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- 3. THE REFERENCE SECTION
-
- This section describes all of Hilt 2 in detail.
-
- Contents
-
- 1 Basic Game Overveiw
- 2 The Title Screen
- 3 The Character Select Screen
- 4 The Equip Screen
- 5 The Main Game
-
- ----------------------------------------------------------------------------
-
- 1 Basic Game Overveiw
-
- ----------------------------------------------------------------------------
-
- This section describes the basic idea behind the game. It explains the
- Action Points system and details what missions/campaigns etcetra are.
-
- 1.1 Strategy and Action Combined.
-
- 1.2 Missions.
-
- When you play a game of Hilt 2, you will play a mission. There are several
- different missions in the game, and these can be easily expanded with
- mission disks to add to your collection. Some missions have hand drawn maps,
- some maps are randomly created, so they're different each time. This makes
- for an almost limitless supply of gaming fun.
-
- 1.2.1 Campaigns.
-
- A campaign is basically several missions played one after another. The
- important difference is that you start the next mission with the equipment
- and units that you ended the last mission with. This makes campaigns very
- big, like one massive mission.
-
- Another difference with campaigns is that you are only allowed to equip your
- units once per campaign, this isn't always at the start of a campaign
- either, so choose your weapons and supplies wisely.
-
- 1.2.2 Mission types.
-
- Each mission has a main objective, which must be acheived to complete it.
- There are six types of main objective:-
-
- 1. Kill all of the enemy missions.
- 2. Blow something up missions.
- 3. Retrieve objects missions.
- 4. Get to the exit missions.
- 5. 2 Player missions - Kill the other sides units.
- 6. Kill all of a certain type of enemy/civilian missions.
-
- There are also other factors that affect missions. These remain the same no
- matter what the main objective is. These are:-
- 1. Whether civilian deaths are acceptable.
- Yes - Civilian deaths have no effect.
- No - Any civilian that dies (no matter how) will cause you to fail the
- mission, so don't fire at everything that moves.
-
- 2. Whether pass keys have been supplied.
- Yes - Allies will start with a pass key each to open locked doors with.
- No - Pass keys must be found in the map somewhere (or you could forget
- about keys and blow the doors to bits!!)
-
- 3. Whether equipment is allowed.
- Yes - You will be taken to the equip screen to kit out your team.
- No - Your team will start empty handed. They must find weapons.
-
- 4. Whether the map is random or mapped.
- Random - The play area is different each time you play.
- Mapped - The play area is hand drawn. This often means that the mission
- is harder, but it is possible to map out the level.
-
- 5. Whether computer controlled enemies are present.
- Yes - The norm.
- No - Life is easy. Usually only happens in two player games.
-
- 1.2.2.1 Kill all of the enemy missions.
-
- Logical Objective - End the turn when all hostile units have been terminated.
-
- Hunt out the enemy and open fire.
- Ending the turn when all enemy units have been killed will complete the
- mission. The number of enemies still alive is displayed on the computer
- terminal screens within the game (see 5.3.4 for information on terminals).
-
- 1.2.2.2 Blow something up missions.
-
- Logical Objective - End the turn when no target square is left anywhere in
- the map.
-
- Search for your target(s) as described in the mission briefing. When found,
- destroy it (or them). When this happens a message will appear in the
- message window at the bottom of the screen telling you how many targets
- remain. When you have destroyed the last target, end the turn to complete
- the mission.
- NOTE - Most targets need explosives to destroy them.
-
- 1.2.2.3 Retrieve objects missions.
-
- Logical Objective - End the turn when no specified object is left anywhere
- in the map, and when all units are on exit squares.
-
- Search the map for the objects in the briefing. When found, pick them up in
- the normal way. Picking up the specified object(s) will result in a message
- appearing in the message window telling you how many objects there are left.
- When all objects have been picked up, move all units to the exit and then
- end the turn. You are told in the mission brief what the exit looks like.
- NOTE - If a unit carrying an object dies, the object may be dropped. Even
- these must be picked up before the mission can be regarded as complete.
- NOTE - There is no need to drop the objects on the exit.
-
- When a unit steps on the exit, "You step on the exit" will appear in the
- message window.
-
- 1.2.2.4 Get to the exit missions.
-
- Logical Objective - End the turn while all units are on exit squares.
-
- Search the map for the exit, fighting as you go. Move all units onto exit
- squares, then end the turn to complete the mission.
-
- When a unit steps on the exit, "You step on the exit" will appear in the
- message window.
-
- 1.2.2.5 Two player missions.
-
- Logical Objective - End the turn when the other players units are dead.
-
- Search for the other players units and eliminate. All two player games have
- this objective.
-
- Some aspects of the game operate differently while playing a two player
- mission (in two player mode). See the Two Player section for more
- information on Two Player games (5.7).
-
- 1.2.2.6 Kill all of a specific enemy/civilian type missions.
-
- Logical Objective - End the turn when all units of the specified enemy/
- civilian type have been terminated.
-
- Search for the enemy/civilian type specified in the mission briefing. WHen
- you kill a target, a message will appear in the message window that tells
- you how many targets remain alive. End the turn after killing the last
- target to complete the mission.
-
- 1.3 Finishing a mission.
-
- When you complete or fail a mission a debrief screen will appear. This will
- show various statistics concerning the mission. LEFT Click to exit the
- screen.
-
- If you have just completed a campaign an appropiate screen will then appear.
-
- After debriefing, medals may be awarded. A unit may get a medal if despite
- being severly wounded, the unit survives to complete the mission.
-
- 1.4 Playing Hilt II
-
- Hilt II is entirely mouse controlled.
-
- A typical game would be:-
- 1. Pick a mission (or start or continue a campaign)
- 2. Pick a team (only if starting a mission/campaign)
- 3. Equip your team (only done once in a campaign, not always at the start)
- 4. Play
- 5. View the debriefing, then start again.
-
- On rare occasions, this might happen:-
- 1. Pick a mission
- 2. Read the briefing, get half way through it then hear some disturbed cries
- of anguish and despair from outside.
- 3. Glance through your window and spot the crazed masses screaming in terror
- as they realise that the entire planet will cease to be in just three
- minutes.
- 4. Pick a team.
- 5. Give them all rocket tubes in a manically fast fashion.
- 6. Start the mission.
- 7. Fire at anything that moves, end the turn.
- 8. Glance at the time.... Just ONE minute left...
- 9. You spy your target, open fire... WHAT ? ANOTHER ONE LEFT.
- 10. Search in a frenzy for the last remaining target. Aargh, your best man
- has just been STUNNED....
- 11. Find the last target... 10 seconds to go.
- 12. Open fire. The rocket streaks across the screen, seemingly in slow
- motion. The clock counts down.... 8... 7... 6... The Rocket makes
- contact... 5... 4... The blast expands 3... The rubble remains 2...
- 13. MISSION COMPLETE !
- 14. 1... 0 (end of existance)
-
- ----------------------------------------------------------------------------
-
- 2 The Title Screen Reference
-
- ----------------------------------------------------------------------------
-
- From the title screen you may start the game, save or load campaigns, load
- character files and adjust the difficulty via the vision and enemy strength
- options.
-
- A LEFT click on an option will select it.
-
- 2.1 New characters.
-
- Hilt II games are played by one to six characters, selected from eight. The
- standard characters are robots but you may load in whole new character sets
- from disk. To do this simply select "New Game" from the options. A new
- screen will appear listing the campaigns, missions and character files
- available on the disk. Just click on a character file name and the new
- characters will be loaded in. Now just play as normal and your new
- characters will be used.
-
- You may continue a campaign with different characters from the ones that
- started it, but only the appearance will change. The stats and equipment
- of the characters will still be the same.
-
- 2.2 New Game.
-
- This option allows you to start a new mission or campaign, as well as
- selecting new characters (see 2.1 above).
- Select the option and a screen showing any available characters/missions/
- campigns will appear. Just click on the name of the mission or campaign to
- start playing.
- The mission brief screen will appear. Read your orders carefully.
- See 1.2 for more information about missions.
- See 1.2.1 for more information about campaigns.
-
- 2.3 Continue Campaign.
-
- This option will only appear if you have already completed at least one
- mission in a campaign. It will also appear after loading in a half
- finished campaign from disk.
- Select this to continue your campaign with the next mission.
-
- 2.4 Load Game/Save Game.
-
- Save Game will only be available if you are part way through a campaign.
- Here you may Load or Save your position in a campaign. All saves must be
- made to a preformatted disk with the name "HiltSaves". You can save four
- games per disk.
-
- To Save a game.
- 1. Select Save Game from the Title screen.
- 2. Insert your preformatted Save Game disk (any drive).
- 3. Select a slot by clicking on one of the disk icons.
- 4. The game will be saved, now re-insert the Mission disk.
-
- To Load a game.
- 1. Select Load Game from the Title screen.
- 2. Insert your Game disk (any drive).
- 3. Select a slot to load from.
- 4. Insert the mission disk. Future upgrades might occur (new mission disks
- may be released), if you have more than one mission disk, then be sure to
- insert the correct one for the campaign that you want to load.
-
- Saved games are very small (less than 2k) so don't be surprised if you think
- that nothing has been loaded because the drive light didn't come on. The
- Amiga systems I/O buffer will avoid disk access if possible by utilising some
- very clever programming.
-
- Experienced users can use an ASSIGN to direct their saves elsewhere (a hard
- drive for example). Just ASSIGN HiltSaves: to your chosen destination
- before you run Hilt 2.
-
- 2.5 Vision options.
-
- To customise the difficulty, you are allowed to tailor the way that you and
- the enemy detect each other.
-
- 2.5.1 Vision.
-
- The range you can see is ten squares as standard, but this might differ with
- different character sets.
- The enemy range of vision is normally ten squares also.
-
- Forwards only vision will allow detection of an enemy only if the unit is
- pointing roughly towards it. The field of veiw is approximately 130 degrees.
- This is the most difficult setting because it means that you can be sneaked
- up on from behind. You will also have to turn while walking about to make
- sure that the enemy isn't hiding behind a corner, waiting to ambush you.
-
- All round vision will give you full 360 degree vision, so the direction you
- are facing is irrelevant.
-
- See all of the time vision is the easiest setting. The enemy will be fully
- visible at all times, even through walls. This makes it easy to see their
- weapons and gives the enemy a tough time.
-
- 2.5.2 Radar.
-
- You may also use Radar to help detect the enemy. This gives you a huge
- advantage. Any life form (enemy or civilian) that is within visual range
- will be shown, even if behind a wall or large obstacle. The lifeform will be
- seen as a Radar spot if there is no line of sight. Turning off Radar will
- mean that you never see an emey or civilian unless there is line of sight to
- them, which may be too late.
-
- The enemy units however never have Radar so to be fair you should make Radar
- inactive (who said war was fair ?)
-
- 2.6 Enemy type.
-
- The last option determines the quality of the opposition. Each setting
- affects the ENERGY of the enemy by 10 points and their COMBAT SKILL by 5
- points. The default is Normal Troops.
-
- The settings are:-
- Sissies, Trainees, Normal Troops, Tough Guys and Elite Troops.
-
- ----------------------------------------------------------------------------
-
- 3 The Character Select Screen Reference
-
- ----------------------------------------------------------------------------
-
- Here you may select your team from the eight characters on display. This
- screen only appears at the start of a mission or at the beginning of a
- campaign.
-
- 3.1 Picking Your Team.
-
- Click on the large portrait of a character to select that character. The
- statistics of the unit are shown in the window on the right.
-
- Click on the small portraits to select the unit number.
-
- When finished, just click on the exit icon in the lower right corner of the
- screen with LEFT or RIGHT buttons.
-
- The character selection system allows you to select more than one of the
- same character. This has been permitted to allow freedom of choice, but this
- is not always a good idea. None of the characters excel in all areas but
- each has their best discipline. A good team would contain a good mix of
- skills so that the team could cope with any situation that might arise.
-
- 3.2 Two Player Missions.
-
- In two player missions you select the characters that will make up each
- players entire army. The first portrait is player ones character, the second
- is player twos.
-
- You may select the same character for each side but make sure you don't
- shoot your own side !
-
- For more information on two player games see 1.2.2.5.
-
- 3.3 Player Stats
-
- Statistics (stats) describe your character and how well they would perform
- in different areas. Most are percentile so 100 would be the best possible
- and 0 the worst. Some stats are the same for all units but most of the ones
- concerning skills vary. Stats are what makes characters different from each
- other so it is a good idea to know what they mean.
- When a statistic is printed in this manual, it will usually appear in
- capitals to distinguish it from the normal meaning of the word.
-
- ENERGY - Initially 60.
- This is a units life force. Hits sap it. When ENERGY reaches zero, the unit
- dies.
-
- MAX ACTION POINTS - Initially 80.
- This determines how many Action Points per turn a unit has. It can be
- reduced by carrying too much.
-
- HEAL TIME - Measured in turns.
- This determines how quickly a wound will take to heal. Enemy wounds heal
- every 15 turns.
-
- STRENGTH - Measured in Weight units.
- This determines how much a unit can carry before beginning to slow down. The
- larger the number, the more he/she/it can carry.
-
- COMBAT SKILL - A Percentage.
- This represents the chance of an Aimed Shot hitting its target. A value of
- 100 would mean that no Amied Shot would miss and 0 would mean than all Aimed
- Shots miss. For a Snap Shot, this value is halved so a value of 200 would be
- needed to ALWAYS hit. Hand to hand combat ALWAYS hits.
-
- DEFENCE FACTOR - A Percentage.
- This determines the likelyhood of an enemy hit doing no damage. Sometimes a
- direct hit can hit a lucky spot and bounce off. This represents the chance
- of this happening in a percentile form.
-
- TRAP DETECTION - A Percentage.
- This determines the chance of revealing a nearby undiscovered trap (hidden
- land mines, shock traps, fire traps or weak floors).
-
- MASS - Weight in Kilos.
- Determines whether a unit will fall through the floor when stepping onto a
- weak floor.
-
- DEXTERITY - A Number ranging 0-100.
- Determines how many Action Points a USE action will take.
- Worked out as (100-DEXTERITY)/10 Action Points needed for a USE action.
- So a DEXTERITY of 80 means just 2 Action Points are needed for a USE.
-
- INTELLIGENCE - A Percentage.
- The general cleverness of the unit. Determines whether a live REMEX disarm
- has worked and used in the repair of broken computer terminals for
- calculating the amount of Action Points a repair will take.
-
- REPAIR SKILL - A Percentage.
- Determines the success of an attempted repair of a broken terminal.
-
- ----------------------------------------------------------------------------
-
- 4 The Equip Screen Reference
-
- ----------------------------------------------------------------------------
-
- The equip screen is where you give all of your team members guns, armour or
- other objects that will help them in their quest.
-
- 4.1 Carrying Equipment
-
- Weight eats at STRENGTH, then maximum Action Points.
-
- Each unit can carry up to 20 items, but not without penalty. Each object in
- Hilt 2 has a weight value and each unit has an individual strength value.
- When a unit picks up an object, his/hers/its STRENGTH is reduced by the
- weight of the object. If STRENGTH gets below zero then points are subtracted
- from the maximum Action Points for that unit (normally 80). This equates to
- the extra weight slowing down the unit.
-
- 4.2 Using the Equip Screen
-
- Easy, pick a character, pick a weapon and when finished, RIGHT click on the
- exit icon to proceed.
-
- 4.2.1 Picking a character.
-
- The portraits of each of your units are shown in a group in the middle of
- the screen. Select the unit you wish to equip by LEFT clicking on their
- picture. An outline will appear around the selected character together with
- their current equipment list (blank at the start) and their statistics.
- Their STRENGTH and MAX APs (Action Points) are shown in a separate box in
- larger text to make them easier to see.
-
- 4.2.2 Picking an item of equipment.
-
- Use the up/down arrow icons to the left of the portraits to move through the
- selectable items list. A LEFT click moves one item at a time, a RIGHT click
- moves one page of items at a time.
-
- Click on the picture of an item and its information will be shown. This is
- the same as the information on an object that is veiwable in the game. See
- 5.2.3 for a full description of this information.
-
- 4.2.3 Selecting/Discarding.
-
- Click on the icon marked SELECT to equip the current unit. The weight of the
- object will reduce the STRENGTH then MAX APs as already described.
-
- To drop an object already held, LEFT click on its name in the equipment
- list. The object information will appear but this time the SELECT icon will
- read DISCARD. LEFT click on DISCARD to drop the item.
-
- 4.2.4 Automatic Assignment
-
- At the bottom of the selectable items list there is a large button with AUTO
- EQUIP written on it. LEFT Click here to give your current unit some random
- equipment. RIGHT Click here to equip your entire team.
-
- The Auto Equip is intelligent, giving your unit one (or sometimes two) guns,
- enough ammunition, a medikit, a hand to hand weapon, some armour and a
- clutch of grenades.
-
- 4.2.5 Leaving the Equip Screen.
-
- To exit the equip screen, RIGHT click on the exit icon (just below the
- SELECT/DISCARD icon).
-
- ----------------------------------------------------------------------------
-
- 5 The Main Game Reference
-
- ----------------------------------------------------------------------------
-
- This section describes the main game screen, what it contains and how it all
- works.
-
- The main screen consists of a group of icons on the left side, an
- information window running along the base of the screen, three text boxes on
- the right showing the statistics of the current unit, the current weapons
- and armour and the full equipment list.
-
- In the centre of the screen is the main map display. This shows the current
- unit and its surroundings. It is 13x13 squares big. To scroll the display,
- touch the extreme edges of the screen with the mouse pointer. You may not
- scroll so far so that the current unit would be off the screen, this limits
- your veiw of the units surroundings.
-
- The current unit can be in in one of two states, move mode or fire mode.
- By default the unit is in move mode. It is easy to tell the modes apart
- because in move mode, a box will surround any square near the mouse pointer
- that the unit may move to. In fire mode, a crosshair appears on any square
- the unit may fire at.
-
- The default mode is move mode.
-
- ----------------------------------------------------------------------------
-
- 5.1 The Icons.
-
- ----------------------------------------------------------------------------
-
- The icon bank runs along the left side of the screen. A LEFT click will
- operate them.
-
- They are QUIT, PICK UP, DROP, RECHARGE, VEIW ENEMY, NEXT MAN,
- FLASH MAN, END TURN.
-
- 5.1.1 The QUIT Icon.
-
- This will abort the current game and enter the debreif screen. No
- confirmation is asked for. When you quit a game, the current mission is
- always failed.
-
- 5.1.2 The PICK UP Icon.
-
- This allows units to pick up objects on their square. When you move onto a
- square with an object on it (like a dead body) then "THERE IS A .......
- HERE" will be appear in the message window. Click on PICK UP to pick up the
- object.
- When you pick up an object, its weight is subtracted firstly from your
- STRENGTH and then from your maximum Action Points values just as happens
- when you equip your units on the equip screen.
-
- Primed REMEX explosive must be disarmed before it is picked up. Pick up the
- REMEX as normal and the unit will attempt to disarm the REMEX. If disarmed,
- it will be picked up as normal, if not then it will explode with a standard
- REMEX blast of 90. Whether a unit succeeds is based on INTELLIGENCE. If a
- unit has an intelligence of 100 then all disarms will be successful, if zero
- then a disarm is never successful.
-
- 5.1.3 The DROP Icon.
-
- This is used to drop object held. Click on the icon then either RIGHT click
- to abort or click on the name of the object to drop in your equipment list.
- You cannot drop more than one object per square, or drop any object on the
- same square as an open door.
- After a succesful drop, STRENGTH is restored. If you drop a powered item
- (guns, armour...) then its energy content IS preserved.
- Dropping something takes just 2 Action Points.
-
- 5.1.4 The RECHARGE Icon.
-
- In emergencies, a unit may use his/her/its life ENERGY to recharge a wielded
- gun. This is done on a one to one basis so one unit of ENERGY turns into one
- gun shot. This is not risk free though because there is a chance that the
- weapon will explode during a recharge.
-
- Recharging.
- 1. Weild the weapon you wish to recharge.
- 2. LEFT click on the recharge icon. A window will pop up. Use the arrows to
- select the amount of ENERGY to give to the weapon. A weapon cannot be
- recharged beyond its maximum capacity and you cannot give all of your
- ENERGY to it.
- 3. Select the RECHARGE icon to attempt a recharge or EXIT to abort.
-
- When you first recharge a gun, there is a 1/5 chance that the recharge will
- fail. The second time you recharge the same gun there is a 2/5 chance the
- recharge will fail etc.. When this happens, the gun will explode and cause a
- 3x3 blast that does as much damage as the guns Damage Factor. So an Auto
- Pistol blast does just 5 damage but a Rocket Tube does 45 damage.
-
- If the recharge succeeds, the gun will now be charged up and your ENERGY
- will decrease by the specified amount.
-
- 5.1.5 The CENTRE ON ENEMY Icon.
-
- This will centre the display so that the last 'LIFEFORM DETECTED' will be
- visible. The display will not be exactly centred on the enemy but on the
- square that lies between your unit and the enemy last detected, thus showing
- the enemies location relative to your units position.
-
- 5.1.6 The NEXT MAN Icon.
-
- This will select the next unit for control. Useful if other units are out of
- screen range.
-
- In two player missions this is the only way of selecting the next character.
- After moving the last charcter, the Turn is automatically eneded. For more
- information on two player missions see 1.2.2.5
-
- 5.1.7 The FLASH MAN Icon.
-
- This will flash the current unit in the display. This is especially useful
- in two player games when many (up to 32) units are on the screen and you are
- unsure of which unit you are controlling.
-
- 5.1.8 The END TURN Icon.
-
- This will end your turn. Select this after all of your units have moved.
- When you end a turn, the following happens:-
- 1. Fire will spread one unit.
- 2. Wounds/burns on allied units will reduce ENERGY.
- 3. In a two player game, side B will now move and then be affected by
- Wounds/burns. See 1.2.2.5 for more information on two player games.
- 4. Enemy wounds might be healed (one wound heals every 15 turns).
- 5. The computer will move/fire all of its units. If the computer fires, this
- will be shown.
- 6. Fire will spread one unit.
- 7. Wounds/burns on enemy units will reduce enemy ENERGY.
- 8. Allied wounds might be healed (wounds heal at a varying rate, see 3.2).
- 9. Your move again.
-
- ----------------------------------------------------------------------------
-
- 5.2 The Equipment List and Using Objects
-
- ----------------------------------------------------------------------------
-
- The current units equipment list is the large box on the right of the
- screen. Just above this is a smaller box which displays the current weapons
- and armour being used.
-
- 5.2.1 Using objects
-
- To use an object, just click on its name in the equipment list with the
- LEFT mouse button.
-
- Guns or Hand to Hand weapons will be weilded for combat. The weilded weapon
- will then appear in the box above the equipment list.
- You may weild one gun and one hand to hand weapon at once.
- To un-weild a weapon, either choose another weapon to replace the current one
- or drop the current weapon.
-
- Armour/Shields will be worn, protecting the unit. The armour (and its energy
- level) will appear in the box above the equipment list.
- To un-wear armour, either choose some other armour to replace the current one
- or drop the current armour.
-
- Other objects are used for their logical purpose, for example:-
- Using a detonator will detonate any (and all) planted REMEX explosives.
- Using an ammo clip will recharge the current weapon if it is empty.
- Using a key will open or close the door in front of the unit.
- Using a grenade will throw it (no weilding neccesary).
- Using a power pack will restore all lost ENERGY.
-
- Some objects are powered devices which have an internal energy supply. Their
- name usually ends in 'unit'. Their energy supply is reduced by one point each
- turn. Using these objects will turn them on or off. Turning a powered object
- on will also reduce its power by one point. When active (on) a - mark will
- appear in front of the name of the object in your inventory listing. When
- its power hits zero, the object automatically turns off. There is no way of
- recharging powered computers.
-
- 5.2.2 Action point usage when using objects.
-
- This is based on the DEXTERITY of the unit.
- A use will need (100-DEXTERITY)/10 Action Points. So a unit with a dexterity
- of 30% will need 7 Action Points and a unit with 80% dexterity will need
- just 2 Action Points.
-
- Note that when using a Medikit to heal more than one wound, the number of
- Action Points needed is the above amount multiplied by the number of wounds
- to heal.
-
- 5.2.3 Information on objects
-
- To get information on an object, just click on its name in the equipment
- list with the RIGHT mouse button.
-
- A window will open which displays detailed information on the object.
- This information varies depending on the type of object, guns for example
- show the Damage Factor of the weapon whereas with keys this is irrelevant.
- The information consists of:-
- A Description (Always shown)
- A description of the object.
- Object Weight (Always shown)
- The objects weight (in STRENGTH units).
- AP's for Use (Explosives, Hand to Hand weapons)
- The number of Action Points needed to use it.
- AP's for Aimed Shot (Guns)
- The number of Action Points needed to fire an Aimed Shot.
- AP's for Snap Shot (Guns)
- The number of Action Points needed to fire a Snap Shot.
- Fire Intensity Factor (Flame weapons)
- The intensity of the flame produced.
- Max Power capacity (Guns, Armour, Powered items)
- Maximum ammo/power capactiy of the object.
-
- Simply click to turn off the window.
-
- ----------------------------------------------------------------------------
-
- 5.3 Move mode.
-
- ----------------------------------------------------------------------------
-
- While in move mode, you can move, turn to face a new direction, look at an
- enemy or select another friendly unit.
-
- 5.3.1 Moving.
-
- A box will appear around any square that your unit can directly move to.
- LEFT click on the square to move. You unit will then walk towards the square
- in a straight line. You may have to make complex movements in stages.
- Any visible traps will NOT be automatically bypassed so take care when going
- for a stroll through a minefield.
-
- You may stop before you hit your destination if:-
- The unit sees an enemy on radar or by eye.
- The unit detects a trap that was previously invisible.
- The unit dies (usually burning to death by wading through fire).
- You run out of Action Points.
-
- The number of Action Points a Move needs is 4 Points per square plus 1 Point
- for every octact initially rotated to face the destination.
- So to move to the square in front takes 4 Action Points and to move to the
- square directly behind takes 4 Points PLUS 4 to turn to face backwards
- (8 Points altogether).
-
- 5.3.2 Facing a direction.
-
- Just point to an area on the display (no move box needed) and RIGHT click to
- turn the unit to face the pointer.
-
- If you spot an enemy (if you have forwards vision only), you will stop in
- mid turn.
-
- Turning takes up 1 Action Point for every octant turned through, so a 180
- degree turn takes up 4 Action Points.
-
- 5.3.3 Traps
-
- Traps are special squares. They remain dormant, invisible, waiting for
- someone to step on them then... BOOM! You've just stepped on a land mine.
-
- When you walk within 2 squares radius of an invisible trap, a test is done
- to see whether you've just seen it. This uses your TRAP SKILL. If this was
- 100 then you would always see a trap when in range, if this was 0 then you
- would NEVER spot a trap (until it was too late).
-
- If you see the trap, it becomes visible and your movements are halted.
- If you don't see it you might step on it. That is bad.
-
- There are four traps in Hilt 2.
- * Land mines will explode causing a 3x3 devastation.
- DAMAGE FACTOR - 35
- * Shock traps will severely damage their victim but will not explode.
- DAMAGE FACTOR - 35
- * Incendiary traps will damage their victim AND burst into an intense fire.
- DAMAGE FACTOR -
- * Weak floors will damage their victim only if they fail a weight test. Some
- units might be too light to be damaged by them and nothing will happen
- until a heavy unit steps onto them. Weak floors are often seen around
- sites of devastation in the levels so tread carefully in such areas.
- DAMAGE FACTOR - 15
-
- 5.3.4 Opening doors, Repairing computers and Logging on.
-
- You may open a door speedily by standing next to the door (diagonal is fine)
- and LEFT clicking on the door. If you have a key, the door will open. To
- close the door, USE the key while facing it.
-
- You may attempt to repair a damaged computer terminal by LEFT clicking on it
- while standing next to it. Repairing is a complex business that uses
- DEXTERITY and INTELLIGENCE as well as REPAIR SKILL. The number of action
- points used depends on all of these factors but ultimately, REPAIR SKILL
- determines whether a repair has worked or failed.
-
- You may log on to a (working) terminal by standing next to it and LEFT
- clicking on it. This uses 10 Action Points and never fails.
- You will see a limited veiw of your surroundings complete with flashing dots
- indicating where allies are and thin lines representing doors.
- The number of enemies active is also displayed at the bottom of the screen.
- A mouse click will exit the display.
-
- 5.3.5 Looking at the enemy.
-
- You may instruct your unit to look at any enemy within any allies line of
- sight. You will know when this happens because the enemy is seen as a
- picture and not a radar blip.
-
- Looking at the enemy will give you clues about his/hers/its strength and
- also show their weapons and armour. It is also FREE as far as Action Points
- are concerned.
-
- LEFT click on any visible enemy and a window will pop up. This will show:-
- The enemy type (name).
- A brief verbal summary of how much life the enemy has left.
- Damage Sustained - The amount of damage sustained since starting the game.
- Number of wounds.
- Current gun, Armour and any grenade or bomb the enemy might be carrying.
-
- In two player games, looking at the other players units will only show their
- current weapon and armour. No grenades are shown becuase they might be
- holding lots of different ones.
-
- 5.3.6 Selecting another unit.
-
- LEFT click on any ally on the screen to select that unit. The unit will then
- auto centre and the units name will appear in the message window.
-
- LEFT click on your current unit to centre it on the display.
-
- ----------------------------------------------------------------------------
-
- 5.4 Fire mode.
-
- ----------------------------------------------------------------------------
-
- Fire mode allows you to fire at a target, an enemy, a map square or anywhere
- else you please.
-
- To fire a gun or attack with a hand to hand weapon, click on its name in the
- current weapon box, the box above the equipment list. To do this you must
- be weilding the weapon, be in move mode and the weapon must have some
- ammunition (energy).
-
- To throw a grenade or plant REMEX explosive, just click on its name in your
- equipment list, no weilding is neccesary.
-
- For guns, a window will pop up allowing you to choose an Aimed shot or a
- Snap shot. An Aimed shot uses the full COMBAT SKILL of the unit to fire
- an accurate shot. A Snap shot uses half of the units COMBAT SKILL but
- also half of the Action Points needed for an Aimed shot.
- * Grenades are always the equivalent of an Aimed shot.
- * Hand to hand weapons (including Fists) NEVER miss.
- * Guns fired at an enemy in the next square (even on a diagonal) NEVER miss.
-
- Select which type of shot you require or click on CANCEL to go back to Move
- mode.
-
- Move the mouse pointer onto the display. A crosshair will appear on any
- square that your unit has line of fire to. The computer is fairly generous
- in choosing where you may fire so you might have to use your judgement as to
- what you can/cannot hit. You can fire past anything you can see past/through
- including windows. You can also fire directly at walls and other solid
- objects with guns.
-
- Grenades are a little different in that you may not throw the bomb onto a
- wall (the Krell Rocket doesn't count though becuase it is a rocket).
- REMEX explosive can only be planted on the same square as the unit
- planting it.
-
- Hand to hand attacks can only take place on squares next to the unit
- (diagonals do count). If you have no hand to hand weapon in use, FIST will
- appear in the current weapons box. This allows you to punch a nearby enemy.
- A Fist takes 6 Action Points to fire and has a measly Damage Factor of 3.
-
- LEFT Click to fire your weapon.
- RIGHT Click to abort and return to Move mode.
-
- If you are planting REMEX explosives then a charge is planted. You must use
- a detonator to blow the REMEX up (get clear first!!).
-
- Your COMBAT SKILL is then tested and the shot either hits the selected
- target or misses by one square.
-
- After throwing a Grenade or planting REMEX you are automatically returned to
- Move mode. With guns or hand to hand weapons, you will remain in fire mode,
- able to fire/attack again as before. You must RIGHT click to return to Move
- mode.
-
- Each gun has ammo (internal energy). This is shown next to the name of the
- weapon in your equipment list. When out of power you must either use an ammo
- clip to reload the weapon or re-charge it directly from your own personal
- power supply. The latter can be risky. See 4.1.4 for details on re-charging.
-
- 5.4.2 Shooting Pickups.
-
- Some pickups react when shot. These require a direct hit, being within the
- radius of an explosion is not enough. Also, if a unit is standing on top of
- the pickup, the unit will usually be hit but NOT the pickup.
-
- If grenades/bombs/REMEX are hit with any weapon then it will explode, causing
- as much damage as the pickup. So, stun bombs will stun, fire bombs will
- start a fire etcetera. If a unit is standing on top of the pickup then the
- pickup will only detonate if hit with an explosive weapon. Normal guns will
- just hit the unit as usual.
-
- If an Ammo Charge is hit with any weapon then bullets will start shooting
- out in all directions. Eight shots equivalent in Damage Factor to a Power
- Rifle will be shot out, targetting random squares at the edge on the screen.
-
- 5.4.3 Starting a fire.
-
- Fire not only spreads but damages units in a unique way. See 4.5.2 to find
- out more about fire damage.
-
- There are two main ways of starting a fire.
-
- Firstly you could use an incendiary weapon specifically designed to burn
- stuff, these weapons are the Napalm gun, The Heavy Burner and the Fire bomb.
- These weapons do little damage to a target when shot directly but becuase
- they start a fire they force a target to wade through the flames which can
- cost the unfortunate victim its existance.
-
- The second way you can start a fire is by shooting a flammable material like
- an oil barrel or an ammo box. There are quite a few of these in Hilt 2
- dotted around the levels. Most guns of a decent power will detonate a
- flammable material explosion and when this happens, one square of intensity
- factor ten or fourteen will appear. The intensity depends on the type of
- thing you shoot.
-
- ----------------------------------------------------------------------------
-
- 5.5 Taking Hits & Damage.
-
- ----------------------------------------------------------------------------
-
- A units ENERGY is its life force. When this hits zero, he/she/it is dead.
-
- 5.5.1 Shot/Bomb and Hand to Hand Weapon Damage.
-
- Each weapon in Hilt 2 has a Damage factor. This determines the power of the
- weapon and the amount of ENERGY it will sap from an un-armoured unit.
-
- When a unit is hit, first a check is done to see if the shot was a glancing
- blow. Sometimes a shot will hit a lucky spot and not damage the target at
- all. This depends on a units DEFENCE strength and is a percentage. So a unit
- with a DEFENCE of 5 will have a 5% chance of a glancing blow. DEFENCE
- strength is never very high so most of the time the unit is damaged. When a
- glancing hit takes place, "....... HIT BUT THE SHOT IS DEFLECTED" will
- appear in the message window and no damage is done.
-
- If the shot was not deflected then any armour being worn is taken into
- consideration.
-
- Armour has its own energy supply (just like a units ENERGY). This number is
- shown next to the name of the armour in your equipment list.
- A hit will reduce the armours energy by the power of the weapon. If the
- armours energy is reduced to zero then the armour is destroyed and any
- left over damage points are subtracted from the units ENERGY. If armour is
- destroyed 'PROTECTIVE ARMOUR HAS BEEN DESTROYED' will appear in the message
- window. Shield units are always destroyed on the first hit, but absorb ALL
- of the power of the weapon so no ENERGY loss is incurred.
-
- After armour is destroyed, hits eat away directly on a units ENERGY supply.
-
- Wounds can happen at any time when a units ENERGY is reduced. These will
- reduce your ENERGY at the end of each turn by 1 point per wound until you
- die or the wounds are healed. Wounds are serious, one wound will heal
- automatically every few turns but when a unit has more than one wound, it is
- often fatal. Medikits can heal wounds. They heal ALL of the wounds a unit
- currenly has incurred. Use them in the normal way to operate.
-
- A unit dies when ENERGY hits zero. When this happens one random object that
- the unit was carrying will be dropped on the same square as the dead body.
- If a powered object was dropped upon death (guns, armour...) then its energy
- is reduced to zero.
- Note that dropping a powered object using the DROP icon will not reduce its
- energy to zero.
-
- 5.5.2 Fire (the burning kind).
-
- Fire in Hilt 2 can play an important part in a battle. It damages anyone
- who stands on it or walks through it. It also spreads at the end of each
- turn so it must be used with foresight.
-
- Flames come in fourteen different intensities, known as the intensity factor.
- Walking through onto a square that is burning with a factor five fire will
- reduce a persons ENERGY by five and walking onto a square with a factor one
- fire will reduce a players ENERGY by (wait for it....) one. Armour has no
- effect in retarding fire. Hot metal armour can be worse than none at all.
- This makes fire the only effective anti-armour weapon.
-
- Standing still won't save you from burning because if you end a turn on a
- square that is on fire, your ENERGY will be reduced accordingly.
-
- As already mentioned, fire will spread around the floor of the map at the
- end of each turn although this does not mean that flame will eventually
- engulf the whole map because each flame on the map will also be reduced by
- two points when it multiplies. This means a factor fourteen fire will burn
- itself out after seven turns. When spreading, fire will not spread over
- or through solid objects, this means that you can contain and control fire.
- It is a skill that is worthy of mastering.
-
- ----------------------------------------------------------------------------
-
- 5.6 The Statistics Display.
-
- ----------------------------------------------------------------------------
-
- In the top right corner of the screen, ten statistics are printed. For full
- details on all of the stats, see the character select screen reference
- at 3.1.1.
-
- Ten stats are shown.
- "xx" means a number greater than 99. A "--" means less than zero.
- ENERGY - Player Energy
- WOUNDS - Current Wounds
- H-TIME - (Heal Time) Time remaining until one wound is automatically healed.
- STRENG - Strength
- TRAPS - Trap Skill
- COMBAT - Combat Skill
- DEFNCE - Defence Factor
- IQ - Intelligence
- DEXTER - Dexterity
- REPAIR - Repair Skill
-
- ----------------------------------------------------------------------------
-
- 5.7 Two Player Games
-
- ----------------------------------------------------------------------------
-
- 5.7.1 Two Player Missions.
-
- In two player missions you control a whole army of units (up to 16)
- against another human opponent. You take command of either Side A or Side B.
- Side A always moves first. Your entire army consists of the same character
- so you won't get your units mixed up with your opponents. The units are
- automatically equipped in a similar way to that of the computer controlled
- units.
-
- Movement and firing are the same as for a one player game, but a complete
- turn comes in three phases now. First Side A moves, Then Side B and finally
- any computer contolled units which might be active (and will shoot both
- sides indescriminately).
-
- 5.7.2 Summary of Differences.
-
- 1. The Allies see.... option on the title screen applies to both sides.
- 2. The character select screen gives you just two characters. The first is
- the character that will make up all Side A, the second Side B.
- 3. There is no equip screen, weapons are handed out automatically.
- 4. Side A moves first, then Side B and finally any computer controlled units
- that might be active.
- 5. LOOKing at an opponents unit will show all of the usual information but
- won't show any grenades/bombs the unit might be carrying becuase they
- might have lots of pieces of equipment.
- 6. Each unit in each army has a unique name to aid identification.
- 7. Fire spreads (and burns) after each players turn.
- 8. The number of enemies shown on terminals is the number of units on the
- other side, not any computer controlled units.
-
- 5.7.3 The Armistace Rule.
-
- During playtesting as Side B, I found it annoying that Side A could kill or
- stun my units before they had been given a chance to move. After analysing
- the end results of the games I discovered that this actually made no
- difference to the outcome but still, many found it a problem so I thought of
- a solution, the Armistace rule.
-
- Simply it means that for the first turn of each side, you are not allowed
- to fire upon the other side. This gives Side B at least a chance to avoid
- the shots of Side A.
-
- At first I thought I would put a box on the Title screen so you could choose
- whether to activate the rule or not, but that would have been a waste of
- time and memory so instead I leave it up to you the player to mutually agree
- whether to play the Armistace rule or not. This also has the advantage that
- you may still fire on computer controlled enemies during your first turn.
-
-