SPECIAL
OPERATIONS
GROUP

A.C.E. BATTLE ARMOR
ADVANCED
CYBERNETIC
EXOSKELETON
A.C.E. 1000A

3 AUGUST, 2029

The Terminator 2029
SKYNET MISSIONS



The Terminator c 1984 Cinema '84. A Greenberg Brothers Partnership. All Rights
Reserved. Licensed by Hemdale Film Corporation. The Terminator  TM designates
a trademark of Cinema '84. A Greenberg Brothers Partnership. Manual & 
Software Copyright c 1992 Bethesda Softworks. All Rights Reserved. Bethesda
Softworks  is a trademark of Media Technology Limited.

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CREDITS

Producer/Designer
V.J. Lakshman

Chief Programmer
J. LeFay

Programming
J. Pratt

Art Director
K. Mayfield

Computer Graphics
J. Perryman
S. McKisic
M. Kim
K. Souders 
D. Bourbonnais

3-D Art
J. Rainey
K. McKisic

Original Game Concept
V.J. Lakshman
K. Mayfield

Executive Producer
C.S. Weaver

Sound Effects
Sound Ideas
Music
J. LeFay

Documentation
B. Hires

Key Grip
S. Sprince

Post Production
C.S. Weaver

Modellers
J. Perryman
M. LaForge
A. Mayfield

Quality Assurance
J. Beale
P. Whitson
J. Muller
C. Walton
M. Rittenhouse
M. Stabler
TSCS
All the Testers

Original Screen Play
James Cameron
Gale Ann Hurd

Special Thanks
Loved Ones

No Thanks
Mrs. Murphy

Other
Virtus probata florescit.

TABLE OF CONTENTS
Software License Agreement & Limited Warranty
Warranty Protection 
Contacting Bethesda Softworks
Credits
Foreword
Introduction
Section 1: Game Basics
	Hardware Requirements
	Installation and Start Up
	Enter Your Access Code
	Object of the Game
	Bypassing the Opening Animation
Section 2: Quarters
	Check Personnel Chart
	Character Creation
	War Status Map
	Enemy Stats
	Load Game
	Save Game
	Reconfigure Keys
	Continue
	Quit to DOS
	Go to Mission Briefing
Section 3: Mission Briefing/Equipment Selection
	Mission Briefing Room
	Ordnance Bay
	About Hard Points
	Equipment Selection
	Start a Mission
	Abort  a Mission
Section 4: Battle/Mission screen
	HUD Description (Heads Up Display)
	HUD Section 1: Top of the Screen
	Weapon/Equipment Information
	Weapon Selection
	Weapon Damage
	HUDSection 2: Center of the Screen
	Target/Missile Scan
	Enemy Information Display
	Location Display
	HUDSection 3: Bottom Left of the Screen
	Shield Strength
	Systems Update Indicators
	Shield Strength
	Character Health
	A.C.E. Diagnostics
	Repairs
	Choose Systems to Repair
	HUDSection 4: Bottom Center of the Screen
	Tactical Display
	HUDSection 5: Bottom Right of the Screen
	Information Display
	Automap
	Orders
	Inventory
	Text Scroll
	Weapon Heat Loss Indicator
Section 5: Keyboard Commands
	Change Direction
	Change Movement Direction Only
	Target Sighting
	Scan Available Targets
	Primary Weapon Select
	Fire Primary Weapon
	Secondary weapon select
	Fire Secondary Weapon
	Pause
	Access DOSMenu Functions
Section 6: Completing Missions
	Determine Your Primary Objective
	Determine Your Secondary Objective
	Confirm Objective Achieve
Section 7: Mission Debriefing
Section 8: Rank &  Promotion 
Section 9: A.C.E. 1000 Battle Armor - Technical Specifications
Section 10: Weapons Descriptions
	Phased Plasma Cannon
	Tomahawk Fusion Grenade Launcher
	Autodo

A LETTER FROM THE PRESIDENT

Thank you for purchasing this Bethesda Softworks product. We have put an
incredible amount of effort into making sure it meets the highest industry
standards. There is a saying that no artist is ever satisfied totally with
their work. But we try to come as close as possible to that elusive "ideal".
Once you have had an opportunity to explore what we have created, we think you
will agree.

Entertainment Software is a fascinating but very difficult sector of the
computer software industry. While it might appear ideal from an outside
perspective, the reality is less than ideal. Development time is long and
arduous. Competition is fierce. User expectations continue to rise. The
resultant software becomes ever more complex and expensive to produce. Both
artists and programmers are expected to create exceptional products if their
software is to succeed. The risks are great due to the expenses associated
not only with creating these complex products, but also with the associated
testing, packaging, marketing, distribution and warranty support necessary to
maintain them.  All this while the shelf life of any but the most successful
product is painfully short. Obviously, only the fittest survive. And we are
pleased to say that we are one of the few who have managed to do so. But,
you, the User, have a great deal to do with the equation. And your part is
growing more important.

If our products fail to meet your standards, you have a perfect right to
"vote" with your pocket book. If we don't please you or deliver value for
your money, we realize you will no longer purchase our products. That is a
fair and equitable arrangement. We don't mind being judged on the quality of
our products. In this society, competition is both welcome and healthy.Piracy
is not.You can affect the future of this industry by choosing not to be
involved in piracy. This is not just an issue of law. The laws, including
those recently made far more stringent by the Congress, are quite specific
and punitive. This is a matter of right. Your right to demand the best in 
entertainment software. Our right to be compensated fairly for the incredible
amount of work involved in bringing it to you.With your understanding and
support, we look forward to bringing you this level of quality software and
enjoyment for many years to come. 

Yours sincerely,

Christopher S. Weaver
President, Bethesda Softworks

INTRODUCTION 

TERMINATOR 2029 

During the latest incursions against SkyNet Central Command, a prototype of a
highly advanced combat assault armor was found hidden in a subterranean
vault. It has been theorized that this armor was the precursor to the fully
mechanized Terminator units manufactured by SkyNet after its systems came
on-line. Colonel John Connor quickly recognized that if the power of this
armor could be harnessed, it might bridge the gap between Resistance
personnel and SkyNet's frontline battlefield units. Connor ordered Resistance
scientists to analyze the prototype and use it as the basis to develop a
practical weapon for his elite strike forces. The result was the Advanced 
Cybernetic Exoskeleton, or `A.C.E. Battle Armor', (also referred to by its
nickname, ACE), a military assault armor uniquely designed to destroy
Terminators.

Outfitted in the ACE Armor, a man could meet a Terminator on equal or better
terms. Inside the ACE, one man became a killing machine able to take
substantial damage and still deliver vast amounts of ordnance to designated
targets. The ACE was equivalent to a full squad of Resistance combat troops.
Equipped with Phased Plasma Fusion Cannons that could fire bolts of super-
heated plasma, it also used fully integrated battle logic circuits, originally
manufactured for the newer Terminator models, linked into an automatic Target
Tracking and Acquisition System (TTAS). New Tomahawk class grenade launchers
were developed that could deliver a full spread of fusion or scatter
grenades. The prototype Hellraiser IV Rocketpod promised to complete its 
destructive arsenal by providing a multi-role missile system with both
surface-to-air and ground- to-ground combat capabilities. Neurolink implants
boosted the user's strength and reflexes well past normal human capabilities
and into the realm of the superhuman. The armor's titanium- detrium alloy
outer layer could deflect or absorb most plasma weapon discharges, while inner
layers absorbed shock and controlled the soldier's environment. The ACE had
the ability to deliver hard punishment with extreme prejudice. Col. Connor
realized that the ACEArmor had the potential to turn the tide of the war.

It soon became evident however, that there would be certain problems. In order
for a human to match himself against SkyNet's Terminator assault units, the
suit had to be linked directly to the soldiers' nervous system. From medical
research at the turn of the 21st century, physiological rejection of
neurolink implants was a known problem. In addition, from the thousands of 
Resistance personnel tested, only a few hundred volunteers were found to have
the psychological profile and physical strength necessary to properly man the
armor. Out of that number, less than one percent could accept the implants
without potentially irreparable brain damage. Still, the project continued -
there was too much at stake.  With the future of humanity hanging in the 
balance, a few key weapons were better than none. The first operational test
of the ACE Battle Armor was scheduled for late 2029.

Through rigorous trials, battlefield experience, and genetic screening you
have been selected to carry out one of the the first operational field tests
of the ACE. Battle Armor. Although the ACE. is still in its prototype stage,
it will be your job to test its practical limits in an actual battlefield 
environment. Your performance will help determine the role that the ACE Battle
Armor will play in furthering the Resistance's war effort. Colonel Connor is
confident that with the armor's full capabilities realized, targets once
thought inaccessible will be within strike potential. Through your efforts,
the opportunity to bring the war directly to SkyNet Central Command may
present itself to the Resistance. This is Colonel Connor's fervent hope. Good
luck and good hunting.

SECTION 1:
GAME BASICS

HARDWARE REQUIREMENTS
For IBM PC's and 100% compatibles. The size of the game is estimated at 14
Megabytes at the time of this writing.

NOTE: 
T2029 is supplied on 3.5" high density or 5.25" high density media. Make sure
you have the correct disks before starting.
Minimum Requirements: 
640K with VGA/MCGA only. 286 machine with 1 MB EXPANDED memory. Keyboard and 
mouse. Hard drive.

IMPORTANT: 
T2029 does not support extended memory, only expanded memory.

Recommended Hardware: 
386 20MHz or faster machine strongly recommended. Mouse strongly recommended.
Supports Roland, and Sound Blaster audio boards. 

INSTALLATION AND START UP

IMPORTANT: 
In the installation, typed commands are indicated by single quote marks.

1.  Make a backup copy of your original disks and store them in a safe place.

2. Make sure you have enough free space on your hard drive. Terminator 2029
needs 14 megabytes to run. If you do not have enough disk space, free some up
by backing up your current files and deleting some of them. 

IMPORTANT: 
Before running T2029 'TYPE README.1ST' to review any notes or last minute
changes that might affect installation, gameplay, etc.

3. Insert Disk 1 into your primary disk drive and type:  `A:` (enter) and then
`INSTALL`.

4. Follow the on-screen prompts. Insert the correct disks when asked and enter
information when requested.

5. Type `SETUP` to customize T2029 for your system. When done, you can start
the game by typing: `2029`.

6. If you experience problems, insert T2029 Disk 1 into drive A and type: `C:`
(enter) then `A:diagnose`. This should indicate the problem.

NOTE: 
If installation is not successful, check to make sure you have the proper
system require-ments, and enough free disk space. Remove allTSR's in your
system and try the installation procedure again. 

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

OBJECT OF THE GAME
The ultimate object of Terminator 2029 will only be revealed during the final
mission briefing. In the meantime, your objective will be to survive and
complete each mission as it is assigned. You will proceed from your quarters
to the mission briefing room. There you will be apprised of the state of the
war and your next assignment. From there you will go to the Ordnance Bay to be
outfitted in the A.C.E. Battle Armor and to choose your equipment based on the
available weapons systems and the mission profile. Once outfitted you'll
enter the war zone to attempt  your mission. Out there your actions may very
well prove the turning point in what has been a long and very bloody war. If
you succeed,  you will proceed to your exit point and be picked up. You'll
then be debriefed and returned to your quarters. If you fail, may heaven help
us all.

WARNING:
Remember, yours is one of the only prototype ACE battle armors in existence.
If you die or are captured it could mean the end of the human race! This is a
kill-or-be-killed situation. Use your head and don't be afraid to abort a
mission if you need to.  You and your ACE battle armor are too important to
the Resistance to be lost.

BYPASSING THE OPENING ANIMATION 
Either Mouse Button or Any Key
The game begins with an opening animation that sets the tone for the action to
come. After playing the game several times you might want to bypass this
animation and get right to your next mission. You can do this by clicking on
either mouse button or by hitting any key.

SECTION 2:
QUARTERS

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

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

LCD Computer Screen/Computer Console
The large LCD computer screen is one of your main sources of game information.
Clicking on the LCD screen brings up a menu of optionS. Either click on the
option or type its number to select it. 

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

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

Enemy Stats
Choosing Enemy Stats will give you access to the Resistance's database of
information concerning SkyNet's forces. This is a very useful option,
especially for new players. From here you can get the latest information on
enemy units. 

WARNING: 
Not all information may be available. SkyNet is continually developing newer,
more powerful, Terminator units. The information you'll have available is
what is currently known to Central Com-mand.

Load Game
Choosing this option will bring up the `Load Game' menu. Highlighting the name
of a game on the roster and hitting `enter' will load that game. You'll pick
up the action from wherever the game was last saved. 

Save Game
The other option from the computer console is to save the current game. After
you select this option you'll be prompted to enter a unique name for the
current game. The only restriction on this function is that the name you
select should be 30 characters or less.

NOTE: 
The computer console and the Game DOS menu are the only places to save a game.
You cannot save a game during a mission.

Reconfigure Keys
This option will bring up a menu where you will be prompted on how to
reconfigure your input device options. Certain keys cannot be reconfigured.
These include:
	A Key	Automap
	S Key 	Scan
	I Key	Inventory
	O Key	Orders
	M Key	Main Menu
	P Key 	Pause
	TAB	Options
	ESC 	
	F1 thru F10 Keys

WARNING: 
This manual documents the default settings for the keyboard. It is recommended
that new players understand all of the functions in their default state
before customizing the game.

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

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

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

Computer Console
Training Simulator
Choosing this option will allow you to use the neural interface built into the
A.C.E. 1000 to train with the latest weaponry and defensive items available.
Training on the simulator will NOT affect your character's performance
ratings. Click on the Computer Console to run through a training simulation
where you can practice.

SECTION 3:
MISSION BRIEFING/EQUIPMENT SELECTION

MISSION BRIEFING ROOM
After leaving your quarters you will see a graphical representation of L.A.,
pinpointing your next mission location. After this you will proceed to the
mission briefing room. Here John Connor, leader of the Resistance, will
outline the mission you are about to undertake. The difficulty of each
mission will vary depending on your rank. Each Mission might have several
objectives.  Colonel Connor, or one of his staff, will explain your primary
and secondary objectives.  Once you understand your objectives you will be
able to proceed to the A.C.E. Ordnance bay. There you will be outfitted in
the A.C.E. 1000 Battle Armor and be able to select the ordnance and other 
equipment you'll need.

A.C.E. ORDNANCE BAY 
Once in the A.C.E. Ordnance Bay, the Equipment Selection screen, will appear. 
Load the A.C.E. as you see fit. There is a graphic interface for the
selection of ordnance. 

About Hard Points
On screen you'll see a front  view of the A.C.E. 1000 Battle Armor with the
hardpoints indicated. Hardpoints are those areas of the armor where various
weapon systems can be attached. There are  a total  of six hardpoints on the
A.C.E. 1000 Battle Armor.  

Ordnance Selection
Mouse or on-screen arrows
On the left side of the screen you'll find four options:
o Offensive Systems - Arrow Keys or Mouse to select, then 'Enter'
o Defensive Systems - Arrow Keys or Mouse to select, then 'Enter'
o Up and Down arrows to cycle through the ordnance selections.

Moving the cursor and clicking on one of these options will bring up a diagram
of the system. If you want to add a particular weapon or piece of equipment
to the armor, simply move the cursor and click on any available hardpoint
area. Offensive systems come as a complete package, fully loaded and ready to
go. Once selected, the chosen system will appear on the A.C.E. 1000 Battle 
Armor.  (For a breakdown of available offensive and defensive systems, see
Section 8: Weapons Descriptions.)

Start a Mission
On-screen button 
On-Screen will be a button marked `Exit'. Once ordnance is selected, this
button will start the mission. (See Section 4: Battle/Mission screen.) 

Abort a Mission
TAB key or on-screen OPTIONS Button
If for some reason you want to abort a mission, you can do so by hitting the
TABkey or clicking on the on-screen options button.  This works only during
game play and brings up a menu of options in the information display.  Typing
the options number or clicking on it  will activate its function.  These
options are:
1.	Abort Mission
2.	Sounds On/Off
3.	Drop to DOS

NOTE: 
Depending on your mission performance and the status of the war, newer, more
sophisticated ACE weapon systems will become available as they are developed
and as a function of rank.

SECTION 4:
BATTLE/MISSION SCREEN

HEADS UP DISPLAY (H.U.D.)
The H.U.D. or Heads Up Display is the central status display center of
Terminator 2029. This is your view from inside the battle armor. From here
you control all of your actions. Everything from firing your weapons, to
repairs, to moving onto your next mission objective, is controlled from the
H.U.D.

To better describe all of the options available to you from the H.U.D,  we
have divided it into the following five sections:

	o	Top of the Screen
	o	Center of the Screen
	o	Bottom Left of the Screen
	o	Bottom Center of the Screen
	o	Bottom Right of the Screen

H.U.D. SECTION 1: 
Top of the Screen

Weapon/Equipment Display
At the top center of the screen are six boxes representing the six hard points
on the A.C.E. 1000 Battle Armor. These boxes display information on the
equipment attached to each hardpoint. This information includes:

	o	Name of weapon currently attached to that hardpoint 
	o 	Number of rounds left
	o 	Primary weapon selected (red box) 
	o 	Secondary weapon selected (blue box)

NOTE: 
Only two hardpoints are active at any one time.

Weapon Selection
Selecting a weapon is accomplished by moving the cursor, using either the
target control keys or the mouse, over one of the six hard point boxes, then
clicking either the left mouse button (for primary weapon selection) or the
right mouse button (for secondary weapon selection). If you are using your
keyboard as the input device, hit the `F1' key to select your primary weapon
and  the `F2' key to select the secondary weapon. (See Keyboard Commands.)

NOTE: 
As one option, you can choose to use the same weapon as both your primary and
secondary weapon system. Then, no matter which mouse button is pushed, that
weapon will fire. 

Weapon Damage
As the A.C.E. Battle Armor suffers damage, so do its attached weapon systems.
As damage occurs, the affected system's hard point lettering will emit a
colored glow. The specific colors will indicate the amount of damage to the
system. These colors are:

	o	Green	0 to 50% damage
	o	Yellow	51 to 75% damage
	o	Red  	76 to 100% damage

Given enough damage, the systems will fail. 

COMBAT TIP: 
Keep a close eye on your weapon damage level and be prepared to switch weapon
systems if the need arises.

H.U.D. SECTION 2: 
Center of the Screen
The H.U.D. Screen is dominated by the real-time action view of the game. What
you see is the view from inside the A.C.E. Battle Armor. You see the action
in real time as it happens. Want to see what's to your left? Turn to your
left and take a look! But keep your eyes pealed  Terminators could be lurking
behind you.

In addition to your real-time view of the action, this selection will also
display the following:

Targeting/Missile Scan
`S' key
As you hit the 'S' key, special A.C.E. scanning technology engages. Each
target is scanned and information about it displayed. Repeatedly hitting the
`S' key again cycles through all available targets. The target lock cursor
will appear in different colors depending on the type of lock. These colors
are:
	o	Dark Red 		Tracking
	o	Bright Red		Locked
	o	Flashing Bright Red	Unstable Lock

COMBAT TIP: 
Under development are Havok Missiles which do not need a target lock. They are
"fire and forget", as they fan out and search for available targets. When
they become available, Tech-Comm Weapons Group will let you know.

Once locked in, missiles will automatically hit the target, unless the target
manages to break the lock by finding cover. (See Keyboard Commands.)

NOTE: 
Missiles must be armed for scanning to func-tion.  As the Game begins,
missiles are still under development by the Resistance. 

Enemy Information Display
When you get an enemy unit within your gun sights, a red box will appear
attached to the enemy unit. This box will display technical information about
the type and range of the selected enemy. When locked, missile tracking
sights will display relative strength as well.

COMBAT TIP: 
Do not fire missiles at close range. They will lose lock and overshoot the
target.

Location/Heading/Weapons Selected Display
In the bottom left-hand corner of the real-time action viewer are a set of
continually changing  numbers. These include a numerical display of your
current x/y coordinates, your heading, and your primary and secondary
selected weapons. As you move your coordinates and heading will change.

For example, a typical display could read as follows:

	158, 37	(X/Y location coordinates)
	North	(direction facing)
	40 Watt	(primary weapon selection)
	40 Watt	(secondary weapon selection)

COMBAT TIP: 
Use the numbers in your Location Display to help you find your  mission
objectives, safe houses, or exit point.

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

Systems Update Indicators
Vital information on both the A.C.E. 1000 and your character is displayed as
colored indicators. They are:

Shield Strength
Blue Aura 
This aura, which appears as a colored glow around the display of the A.C.E.
Battle Armor, keeps a moment-to-moment record of remaining shield strength.
The brighter the aura, the more your shields are functioning.

NOTE: 
Shield Strength only functions when the A.C.E. is equipped with shields. As
the game begins this equipment is still under develop-ment by Resistance
Command.

Character Health
Changing Color Aura
This aura, which surrounds the on-screen display of the A.C.E. Battle Armor,
represents the amount of damage you can sustain. As you take damage, the
aura  will change color. These colors represent: 

	o	Green		0 to 50% damage
	o	Yellow		51 to 75% damage
	o	Red 		76 to 90% damage
	o	Flashing Red	91 to 100% .

If your damage level reaches 100%, you will die.

NOTE: 
Character Health is a record of damage to your organic systems. In other
words, you. Terminator 2029 keeps track of several types of damage. When you
are hit, damage is first absorbed by your shields (if any). When they fail,
damage is then taken by the armor itself and any attached weapon systems. When
that fails, your endo- skeleton and body take damage.

A.C.E. Diagnostics
The on-screen depiction of the A.C.E. 1000 Battle Armor functions as a graphic
indicator of current damage levels to specific sections of the armor. Damaged
sections of the armor will be displayed in various colors depending on the
level of the damage. These colors are:

	o	Clear		0 to 50% damage
	o	Yellow		1 to 75% damage
	o	Red		6 to 90% damage
	o	Flashing Red	91 to 100% damage. 

Given enough damage, all offensive and defensive systems will fail. 

COMBAT TIPS: 
If damage to the armor is too great it might be better to abort the mission
rather than lose the only functioning A.C.E. prototype to SkyNet's forces. 

All offensive systems, including weapons and weapon selection, go off-line
when the repairs function is act-ive. Defensive systems selected before
repairing remain active.

Repairs
`R' key 
Hitting the `R' key activates the A.C.E. 1000's on-board auto-repair
functions. This performs minor repairs (up to 50% on all damaged systems) but
will not correct major damage.

COMBAT TIP: 
The greater the level of damage, the longer repairs will take to repair and
the chance of being discovered by the enemy increases.  Keep moving, and look
for safe houses.

Choose Systems to Repair
`N' key 
You can select the systems to repair by scrolling through the choices using
the `N' key. If you click your mouse button you will exit repairs. This will
stop repairs.

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

H.U.D. Section 4: 
Bottom Center of the Screen

COMBAT TIP: 
The ring in the center of the Tactical Display represents a minimum safe
distance from grenades or similar explosives.

Tactical Display
The circular Tactical Display is not a directional guide. It is a 360  graphic
display of your current tactical situation. The top of the display represents
your current heading, the bottom, represents what is behind you. Colored dots
move across the grid. These represent:

	Green Dot:
	The A.C.E. Battle Armor 
	(Always in the centerof the display)
	
	Red Dot(s):
	Enemy Units
	Possible Specials (Might include ships, radar stations, etc.)
	
	Yellow Dot(s):
	Missiles
	
	White Dot: 
	Grenade Launcher
	Targeting System

COMBAT TIPS: 
Keep your eye on the Tactical Display. It will indicate the presence of
Terminator units that are outside your visual field.

The Tactical Display is also used for launching grenades. Select a grenade
from among your hardpoints and make it your primary or secondary weapon.
Click and hold down the mouse button. A white dot will appear on the Display
moving away from you. Use the mouse to direct it and release the button. Your
grenade launcher will fire and the grenade will trvel to the point indicated.

Weapon Heat Loss Indicator
Red Bar 
Phased plasma weapons depend on a build-up of heat. If the heat level drops
below a certain point they cease to function. Keeping an eye on this display
will let you know when to switch primary weapons until the heat level builds
back up to a usable level.  If the bar is blue, it indicates a low heat
level; wait until it turns red before trying to use it.

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

GENERAL NOTE: 
Keyboard commands become inactive when the cursor is on an active prompt area
or you are asked to enter information.

Information Display
The large display at the bottom right of the screen is the Information
Display. Moving the cursor over this area and clicking on a mouse button will
activate it. Several functions are available by using the keyboard.
These are:

Automap
`A' key
When Information Display is active, hitting the `A' key will bring up a map of
your current mission. This cannot only be used to navigate to your mission
objectives, but can also show you distance and scale as well as what
obstacles may be in your path.  Your exit location, the point where you will
be extracted from the war zone by the Resistance, will appear as a red 'X'.

COMBAT TIP: 
Using the Exit Indic-ator in the Auto-Map and the Coordinate Indicators, you
should be able to easily find your way to your exit point when the need
arises. 

Scan Available Targets 
`S' key
Each subsequent hitting of the `S' key scans through all available targets,
displaying information on each. 
This includes:
	o	Graphic Display
	o 	Target Type - with model number (if avail.)
	o 	Target Damage - displayed as damage bar.

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

o Examine
Selecting `Examine' allows you to look at and analyze an item. You can select
an item by clicking on its name on the screen, or by typing its corresponding
number. If you decide you want to use it, double-click on it.

o Drop
If you want to drop an item from your inventory, click on the item in the
list, or hit its corresponding number, to highlight it. Once it is
highlighted, hit the `drop' button to remove it from your inventory.  

Orders
`O' key
When Information Display is active, hitting the `O' key will bring up a
readout of your mission orders and objectives. This is where you review your
mission objectives in the field and also receive new orders directly from
Resistance Mission Control.

COMBAT TIPS: 
The locations of `safe houses' are sometimes displayed along with your orders.
Safe houses are locations where you can repair your systems in safety. When
you need repairs, if a safe house is available, use it.

When displaying your orders or other inform-ation, there will often be several
screens available. Use these buttons to access all of the information. 

Your orders will sometimes include coordinates for your mission objectives. 
Use these coordinates to locate your targets.

Paging through Orders/Inventory
On-Screen Arrow Buttons
When the `Information Display' is active, you must use the on-screen arrows to
page through your orders or inventory

SECTION 5:
KEYBOARD COMMANDS

In addition to the on-screen graphic interface, there are keyboard commands
that work with the H.U.D. Using the keyboard you can access the following
functions:

Change Direction 
`Cursor' keys (Arrows)
Use the left and right `cursor' or `arrow' keys to turn, and the up `cursor'
key to move forward in direction you're facing.

Change Movement Direction Only
`Ctrl' + `Cursor' keys (Arrows)
Hitting the `Ctrl' key (Control) along with the `cursor' keys changes the
direction you're moving without changing the direction you're facing. For
example, by hitting this combination of keys you could side-step behind cover
while still keeping your attackers in your sights. 

Target Sighting 
`Home', `Del', `End', `Page down' keys, or Mouse
By using these keys you control the target sighting of the weapons selected.

Scan Available Targets 
`S' key
Each subsequent hitting of the `S' key scans through available targets,
displaying information on each. This includes:
	o	Graphic Display
	o 	Target Type - displays model number of the current target
	o 	Target Damage - displayed as damage bar.

Primary Weapon Select
`F1' key  
Each subsequent click on the `F1' key will toggle the red square between the
six hardpoint boxes. The hardpoint selected in the red square is your primary
weapon.

Secondary Weapon Select 
`F2' Key
Each subsequent click on the `F2' key will toggle the blue square between the
six hardpoint designator boxes. The hardpoint selected in the blue square is
your secondary weapon.

Fire Primary Weapon 
`Spacebar', or Left Mouse Button
Hitting either of these keys or the left mouse button fires your selected
primary weapon.

Fire Secondary Weapon
`Return', `Enter', or Right Mouse Button
Hitting either of these keys or the right mouse button fires your selected
secondary weapon.

Pause
`P' key
Hitting the `P' key toggles the pause function on and off. There is no time
limit to this option.

Access DOS Functions Menu
`Tab' or `Option' keys
Hitting the `Tab' or `Option' keys pauses the game and brings up the DOS
functions menu in the H.U.D.'s information display.  From here you can: 

	Sound On/Off
	Toggles the sound on and off. 
	
	Abort Mission
	This ends the current mission and returns you to Resistance Command
	Headquarters. 
	You are only allowed to abort a mission once.
	
	Quit Game
	This exits you from Terminator 2029, but does not save the game. 
	If you want to save the game prior to quitting you must go to your
	Quarters. 
	(See Section 1: Quarters.)

SECTION 6:
COMPLETING MISSIONS

DETERMINE YOUR PRIMARY OBJECTIVE
To determine your primary objective, hit the 'O' key, and review your orders. 
Your orders will be displayed on the information screen on the H.U.D.  Orders
will be displayed as follows:
	o	Primary Target
	o	Verb (Destroy, Recover, Hold, Protect, Use, or Proceed To)
	o	Noun (Name of Place or Object)
	o	Location (If Known).

For example, suppose you check your orders and they read:
	Primary Target:
	Destroy 
	Mobile Communication Center
	Unknown

To achieve this objective you would scout around the battle field, then locate
and destroy SkyNet's Mobile Communication Center. 

DETERMINE YOUR SECONDARY OBJECTIVE
After the Primary Objective is listed there may be one or more Secondary
Objectives.  These will be in the same format as the Primary Objectives:
verb, noun, and then location.  

CONFIRM OBJECTIVE ACHIEVED
To make sure you have achieved your objective, check your orders again.  The
word "Achieved" should be displayed after the objective description.

SECTION 7:
MISSION DEBRIEFING

After successfully completing a mission, return to Resistance Command
Headquarters. There Colonel Connor or one of his key staff members will
debrief you on the relative success or failure of the mission. Your
performance will be evaluated and a graphic analysis of your mission path 
made available to you.

Disobeying Col. Connor's orders will result in warnings from the Colonel
himself.  Con-tinuing to disobey direct orders could mean being passed up for
promotion or even being decommissioned and released from the Special
Operations Group. This is especially true for indiscriminate use of your
weaponry against fellow Resistance personnel. If you've gained a promotion in
rank as the result of your actions on the battlefield, you will be so
informed.

After debriefing, you will return to your quarters.  There you can review your
stats/kills and prepare for your next mission. (See Section 1: Quarters.) 

NOTE:
Disobeying orders will result in warnings and being passed up for promotion.
It can even result in your being decommissioned and released from the Special
Operations Group.

SECTION 8:
RANK

RANKS ATTAINABLE
	Sergeant
	Sergeant Major
	2nd Lieutenant	
	1st Lieutenant	
	Captain	
	Major	
	Lieutenant Colonel	

Col. John Connor holds the highest military rank in the Resistance.

WEAPON SYSTEMS AVAILABILITY

At the base rank of Sergeant, Resistance scientists have outfitted A.C.E.
armor with: 40 Watt Phased Plasma Cannons; Type 1 Fusion Grenades; and
Autodoc Neurolink hardware. For complete descriptions of equipment
capabilities, refer to Sections 9 and 10 of this Technical Manual.

As various members of the Special Ops Group succeed in missions, newly
acquired resources become available to Resistance scientists. The Special
Tech-Comm Weapons Group will respond by building more advanced weapons
systems that are made available for use and testing as they are developed,
with priority availability to highest ranking officers.

As additional weaponry is developed and made available, you will find
information on them in the Ordnance Weapons screens.

SECTION 9:
A.C.E. TECHNICAL SPECIFICATIONS

Specifications
Advanced Cybernetic Exoskeleton 
A.C.E. 1000 Battle Armor

Design
Initial prototype
Cyberdyne Systems

Current prototype
Special Operations Group:
Experimental Weapons Systems Division

Exterior Dimensions
Height
2.33 Meters (Clearance to Antennas)

Maximum Width (Shoulder to Shoulder)
1.31 Meters (Standard Mylinear Armor)
1.57 Meters (Hyper-Alloy Mylinear Armor)

Dry Weight
292.57 Kilos

Maximum Controllable Load Weight (w/Servos)
1122.66 Kilos

Maximum Controllable Load Weight (Servos OTS)
486.66 Kilos

Armor Composition
Titanium/Detrium Alloy with Mylar Sheath

Armor Stabilization
Trilithium Jeweled Gyros

Joint Articulation
Neuro-Linked Hydraulically Assisted Servos

Cybernetic Interface
Direct Neural Interface
Cyberdyne System Chip Model T800-E

Power Supply
Controlled Emissive Core Reactor (CeCOR)

Support Systems
1 x 10-5 Micron Environmental Filtration
Unit with Active Submicron Ion Field
RadLim (_25K Rad) 235U & 32H IsoFiltration
EMPShielding
HEME Photon Burst Shield
Tischler Class 5 Chemshield
ReGen Bio Field System
Hi-E Plasma Ablation Cladding

SECTION 10:
AVAILABLE WEAPON SYSTEMS

PHASED PLASMA CANNON (PPC):
Power: 	40 watts
Range:	Line of sight
Other:	Heat loss at 50,000  C.

The 40-watt Phased Plasma Cannon adapts the technology of front-line,
single-troop plasma weapons to the A.C.E. battle armor weapon array. The
cannon uses a controlled fusion reaction to create plasma, which is then
directed towards its target in a bolt. Accuracy diminishes over distance due
to the plasma losing molecular cohesiveness. Each discharge bleeds a certain
amount of heat from the fusion core. When the core temperature drops below 1
million degrees centigrade, the fusion reaction necessary for plasma
production cannot be maintained. For this reason, a heat loss indicator is
situated on the left side of the battle helmet's situational indicators. 
Careful monitoring of this indicator will allow the user to gauge when to
allow the fusion core time to build up its heat reserves. To fire any PPC,
arm the associated weapon box with the desired fire trigger. Pressing the
trigger will release a single bolt of plasma toward any enemy within the
targeting reticule.

TOMAHAWK FUSION GRENADE LAUNCHER:
Power:	Not Rated (fusion explosion)
Range:	Targets within tactical sensor range
Other:	Proximity blast radius

The Tomahawk Fusion Grenade Launcher fires cartridges which, upon impact, are
released from their containment fields resulting in a controlled fusion
reaction. The result is a concentrated explosion which covers a spherical
blast area. Targets within this blast radius are subject to temperatures in
excess of 1 million degrees centigrade. Only those targets with substantial
mass and shielding are able to withstand a direct hit. Arming the grenades
for firing is accomplished by selecting the appropriate weapon box with the
desired fire trigger. Aiming the grenade is accomplished by using the
tactical sensor grid in the center of the battle helmet's situational 
awareness displays. A small white targeting dot will speed rapidly outward
while the fire button is depressed. When the white targeting dot intersects a
target, release the fire button. With practice, you will be able to deliver
ordnance with deadly accuracy. A note of caution: as the fusion grenade
cartridges are actually fired along a relatively flat trajectory, releasing
one while directly in front of a facing wall can be very dangerous. The
grenade may impact the wall and explode, possibly causing irreparable damage
to the A.C.E. battle armor.

AUTODOC
Power:	N/A
Range:	N/A, Self Contained Unit
Other: 	Regeneration of damaged tissue

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