


                            WRATH OF EARTH DOCUMENTATION



        CONTENTS

        1.  INSTALLATION ............................................... ii
        2.  GETTING STARTED ............................................ ii
        3.  THE MISSION ............................................... iii
        4.  GAME OBJECTIVES ............................................ iv
        5.  BIO-TECH SUIT (BTS) ........................................ iv
        6.  CONTROL KEYS ............................................... vi
        7.  GAME HINTS ................................................ vii
        8.  KNOWN FORCES ............................................. viii
        9.  HEAD-UP DISPLAY (HUD) ....................................... x
        10. WEAPON SYSTEMS ............................................. xi
        11. PICKUPS .................................................... xi

        1. INSTALLATION

        Wrath of earth requires a minimum if a 386 processor with 4 Megabytes
        of memory. The game may lock up or fail to loa with anything less, and
        hey, what serious game player has less anyway.

        To play Wrath of Earth you must first install the game onto your hard
        disk drive. Insert Disk 1 into your floppy drive and at the dos prompt
        type A: or B: (depending on your drive letter) and press ENTER. Then
        type INSTALL and press ENTER.

        You will be prompted for the drive and directory into which the game
        will be installed, press ENTER to accept the defaults or type in the
        destination of your choice. The installation program will prompt you
        for additional disks as needed.

        Wrath of Earth will setup all the memory it needs, to ensure it does
        not conflict with any application or device you may load from your
        config.sys or autoexec.bat it is important that you reboot your
        computer without your config.sys or autoexec.bat loaded. You may need
        to re-create these files that will only have the lines to setup
        your sound card if you do not have a standard soundblaster.

        If the game does not run on your computer it is more than likely due to
        incorrect setup. DO NOT return the game simply call the technical help
        line on your registration card.


                                      ii

        2. GETTING STARTED

        At the DOS prompt type CD \WRATH (or the destinationyou chose in
        installation) amd then press ENTER. If this is the first time you have
        run the game you must first run the setup program by typing SETUP and
        then press ENTER to enable you to configure the game to your machine.
        On exiting you will be returned to the DOS prompt.

        To start the game type WOE and press ENTER.

        For the impatient, choose NEW GAME from the main menu using your mouse
        (or the cursor keys and then press ENTER). Choose your character type
        and the level of difficulty in the same way. As you find yourself in a
        vast compound (in search mode) you can look around at the mountain
        range, numerous buildings and teh moon in the background. As you come
        under attack from many enemies you will automatically be switched to
        ATTACK MODE and you can try and defend yourself using the CTRL key to
        fire. After you have died a few times switch off the computer, make a
        drink, sit down and read the manual.

        3. THE MISSION

        As Commander Kreigson of the United-Worlds Defence Corps you have been
        summoned to Earth to listen to the last message from a far away
        colonised planet. The message simply said... "This will be our last
        communication. DO NOT SEND HELP!" The inter galactic delay in
        communications means that the colony has benn without defence for five
        years.

        You are given the mission, should you choose to accept it (sic), of
        taking your craft, the "Wrath", out to the colonised planet to re-
        establish communications and take control until the necessary action
        can be taken by the UDC council.

        After vacuum scooping as stasis pod, launched by a surviving colonist
        your perform a low level sonar scope of the red planet and choose to
        land in a seemingly uninhabited compound on the surface. You quickly
        realise that whatever caused the colony to stop communicating was not
        of this Galaxy!

        The stasis pod contained tactical details of alien installations and
        communication lines along with descriptions and capabilities of all
        known armed enemy droids. It stated that many of the resistance
        movement, set up by the surviving colonists, were still alive and
        pinpointed medical supplies, energy modules and ammunition scattered
        around the buildings. It also warns that a number of colonists used
        for experimentation were now controlled by the enemy. You feel that
        your best chance

                                       iii

        of success will be to split the mission into three objectives. Disable
        the red planets satellite link to the moon, destroy the moons
        communication equipment and space station and finally wipe the aliens
        off the face of the main planet. You get into your Bio-Tech Suit, step
        onto the surface and with a last look at the departing drop-craft you
        head towards the nearest building quickly switching your HUD into
        search mode half hoping that whatever took over here caught colds and
        died.


        4. GAME OBJECTIVES

        Planet Thermadax: You must disable the satellite communication beam
        directed at the moon.

        Moon: You must destroy the intergalactic communication equipment used
        to inform the droids home galaxy of the current situation.

        Spacecraft Fury: Find the energiser rods and replace them to restore
        the main power and set the self destruct button.

        Planet Aragon: GENOCIDE and revenge on the alien race.

        5. BIO-TECH SUIT (BTS)

        Your BTS will provide all the defenses and weapons system necessary
        for surface combat and has a number of operating modes to aid your
        survival in any territory.

        F1 - Search Mode
        This should be your default mode as it will highlight all the special
        equipment, medi-packs, ammunition, extra weapons and other items that
        may be needed. Your suit will also display an automap screen to help
        you manoeuvre around the surface.

        F2 - Attack Mode
        Any time you sustain damage you will be automatically switched into
        this mode. From here you can select the various weapons available to
        you. If you do not have the ammunition for a particular weapon the BTS
        will choose a lesser weapon when you try to fire.

        Keys 1-7 Will Select the Weapons

                                        iv

        F3 - Weapon Setup

        This allows you to select a particular weapon whilst receiving
        information on the type, range adn ammunition required.

                1-7                     Select weapon
                Tab + Up Arrow          Move select bar up one
                Tab + Down Arrow        Move select bar down one

        F4 - Inventory

        You will be given a full inventory of the items your BTS is carrying.
        You are able to pickup, drop and use the items as needed.

                0-9                     Select object
                Tab + Up Arrow          Move select bar up one
                Tab + Down Arrow        Move select bar down one
                D                       Drop current object
                U                       Use current object

        F5 - System Status

        All your system current individual status will be highlighted
        graphically.

                1-8                     Select system
                Tab + Up Arrow          Move select bar up one
                Tab + Down Arrow        Move select bar down one

        F6 - AutoMap

        Your BTS will automatically map the areas you have visited and allow
        you to leave or clear markers. You can also send out adjustable sonar
        to detect areas not yet visited, this will use battery power though.

                Tab + Up Arrow          Scroll map up
                Tab + Down Arrow        Scroll map down
                Tab + Left Arrow        Scroll map left
                Tab + Right Arrow       Scroll map right
                Home                    Centre map on current position
                Up Arrow + R            Increase auto-mapping radius (bigger
                                        radius requires more battery power)
                Down Arrow + R          Decrease auto-mapping radius
                M                       Mark current position
                C                       Clear all marks
                S                       Send sonar ping - maps visible area

        F7 - Power Save

        When manoeuvring around a familiar are that holds no imminent danger
        you should place the suit under Power Save. This will conserve the
        valuable battery life needed for imminent battles.


                                        v

        F8 - Infra red

        In some areas, such as hidden passages, infra red will be needed. Try
        to avoid using it unless absolutely needed as it will drain battery
        and the lack of light inside will not charge the solar panels as
        quick as sunlight.

        F9 - Previous message replay (up to eight messages)

        F10 - Menu

        From here you can pause the game while you save game, load game,
        quit game or change the game options.



        6. CONTROL KEYS

                                        Movement
                                        --------
                Up Arrow                Accelerate / Move forwards
                Down Arrow              Decelerate / Move backwards
                Left Arrow              Turn anticlockwise, to left
                Right Arrow             Turn clockwise, to right
                Shift Key               Run (Whilst Moving)
                Alt + Left Arrow        Strafe to left
                Alt + Right Arrow       Strafe to right
                Control                 Fire weapon - attack mode only
                Space                   Open doors, use objects: eg. switches


                                        HUD Control
                                        -----------
                Esc                     On-Line context sensitive help
                                        (For Each Mode)
                Insert                  Next mode
                Delete                  Previous mode
                Page Up                 Increase HUD contrast / colour
                Page Down               Decrease HUD contrast / colour
                P                       Pickup - when icon appears
                T                       Talk - when icon appears


                                        Mouse Control
                                        -------------

                The mouse control interface uses both the mouse buttons. The
                buttons are termed the 'Move' button and the 'Use' button. By
                default, the Move button is the right mouse button, but the
                buttons can be swapped over. The mouse cursor changes shape
                when moved around the play area. The shape determines the
                player's

                                        vi

                movement when the Move button is pressed. The HUD icons,
                buttons, weapons, doors and objects (eg:switches) are all
                operated using the Use button.

                All the above functions, with the exception of F10, can be
                selected using the mouse. For a description of the HUD Icons
                and their use, press F7 (Power save mode) then press ESC for
                help.

                7. GAME HINTS

                Level 1

                The first objective for this level is to shut down the two
                force fields and gain access to the southern portion of the
                map. The controls for the force fields are in the white
                buildings either side of the force fields. To enter these, a
                Blue key card and a Green Key card are required.
                .... For the other levels you are on your own ....


                General Hints

                1. Enemies that appear harder to kill than others of the same
                   type are normally carrying something useful.

                2. Infra red will enable you to differentiate between areas of
                   varying temperature, red=moderate, blue=cold and white=hot.

                3. To conserve energy use a low powered weapon to illuminate
                   dark areas ahead.

                4. If you kill one of the friendly colonists, the res of the
                   colonists will become hostile towards you for the rest of
                   that level.

                5. Remember to use the map (F6) to mark Medi-Packs and
                   Energisers you have not used, as you will need to go back
                   for them. Also remember to use the map before your battery
                   has totally drained as your HUD will not work.

                6. Pay particular attention when entering a room for the first
                   time as enemies often hide just around the corner on both
                   sides of the door.

                7. Infra red may be needed to find a path through hot surfaces.

                8. There are many other strategies that will help you play the
                   game, however, we will let you find them out for yourself.

                                      GOOD LUCK
                                      ---------

                                        vii

        KNOWN FORCES
        ------------


        COLONIST (Surftech)

        Since the annihilationof most of their team members the Colonists are
        basically surviving and will not be able to help in combat. They do
        have a rudmentary communication setup that enables them to inform all
        other colonists of your location and actions. Some will still have
        key-cards, supplies and information that may help you.

        COLONIST (Minetech)

        Unlike their surface counterparts, these mining technicians do have
        access to weapons. They will still help with information etc. but be
        careful to act in a non-hostile way to all colonists, if you harm one,
        these guys will come shooting for you.

        COLONIST (Chief Ops)

        As with the technicians these guys are on your side until you harm on
        of their own. Being superior officers, they often have a greater
        knowledge of the surrounding area. Do not get on the wrong side of
        these guys as their information is very useful.

        RAD-OUTS

        This is the term given to the colonists originally enslaved to work in
        the Rad Dumping fields who are now Toxic-Saturated. The symptons are
        similar to the old Rabies-2 that was stamped out in the early 21st
        century.

        SUBDUCATOR

        Originally designed with electro-whips, their function was to control
        the enslaved colonists working in the mines. They have since been
        fitted with mounted weapons but as yet no other information is
        available.

        SENTRY-1

        Be extra alert for this type when entering or leaving main access ways.
        They were initally designed to keep out Mutants, scavengers and
        resistance members. You can guarantee that wherever these guys are
        there is usually something worth seeing.

        MINING DROID

        These Earth-Made droids are the standard AA-57s placed by the colonists
        to extract the Meerschaum ore from beneath the surface. Most have been
        reprogrammed and Rearmed but still have no detection systems inbuilt.

                                        viii

        MENTOR

        Apparantly christened by the colonists as Raptor, for its speed, these
        hings are very fast. Be careful in your weapon selection as they are
        all fitted with Radar Jamming capabilities. Your guided missiles will
        NOT lock on to them.

        COLONIST (Lobed)

        These are the only colonists that are controlled by the Aliens. The
        removal of the control hood has a 0.02 percent chance of rescuing them
        with no brain damage. They will attack you on sight so take no chances,
        put them out of their misery.

        ICE DROID

        In icy conditions take these out first, their tracks enable them to
        manoeuvre to advantageous positions very quickly. In locations where
        two or more are found it is imperative that your multilauncher is
        available.

        HAEMALITE

        This indigenous lifeform was domesticated and used as slave labour
        before the Aliens found the colonists. It has since been re-trained
        and implanted with ice-blades to act as a very good deterrant in areas
        used by the Aliens.

        MENTOR-2

        Similar to the earlier types of Mentor, but with the addition of multi-
        launchers and no reduction in speed. Best avoid these where possible.

        CHEPHADACT

        This creature is indigenous to the Aliens home world, being developed
        to clean up the detritus left behind by the Aliens. They have been
        known to fly in packs but mainly appear alone or in pairs. They are
        not armed in any way but carry a lethal bite, your suit would only
        sustain you from an attack of three or four at most.

        CHEPHALITE-X

        The Aliens, Cephalites, appear to breed according to the types needed
        in that cycle. This type is of the warrior cast and is usually found
        defending front line emplacements. No other information available.

                                        ix

        CHEPHALITE-CX

        This appears to be the elite guard used to form an unbreakable defence
        around priority targets. Little is known of what they are guarding,
        but the fact that they are around an area makes it a priority target.
        Should you reach any of these areas your immediate priority is destroy
        & report.

        UNKNOWN ELEMENTS

        On several separate occasions we received short radio transmissions
        that ceased within a few seconds relating to other alien beings. We
        believe that the information relayed to ou does not cover all possible
        enemies and that the most powerful ones have been able to destroy the
        colonists within seconds of opening a transmit frequence. It is A1
        priority that you relay any information on these new types on
        immediate contact.


                                        x

        WEAPON SYSTEMS                          PICKUPS
        --------------                          -------

        ATMOSPHERIC CONDENSER GUN               ENERGISER PACK

        Range .............. 100                Picking this up will re-charge
        Guidence ........... None               your battery.
        Reload Time ........ 30
        Ammo Required ...... None               PLASMA UNIT
        Relative Power ..... 1
                                                Provides power to your
        IONIC PARTICLE GUN                      Tracking Plasma Gun.

        Range .............. 300                MEDI-PACKS
        Guidence ........... None
        Reload Time ........ 50                 The larger the pack you pick
        Ammo Required ...... Battery            up the greater your healt is
        Relative Power ..... 3                  restored. There are three
                                                different sizes of Medi-Pack.
        RAPID IONIC PARTICLE GUN
                                                BOX OF ROCKETS
        Range .............. 300
        Guidence ........... None               A normal box of rockets will
        Reload Time ........ 20                 have a white skull painted on
        Ammo Required ...... Battery            the side, where as a box of
        Relative Power ..... 3                  guided rockets will have a
                                                red skull.
        TRACKING PLASMA GUN
                                                SECURITY CARDS
        Range .............. 400
        Guidence ........... Track              Security cards come in various
        Reload Time ........ 50                 colours and are colour coded
        Ammo Required ...... Plasma             i.e. A red card will open a
        Relative Power ..... 12                 red door.

        DROP TO LAUNCH MISSILE

        Range .............. 1000
        Guidence ........... None
        Reload Time ........ 80
        Ammo Required ...... Missile
        Relative Power ..... 24

        SHORT RANGE MISSILE

        Range .............. 1000
        Guidence ........... Homing
        Reload Time ........ 80
        Ammo Required ...... Missile
        Relative Power ..... 30

        MULTIPLE SMART WARHEAD

        Range .............. 1000
        Guidence ........... Homing
        Reload Time ........ 100
        Ammo Required ...... 1-4 Missile
        Relative Power ..... 30

                                        xi
