIBLE
THAT THE SOVIETS MAY KIDNAP ONE OF YOUR SCIENTISTS. IF THIS
HAPPENS, YOU HAVE THREE OPTIONS: ATTEMPT A RESCUE, RESCUE IF
POSSIBLE, KILL OTHERWISE, OR DO NOTHING. YOU MUST SELECT ONE OF
THESE OPTIONS, SO THAT WHEN AND IF A KIDNAPPING OCCURS, THE FBI
KNOWS WHICH PROCEDURE TO FOLLOW.

ATTEMPT RESCUE

THE FBI WILL DISPATCH AGENTS TO TRY TO RECOVER THE AGENT. THIS
RESCUE EFFORT WILL TAKE PLACE IN THE FORM OF A CAR CHASE. SEE THE
SECTION LATER IN THE MANUAL ABOUT DEPARTMENT HEAD RESCUE FOR
INSTRUCTIONS ON USING THE CAR CHASE.

RESCUE IF POSSIBLE, KILL OTHERWISE

THIS IS THE SAME AS THE ATTEMPT RESCUE OPTION, BUT IF YOU FAIL TO
RECOVER THE SCIENTIST, THE FBI WILL DISPATCH AN AGENT TO ATTEMPT
TO KILL THE SCIENTIST. THIS IS DONE SO THAT THE SOVIETS CAN NOT
FORCE THE SCIENTIST TO REVEAL SECRET INFORMATION.

DO NOTHING

YOU MAY DECIDE THAT YOU WANT THE FBI TO DO NOTHING IF A DEPARTMENT
HEAD IS KIDNAPPED. IF YOU CHOOSE THIS OPTION AND THE DEPARTMENT
HEAD IS KIDNAPPED, YOU WILL SIMPLY BE NOTIFIED VIA TELEGRAM. YOU
MUST THEN REPLACE THIS DEPARTMENT HEAD.

TO SELECT AN OPTION, POINT AT THE BUTTON NEXT TO IT AND CLICK.

28





29



USING SOVIET LASER STATUS

WHEN YOU SELECT THE SOVIET LASER STATUS OPTION ON THE STRATEGIC
CONTROL CENTER SCREEN, THE SOVIET LASER STATUS SUB-SCREEN WILL
APPEAR.

SOVIET LASER STATUS
BRIGHT STAR

POWER CONFIDENCE

PRIORITY GROUP STATUS: NONE


SOFTWARE CONFIDENCE

PRIORITY GROUP STATUS: NONE


TARGETING CONFIDENCE

PRIORITY GROUP STATUS: NONE


DAY: 0 HOUR: 0


TELEGRAM FROM THE PRESIDENT

THE SOVIETS HAVE STARTED WORK ON BRIGHT STAR!



THIS IS ONE OF THE MOST IMPORTANT SCREENS IN THE GAME. FROM THIS
SCREEN YOU CAN SEE HOW WELL THE SOVIETS ARE DOING IN EACH OF THE
THREE DEPARTMENTS. THERE IS A LARGE GRAPH INDICATOR FOR EACH OF
THE THREE DEPARTMENTS.

POWER

THIS INDICATES HOW WELL THE SOVIET BRIGHT STAR PROJECT IS MOVING
ALONG IN THE AREA OF POWER GENERATION.

THE SOVIETS ARE SOMEWHAT BETTER IN CREATING POWERFUL LASERS THAN
THE AMERICANS. THEREFORE, YOU WILL HAVE TO BE CAREFUL NOT TO GET
BEHIND IN YOUR POWER SYSTEM DEVELOPMENT.




29





30

SOFTWARE

THIS GRAPH SHOWS HOW WELL DEVELOPED THE SOVIET BRIGHT STAR SOFT-
WARE SYSTEMS ARE. WHILE THE SOVIETS ARE BETTER AT MAKING LASER
POWER, THE AMERICANS HAVE BETTER SOFTWARE ENGINEERS. THIS SHOULD
TELL YOU THAT, WHILE DEVELOPMENT OF THE SOFTWARE IS FASTER, AND
THE EVENTUAL QUALITY IS HIGHER, YOU MUST BE CAREFUL TO INCREASE
SECURITY SO THAT THE SOVIETS DON'T LEARN TOO MUCH FROM ESPIONAGE.

TARGETING

THIS INDICATOR;R DISPLAYS HOW ADVANCED THE SOVIET'S LASER TARGET-
ING SYSTEM IS. THE SOVIETS ARE ABOUT AS CAPABLE AS THE AMERICANS
IS THIS AREA, BUT YOU CAN BE SURE THAT IT TAKES LESS TIME TO STEAL
THE PLANS FOR SOMETHING, THAN IT TAKES TO TRY TO BUILD IT FROM
SCRATCH.

CONFIDENCE

THE OTHER LARGE GRAPHS ON THIS SCREEN, REFLECT THE AMERICAN CONFI-
DENCE IN THEIR INTELLIGENCE INFORMATION. THE INTELLIGENCE REPORTS
THAT ARE SUBMITTED BY THE AMERICAN OPERATIVES ARE GIVEN TO THE
DEPARTMENT HEADS FOR ANALYSIS. THE CONFIDENCE LEVEL REFLECTS THE
DEPARTMENT HEADS' FEELINGS AS TO THE ACCURACY OF THE INFORMATION
RECEIVED. THE HIGHER THE CONFIDENCE LEVEL, THE MORE ACCURATE THE
DEPARTMENT INDICATORS ON THE LEFT-HAND SIDE OF THE SCREEN WILL
BE.

PRIORITY

THE SOVIETS HAVE FOUR DIFFERENT PRIORITY LEVELS, MUCH LIKE THE
AMERICANS. THIS SCREEN WILL SHOW YOU WHAT PRIORITY THE SOVIETS
HAVE ASSIGNED TO RESEARCH IN EACH OF THEIR DEPARTMENTS. THE
PRIORITIES ARE, FROM LEFT TO RIGHT: LOW, MEDIUM, HIGH, AND VERY
HIGH.

GROUP STATUS

THIS WILL SHOW YOU THE LAST MAJOR TASK UNDERTAKEN BY THIS PARTICU-
LAR DEPARTMENT.



30






31

USING CIA ESPIONAGE

WHEN YOU SELECT THE CIA INTELLIGENCE/CARDINAL OPTION ON THE STRA-
TEGIC CONTROL CENTER SCREEN, THE CIA SUB-SCREEN WILL APPEAR.



CIA ESPIONAGE

POWER CONFIDENCE
PROGRESS

POSSIBLE ACTION NONE

SOFTWARE CONFIDENCE
PROGRESS

POSSIBLE ACTION NONE

TARGETING CONFIDENCE
PROGRESS

POSSIBLE ACTION NONE




DAY: 0 HOUR: 0

TELEGRAM FROM THE PRESIDENT

THE SOVIETS HAVE STARTED WORK ON BRIGHT STAR!

THIS SCREEN WILL SHOW THE CIA'S OPINION OF WHAT THE SOVIETS THINK
THE AMERICAN RESEARCH IN EACH DEPARTMENT HAS PRODUCED. THIS INFOR-
MATION IS VERY IMPORTANT IN PLANNING YOUR SECURITY LEVELS. IT CAN
ALSO GIVE YOU INSIGHT INTO ANY POSSIBLE SOVIET ACTIONS, SUCH AS A
KIDNAPPING ATTEMPT. THE ARE SEVERAL GAUGES FOR EACH DEPARTMENT.

PROGRESS

BELOW EACH DEPARTMENT NAME IS A PROGRESS INDICATOR. THIS GRAPH
SHOWS HOW MUCH THE SOVIETS THINK THE AMERICA HAVE ACHIEVED IN THIS
DEPARTMENT. IF THIS GRAPH IS VERY HIGH THE SOVIETS THINK THAT THE
AMERICANS ARE VERY CLOSE TO COMPLETING DEVELOPMENT OF THIS PHASE
OF TEA CLIPPER. WHEN THE GRAPH IS HIGH YOU WILL NEED TO BE CAU-
TIOUS OF ANY POSSIBLE SOVIET ACTION AGAINST THIS DEPARTMENT.




31




32

THE BOTTOM INDICATOR SHOWS HOW HARD THE SOVIETS THINK THE AMERI-
CANS ARE WORKING ON THIS PHASE. IN OTHER WORDS, HOW MUCH OF THE
AMERICAN RESOURCES ARE DEDICATED TO THIS DEPARTMENT.

CONFIDENCE

THE CONFIDENCE INDICATOR ON; THIS SCREEN REFLECTS THE CIA'S CONFI-
DENCE IN THE INTELLIGENCE INFORMATION IT HAS GATHERED REGARDING
THE SOVIETS PERCEPTION OF THE US DEVELOPMENT. THE HIGHER THIS
LEVEL, THE MORE ACCURATE THE OTHER INDICATOR'S ON THIS SCREEN WILL
BE.

POSSIBLE ACTION

THIS WILL SHOW YOU WHAT ACTION THE CIA IS CONSIDERING TAKING IN
ORDER TO GATHER MORE INFORMATION REGARDING THE SOVIET'S PERCEPTION
OF TEA CLIPPER.



32










33

USING TREATIES/NEGOTIATIONS

WHEN YOU SELECT THE TREATIES/NEGOTIATIONS OPTION ON THE STRATE-
GIC CONTROL CENTER SCREEN THE TREATIES/NEGOTIA-
TIONS SUB-SCREEN WILL APPEAR.



TREATIES / NEGOTIATIONS


POLITICAL POSITIONS

AMERICA MILITARY SATELLITES
AMERICA MISSILE TESTING
AMERICA AFGHANISTAN CRISIS
AMERICA CULTURAL EXCHANGE
SOVIET MILITARY SATELLITES
SOVIET MISSILE TESTING
SOVIET AFGHANISTAN CRISIS
SOVIET CULTURAL EXCHANGE



DAY: 0 HOUR: 0

TELEGRAM FROM THE PRESIDENT

THE SOVIETS HAVE STARTED WORK ON BRIGHT STAR!



THERE ARE FOUR DIFFERENT ISSUES THAT THE SOVIET AND AMERICAN
NEGOTIATORS ARE WORKING ON: RESTRICTING THE EMPLOYMENT OF MILITARY
SATELLITES, RESTRICTING MISSILE TESTING, RESOLVING THE AFGHANISTAN
CRISIS, AND INCREASING CULTURAL EXCHANGE.

THE EIGHT INDICATORS ON THE TREATIES/NEGOTIATIONS SCREEN WILL SHOW
YOU THE AMERICAN" AND SOVIET POSITION ON EACH ISSUE. THE FARTHER
TO THE RIGHT THE GRAPH IS, THE MORE THAT COUNTRY IS WILLING TO
ACCEPT THAT ISSUE. IN GENERAL THE MORE THE AMERICANS OR SOVIETS
ARE WILLING TO ACCEPT SOME OR ALL ISSUES, THE SLOWER THE DEVELOP-
MENT OF THEIR RESPECTIVE MISSILE DEFENSE SYSTEMS WILL BE.

YOU CAN CONTROL THE AMERICAN POSITION ON EACH ISSUE. TO PUSH
HARDER FOR THE ACCEPTANCE OF AN ISSUE, POINT AT THE




33





34




RIGHT-HAND ARROW AND CLICK TO PULL BACK SUPPORT FOR AN ISSUE,
POINT AT THE LEFT HAND ARROW AND CLICK.

YOU WILL FIND IT ADVANTAGEOUS TO INCREASE SUPPORT OF ALL ISSUES IF
THE AMERICAN DEVELOPMENT IS LAGGING BEHIND THAT OF THE SOVIETS.
THIS WILL SLOW DOWN THE SOVIET'S PROGRESS, AND MAY ALLOW YOU TO
MAKE UP GROUND. ALSO, WHEN BOTH COUNTRIES ARE SUPPORTING SOME OR
ALL THE ISSUES, IT IS EASIER FOR THE AMERICAN OPERATIVES TO GET
INFORMATION OUT OF THE SOVIET UNION. NATURALLY, IF THE AMERICANS
ARE AHEAD IN THEIR DEVELOPMENT, YOU WILL WANT TO PULL BACK YOUR
SUPPORT OF THESE ISSUES.

YOU WILL WANT TO REFER TO THIS SCREEN OFTEN, BECAUSE THE SOVIETS
ARE CONSTANTLY CHANGING THEIR POSITIONS. YOU CAN OFTEN GAUGE THE
SOVIETS DEVELOPMENT STATUS BY THEIR WILLINGNESS TO GIVE IN ON
ISSUES.

USING THE ARCHER

WHEN YOU SELECT THE ARCHER OPTION ON AT THE STRATEGIC CONTROL
CENTER SCREEN, THE ARCHER SUB-SCREEN WILL APPEAR.


THE ARCHER


AGGRESSIVELY ATTACK ATTACK
ENGAGE WHEN OPPORTUNE BRIGHT
AVOID CONFLICT STAR


WEAPONS LIST AVAILABLE HAS WANTS

CASES OF M-16 ROUNDS 10 0 12

CLAYMORE MINES 10 0 7

LAWS ROCKETS 10 0 12

STINGER MISSILES 10 0 10




DAY: 0 HOUR: 0



TELEGRAM FROM THE PRESIDENT

THE SOVIETS HAVE STARTED WORK ON BRIGHT STAR!




34








35




THE ARCHER IS POSSIBLY YOUR MOST VALUABLE RESOURCE. HE IS A REBEL
WARRIOR FIGHTING THE SOVIETS THAT ARE OCCUPYING HIS HOMELAND. THE
U.S. HAS BEEN AIDING THE ARCHER FOR SOMETIME, SUPPLYING HIM WITH
WEAPONS, SUPPLIES, AND INFORMATION. THE ARCHER'S MOST POTENT
WEAPON IS HIS ABILITY AND DESIRE TO ATTACK THE SOVIET BRIGHT STAR
COMPLEX JUST NORTH OF THE SOVIET-AFGHANISTAN BORDER. THIS IS AN
OPTION YOU @ ONLY UTILIZE ONCE. USE IT TOO SOON, AND THE SOVIETS
CAN QUICKLY REPLICATE EQUIPMENT THAT IS DESTROYED. USE IT TOO
LATE, AND THE SOVIETS WILL HAVE ALREADY DEPLOYED THEIR SYSTEM.

THERE ARE THREE DIFFERENT MODES THAT THE ARCHER CAN OPERATE IN:
AGGRESSIVELY ATTACK, ENGAGE WHEN OPPORTUNE AND AVOID CONFLICT. TO
SELECT ONE, POINT AT THE BOX BESIDE IT AND CLICK

AGGRESSIVELY ATTACK

THE ARCHER AND HIS TROOPS WILL SEEK OUT SOVIET TROOPS AND CONDUCT
GUERRILLA ATTACKS ON THEM.

ENGAGE WHEN OPPORTUNE

THE ARCHER AND HIS TROOPS WILL ONLY ENGAGE THE SOVIETS WHEN THERE
IS LITTLE RISK OF DEFEAT.


AVOID CONFLICT

THE ARCHER AND HIS TROOPS WILL GO OUT OF THEIR WAY TO STEER CLEAR
OF ANY SOVIET TROOPS.

WEAPONS AND SUPPLIES

THE AMERICANS SUPPLY THE ARCHER WITH ELEVEN DIFFERENT WEAPONS AND
SUPPLIES: M-16 ROUNDS, CLAYMORE MINES, LAWS ROCKETS, STINGER
MISSILES, FOOD, CLOTHING MEDIC SUPPLIES, INTELLIGENCE CONTACTS,
LONG RANGE RADIOS, NIGHT VISION EQUIPMENT, AND BINOCULARS.

WEAPONS LIST

ON THE LEFT-HAND SIDE OF THE SCREEN, YOU CAN SEE FOUR SUPPLIES AT
A TIME. TO MOVE THROUGH THE LIST, CLICK ON THE UPPER ARROW BUTTON
OR DOWN-ARROW BUTTON.

FOR EACH TYPE OF SUPPLY, THERE ARE THREE IMPORTANT NUMBERS.





35






36


AVAILABLE

THIS IS HOW MANY ITEMS THE AMERICANS CAN QUICKLY AND EASILY GIVE
TO THE ARCHER.

HAS

THIS IS HOW MANY OF THESE ITEMS THE ARCHER CURRENTLY HAS IN HIS
POSSESSION.

WANTS

THE ARCHER IS NATURALLY AGGRESSIVE. HE WILL ASK FOR LARGE AMOUNTS
OF EVERYTHING. TO CHANGE THE AMOUNT OF ANY SUPPLY THAT THE ARCHER
HAS, CLICK ON THE + AND - BUTTONS.

WARNING: IF THE ARCHER IS TOO AGGRESSIVE, OR HAS LARGE AMOUNTS OF
WEAPONS TO USE AGAINST THE SOVIETS, HE MAY BECOME A BIG PROBLEM
FOR THE SOVIETS. IF THIS HAPPENS, THE SOVIETS MAY DISPATCH TROOPS
TO TRY TO KILL THE ARCHER AND HIS ARMY. HOWEVER, IF YOU DON'T
GIVE THE ARCHER ENOUGH SUPPLIES, HE WILL STEAL THEM OR TRADE FOR
THEM. IF HE BECOMES VERY LOW ON SUPPLIES, SOME OF HIS TROOPS MAY
DESERT, AND HE WILL BE LESS EFFECTIVE IN AN ATTACK ON BRIGHT
STAR.

MAP

CLICK ON THE SMALL MAP ON THE UPPER LEFT-HAND PORTION OF THE
SCREEN TO REVEAL A LARGE MAP OF AFGHANISTAN. THIS MAP WILL SHOW
YOU THE LOCATION OF THE ARCHER'S TROOPS AND THE SOVIET TROOPS IN
AFGHANISTAN. THE APPROXIMATE POSITION OF THE SOVIET BRIGHT STAR
COMPLEX WILL ALSO BE SHOWN. RIGHT-CLICK TO RETURN TO THE ARCHER
SCREEN.

ATTACK BRIGHT STAR

ONCE YOU HAVE DECIDED THAT THE SOVIETS HAVE MADE TOO MANY AD-
VANCES, AND ARE NEARING COMPLETION OF THE BRIGHT STAR PROJECT, YOU
MAY CHOOSE TO SEND THE ARCHER ON A RAID OF THE SOVIET COMPLEX.
POINT AT THE ATTACK BRIGHT STAR BOX AND CLICK. IF THE ARCHER IS
NOT CLOSE ENOUGH TO BRIGHT STAR TO LAUNCH A RAID, YOU WILL BE
GIVEN A MESSAGE TO THAT EFFECT. YOU MUST WAIT A LITTLE WHILE AND
TRY AGAIN.

NOTE: MAKE SURE THAT THE ARCHER HAS PLENTY OF SUPPLIES BEFORE YOU
LAUNCH AN ATTACK ON BRIGHT STAR.







36







37


THE ATTACK ON BRIGHT STAR TAKES PLACE IN THE FORM OF AN INTERAC-
TIVE ARCADE SEQUENCE. EVEN IF YOU ARE PLAYING WITH A JOYSTICK OR
MOUSE, YOU WILL NEED TO USE THE KEYBOARD TO CONTROL THE ARCHER.

USE THE FOLLOWING KEYS TO CONTROL THE ARCHER.

SPACE BAR
FIRE THE ARCHER'S GUN

M - DENOTES A MINE

ARROW KEYS
CONTROL THE ARCHER'S MOVEMENTS

WHEN THE RAID BEGINS, YOU WILL SEE THE BRIGHT STAR COMPLETELY FROM
ABOVE. THE ARCHER IS THE MAGENTA (PINK) COLORED MAN ON THE OUTSIDE
OF THE COMPLEX. YOU CAN MOVE THE ARCHER IN ANY DIRECTION. THE
BRIGHT STAR COMPLEX IS VERY LARGE AND DOES NOT FIT ON ONE SCREEN.
NEW SECTIONS OF THE COMPLEX WILL APPEAR AS THE ARCHER WALKS TO THE
EDGE OF THE CURRENT SCREEN. THE ARCHER WILL NEED TO PENETRATE THE
WALLS OF THE COMPLEX TO REACH THE EQUIPMENT AND SCIENTISTS. TO
GET
THROUGH WALLS, THE ARCHER MUST FACE THE WALL AND USE A MINE (M).
USE THE ARCHER'S GUN AGAINST THE SOVIET PERSONNEL THE RED MEN ARE
THE SOVIET ARMY TROOPS. THE CYAN (LIGHT BLUE) MEN ARE THE SOVIET
SCIENTISTS. YOU CAN SET BACK THE BRIGHT STAR PROJECT GREATLY IF
YOU ELIMINATE THE SCIENTISTS.

THERE IS ALSO ONE DARK BLUE MAN (VGA AND EGA). THIS IS COLONEL
BONDERENKO, THE LEADER OF THE BRIGHT STAR PROJECT. IF YOU CAN
KILL HIM, YOU WILL GREATLY IMPEDE THE SOVIET PROGRESS.

IF THE ARCHER CAN REACH THE INNERMOST ROOMS OF THE COMPLEX HE WILL
BE ABLE TO DESTROY THE SOVIET EQUIPMENT AND COMPUTERS. THE ARCHER
MUST FACE A PIECE OF EQUIPMENT AND USE A MINE (M) TO BLOW IT UP.




37





38



GAUGES

THERE ARE FOUR GAUGES ON THE RIGHT-HAND SIDE OF THE SCREEN.
THEY WILL INDICATE ARCHER DAMAGE, ENEMY DAMAGE, BULLETS, AND
MINES.

ARCHER DAMAGE

THIS WILL SHOW YOU HOW MUCH DAMAGE THE ARCHER HAS SUSTAINED. IF
THIS REACHES 100, THE ARCHER IS KILLED. THE ARCHER CAN BE INJURED
BY GUN FIRE.

ENEMY DAMAGE

THIS INDICATES THE AMOUNT OF DAMAGE THAT THE ARCHER HAS INFLICTED
ON BRIGHT STAR. THIS INCLUDES DAMAGE TO EQUIPMENT AND PERSONNEL.


BULLETS

THIS SHOWS HOW MANY BULLETS THE ARCHER HAS LEFT IN HIS GUN.


MINES

THIS SHOWS HOW MANY MINES THE ARCHER HAS LEFT TO USE

FIGHTING IN AFGHANISTAN

AT VARIOUS TIMES, THE ARCHER WILL CARRY OUT A RAID ON SOVIET
TROOPS IN AFGHANISTAN. AT OTHER TIMES, SOVIET TROOPS WILL CARRY
OUT A RAID ON THE ARCHER AND HIS TROOPS. IF THE ARCHER IS IN THE
AGGRESSIVELY ATTACK MODE, THIS MIGHT HAPPEN QUITE OFTEN. IF
EITHER OF THE ABOVE RAIDS OCCURS, YOU WILL GET A MESSAGE ON YOUR
SCREEN TO PREPARE FOR BATTLE.

HE RAIDS IN AFGHANISTAN TAKE PLACE IN THE FORM OF INTERACTIVE
ARCADE SEQUENCES. EVEN IF YOU ARE PLAYING WITH A JOYSTICK OR
MOUSE, YOU WILL NEED TO USE THE KEYBOARD TO CONTROL THE ARCHER.


USE THE FOLLOWING KEYS TO CONTROL THE ARCHER.

SPACE BAR -FIRE THE ARCHER'S GUN.

M - PLACE A MINE. A MINE WILL BLOW UP IN 5 SECONDS, OR IF A JEEP O
R TANK HITS IT.

A - FIRE A SHORT RANGE MISSILE.





38





39



S - FIRE A STINGER MISSILE. THIS IS A LONG RANGE MISSILE BUT USE!
UP A LARGE PORTION OF YOUR AMMUNITION.

ARROW KEYS -CONTROL THE ARCHER'S MOVEMENTS.

WHEN THE RAID BEGINS, YOU WILL SEE THE DESERT FROM ABOVE. THE
ARCHER IS THE MAGENTA (PINK) COLORED MAN. THE ARCHER WILL NEED TO
DESTROY AS MANY SOVIET TROOPS, PLANES TANKS, AND JEEPS AS POSSI-
BLE. USE THE ARCHER'S GUN AGAINST THE SOVIET PERSONNEL. USE ONE OF
THE MISSILES AGAINST PLANES, TANKS, AND JEEPS. THE MISSILE WILL
FIRE IN WHICHEVER DIRECTION THE ARCHER IS FACING. THE ARCHER CAN
WALK IN ANY DIRECTION. HE CAN WALK OFF OF THE TOP, BOTTOM, OR
EITHER SIDE OF THE CURRENT SCREEN, AND A NEW SCREEN WILL APPEAR.
THE RAID ONLY LASTS A SHORT PERIOD OF TIME. THEREFORE, THE ARCHER
WILL NEED TO ACT QUICKLY TO INFLICT AS MUCH DAMAGE AS POSSIBLE ON
THE SOVIETS.

GAUGES

THERE ARE FOUR GAUGES ON THE RIGHT-HAND SIDE OF THE SCREEN. THEY
WILL INDICATE ARCHER DAMAGE, ENEMY DAMAGE, BULLETS, AND AMMO.

ARCHER DAMAGE

THIS WILL SHOW YOU HOW MUCH DAMAGE THE ARCHER HAS SUSTAINED. IF
THIS REACHES 100, THE ARCHER MUST RETREAT WITH HIS TROOPS. THE
ARCHER CAN BE INJURED BY GUN OR ROCKET FIRE.

ENEMY DAMAGE

THIS INDICATES THE AMOUNT OF DAMAGE THAT THE ARCHER HAS SUSTAINED.
IF THIS REACHES 100, THE ARCHER MUST RETREAT WITH HIS TROOPS. THE
ARCHER CAN BE INJURED BY GUN OR ROCKET FIRE.

ENEMY DAMAGE

THIS INDICATES THE AMOUNT OF DAMAGE THAT THE ARCHER HAS INFLICTED
ON THE SOVIET TROOPS. THIS INCLUDES DAMAGE TO VEHICLES AND PERSON-
NEL.

BULLETS

THIS SHOWS HOW MANY BULLETS THE ARCHER HAS LEFT IN HIS GUN.

AMMO

THIS SHOWS HOW MANY MINES AND MISSILES THE ARCHER HAS LEFT TO USE.
REMEMBER, LONG RANGE MISSILES USE A LARGE PERCENTAGE OF THIS EACH
TIME ONE IS USED.



39






40


USING SATELLITE RECONNAISSANCE

WHEN YOU SELECT THE SATELLITE RECONNAISSANCE OPTION ON THE STRATE-
GIC CONTROL CENTER SCREEN, THE SATELLITE RECONNAISSANCE SUB-SCREEN
WILL APPEAR.

BOTH THE AMERICANS AND THE SOVIETS HAVE THE ABILITY TO LAUNCH FOUR
DIFFERENT TYPES OF SATELLITES: LASER TARGETS, GROUND RECON, TAR-
GETING SYSTEM, AND TRACKING NETWORK.

LASER TARGETS

A LASER TARGET IS BASICALLY SOMETHING TO SHOOT AT. DURING YOUR
INITIAL TEA CLIPPER TESTS, YOU WILL BE AIMING AT TARGETS ON THE
GROUND, IN YOUR TEST LAB. LATER ON, YOU WILL NEED SOMETHING UP IN
THE SKY TO SHOOT AT. THE LASER TARGET CAN HELP TEST THE FINE-AIM
OF YOUR LASER SYSTEM. YOU DON'T SHOOT IT WITH A LOT OF POWER, OF
COURSE... AT LEAST, NOT INTENTIONALLY.

GROUND RECON

WHEN YOU HEAR ABOUT SATELLITE PHOTOS, THESE ARE THE SATELLITES
THAT TAKE THEM. THESE SATELLITES ARE HIGHLY SPECIALIZED, EXPENSIVE
AND DELICATE. WITH PLENTY OF THEM IN THE SKY, YOU'LL BE ABLE TO
FIND THE EXACT LOCATION OF THE BRIGHT STAR COMPLEX AS WELL AS
TRACK ARCHER AND THE SOVIET INVADERS IN AFGHANISTAN.

TARGETING SYSTEM

THE TARGETING SYSTEM SATELLITES DIRECT THE FULL-POWER LASER BEAM
TO ITS TARGET. BY REFLECTING OFF ONE OR MORE TARGETING SATEL-
LITES, THE LASER CAN REACH TARGETS ON THE GROUND, AT SEA,
THE AIR, OR EVEN IN SPACE.

THIS TYPE OF SATELLITE CONTAINS A VERY HIGH-REFLECTIVITY MIRROR
AND AN INCREDIBLY ACCURATE GYRO-POSITIONER.

TRACKING NETWORK

THIS IS THE 'EARLY WARNING NETWORK.' THESE SATELLITES BLANKET THE
SKY WITH SENSITIVE DETECTORS TO REPORT ON SATELLITE OR MISSILE
LAUNCHES. THESE WON'T BE VERY IMPORTANT TO



40




41

YOU DURING THE EARLY PHASES OF TEA CLIPPER, BUT AS YOUR LASER
NEARS COMPLETION, THESE WILL FORM A VITAL PART OF YOUR COMPLETE
LASER DEFENSE SYSTEM.

USA

FOR EACH TYPE OF SATELLITE, THERE IS A NUMBER INDICATING THE
NUMBER OF SATELLITES THAT THE AMERICANS HAVE IN ORBIT OF THIS
TYPE. IN ADDITION TO THE FOUR TYPES OF SATELLITES DISCUSSED ABOVE,
THERE ARE SATELLITES THAT ARE CLASSIFIED AS SPACE JUNK. AFTER A
SATELLITE HAS USED UP ITS POWER, IT CAN NO LONGER BE USED. WHEN
IT BECOMES COMPLETELY INOPERABLE, IT IS RE-CLASSIFIED AS SPACE
JUNK.

USSR

FOR EACH TYPE OF SATELLITE,THERE IS A NUMBER INDICATING THE NUMBER
OF SATELLITES THAT THE SOVIETS HAVE IN ORBIT OF THIS TYPE. IN
ADDITION TO THE FOUR TYPES OF SATELLITES DISCUSSED ABOVE, THERE
ARE SATELLITES THAT THE AMERICANS CANNOT IDENTIFY. THESE ARE
LISTED AS UNKNOWN.

WORLD MAP

THE MAP ON THIS SCREEN WILL SHOW YOU THE ORBITS OF ALL OF THE
AMERICAN AND SOVIET SATELLITES. SOVIET SATELLITES ARE SHOWN AS X'S
WITH A RED CENTER, THE AMERICAN SATELLITES ARE ROUND WITH A WHITE
CENTER.

CLICK ON THIS MAP TO REVEAL A FULL SCREEN VERSION. CLICK ON THE
BACK BUTTON, OR RIGHT-CLICK TO RETURN TO SATELLITE RECON SCREEN.

LAUNCH SATELLITE

THE AMERICANS LAUNCH THEIR SATELLITES ABOARD ONE OF THE SPACE
SHUTTLES. TO PREPARE FOR A LAUNCH, POINT AT LAUNCH PREP BUTTON
BELOW WHICHEVER TYPE OF SATELLITE YOU WANT TO LAUNCH, AND CLICK.
THE LAUNCH SUB-SCREEN WILL APPEAR. IF A LAUNCH IS SCHEDULED, A
CHECKMARK WILL APPEAR ON THE CORRESPONDING LAUNCH PREP BUTTON.



41





42

ON THE LOWER LEFT-HAND PORTION OF THE SCREEN ARE SEVERAL IMPORTANT
PIECES OF INFORMATION.

LAUNCH WINDOW

THIS WILL SHOW YOU THE TIME FRAME THAT THE SHUTTLE MUST BE
LAUNCHED IN. THE LENGTH OF THE COUNTDOWN WILL BE RELATED TO THIS
WINDOW. THE SMALLER THE WINDOW, THE SOONER THE SHUTTLE CAN BE
LAUNCHED. HOWEVER, IF THE WINDOW BECOMES TOO SMALL, THE COUNTDOWN
WILL HAVE TO WAIT UNTIL THE NEXT WINDOW.

TECHNOLOGY LEVEL

AS RESEARCH AND TIME PROGRESS, THE TECHNOLOGY USED ON AMERICAN
SATELLITES WILL INCREASE. THIS NUMBER WILL SHOW THE CURRENT LEVEL
OF TECHNOLOGY. WHEN THIS LEVEL INCREASES, OTHER SATELLITES ALREADY
IN ORBIT BECOME OUTDATED. OUTDATED SATELLITES ARE STILL USABLE,
BUT DO NOT UTILIZE THE LATEST TECHNOLOGY.

SATELLITES TO GO

THIS WILL SHOW YOU HOW MANY MORE SATELLITES OF THIS TYPE YOU CAN
LAUNCH BEFORE THE ORBIT IS FULL. THE MOST EFFECTIVE SDI ,SYSTEM
WOULD HAVE A FULL ORBIT OF EACH TYPE OF SATELLITE. HOWEVER, IT IS
POSSIBLE TO COMPLETE TEA CLIPPER WITHOUT COMPLETELY FILLING ALL
ORBITS. SINCE THE ORBIT IS FULL, YOU CAN ONLY REPLACE OUTDATED
SATELLITES WITH NEW ONES.

AVAILABLE FOR LAUNCH

SATELLITES MUST BE BUILT, SO YOU DO NOT ALWAYS HAVE SATELLITES
AVAILABLE. THIS NUMBER WILL INDICATE HOW MANY SATELLITES
ARE COMPLETE AND READY TO BE LAUNCHED. IF NONE ARE CURRENTLY
AVAILABLE, YOU WILL NEED TO WAIT UNTIL ONE BECOMES AVAILABLE.

TIME UNTIL LAUNCH

IF A LAUNCH HAS BEEN SCHEDULED, THIS WILL SHOW YOU THE COUNTDOWN
IN HOURS. WHEN THE COUNTDOWN IS ABOUT TO EXPIRE, A BOX WILL
APPEAR ON THE SCREEN AND COUNT OFF THE FINAL SECONDS. YOU WILL
THEN SEE THE SATELLITE DEPLOYED. IF YOU HAVE THE GRAPHICS ANIMA-
TION TOGGLED OFF, YOU WILL ONLY BE NOTIFIED OF THE LAUNCH ON THE
TELEGRAM LINES.




42






43

ACROSS THE TOP RIGHT-HAND SIDE OF EACH OF THE LAUNCH SCREENS ARE
YOUR FOUR OPTIONS FOR LAUNCHING SATELLITES. TO SELECT ONE, POINT
AT THE APPROPRIATE BOX AND CLICK

FILL GAP IN ORBIT

THIS WILL SCHEDULE THE LAUNCH OF A SATELLITE TO FILL A GAP NOT
OCCUPIED BY ANOTHER SATELLITE OF THIS TYPE. ALL OF YOUR INITIAL
LAUNCHES WILL BE OF THIS TYPE, AS YOU ESTABLISH A NETWORK OF
SATELLITES.

ABORT LAUNCH

THIS WILL CANCEL A LAUNCH IF A COUNTDOWN IS IN PROGRESS.

POSTPONE LAUNCH

THIS WILL HOLD THE COUNTDOWN AT ITS CURRENT PLACE UNTIL YOU CLICK
ON THIS BUTTON AGAIN TO RESUME THE COUNTDOWN.

REPLACE OLD

AFTER SATELLITES HAVE BEEN IN ORBIT FOR SOME TIME, THEY BECOME
OUTDATED. USE THIS OPTION TO SCHEDULE THE LAUNCH OF A SATELLITE TO
REPLACE ONE OF THIS TYPE THAT HAS BECOME TECHNOLOGICALLY OBSO-
LETE.

RISK OF LAUNCH DETECTION BY SOVIETS

THIS INDICATOR WILL SHOW YOU THE PROBABILITY OF THE SOVIETS
DETECTING THE LAUNCH OF A MILITARY SATELLITE. IF THE RISK IS VERY
HIGH, YOU MAY WANT TO POSTPONE THE LAUNCH.

ORBIT

ON THE LOWER RIGHT-HAND PORTION OF THE SCREEN IS THE ORBIT
TRACKING MAP. THIS MAP WILL SHOW YOU THE ORBIT OF ALL OF YOUR
SATELLITES OF THIS TYPE. SATELLITES THAT ARE STILL ACTIVE ARE
SHOWN IN BLUE, WHILE OUTDATED SATELLITES ARE SHOWN IN RED (WHITE
ON CGA).



43





44


USING PRESIDENTIAL REVIEW

WHEN YOU SELECT THE PRESIDENTIAL REVIEW OPTION ON THE STRATEGIC
CONTROL CENTER SCREEN, THE PRESIDENTIAL REVIEW
SUB-SCREEN WILL APPEAR.

IT IS IMPORTANT TO CONSULT WITH THE PRESIDENT ON A REGULAR BASIS.
HE WILL GIVE YOU VALUABLE INSIGHT INTO WHERE THE AMERICANS TEA
CLIPPER PROJECT STANDS IN RELATION THE SOVIET SYSTEM. ALSO, THE
PRESIDENT WILL BE THE FIRST ONE TO KNOW WHEN YOUR SDI SYSTEM IS
COMPLETE. HE WILL ALSO BE THE FIRST PERSON TO INFORM YOU IF THE
SOVIETS HAVE COMPLETELY DEPLOYED THE BRIGHT STAR SYSTEM.



SATELLITE DESTRUCTION

THIS IS WHERE ALL OF THE RESEARCH AND LAB TESTING COMES TO LIFE.
THE SATELLITE DESTRUCTION SEQUENCE WILL LET YOU TRACK AND FIRE
UPON ONE OF YOUR LASER TARGET SATELLITES. IF YOU ARE SUCCESSFUL IN
DESTROYING A SATELLITE, PROGRESS IN ALL OF YOUR DEPARTMENTS WILL
MOVE FORWARD.

YOU CAN NOT INITIATE THE SATELLITE DESTRUCTION SEQUENCE UNTIL YOU
HAVE PERFORMED AT LEAST ONE TEST. TO INITIATE THE SATELLITE DE-
STRUCTION SEQUENCE, PRESS THE K KEY. A SATELLITE TRACKING MAP WILL
APPEAR. ALL OF YOUR LASER TARGET SATELLITES WILL BE SHOWN AS THEY
MOVE THROUGH THEIR ORBITS. IN THE MIDDLE OF THE SCREEN WILL BE A
CROSSHAIR. YOUR GOAL IS TO LOCK-ON TO ONE OF THE LASER TARGET
SATELLITES AND F@RE FOUR SHOTS FROM YOUR LASER TO DESTROY THE
SATELLITE. ONCE COMPLETED, YOU CAN INITIATE THIS SEQUENCE AGAIN
UNTIL YOU HAVE PERFORMED AT LEAST ONE MORE TEST.

THE DIFFICULTY OF THIS TASK DEPENDS ON HOW ADVANCED THE RESEARCH
IN ALL OF @OUR DEPARTMENTS IS. USE THE UP, DOWN, LEFT, AND RIGHT
ARROW KEYS TO MOVE THE CROSSHAIR OVER ONE OF THE SATELLITES. IT IS
BEST TO ANTICIPATE THE PATH OF A SATELLITE AND INTERCEPT IT AS IT
MOVES PAST. THE SPEED AT WHICH THE CROSSHAIR MOVES IS DEPENDENT
UPON THE STATUS OF YOUR TARGETING DEVELOPMENT. THE MORE ADVANCED
YOUR TARGETING, THE FASTER THE CROSSHAIR WILL MOVE. IF YOUR TAR-
GETING RESEARCH IS STILL IN ITS EARLY PHASES, YOU MAY NOT EVEN BE
ABLE TO LOCK-




44





45

ON TO A SATELLITE. ABOVE THE LOCK-ON INDICATOR IS A GAUGE THAT
SHOWS YOU HOW MUCH TIME YOU HAVE TO LOCK-ON TO THE SATELLITE. THE
GAUGE STARTS ALL OF THE WAY UP AND YOU MAY LOCK-ON BEFORE IT GOES
ALL OF THE WAY DOWN. THE AMOUNT TIME THAT YOU HAVE TO LOCK-ON
DEPENDS ON HOW ADVANCE YOUR TRACKING IS.

IF THE CROSSHAIR PASSES DIRECTLY OVER THE CENTER OF A SATELLITE
THE LOCK-ON INDICATOR WILL LIGHT. YOUR TRACKING COMPUTERS WILL
ONLY BE ABLE TO MAINTAIN LOCK-ON FOR A FEW SECONDS. YOUR TRACKING
IS DEVELOPED WELL ENOUGH, YOU MAY BE ABLE REMAIN LOCKED-ON LONG
ENOUGH TO FIRE FOUR SHOTS.

ONCE YOU HAVE ACHIEVED LOCK-ON, YOU MUST PRESS THE SPACE BAR TO
FIRE THE LASER. JUST ABOVE THE FIRE INDICATOR IS A SMALL GRAPH.
THIS GRAPH INDICATES WHEN THE LASER CHARGED-UP FOR ANOTHER SHOT.
AFTER YOU FIRE A SHOT, YOU MUST WAIT FOR THIS GAUGE TO MOVE ALL
THE WAY TO THE RIGHT BEFORE, YOU CAN FIRE ANOTHER SHOT. FOUR SHOTS
ARE REQUIRED TO DESTROY THE SATELLITE. THE FIRE LIGHT WILL FLASH
EACH TIME YOU PRESS THE SPACE BAR. IF YOU MANAGE TO GET OFF FOUR
SHOTS
BEFORE YOU LOSE LOCK-ON, THE DESTROYED INDICATOR WILL LIGHT UP.

BECAUSE DESTROYING A SATELLITE REQUIRES ALL THREE OF YOUR
DEPARTMENTS TO WORK TOGETHER, IT IS NECESSARY THAT EACH DEPARTMENT
HAS DEVELOPED ENOUGH TECHNOLOGY TO ACCOMPLISH THE SATELLITE DE-
STRUCTION. IF YOUR POWER PRODUCTION IS LOW, THE LASER WILL NOT BE
ABLE TO FIRE FOUR CONSECUTIVE SHOTS. IF YOUR SOFTWARE IS NOT FAR
ENOUGH ADVANCED, THE COMPUTERS MAY NOT BE ABLE TO TRACK THE SATEL-
LITE CORRECTLY. IF TARGETING DEVELOPMENT IS LOW, YOU WILL NOT BE
ABLE TO LOCK UNTO A SATELLITE.

LABORATORY RESEARCH CAN ONLY ADVANCE DEVELOPMENT TO A CERTAIN
POINT. THE SATELLITE DESTRUCTION SEQUENCE APPLIES ALL OF YOUR
LABORATORY FINDINGS TO THE REAL WORLD. IT WILL GIVE YOU AN ACCU-
RATE GAUGE OF JUST HOW ADVANCED YOUR STRATEGIC DEFENSE SYSTEM HAS
BECOME. YOU CAN ATTEMPT TO DESTROY A SATELLITE AS MANY TIMES AND
AS OFTEN AS YOU WISH. HOWEVER, YOU MUST PERFORM AT LEAST ONE TEST
BETWEEN EACH SATELLITE DESTRUCTION SEQUENCE.



45





46


DEPARTMENT HEAD RESCUE

IF ONE OF YOUR DEPARTMENT HEADS IS KIDNAPPED BY THE KGB, AND YOU
HAVE SET THE RESCUE IF POSSIBLE OPTION IN FBI SECURITY, YOU WILL
SEE A NOTICE ON YOUR SCREEN TELLING YOU TO PREPARE FOR THE CHASE.
SEVERAL MINUTES MAY PASS AFTER THE KIDNAPPING BEFORE THE CHASE
BEGINS. THE SOVIETS HAVE YOUR SCIENTIST IN A VAN, AND ARE RACING
ALONG THE HIGHWAY TO THEIR SECRET COMMAND CENTER. YOU MUST PURSUE
THEM IN YOUR CAR AND RAM THE VAN FROM THE SIDE SO THAT IT MUST
STOP.

IF YOU ARE SUCCESSFUL IN STOPPING THE KIDNAPPERS, THE SCIENTIST
WILL RETURN TO WORK IMMEDIATELY. IF YOU ARE UNSUCCESSFUL IN YOUR
RESCUE EFFORT, YOU WILL NEED TO HIRE A NEW DEPARTMENT HEAD TO
REPLACE HIM/HER.

YOU WILL SEE THE CHASE FROM ABOVE. THE KIDNAPPERS ARE IN THE GRAY
VAN (LIGHT BLUE ON TANDY AND EGA, WHITE ON CGA), AND YOU ARE IN
THE BLUE CAR (MAGENTA ON CGA) AT THE BOTTOM OF THE SCREEN. YOU
MUST SPEED UP, AVOIDING THE OTHER CARS, AND REPEATEDLY BUMP INTO
THE KIDNAPER'S VAN TO DISABLE IT. USE THE FOLLOWING KEYS TO CON-
TROL YOUR CAR:

LEFT-ARROW - MOVE TO THE LEFT.

RIGHT-ARROW - MOVE TO THE RIGHT.

UP-ARROW - MOVE UP SLIGHTLY.

DOWN-ARROW - MOVE BACK SLIGHTLY.

1, 2, 3 - CONTROL YOUR SPEED. USE THE KEYS ON THE TOP ROW OF THE
KEYBOARD.

THERE ARE FOUR GAUGES ON THE RIGHT-HAND SIDE OF THE SCREEN.

FUEL

KEEP AN EYE ON THIS. IF YOU DRIVE TOO FAST YOU WILL BURN A LARGE
AMOUNT OF FUEL.

RPM

SHOW YOU HOW HARD YOUR ENGINE IS WORKING. THIS IS A GOOD
GAUGE OF HOW MUCH FUEL YOU ARE USING.




46





47

DAMAGE

THIS WILL SHOW YOU HOW MUCH DAMAGE YOUR CAR HAS SUSTAINED. IF IT
REACHES 100, YOU MUST STOP, AND THE KIDNAPERS WILL GET AWAY.

ENEMY DAMAGE

THIS WILL SHOW YOU HOW MUCH DAMAGE YOU HAVE INFLICTED ON THE
KIDNAPERS VAN. YOU MUST GET THIS VALUE TO 100 TO FORCE THEM TO
STOP.

WINNING THE GAME

IF YOU HAVE OUTPACED THE SOVIETS IN DEPLOYING YOUR MISSILE DEFENSE
SYSTEM, YOU WILL WIN THE GAME. IN ORDER TO COMPLETE DEVELOPMENT,
YOU MUST HAVE COMPLETED SUCCESSFUL TESTS IN ALL YOUR DEPARTMENTS,
AND DEPLOYED A SIGNIFICANT NUMBER OF EACH TYPE OF SATELLITE. YOUR
WORKING KNOWLEDGE GAUGES FOR EACH DEPARTMENT WILL SHOW YOU HOW
CLOSE YOU ARE GETTING.

AT THE SAME TIME, YOU MUST HAVE PREVENTED THE SOVIETS FROM
ADVANCING BRIGHT STAR TO THE POINT OF COMPLETION.

THE PRESIDENT WILL BE THE FIRST PERSON TO KNOW THAT THE U.S.
SYSTEM HAS BEEN COMPLETED. THEREFORE, YOU WILL NOT BE INFORMED
THAT YOU HAVE WON, UNTIL YOU CHECK THE PRESIDENTIAL REVIEW
SCREEN.

YOU WILL BE ASKED TO ENTER YOUR NAME ON THE HIGH SCORE SCREEN, IF
YOU HAVE ONE OF THE TEN FASTEST DEVELOPMENT TIMES.




47






48


SAVING THE GAME


WHILE ON ANY MENU SCREEN, PRESS THE S KEY TO SAVE THE GAME. '" ""
THERE ARE THREE SAVE POSITIONS, ALLOWING YOU TO SAVE THREE DIFFER-
ENT GAMES IN PROGRESS.

AFTER YOU PRESS THE S KEY, YOU WILL BE ASKED TO CHOOSE A SAVE
POSITION. PRESS 1, 2, OR 3. THE CURRENT GAME WILL BE SAVED AT
THAT EXACT POINT. YOU CAN THEN USE LOAD GAME AT A LATER TIME TO
RESUME THE GAME WHERE YOU SAVED IT.

IF YOU ARE GOING TO QUIT THE GAME, AND WANT TO RESUME PLAYING THE
SAME GAME LATER, MAKE SURE YOU SAVE BEFORE PRESSING ESC TO QUIT.

LOADING A GAME

WHILE ON ANY MENU SCREEN, PRESS THE L KEY TO LOAD A PREVIOUSLY
SAVED GAME. YOU WILL BE ASKED TO CHOOSE A SAVE POSITION TO LOAD
FROM. ENTER THE DESIRED NUMBER AND THE GAME WILL BE LOADED, AND
RESUME FROM THE POINT AT WHICH IT WAS SAVED.



BASED ON THE BOOK CARDINAL OF THE KREMLIN BY TOM
CLANCY. 1988 JACK RYAN ENTERPRISES, LTD. ALL RIGHTS
RESERVED. SOFTWARE 1990 BY INTRACORP, INC. ALL RIGHTS
RESERVED. CAPSTONE IS A TRADEMARK OF INTRACORP, INC
CARDINAL OF THE KREMLIN PLAYER'S GUIDE BY DAVID R
TURNER. 1990 INTRACORP, INC.


48


49


APPENDIX A
DEPARTMENT HEAD DOSSIERS



THIS SECTION CONTAINS DOSSIERS ON THE FIFTEEN PEOPLE AVAILABLE TO
FILL THE THREE DEPARTMENT HEAD POSITIONS: POWER SYSTEMS, SOFTWARE
DEVELOPMENT, AND TARGETING/MIRROR. THESE DOSSIERS ARE AVAILABLE
IN THE PROGRAM FOR YOU TO REFERENCE AT ANY TIME.

THE DOSSIERS LIST: NAME, DEPARTMENT, QUALIFICATIONS, EDUCATION, ID
NUMBER, AND ANY OTHER PERTINENT INFORMATION.

YOU MUST ALSO REFER TO THIS SECTION WHENEVER YOU LOAD THE PROGRAM.
AS EXPLAINED IN CHAPTER 1, YOU WILL BE ASKED TO IDENTIFY ONE OF THESE
SCIENTISTS. FIND THE CORRESPONDING PICTURE IN THIS SECTION AND ENTER
THE DEPARTMENT HEAD'S ID NUMBER.





A-1







A-2




ARIEN KIERKGAARAD

DEPARTMENT: POWER SYSTEMS

QUALIFICATIONS: DESIGNS VERY POWERFUL EFFICIENT LASERS.

EDUCATION: C.I.T.

OTHER: NORWEGIAN IMPORT, NOW NATURALIZED

ID # 13



MILTON THALES

DEPARTMENT: POWER SYSTEMS

QUALIFICATIONS: PIONEER IN LASER RESEARCH

EDUCATION: M.I.T.

OTHER: WIDOWER

ID # 14




A-2




A-3




NEWTON MENINGES

DEPARTMENT: POWER SYSTEMS

QUALIFICATIONS: EXPERT WITH LASER PUMPING SYSTEMS

EDUCATION: MIT PHD

OTHER: MARRIED 2 CHILDREN, NATIVE BOSTONIAN

ID # 9



ALEXANDER THEIBOLD

DEPARTMENT: POWER SYSTEMS

QUALIFICATIONS: DESIGNED RAIL GUN, EXPERT AT POWER FEEDS


EDUCATION: YALE, MIT

OTHER: NATIVE OF OHIO, MARRIED

ID # 10




A-3










A-4




WERNER KLAUS

DEPARTMENT: POWER SYSTEMS

QUALIFICATIONS: HIGH ENERGY PHYSICS SYSTEM DESIGNER

EDUCATION: HARVARD, PHD


OTHER: PARENTS WERE IMMIGRANTS NO FAMILY TIES

ID # 6



STAN KAMAZOTZ

DEPARTMENT: SOFTWARE DEV

QUALIFICATIONS: NETWORKING SYSTEMS DESIGNER


EDUCATION: UCLA

OTHER: UNATTACHED

ID # 3




A-4










A-5




MAJOR ALAN GREGORY

DEPARTMENT: SOFTWARE DEV.

QUALIFICATIONS: INTUITIVE GRASP OF SYSTEMS

EDUCATION: MIT


OTHER: INTEREST IN BEA TAUSSIG

ID # 4



HELENA TROY

DEPARTMENT: SOFTWARE DEV

QUALIFICATIONS: EXTENSIVE ARTIFICIAL INTELLIGENCE EXPERIENCE


EDUCATION: UNIV. OF ATHENS

OTHER: UNMARRIED, AMATEUR RADIO HOBBYIST

ID # 8




A-5






A-6




WALTER GILBERT

DEPARTMENT: SOFTWARE DEV.

QUALIFICATIONS: DATA TRANSFER SPECIALIST

EDUCATION: US AIR FORCE


OTHER: PUBLISHED NOVELIST, PEN NAME: MICHAEL DONOVAN

ID # 7



WILL GREEN

DEPARTMENT: SOFTWARE DEV

QUALIFICATIONS: SYSTEMS COMPILERS AND USER INTERFACES


EDUCATION: FLORIDA INT'L UNIV.

OTHER: ONCE NOMINATED FOR ALBERT EINSTEIN AWARD

ID # 15




A-6







A-7




RAY SZENIG

DEPARTMENT: TARGETING/MIRROR

QUALIFICATIONS: REFLECTOLOGY SPECIALIST

EDUCATION: UNIV. OF HELSINKI


OTHER: DIVORCED 3 TIMES

ID # 12



MOLLY ADAMS

DEPARTMENT: TARGETING/MIRROR

QUALIFICATIONS: SPECIAL SUBSTANCE ENGINEER


EDUCATION: UNIV. OF N. CAROLINA

OTHER: LARGE VIDEO GAME HOBBY

ID # 2




A-7









A-8




DR. BEA TAUSSIG

DEPARTMENT: TARGETING/MIRROR

QUALIFICATIONS: LARGE SYSTEMS DESIGN SPECIALIST

EDUCATION: MIT


OTHER: A LONG HISTORY OF INNOVATIVE BREAKTHROUGHS

ID # 1



WINSTON ZEDEMORE

DEPARTMENT: TARGETING/MIRROR

QUALIFICATIONS: SERVO MECHANISM SPECIALIST


EDUCATION: GEORGIA TECH

OTHER: SOLAR ENERGY BUFF, MANY PATENTS PENDING

ID # 11




A-8








A-9




KATHY FRESCO

DEPARTMENT: TARGETING/MIRROR

QUALIFICATIONS: THEORETICAL LIGHT AND PARTICLE PHYSICS GENIUS

EDUCATION: CALIF. INSTITUTE OF TECH


OTHER: ART LOVER

ID # 5


A-9





APPENDIX B

GLOSSARY

BLOOMING: DISTORTION OF A LASER BEAM IN AN ATMOSPHERE CAUSED BY
THE IONIZATION OF AIR MOLECULES.

BRIGHT STAR: THE CODENAME FOR THE SOVIET STRATEGIC LASER DEFENSE
SYSTEM.

DISCRIMINATION: DETERMINING THE IDENTITY OF A SPACE-BORNE OB-
JECT.

GROUND RECONNAISSANCE SATELLITE: A SATELLITE THAT PERFORMS HIGH-
ALTITUDE ESPIONAGE BY SENDING PICTURES AND DATA.


LASER BEAM COHERENCY: THE DEGREE OF SPREADING THAT A BEAM HAS AS
IT GETS FARTHER FROM THE SOURCE.

LASER TARGET SATELLITE: A SATELLITE THAT IS USED AS A TARGET FOR
LASER TESTING.

LAUNCH WINDOW: TIME PERIOD IN WHICH THE LAUNCH OF THE SPACE SHUT-
TLE CAN SAFELY TAKE PLACE.

MOLE: A INTELLIGENCE OFFICER FOR AN UNFRIENDLY COUNTRY THAT
HAS BEEN PLACED IN A JOB IN A FRIENDLY COUNTRY FOR THE PURPOSE OF
GATHERING INFORMATION.

POWER GENERATING CAPACITY: THE ABSOLUTE MEASURE OF A LASER'S
POWER TO DESTROY.

PUMPING EFFICIENCY: A MEASURE OF HOW LITTLE OF A LASER'S POWER IS
WASTED IN GENERATING HEAT.

REPEATABILITY: ABILITY OF A MIRROR TO ACHIEVE THE SAME TARGETING
ANGLE OVER AND OVER.

SIMULTANEITY: THE ABILITY OF SOFTWARE TO TRACK MULTIPLE
SPACE-BORNE OBJECTS, WHILE HANDLING MIRROR MOVEMENTS
AND VECTOR UPDATES.




B-1








B-2


SPACE JUNK: AN OBJECT IN ORBIT THAT IS NO LONGER USABLE.

TARGETING SYSTEM SATELLITE: A SATELLITE USED TO REFLECT AND AIM A
LASER BEAM AT A TARGET.

TEA CLIPPER: THE CODENAME FOR THE AMERICAN STRATEGIC LASER DE-
FENSE SYSTEM.

TECHNOLOGY LEVEL: NUMERIC VALUE SHOWING THE CURRENTLY AVAILABLE
SATELLITE TECHNOLOGY. TRACKING NETWORK SATELLITE: A SATELLITE USED
TO IDENTIFY AND TRACK MISSILES.

TRACKING SPEED: THE RATE AT WHICH A MIRROR CAN MAINTAIN AIM ON A
MOVING TARGET.

WORKING KNOWLEDGE: KNOWLEDGE THAT HAS BEEN PROVEN THROUGH TEST-
ING.


B-2 APPENDIX B: GLOSSARY

SKID ROW SKID ROW SKID ROW SKID ROW SKID ROW SKID ROW SKID ROW