
     These are the FULL DOX for Battle Isle 2             5-1-94

        In general, if you have read my Quick DOX on battle Isle, then you
     know some of the basics in the game. Surround the opponent and
     obliterate him is the nutshell explanation of the overall game
     objective. You of course will get a mission briefing for each "map"
     and that briefing will outline exactly how to "win" the map and
     proceed to the next. The game feature 20 1 player maps and a large
     amount of multiplayer maps. You can play a map or play a campaign
     which allows you to gain experience points depending on your
     performance. You can then use those points in the installations of the
     next map to increase a units experience before it even sees the combat
     resolution screen. This is a fine war game indeed and I encourage all
     to stick with those tough maps and see it through to the end. You will
     face some of the toughest strategy situations possible in any wargame
     and always remember that the shortest way from point "A" to point "B"
     in Battle Isle 2 isn't necessarily a straight path! It will take
     cunning, original planning, unique puzzle solving, as well as
     determination and resolve in most of the maps. I can't wait for the
     U.S. CD-ROM release of this great game, and after playing, I am sure
     you will want it is well. Well, enough about the obvious, let's get to
     the nuts and bolts of Battle Isle 2.



     GAME MENUS

        The main menus in the game are pretty self explanatory and can be
     accessed in the game by typing "F1". You can load/save a game, change
     attributes in the games such as players and skill levels, alter other
     facets in the game, and even "jump" to another map via the map
     password option. I recommend saving games often because starting some
     of these maps from scratch will be a grand undertaking. If you hit
     "F2" during game play, you will toggle on/off the battle resolution
     screen which displays the combat and it's results. This is a way to
     expressly see combats resolved or to see the long and visually
     delightful resolution of combat.

     PLAY A MAP

        Select this to play a single map that will not connect to the next
     one.

     PLAY A CAMPAIGN

        Select this to play the full 20 map series interconnected by the
     awarding of campaign experience points. After the completion of a map,
     you will be shown the amount of campaign points that you have earned
     to be distributed to units within installations while playing the next
     map.

     CONTROLS

        The is best controlled by a mouse but a keyboard can be utilized
     with much painstaking effort. To use the keyboard, just manipulate the
     cursor with the arrow keys and then use the spacebar for selecting.
     The mouse is definitely the best way to play the game. To use the
     mouse, move the cursor around and then click and HOLD the left mouse
     button. Often times while holding the left mouse button, you will see
     more icons "pop-up" and when you then position the cursor over your
     selection, you can activate the icon by then "letting off" the mouse
     button. To cancel/backup a selection, click the right mouse button.

     ICONS

        The following is a list of icons and their detailed description:

     4-WAY ARROWS - Move unit.
     ! - Special actions (i.e. refuel, build, rearm, etc.)
     2-WAY ARROWS - End the current game turn.
     i - Info on a unit and get unit description.
     EYE - See overhead map.
     CHEST - See contents of an installation or transport unit.
     WRENCH - Repair a unit.
     HAMMER - Build a unit.
     OIL DRUM - Refuel a unit.
     STAR - Select this to distribute campaign experience.
     X -Cancel/leave or use right mouse button.
     FIST - Fight unit in range.
     ROAD - Build road, found after ! icon being selected.
     RAILS - Build rails, found after ! icon.
     A - Fire weapon "A".
     B - Fire weapon "B".
     C - Fire weapon "C".
     D - Fire weapon "D".
     MENU - Select menu options.
     < > - Replays last message received.
     ? - Mission briefing replay.
     i - In menu, it gives overall battle details.
     ARROW UP - Tells high altitude aircraft to climb. Found after
     movement.
     ARROW DOWN - Tells submersibles to submerge. Found after movement.

     OBJECTIVES

        Most of the time you will be required to either capture all the
     enemy installations OR completely annihilate the enemy. But this is
     not always the case so pay close attention to your mission briefing
     for better details. Sometimes the briefing is rather slow and it will
     require a little waiting to get through the pages of text offered.
     WAIT until you see the RED text listing the mission objectives before
     you cancel the screen with the right mouse button.

     MAIN SCREEN

        The main screen consists of several windows that contain vital
     information. From left to right these are detailed as follows:

     1) 6 squares - This is the "pop-up" icon area. Icons will always be
     selected in this area and are also found inside installations.
     2) Long thin window - This is the TEXT BAR. When the cursor is on top
     of an icon, a description of what that icon does is displayed in the
     text bar. Other info is sometimes displayed here as well.
     3) Small square - This is the unit experience box. A small white shape
     normally appears here. The shape or symbol represents how experienced
     the selected unit is. The more experience a unit has, the better it
     can attack/defend.
     The symbols go from 1 verticle line to an X. There are 15 levels of
     experience. You will soon learn the different stages of experience and
     their graphic equivalent with game play.
     4) Small thin window - This is where the selected unit's name will
     appear. This identifies the vehicle by name.
     5) Red boxed bar - This is the unit "hit point" bar. Each yellow box
     represents the capacity for a hit point and each red box in the line
     indicates a unit hit point that is present and available to "lose".
     All units start the map at full hit point capacity. Each hit point
     represents an actual element in the unit. In other words the unit is a
     group of elements. A unit of tanks consist of 10 tanks. When 1 tank is
     killed, a hit point will be taken off the hit point bar which will
     display 9 red boxes and 1 yellow box.
     6) Yellow line - This is the selected units "fuel gauge". The fuel
     gauge will slowly recede and display blue as the unit moves around the
     map screen. When all the yellow disappears, then the blue line will
     start receding and start displaying red. When you run out of the blue
     line, you unit is out of gas. Be careful about planes that run out of
     gas because they will crash within a couple of turns unless a tanker
     plane refuels them. Most maps don't have tanker planes so be very
     careful.
     7) Far right vertical window - This is the "ammo box". This displays
     the selected units ammo reserves and what weapon types the unit has.
     The number of times a weapon can be used is displayed in a number and
     they weapon type is displayed in a small graphical icon next to the
     number. The graphical icons are described below:

     BIG GUN - Large shells.
     SMALL GUN - Small arms weapons.
     DIAGONAL LINE UP - Ground to air missiles.
     LINE CURVING DOWN WITH DARK BACKGROUND - Depth charges.
     DIAGONAL LINE DOWN - Air to ground missiles.
     STRAIGHT LINE DOWN - Bombs.
     "HIGH" HORIZONTAL LINE - Air to air missiles.
     "LOW" HORIZONTAL LINE - Ground to ground missiles.
     DIAGONAL LINE UP WITH DARK BACKGROUND - Torpedoes.
     GRENADES - Ammo to replenish other LAND units.
     BOMBS - Ammo to replenish other AIR units.
     BOXES - Materials to repair other units.

     THE MAP

        The map consists of hexagons. A unit occupies the hexagon in is
     found/placed in. A unit cannot be stacked or moved into a "hex"
     occupied by another unit. In each hex, there is a graphical terrain
     identifier. Terrain has different effects on battle and will be
     discussed later. The areas of the map that your units can see are
     "clear" and visible. The darker areas are unexplored and the darkened
     but explored areas of the map are hexes that cannot presently be seen
     by your units. See "Fog Of War" for more details.

     INSTALLATIONS

        On the map. other than terrain, you will find buildings or
     installations. These installations are used to
     build/repair/house/refuel/rearm units. Each occupy able building has a
     "dot" that is the same color as the force that controls it. Buy
     claiming an neutral or enemy building, you will change the dot to your
     color signifying that you own it as well as gaining control of the
     facilities. Each building has a certain capacity to do the above
     mentioned functions and are described in greater detail below:

     1) HEADQUARTERS - This is the largest building on the map. It is
     usually your HQ and may not always appear on every map. If an enemy
     moves a capturing unit into your HQ, then you immediately LOSE!
     Headquarters can repair/refuel/rearm/build.
     2) CITIES - Cities are just like depots, they can refuel/rearm/repair.
     They look like small squares.
     3) DEPOTS - Depots are just like cities but are mainly small bases for
     military purposes. They can refuel/rearm/repair.
     4) AIRSTRIPS - Airstrips have the proverbial "runway" protruding from
     the main building. These can build/repair/refuel/repair. Air units can
     only utilize airstrips.
     5) PORTS - Ports are installations located in the water zones. They
     can build/refuel/repair/rearm. Ships can only utilize a port.
     6) HIDDEN BASES - Sometimes on a mission you will get special
     information detailing a possible hidden base. These can
     build/rearm/repair/refuel but not always build.

        Inside the installation, you will see the general unit description
     screen that is identical to the unit description obtained in the field
     on a particular unit. See "Unit Descriptions" for more details. As
     well as this information, there are more things to pay close attention
     to. From the right top to the bottom;

     1) E - "E" stands for current energy. Energy is needed to refuel/rearm
     as well as build units.
     2) M - "M" stands for materials which are needed to repair a unit as
     well as build a unit.
     3) E+ - Represents the amount of additional energy received on the
     next turn.
     4) M+ - Represents the amount of materials received on the next turn.
     5) LAND - Represents the amount of land campaign experience points
     that can redistributed to land units.
     6) SEA - Represents the amount of sea campaign experience points
     available to distribute to sea units.
     7) AIR - Represents the amount of air campaign experience points
     available to distribute to air units.
     8) BLUE SQUARES - These are either occupied by a unit or empty which
     indicates a space available for a unit.

     *NOTE - The amount of campaign experience available is displayed
     universally at all installations and can be distributed at any
     installation. Use the star icon to activate the campaign experience
     menu. Then select either 1,2,3 or 4 points to distribute to the unit.
     The unit will then be grayed out since it takes a turn to train the
     unit.

     UNIT DESCRIPTIONS

        The unit description screen displays very important information
     regarding the selected unit. This screen also appears in an
     installation depending on what unit is selected within the
     installation. The description screen is explained below:

     1) UNIT PICTURE -You will see a large, rendered picture of the unit
     selected.
     2) UNIT NAME - Displays the information on the unit as far as name and
     unit purpose.
     3) WEAPONS LIST - Below the unit picture, you will see the weapons
     chart. The information is provided in a row/column format. Reading
     across, each line displays POWER, ROUNDS, RANGES (higher is better).
     4) EYE - This states how many hexes in a radius that the unit can
     uncover or "see" which exposes enemy units within range (see Fog Of
     War).
     5) 4-WAY ARROWS - Displays the movement points the unit posses per
     turn (see terrain and movement).
     6) OIL DRUM - This displays the cost in "E" to refuel the unit.
     7) WALL - Displays the armor strength of the unit (higher is better).
     8) FLAG - This indicates the unit is a "CAPTURE" unit which means you
     can use this to capture installations. ONLY capture units have this
     ability so guard them well.
     9) UP/DOWN ARROWS - This indicates that the unit is either a high
     altitude aircraft or a submersible. These units will be invisible to
     the opponent when high/submerged.
     10) SHOVEL - This indicates that the unit is a field construction unit
     that can alter the map.
     11) HAMMER - The hammer has 2 numbers besides it. The top number
     represents "E" and the bottom represents "M" required to build a unit.
     In other words, this is how much E and M the unit "costs".

     BUILDING UNITS

        To build a unit, go to a production installation and left click on
     an empty blue square. Then select the HAMMER icon. The screen will
     change to show all the units that are with your capability to create.
     Left click on a unit that you wish to build and the unit will appear
     in the installation as the screen reverts back to normal.

     BUILDING ROADS/RAILS/FORTS

        The specific units capable of building roads, rails, and forts are
     listed in the units list. TO build, left click on the unit, either
     move it or immediately go to the "!" icon and select it. Then select
     one of the highlighted hexes adjacent to the unit and keep holding the
     left mouse button down. Position the cursor over the icon that
     represents what you wish to build and then let off the mouse button.
     You have just built something and it will be represented immediately
     on the map.

     REPAIRING UNITS IN AN INSTALLATION

        To repair in an installation, the unit must have moved into the
     building on the previous turn. The "colored" unit can then be selected
     while holding down the left mouse button. Then position the cursor
     over the WRENCH icon and let off the mouse button. You just repaired a
     unit and the appropriate costs are taken from the installation
     reserves. It costs 1 energy unit for every 'hit point" or element
     replaced in a unit so use the field repairs whenever possible and save
     the installations for building new units.

     REFUELING UNITS IN AN INSTALLATION

        To refuel in an installation, the unit must have moved into the
     building on the previous turn. The "colored" unit can then be selected
     by holding down the left mouse button. Then select the OIL BARREL icon
     and let off the mouse button. You have just refueled the unit and the
     appropriate costs are taken from the installation reserves.

     REPAIRING/REFUELING IN THE FIELD

        To repair/refuel in the field, you will move the
     repairing/refueling unit adjacent to the target unit. Then select the
     "!" icon and then click on the unit to be repaired/refueled. The costs
     will be deducted from the reserves in the repair/refuel vehicle and
     the target unit will be replenished.

     MOVEMENT

        To move a unit, position the cursor over the "colored" unit and
     left click the mouse and HOLD the button down. Then position the
     cursor over the 4-WAY ARROW icon and let off the mouse button. You
     will then see a highlighted area displaying all the hexes that the
     unit can move to. Left click on a hex in the highlighted are and the
     unit will move. If the unit ends it's move and has an enemy within
     range of it's weapons, the icons will pop up with a FIST in the line
     up. Select the fist and then select which highlighted enemy unit you
     which to attack (SEE COMBAT). Some general rules of movement are that
     you cannot move past an enemy unit unless there are several open hexes
     in which to go around and that air units are immune to this rule.
     Terrain takes different amounts of a units movement points and some
     units cannot move onto certain terrain at all. Through experience
     gained by playing the game, you will recognize what units are capable
     of moving into the harder to navigate areas. Air units can move
     ANYWHERE and sea units can only move upon water with exception to the
     VADER 1 which moves over land and sea. Transporting vehicles within
     faster moving vehicles is a good tactic but be aware of the fact that
     interior units take the same damage as the transport unit if attacked.
     Inside each transport unit is a carrying capacity represented by a
     "WEIGHT". This is the amount of units that can be transported. You
     will not be able to move any more units into a transport when it is
     filled to capacity. Some units such as the RANGER and the BUGGY can
     move, then fire, then move again. These are wonderfully versatile
     units so use them wisely.

     TERRAIN

        Extremely diverse terrain gives depth and variety to BI2. Use
     common sense when moving units into a specific hex. Infantry types are
     well defended in mountainous our woods. Tanks attack well on roads but
     are vulnerable as well. basically ANYTHING is vulnerable if attacked
     on roads. Other terrain may prevent movement as weather conditions
     worsen. Heavy rains bring flooded swampy conditions while snow may
     impede most movement. Be careful when bad weather approaches or you
     will find yourself making the same mistakes Hitler made when he
     invaded Russia in W.W.II.
     Some of the types are listed below. Every unit moves different through
     them so use common sense. A tank would move terribly slow through
     dense forests whereas infantry could march through rather unimpeded.

     WOODS
     JUNGLES
     PLAINS
     SWAMPS
     HILLS
     MOUNTAINS
     ROADS
     RAILS
     WATER
     FORTS (Fenced areas)
     MISC. (dressed up areas to make the map appealing)

     WEATHER

        Weather reports will constantly be sent to you as you play BI2.
     HEED THESE REPORTS because the next game turn will reveal that the
     weather is already occurring. The following turns will change
     according to the initial report so you better take the actions of
     moving treaded, heavy vehicles to roads and flat ground. Otherwise you
     will have units that are bogged down or maybe even un-moveable.
     Luckily bad weather often clears after several turns so you can plan
     an offensive right after the weather passes. BEWARE THINNING ICE!

     RADAR AND FOG OF WAR

        When you first begin a map, a majority of it will be concealed
     behind a maroon filter. This is what is called "Fog Of War"
     representing the lack of intelligence or radar coverage in those
     shaded areas. They maroon also represents the unexplored areas. When
     you explore an unexplored region, the maroon filter will be removed
     and whatever the filter was "hiding" will be revealed. The amount that
     is removed depends on the EYE rating of the unit moving. If you move
     adjacent to the maroon filter you run the risk of being attacked by up
     to 3 enemy units if they end up adjacent to the moving unit so use
     caution. After you have explored an area and it is cleared, you still
     have to maintain a presence to keep data updated as to units in the
     area. If you move away from an area, it will be shaded a bit darker
     than the visible areas of the map. Enemy units can freely pass through
     these areas without your knowledge so take this into consideration
     during movement. Radar equipment and craft are invaluable to keeping
     map intelligence up to date and accurate but these units are lightly
     armored and fairly week so protection and caution is a must.

     COMBAT

        When a unit selects to fight another OR a unit moves adjacent to a
     unit cloaked in the fog of war, the combat resolution mode engages.
     This is a fantastic #D polygon fill animated battle sequence featuring
     both sides in live combat. The graphical representation of casualties
     and successful hits are easy to grasp and very informative. When the
     battle first engages, you will see a panning view of the forces as the
     modifiers are tabulated below the view screen. The modifiers include
     weather, terrain, support units, and individual experience and size of
     unit. Support units are those who are adjacent to the unit. By
     attacking a unit on one side then immediately attacking them from the
     other side, you get a surround bonus. The bonus decreases if it's a
     flanking attack. The more units surrounding the enemy unit, the more
     advantage each additional unit gets when attacking by hemming in" the
     opponent. The final total of attack to defense id tabulated and
     represented in the "E" line. The battle transpires and loses are
     tabulated and experience awarded. You get 1 experience point for
     hitting 1 or more elements in a unit and 2 points for destroying the
     entire unit by killing off the remaining elements of the unit. Most
     units have more than one weapon. When you click on the target, make
     sure you hold down the left mouse button so that you can pick either
     weapon A, B, C, or D. If you run out of ammunition on a weapon, you
     will not ever get the opportunity to select it to fire until you
     rearm.

     UNITS

        The following is a brief description of the units contained in BI2:

     FOOT

     Demon 131 - This is a light mech brigade. This is a capture unit.
     Troll 142 - This is a heavy mech brigade. This is a capture unit.

     COMBAT VEHICLES

     Ranger - This is a swift tri-wheeled dune buggy. This is a capture
     unit. This unit moves/fires/moves.
     Buggy - This is a 4-wheeled dune buggy. This unit moves/fires/moves.
     Technotrax - This is a small tank.
     Samurai2 - This is a medium tank.
     Comet FP-4Z - This is an anti-aircraft vehicle.
     Snake - This is an armored and armed troop transport.
     Sting - This is a mobile rocket tank.
     Archemides - This is a mobile rocket launcher.
     Spring 1 - This is a transport tank.
     Atlas - This is the largest land transport vehicle but extremely
     vulnerable and unarmed.
     Vader - This is a hover craft capable of transporting and moving on
     land/water.
     Nashorn - This is a MAJOR assault tank.
     Imperator - This is a land battleship or mobile fortress. INCREDIBLY
     DEVASTATING!

     CONSTRUCTION VEHICLES

     Planum 5 - This unit is capable of building roads or rails.
     Regio - This is a fort building vehicle (fenced areas).

     SUPPORT VEHICLES

     Algol - This is a refueling tanker truck.
     Alcor - This is a rearming munitions truck.
     Sinus - This is a repair in the field vehicle.
     Orion OR-3 - This is a mobile radar vehicle.
     Elixer 2 - This is an anti-radar vehicle that cloaks an area but
     exposes itself while doing so.

     SHIPS

     Patrix - This is a small patrol boat.
     Hydra - This is a torpedo boat.
     Polar C6 - Cruiser.
     Titan N2 - This is an aircraft carrier capable of repairing and
     refueling aircraft.
     Zenit MBS-19 - Battleship from HELL!
     Moeve SX-1 - High speed boat.

     SUBS

     Nautilus - This is a large transport submarine.
     Rex - This is a repair/refuel/rearm submarine.`
     Orca V7 - Hunter submarine.

     AIRCRAFT

     Exterminator - This is a highly versatile air to ground and air to air
     fighter jet.
     Genom J1 - This is a superior air to air fighter jet.
     Uhur 51 - basically a radar plane like the modern AWACS.
     Spectrum - This is a tanker plane to refuel aircraft.
     Sperber JB-4 - This is a sea plane.
     Ghost FB-3 - This is a stealth fighter which is difficult to see with
     radar.
     Dragon H1 - MAJOR battle helicopter.
     Guppi H2 - This is a transport copter.
     Crux - This is a transport plane.
     Stormbringer - This is a high altitude stealth bomber capable of
     rising above the map.

     TRAINS

     Monolith - This is a repair in the field train.
     Dolmen Z1 - This is a transport train.
     Anaconda Z2 - This is a heavily armored and armed train.
     Menhir Z4 - High speed train.
     Excalibur Z3 - Rail mounted artillery train.

     ARTILLERY AND MISC.

     Pulsar A3 - This is mobile artillery.
     Supervirus - This is a group of mobile pillboxes or sea mines.
     Ionstar - This is a potent long range artillery unit and is not
     moveable.
     Medusae - This is a long range anti air unit. Must be moved with a
     transport.
     Rune - This is a radar device that can be moved with a transport.
     Aldinium - This is a crystal that can be used to add 20 "M" to an
     installation via transport vehicle.
     Skull - This is a stationary artillery bunker that allows cover for
     units that move inside.

     TACTICS AND TIPS

     * Use artillery and ranged units to soften up front line enemies
     before risking casualties with direct attack units.

     * Learn to "snare" enemy capturing units by letting him take an
     installation and then you taking it back with a capturing unit
     positioned right outside. This allows you to claim his unit as yours.
     Beware taking to many risks this way. Do not do this if you have
     vehicles inside because the enemy will claim them and then move em
     outside.

     * Watch out for enemy Rangers because they can come out of the "fog"
     and take an installation before you can blink and eye.

     * Be sure to finish off any weak enemy units for the experience value.
     You might even concentrate on easy game right away and "feed" your
     units before you tackle those tough units.

     * Set up staggered lines (1 unit, 2 empty hexes, 1 unit, 2 empty
     hexes, etc..) when you are trying to prevent a unit from getting
     passed your lines. Remember, this will not stop air units.

     * Use your mines/pillboxes a.k.a. Supervirus to hold the front lines
     and protect your units.

     * Remember that an army without anti air against an army with air to
     ground weapons will lose the war.

     * Use radar to get the map "ferreted" out quickly.

     * Keep foot troops in highly defensible terrain's like mountains,
     forts, and forests unless they are on the move.

     * Watch the hit point gauge on your units. Use the right mouse button
     to click on your units to survey them without bringing up the icons.
     This allows you to asses the damage on your units and even your
     enemies. Get those weak units back to repair so they can go out at
     full strength and better experience.

     * Don't let the enemy slip a unit into your HQ or the game is over.

     * When choosing to repair a highly experienced unit VS. building a new
     one, go with repairing because an experienced unit at full strength is
     MUCH better than an unusable highly experienced unit and a "green"
     newbie.

     * Rangers are a great unit to buy allot of. They can travel far,
     capture bases, move/fire/move, and use a pretty good weapon.

     * SAVE THAT GAME OFTEN!

     * Remember to be creative. Doing something directly may be one way but
     there may be sneakier ways to obtain the goals easier and with less
     casualties.

     * Concentrate on taking enemy installations whenever possible. It's
     the key to moving your lines up and keeping the territory as well as
     restricting the enemies repair/refuel/build options.

     * Protect those support units that repair/rearm/refuel in the field.
     There is only one thing worse than having units run out of gas and
     that is having no units at all.

     * Enemy long range artillery can become the biggest nightmare if they
     are allowed to gain to much experience. Early on they are fairly weak
     but at full experience they will be taking out completely full units
     in one shot. Kill them early if possible.

     * Learn which ground units can attack air units like the Samurai2 and
     use those on the enemy Genom J1's. They Genom's can't attack the
     ground so it's a freebie attack for the ground units and instant
     experience without the damage incurred on your unit. Be aware of this
     conversely as well since the enemy can do the same to your Genoms.

     * Many times it's wise to just hang out and fortify near your bases
     and let the enemy come to you and overextend himself. By knocking out
     a tanker or a rearming unit will make him have to go far distances to
     refuel/repair/rearm. Then once you have turned the tide, you can chase
     em down as they scramble for an installation.

     ALL 1 PLAYER LEVEL CODES

     1  - AMPORGE   2 - JOGRWAI   3 - GEGIDOS   4 - WABODAE   5 - BUFASWE
     6  - GEHAUWA   7 - OLARIBU   8 - FITORGE   9 - DAFATWA  10 - WABIKDO
     11 - GEEUSAT  12 - KAIMAWA  13 - SIETIBU  14 - GEDEROM  15 - ULUARGE
     16 - ABUNDWA  17 - LANADGE  18 - WAFEFAL  19 - BUSALUG  20 - GEKEFZU
