

*********

The Project 64 etext of the Beach Head II manual. Converted to etext
by anonymous, retrieved from the "Doc's 'R' Us" BBS, 914/668-3664.
Supplied and formatted by Frank Jeno Kontros <jeno@kontr.uzhgorod.ua>,
the Non Stop Cracker. Please note that the BBS phone number may no
longer be valid.

BEACH210.TXT, November 1996, etext #124.

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B E A C H - H E A D II

PLAYING THE GAME


Select Level:

When   the   title   screen  is  displayed,  select  one  of  the
following keys to start the game:
For  one  player,  press  "f1",  "f3",  or  "f5" to select levels
one, two or three. For two players, press "f2", "f4" or "f6".

Select Play Mode (normal or practice):

Normal:  Sets  up  the  game,  zeroes  correct  scores  and  only
allows  the  player  to  play screens in the pre-set order. Total
scores  that  are  high  enough  can  be  saved  to the Top 10. A
player  may  choose  to  play either side of almost any screen by
picking  up  the  appropriate joystick as a new screen starts. If
you  do  switch  sides  during  play,  your score for each screen
will  be  kept  on  the side you play. In Single Player Mode, the
"ESCAPE" screen can only be played on the Allied side.

Practice:  Practice  allows  a  player  to  go  to any screen, in
any  order  to  improve his play. He may play all screens and the
computer  will  keep  track  of  his  score.  A single player can
play  either  side  (the Allies or Dictator) by simply moving the
appropriate  joystick  when  the  screen  appears.  The  computer
will  automatically  take  the  opposite  side.  In Single Player
Mode,  the  "ESCAPE"  screen  can  only  be  played on the Allied
side.

Select   Joystick:   The   joystick   in   Port  1  controls  the
Dictator.  The  joystick  in  Port  2 controls the Allies. If you
are   playing   against  the  computer,  wait  until  the  screen
appears;  then  move  the  stick  with  which  you  wish to play.
(This  does  not  apply to the "ESCAPE" screen where the computer
must play the Dictator.)

OPTIONS:
There  are  numerous  options  featured  in Beach-Head II to make
your playing time more enjoyable.

Top  Ten  Display:  You  may  observe  the  present Top 10 scores
and  record  your  scores  by typing (T) during the title screen.
If  your  score  is  high  enough, the computer will display your
ranking.  Move  the  stick left or right to select a letter, then
press  the  fire  button to enter your initials. If you just want
to  see  your  ranking,  do  not enter your initials, but instead
type "N".

NOTE  :You  may  clear  the  Top  10 Scores while in the Top 1 of
10  screen  by  simultaneously  pressing the Commodore, Run/Stop,
and Q keys.

Filter  Adjustment:  You  may  adjust  the  sound filter settings
of  the  game  to  provide  the  optimum sound for your computer.
Press  (+  or  -)  while  in  the  title  screen , to increase or
decrease the filter settings.

Demo:  You  can  initiate  the  demo  sequence while in the title
screen  by  pressing  (D).  During  demo you can play against the
computer  (on  level  3)  by  taking control of one of the sticks
at any time.

Abort  Feature:  If  you  wish  to  cancel the, you may return to
the "Title Screen" screen by pressing the "CTRL" key.

Voice  Suppression:  Press  "O"  for  OUT  or  "I"  for IN during
title screen to control voice suppression.

SEQUENCE 1 - "ATTACK"

Overview:  Allied  forces  have  moved  inland  by helicopter and
are   ready   to  begin  their  assault  against  "The  Dragon's"
sanctuary  to  rescue  hostages captured during previous battles.
The  full  weight  of  the Dictators arsenal will come to bear on
Allied troops in a war of attrition.

Allied   Control   In   Sequence   I:   The  Allies  control  the
helicopter  in  the  background as the scene starts. The controls
for  the  helicopter  are  as  follows: Pushing the Stick Left or
Right   will   move  helicopter  in  the  desired  side  to  side
direction.   Pushing  forward  on  the  stick  will  elevate  the
helicopter.   Pulling   Back   on   the   stick  will  lower  the
helicopter.  The  helicopter  cannot  move toward you and neither
the  helicopter  nor  the  men  in  the  air  can  be  hit by the
machine  gun.  Pushing  the  Button will release the paratroopers
to  begin  their  assault.  If  the  chopper  is  too  low to the
ground,  the  chutes  will  not  have enough time to open and you
will  lose  soldiers.  after the soldiers have touched down, they
will advance to the first wall.

Make  sure  when  dropping  paratroopers that you distribute them
as  evenly  as  possible  (eight behind each section of wall #1).
Placing  more  than  eight  behind  any  wall will overcrowd that
area causing the extra men to desert, leaving you short-handed.

After  your  men  have  reached  the  first  wall, they must then
advance to the second wall. The control sequence is as follows:

a) Press the button to stage your men.
b) Move the stick left or right to advance them.

The  yellow  indicator  light  determines  which gap the soldiers
will  run  through  and  which  wall they will be taken from. The
men  that  reach  the second wall will try to scramble to safety,
out  of  reach  of the machine gun. If a single man gets past the
gun,  he  will  be  able to blow the door and thus proceed to the
next  scene.  All  your  men, however, will have to challenge the
gun. The control sequence for this segment is as follows:

a)   Select   a  Wall  by  pressing  the  fire  button  when  the
indicator  light  is  on  for that wall. Move stick left or right
to  turn  off  the  light  and activate a man behind the wall. If
the  light  does  not stop alternating then there are no more men
behind that wall.

b)  Control  your  man.  He is just behind the wall that you have
selected.  His  controls  are  up,  down,  left, right, down left
(diagonally),  down  right  (diagonally).  He cannot retreat at a
diagonal but may charge at a diagonal.

c)  Send  a  man  over  the  wall  (optional). You may send a man
over  the  wall  to  act as a diversion and draw enemy fire. This
man  is  completely  computer  guided and counts the same as your
controlled  man.  (If  he makes it, of course)To start a man over
the  wall  you  must position your controlled man behind the wall
and  press  the  fire button. If nothing happens then there is no
one behind the wall but your controlled man.

d)  Throw  a  grenade.  Destroying  some of the machine guns will
significantly   enhance  your  score.  Your  controlled  man  can
throw  at  anytime,  but  his  feet  must  be within the "grenade
window"  (a  rectangular  imaginary  box  directly  above the gun
and  extending  as  far  as the front of the first wall) to score
a  hit.  When  all men have faced the gun, the scene will end. If
at  least  one  man  make  it  passed  the  gun,  the  game  will
continue.

DICTATOR CONTROLS IN SEQUENCE #1

The  dictator  controls  the  machine  gun in the foreground. The
joystick  controls  left,  right, up and down movements. When you
are  ready  to  fire,  push the button. When shots are fired, you
will  see  the  tracer  effect  of  each shell leaving the barrel
There  is  no  limit  to  your  supply of ammunition. Firing your
weapon  slows  movement  in  all  directions. Because of this, it
is  better  to  stop  firing  when  you  need to quickly move the
machine  gun  to  another  target.  Point total is based upon the
number  of  soldiers  stopped.  The  machine  gun  cannot hit the
helicopter  or  the  men  parachuting out of the helicopter until
they  hit  the  ground.  Obviously,  the  closer  in  the  Allied
forces  are  the  easier  they  are  to hit. Also, the Allied men
can  move  out  of  the  range  of the machine gun by moving past
the  front  wall  to  the  extreme  right  or left. If they reach
these  points,  you  will  not  be  able to stop them unless they
come  back  into  range.  If no Allied men make it to safety, the
game will end.

NOTE:  If  ANY  Soldiers  reach  the  Second  wall,  they will be
joined  by  reinforcements  which  will  double the number of men
remaining.


SEQUENCE II "RESCUE"

Overview:   Allied   forces   are   inside   the   sanctuary  and
attempting  to  rescue  the  hostages. "The Dragon's" men are low
on  ammunition  but  are  still  determined to prevent the rescue
of  the  hostages.  The  prisoners  face  the  formidable task of
having  to  cross  the  open  courtyard  with  "The Dragon's" men
throwing anything they can find at them.

Allied Forces:

The   Allies   have   captured  the  Dictator's  machine  gun  to
protect  the  prisoners  as  they  come  out.  The prisoners will
appear  on  the  far  left of the screen and attempt to cross the
courtyard  to  a  point  where  helicopters  are  waiting to take
them  out.  Your  mission  is to protect the twenty hostages from
"The  Dragon's"  men.  He  has  four  weapons  which can stop the
prisoners:  one  soldier  dropping  stones  along  the top of the
wall,  one  man  who can place mines through trap doors along the
hostage  pathway,  a  tank  that  has  no  shells  but  will come
straight  at  the  prisoner  to  run  him down and a truck with a
small  caliber  machine  gun to stop the hostages . The tank must
be  hit  directly.  You  can  speed  up  the hostages by shooting
either  of  the  three doors that appear along the corridor wall.
Your  machine  gun  fire  can accidentally hit the prisoners, but
it  will  not  harm  them.  They  will however, stop for a moment
and  then  resume at a slower speed. Remember, the gun moves more
quickly when the button is NOT pressed.


DICTATOR - The Dictator controls the following four weapons:

Man on Top of the Wall:

To  use  this  soldier,  push the joystick straight forward. With
the  stick  in  the forward position, move it right or left. This
controls  his  movement  along  the  wall.  This  soldier  is now
under  your  control.  When  he  is  in  proper position over the
prisoner,  the  soldier  can  drop  objects to stop the prisoner.
When  he  is  positioned  correctly,  push  up and button to lift
the  object.  Once  his  arms  are  extended,  push up and button
again  to  release the object. If the soldier is shot, he will be
replaced after a short delay.

Tank:

To  deploy  the  tank,  push  the stick directly to the right and
press  the  button.  Once  the  tank  has  started  moving, it is
computer  controlled.  Every  time  a  tank  is  destroyed, a new
tank  can  be  sent  by  following  the same procedures. The only
time  a  tank  cannot  be  sent is if the prisoner has passed the
door farthest to the right.

Truck:

The  truck  can  be  started  by  moving the joystick directly to
the  left  and  pressing  the  fire  button.  Once  the truck has
started,  it  is  computer controlled. When a truck is destroyed,
another  can  be  sent  immediately.  The  prisoner must pass the
first door along the wall before the truck can be activated.

Trap Door

To  use  this  man,  pull  back  on  the stick. With stick in the
back  position,  move  it  right  or  left  to move the trap door
along  the  ground.  When  you  are  ready  to set the mine, pull
back  on  the  stick  and push the button. A man will then appear
and  set  a  land  mine  in  the prisoners path. If the trap door
man is hit, he will be replaced after a short delay.

The  best  strategy  for  the  Dictator  is to keep as many items
on   the  screen  as  possible.  This  keeps  the  Allied  gunner
occupied.  For  example,  once a tank or truck has been destroyed
you  should,  immediately  send  another.  Coordinate your use of
the  trap  door  and  the  man on the wall. The key to success is
keeping the machine gun moving around and busy.


SEQUENCE III - "ESCAPE!"

Overview:  The  rescue  helicopters  now  must  get the prisoners
off  the  island  by  running  the Dragon's gauntlet. In addition
to  an  automated  defense  system, the Dragon controls the tanks
on  screen.  There  are  three  helicopters.  Each  is capable of
taking   all   or  some  of  the  prisoners  out.  The  dictator,
however,  determines  which  level  of difficulty each helicopter
will  face.  There  are  three levels, and each level can be used
only  once.  For  example, if you try to take all hostages out on
the  first  run  and  the Dragon programs in the higher level off
difficulty,   chances   are   slim   that   you   will  make  it.
Nevertheless   if   you   do   escape,   you  will  be  awarded a
considerable  number  of  bonus  points. (To be merciful, we have
allowed  two  helicopters  for each run; thus, you could actually
lose up to six helicopters.)

Dictator:

The  Dictator  controls  the  difficulty of the individual escape
run  and  the  tanks located throughout enemy terrain. The player
must  be  ready  to  move  his  tank  into position as soon so it
becomes  visible  on  the  screen.  The  tank  must  be  lined up
directly  in  front  of  the  helicopter  to destroy it. When you
are  properly  lined  up,  push  the  button  to fire your shell.
Tanks are located throughout the escape run.

NOTE:

It  is  to  the  Dictator's  advantage  to  prevent  his opponent
from seeing the level selection.

Allied Forces:

You  must  select  the  number of hostages for each helicopter by
pushing  forward  or  back  on  the  stick. Press the button when
the  helicopter  is  loaded,  and  the engine will start. To fire
the  helicopter  rockets,  push  the joystick button. To get past
walls  you  must  fly  through  the openings. You cannot fly over
the  walls.  The  difficulty of the escape is set by the Dictator
so the speed will not be known until you start your run.


SEQUENCE IV -"BATTLE"

Overview:  Before  "The  Dragon"  invaded the island, the bastion
he   chose   as   his  sanctuary  was  an  ancient  temple  where
islanders  would  worship  their gods. Underneath the temple is a
series  of  caves.  These  caves  were  used in ancient times for
combat  between  natives  in  ritualistic  ceremonies.  Commander
Stryker  has  finally  tracked  down  the  dictator  in  his last
hiding  place.  Far  beneath  the sanctuary, the stage is set for
a   showdown  between  madman  and  liberator  -  only  one  will
survive.

Allies and Dictator Control:

The  only  weapons  remaining  are  heavy  sharpened sticks known
as  poontas.  The  poontas  were  used  by  natives in ceremonies
long  ago.  The  natives  would  stand across from each other and
attempt  to  knock  the  opponent off his platform by hitting him
with  this  weapon.  If  the  opponent  was  hit enough times, it
often   caused   unconsciousness  and  death.  "The  Dragon"  has
challenged  Stryker  to  a  final  contest  of  superiority.  The
players  are  isolated  on  platforms  and face each other across
an  underground  river.  To  control movement along the platform,
push  the  joystick  up or down. both players can jump or duck to
avoid  being  hit.  To  jump,  push  the  stick  towards the cave
wall.  To  duck,  push the stick towards the water. When you feel
you  are  in  the  proper  position to throw the poonta, push the
button.  You  can  control  the  direction of travel by doing the
following:

Straight Throw - push the button.

Curved  Throw  -  push  the  button. When the throwing motion has
started,  push  up  or down on the stick in the desired direction
and then release.

The  battle  will  be  fought in nine rounds. A round ends when a
player  has  been  hi  t  four times. After each round, the score
will  be  displayed.  To  start  a new round, push the button. In
addition  to  points  scored for each hit, a player can get bonus
points  for  winning  the  round  and  winning  by a blitz (4 - 0
round).

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End of the Project 64 etext of the Beach Head II manual.

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