FULL METAL PLANET INSTRUCTIONS AND TIPS.

extracted from Sewer Docs by Underdogs for Home of the Underdogs,
http://www.theunderdogs.org

You land your freighter on FMP for an extraction period that can  last 
21 to 25 rounds.   Players take turns to act, using their action point 
credit-rating,  for a limited time.   During the game,  you can do the 
following.

-use your transports to gather ore and bring it back to the freighter.
-create  extra  units,  using the mineral you've  extracted  and  your 
weather hen.
-weaken the opposition,  using your Destroyers to eliminate or capture 
his units.
-threaten or hinder his movements by occupying appropriate hexagons.
-capture  one or more Freighters,  to increase your own unit  numbers, 
get  more  Action  Points and blast off at the end of  the  game  with 
several Freighters loaded with ore and units.
-negotiate  non-agressive  pacts  and combined  attack  strategies  to 
weaken a dangerous rival.

If things work out right,  you'll take off at game turn 21 or 25, each 
player  chooses,  with cargo,  1 victory point per unit and 2  victory 
points per block of ore.   The player who ends with the highest number 
of victory points is the winner.


THE PLANET.

The game terrain is overlayed with a hexagon grid.  The hexes serve to 
regulate  movement  and  positioning.   Units move  from  hex  to  hex 
according to rules which will be fully explained further on.  The open 
sea  is  blue,  the  plain is ochre,  the reefs are  blue  with  ochre 
sparkles,  the swamps are ochre with blue sparkles,  the mountains are 
brown.  The type of each hex depends on its color.


 TIDES.

Each complete turn has one particular tide, middle, high, or low tide.  
The  sequence  is  unpredictable,  and is decided  at  random  by  the 
computer during initialization of the game.
At Midtide, swamp=plain, reef=sea
At High tide, swamp and reef= sea
At Low tide, swamp and reef=plain
Consequences.
At low tide,  reef hexes are forbidden to water vehicles (attack boats 
and barges), but are accessible for ground vehicles.
At  high  tide,  swamp hexes are forbidden  to  ground  vehicles,  but 
accessible for water vehicles.
At midtide,  swamps are plain and reefs are sea, swamps are accessible 
for ground vehicles and reefs are accessible for water vehicles.
Any  vehicle caught out of its natural element by a change in tide  is 
neutralized.
A  water vehicle caught in a reef or swamp hex by a low tide  has  run 
aground.
A water vehicle caught in a swamp hex at midtide has run aground.
A water vehicle caught in a reef hex at midtide is bogged down.
A ground vehicle caught in a reef or swamp hex at high tide is  bogged 
down.
Vehicles immobilised in this way can do absolutely nothing.   They may 
be  captured  or destroyed.   They are obstacles  to  movement.   This 
situation will last until the next favourable tide.

FORECASTING THE TIDES.

A player who has a weather hen in good working condition can,  at  any 
time learn what the next tide will be.  A player with two weather hens 
can learn of the next 2 tides, etc.
A  weather hen cannot operate inside a freighter,  on a barge,  in  an 
enemy fire zone or bogged down.

ORE.

That's what you're here to get.  It's scattered in blocks all over the 
game  terrain.   Blocks  of ore may be loaded onto  a  Freighter  thus 
winning victory points or be transformed into extra units (vehicles  or 
pontoons) by the weather hen.
A  block  of  ore  occupies a hex and  is  therefore  an  obstacle  to 
movement.
At low tide, blocks may be picked up anywhere.  At midtide, blocks may 
not  be taken from reefs.   At high tide,  blocks may not be picked  u 
from reefs or swamps.
There are 5 things you can do with a block of ore.
-load it into a Freighter from an adjacent hex.
-load, transport and unload it, using 9a Crab (2 blocks max) or a Barge 
(4 blocks max).
-load,  transport  or transform ore with a Weather Hen (1 block  at  a 
time).
-destroy it with two Destroyers (tank, attack boat, turrent or Heap).
Ore  is  represented on the Strategic Map by the symbol "I"  which  is 
colored white for clarity.  This ore belongs to nobody of the moment.


-TURN TIME.

At  the end of a player's turn time (agreed to by  all  players),  the 
computer will interrupt the current action (jingle),  thus ending that 
players turn.   The end of one player's turn triggers the start of the 
next player's game turn.


ACTION POINT CREDIT.

BASE CREDIT.

Each player starts a turn with a base credit of 15 points.  The player 
uses  these  points to carry out the game actions of  his  choice  and 
moves as many units as he likes.
-cost in Action Points for each hex moved into.
-load/unload a vehicle or block, 1 point.
-move a loaded/empty vehicle into/out of the freighter,  1 point (this 
includes the Barge which occupies 2 hexes).
-destroy a unit or ore-maker, 2 points.
-rebuild a turrent (only on a captured freighter), 2 points.
-freighter taking off,  from 1 to 4 points, depending on the condition 
of the freighter. (see taking off)


 BONUS.

-a player who uses only 10 of his 15 available points manages to  save 
5.
-a player who spends 5 saves 10
-the most he can save is 10.   These saved points may be spent in  any 
turn the player wishes.
-that means that a player can,  in one turn, spend 25 points.  You can 
know a players bonus by using the UNIT STATUS function.


SUPER BONUS.

-each  captured freighter increases the new owner's base credit  by  5 
points. 
-an  example,  you  are  the proud owner  of  three  freighters  (your 
original  freighter plus two you captured).   You have also  saved  10 
points.   This  turn,  you spend 35 action points (your standard  base 
credit  of 15,+ 10,  for the two captured freighters,  + 10  that  you 
saved).
NOTE.
-a confirmed move is counted and will have to be paid for.
-outside the freighter,  each unit, empty or loaded, occupies a hex on 
the  game terrain.   Two units may not occupy the  same  hex,  (except 
Pontoons and Transporters).
-a Barge occupies 2 hexes, each hex it advances or reverses into costs 
1 point.


TRANSPORTERS

There are two types of transport vehicles.
-the Barge (can carry up to 4 elements).
-the Crab (can carry up to 2 elements).

The elements that can be transported are.
-blocks of ore,  the tank,  the Heap and the pontoon.   All count as 1 
element each.
-the Weather Hen and the Crab.  They count as 2 elements each.
Only the Barge can transport a Crab or Weather Hen.

Elements are loaded onto a transport from an adjacent hex.
Loading and unloading each cost 1 action point.
Loading  a  loaded crab onto a barge costs  1  point.   Modifying  the 
crab's cargo once aboard the barge costs nothing.
A vehicle on a transport  is neutralized.
The unloading hex must be empty or occupied by another transport  with 
some loading space free.
It  costs 1 point for a loaded or empty transport to get  into/out  of 
its freighter.
A transport may neither load nor unload from or onto a hex which is in 
an enemy fire zone.
A transporter may be loaded and then unloaded without having moved.
A transporter may not unload in a sea hex.
Unloading may take place onto a submerged hex (reef or swamp), but the 
unloaded units will be neutralized until the next favourable tide.
No unit may be loaded onto a transport from a submerged hex (except  a 
pontoon).


THE WEATHER HEN.

A  weather hen can build new units,  it stops in a hex adjacent  to  a 
block of ore,  loads the ore, then unloads the new unit which may be a 
tank,  a pontoon or a crab,  onto an adjacent hex.  The entire process 
costs 2 action points,  1 for loading the ore and 1 for unloading  the 
new unit.
A weather hen can load the ore,  move and lay the unit at a  different 
place and during a later turn.
Whenever  it  loads or lays,  the weather hen is subject to  the  same 
rules as a transporter.
A weather hen can lay two units in one turn,  it cannot lay two  crabs 
or two pontoons in the same turn.
A weather hen may be used simply to transport and unload ore, as if it 
were a transporter.
Note.
The composition of reserves,  depending on the number of participants, 
is  designed  so  that  each player starts  the  game  with  the  same 
possibilities for creating new units.   During play,  each player will 
decide  whether to transport all the ore he extracts to the  freighter 
or  use some to create extra units in order to increase his  power  on 
the terrain.


-PONTOONS.

Pontoons,  which cannot move themselves but must be  transported,  are 
used to cover sea and submerged/submersible hexeas.
A pontoon is laid or removed by a transporter or  freighter,  whatever 
the tide.  A pontoon renders its hex useable as a ground hex.  It must 
touch at least one ground hex.
You can place a number of pontoons alongside each other as long as the 
first  touches  a  real ground hex.   If the first  pontoon  is  later 
destroyed,  then so are the others in the  group.   If the only ground 
hex in contact with a pontoon or group of pontoons is submerged,  then 
that or those pontoons are destroyed.
The  destruction of a pontoon results in the immediate destruction  of 
anything standing on it.
Inside  an  enemy  fire zone,  a pontoon may never  be  positioned  or 
removed.
A pontoon is neutral,  once it has been positioned,  it may be used by 
any  ground  vehicle  of any side.   It can be loaded  onto  an  enemy 
transport without having first been captured.
Positioned  on  the ground hex,  a pontoon does not prevent  that  hex 
being used.
A pontoon is an obstacle to barges and attack boats.
On  the Strategic Map the pontoon is shown by a red "="  symbol.   The 
color is for clear visibility.
Nevertheless the pontoon belongs to everyone.


-DESTROYERS  

Destroyers can eliminate any unit (including ore),  except  freighters 
and their cargo (turrets can be destroyed).   Destroyers are also used 
to capture units, push back the enemy and for defence.
There  are  4 types of  destroyers,  attack  boats,  tanks,  the  T-99 
supertank  with   long range firing capability (generally  called  the 
Heap) and, finally, turrets, which are fixed.


DESTRUCTION

The principle is the following,  a unit is eliminated if it is hit  by 
simultaneous fire from two destroyers belonging to the same player.

Destruction Rules.
A  turret,  tank  or attack boat can fire up to two hexes  from  there 
position.
The heap can hit a target up to three hexes away from its position.
A normal tank, positioned on a mountain hex, can also fire up to three 
hexes (including another mountain hex).
The heap, even if transported, can never enter a mountain hex.
Two tanks cannot stay on adjacent mountain hexes between turns.


PENALTY.

If  a  human  disobeys  this rule,  a penalty of  5  points   will  be 
inflicted on him in the next turn.
Furthermore  the fire zone of the tanks will be restricted  until  the 
situation is returned to normal.

A  destroyer  can  fire over any unit  or  hex,  including  sea,  ore, 
freighter, mountain etc.
A  destroyer cannot fire more than twice in one turn.   A  player  can 
fire  a destroyer,  do other actions,  then fire the destroyer  again.  
All  destroyers  are  automatically reloaded with  ammunition  at  the 
beginning of the following turn.
Destroyers  cannot destroy units belonging to their own  side,  except 
for pontoons. 
Firing at a hex results in the destruction of everything positioned in 
that hex.


THE FREIGHTER

A  freighter is composed of a central bubble and three pods topped  by 
turrets.  A freighter occupies four hexes.
Apart   from  the  turrets,   the  freighter  and  its  contents   are 
indestructible,  it  is  a shelter (and only starting point)  for  any 
units inside it.
You  can check the contents of the freighter by using the UNIT  STATUS 
function.

ENTERING AND LEAVING THE FREIGHTER 

Units enter and leave the freighter through one of the three pods,  in 
any appropriate adjacent hex.  The central bubble has no access to the 
exterior.
Any   ore  that  enters  the  freighter  can  neither  leave  nor   be 
transformed.
Entering or leaving with a loaded transport costs 1 point.
Inside  a freighter,  loading and unloading transport  costs  nothing.  
During the same turn, a unit may enter and leave the freighter through 
any available adjacent hex.
As  far  as units entering/leaving the freighter  are  concerned,  the 
freighter follows the same rules as a transporter, BUT
-A  unit  may  enter/leave  a pod situated  in  an  enemy  fire  zone, 
providing the adjacent hex it enters is outside that fire zone.


SCREEN ORGANIZATION

The  screen gives an aerial view of FMP.   You can only see a part  of 
the terrain (a global view is provide by the Strategic Map).
A command box is permanently displayed.
To  scroll the terrain,  move the cursor to the edge in the  direction 
you want to see.   Wait a short moment for the scrolling to start  (or 
press the keys G,  H,  B,  N).   If nothing happens, that means you've 
arrived at the extreme edge of the terrain.
You can choose whether or not to see the hexagon grid.  It is a matter 
of taste.  But you can do very well without them.
Colors  markers,  the  units  are each marked with the  color  of  the 
freighter from which they receive the orders.   If you do not see  the 
marker well, it is certainly a black one.

BEGINNING THE GAME

ROUND 1: the freighters touch down.
Each  player  has a maximum of three minutes to  land  his  freighter, 
which is marked with his color,  inside a landing zone, one of the two 
islands  or on a portion of land where the hexes are all of  the  same 
color.   A freighter occupies 4 hexes.   The following conditions must 
be respected,  a passage of at least one hex must be left free at  the 
map  edge,  the freighter may occupy only plain or  swamp  hexes,  two 
freighters  may  not occupy adjacent landing zones (an island  is  not 
adjacent to any other zone).

When  the  player controls play,  the Strategic map is  displayed  and 
shows the landing zones.
You can move the white rectangle which frames the zones,  by selecting 
the desired zone (click + direction arrows).
Click  on the black and yellow icon to switch to landing procedure  (+ 
key or ESC).
These are the only commands currently available on the strategic map.


LANDING

After landing the strategic map, you will fly over the terrain in your 
freighter.  When it is stabilized, you can take over the controls with 
the mouse (or direction arrows).
To scroll the terrain,  push the frame in the desired direction (short 
temporization) or use the keys GHBN.
To touch down just click.
The  freighter  will  only touch down i authorized  hexes  and  it  the 
freighter does not straddle a border.
Once you have landed, you cannot change your mind.

You  can display the hexagon grid by pressing key 2/ f2 or  return  to 
the strategic map with the 6/f6.
SOME HANDY ADVICE.
When you're playing alone against robots,  the landing zone you choose 
will affect the excitement of the game.   If you're all by yourself at 
one end of the map, then things could get a little boring.
Usually, according to the rules you have to let at least an empty zone 
between two freighters.  The computer does not check this point.  It's 
up to you to decide whether you follow the rule or not.
The landing destroys all the ore in the touch down zone.


WARNING

If  you act during the landing of a freighter piloted by a  robot  (by 
clicking  or  pressing a key) you take the control and you  can  touch 
down where you want.   You will then also have to unload the freighter 
and deploy the units manually.

ROUND 2. deploying your units (costs nothing).
You  now have to remove some or all of your units from  the  freighter 
and  deploy  them  on the terrain,  within  the  landing  zone  limits 
(indicated by white dots).
Pontoons and water units,  if deployed,  must touch the coast of their 
landing zone.  Transporters may leave the freighter loaded.
For this turn, the tide will be Midtide, but don't count on it for the 
next turn.
Note.
that you must not put two tanks side by side on the mountains,  the  5 
points penalty would not allow you to play the next turn. 
See the load/unload function.
This function is activated automatically.
To end, click on the yellow and black striped icon (ESC key).
The chronometer will then display a 0.  Click in the number to confirm 
the end of your turn (Enter).

ROUND 3.  you have one after the other,  five points for your actions.  
Think about what a tidal change could mean.

ROUND 4. each player has 10 points.

ROUND 5. from now on, each player has 15 action points.

ROUND  6.  the game is in full swing and you're now a real FULL  METAL 
pilot.   Watch  out  for players who have already  saved  some  action 
points.

ROUNDS 7 TO 20. the fight is at its full.


END OF A GAME

ROUND 21. taking off is possible.
This turn has two phases.  The first phase allows each human player to 
indicate whether he's taking off or not.   To do this,  ask the  other 
players to look the other way when it's your turn, and open the secret 
trapdoor.  Then  click on the icon of your choice,  take off  or  not.  
Reclick to confirm your decision.
A player with more than one freighter can take a separate decision for 
each  of  his  freighters by clicking on the  color  squares  (as  for 
diplomacy), he may decide that one will take off on turn 21, while the 
other(s) will remain.  The player's base credit will however drop by 5 
points  for the remaining turns for each of his freighters  that  took 
off on turn 21.
Following the first phase of turn 21,  the designated freighters  take 
off.
Any  units  abandoned by the departed freighters can  be  captured  or 
destroyed by the remaining players.

ROUND 25. the moment of truth.
If one or more players decide to stay after turn 21,  they continue to 
play the remaining turns normally.
They take off with their freighters after playing turn 25 normally.
Note.
If you play turn 25, you'll need to keep 1 action point in reserve for 
the take off, if your freighter is in perfect condition.  Each missing 
turret adds 1 point to the cost of taking off.
Remember a point spent is permanently spent.  If you don't have enough 
action points for the take off, then your frePighter will rust for ever 
on the surface of FULL METAL PLANET.


SCORE BOARD

At the end of the game,  total victory for one of the players, or take 
off of all freighters (21st or 25th round),  the computer will display 
the scores and rank the players.


SAVING THE CURRENT GAME

Starting  from  turn  3,  you can save the game  with  all  parameters 
(emblems,  names,  etc) by pressing the S key during your  turn.   The 
saved  situation  is th one at the end of the last turn  and  not  the 
actual one.  When invited to insert save game disk, insert a formatted 
disk and click.

LOADING A SAVED GAME

You can access this function from the first screen of the game.
After  a  program has loaded (original disk) you will  be  invited  to 
insert save game disk.   Insert  the disk containing the game you wish 
to continue and click.


DISK UTILIZATION

A  window will open with two elevators,  allowing you to  consult  the 
names of files that have already been saved.
By  clicking  on  one  of the names  (or  pressing  the  function  key 
corresponding  to the line/ f1 to f4),  to copy the name into line  5.  
After  having confirmed with RETURN,  the game or the drawing will  be 
saved  under that name (the previously saved under that name  will  be 
deleted).
If you want to give a new name,  click in the empty rectangle (of j5). 
Type  in  a  name of no more than 8 letters  and  press  Return  twice 
(saving) or click on line 5 (loading).
If the disk is not the right one, you can replace it by another, press 
f10.   Click  on  the  black and yellow striped  zone  to  cancel  the 
operation (BACKSPACE key).
After saving or loading, put in the original disk again.

SO YOU'RE A HOT SHOT,HUH?

If  you're at the stage where robot enemies are ridiculously  easy  to 
beat (you've already been playing this game for some time),  then  how 
about hotting up the action.   Here are a few ideas to get you  biting 
your nails again.
-play with a handicap (example do not use your heap).
-play against some associated robots.
-choose a dangerous landing zone.
-play a Blitz game (reduced time).
In these hard conditions you recognise the value of FULL METAL PILOT.

ADVANCE UTILIZATION.

When  you leave FULL METAL SELECT by pressing CTRL,  you play  in  the 
sequence  in  which  you selected the emblems (and  not  in  a  random 
sequence).
At  the  2nd turn (Deployment) pressing the CTRL,  key allows  you  to 
proceed manually to illegal deployments on all the territory.
You  can  also click during the robots landing attempt  to  place  the 
freighter  where you want and deploy manually.
Finally  it  is possible to transform a human player into a  robot  by 
pressing the J key and confirming again with the J key after a message 
displays ROBOT?.
WARNING this function is irreversible.

THE STRATEGIC MAP 

Use this map for an overall view of the situation.
The map is automatically displayed while the computer is thinking, use 
the time to do the same.
During  your turn,  you can access the strategic map with the 3  stars 
icon (key 6/f6).
For reasons of visibility the blacks are represented in grey.
On the right, the commands are grouped in a numeric keypad.
Clicking (mouse) or pressing one of the keys confirms the command.
-striped icon switches back to normal view (+ key or ESC).
-right clicking flashes the unit corresponding to the key.  This makes 
the  visualisation  easer.   This  effect  can  also  be  obtained  by 
simultaneously  keeping the key corresponding to the unit pressed.
Use  this command to identify the symbols representing every  type  of 
unit.
-all players and unit types are displayed by default.   Change that by 
clicking or pressing the key corresponding to each unit.
-the two tide keys let you see the situation in different tides (enter 
key on the numeric keypad).
Note.
swamps  and  reefs are represented in the state corresponding  to  the 
movement possibilities of the units.
examples.
As sea, if the tide is high or middle, for reefs.
As land, if the tide is middle or low tide, for swamps.

The  rectangle on the map frames the previously  visualised  zone,  or 
which will next be visualised.  You can move the rectangle by clicking 
on the map.
The key showing the scanner icon displays destroyers fire zone.

COMMANDS

To use the commands efficiently, you will first have to understand the 
basic  concept  of  the user interface  that  consist  essentially  in 
selecting.
Selecting  consists  in  pointing at a unit  (vehicle)  or  a  command 
(hex/icon) by positioning the cursor on it,  move the cursor with  the 
mouse or the arrow keys, then click to confirm the selection.
Clicking consists of pressing the mouse button to confirm his  choice. 
If there is no particular mention, press the left button.
(If after confirming a command nothing happens, your action is illegal.

THE COMMAND BOX

This  extensible block displays permanent  information,  the  player's 
emblem,  time  remaining,  action points remaining,  the color of  his 
freighters.
By clicking on the emblem,  you can drag the remote control to another 
position (key click + direction arrows).
Click  on the color block to display the commands in groups of  three, 
in succession.  Click again to erase them (key +).
These  keys are organised in the same way as the numeric  keypad,  and 
have  the  same function.   Example,  clicking on  the  move  function 
(crossed arrows) does the same thing as pressing key 7 or f7.
In the following the commands or functions are regrouped according  to 
their functions key number.

1/THE REBUILD FUNCTION.
1.select the command wrench icon or key 1/f1.
2.select the turret to be rebuilt.
3.if  you  have enough remaining action points,  then  the  turret  is 
rebuilt and operational immediately.

2/THE HEXAGON DISPLAY FUNCTION.
you can display the hexagon grid by pressing key 2/f2.

3/THE RETREAT FUNCTION.
1.select the retreat function 0> key 3/f3.
2.select the unit.
3.select the destination hex (1 hex maximum).
The UNIT STATUS allows you to know if a unit is neutralised.

4/THE CAPTURE FUNCTION.
1.select the Capture function hand key 4/f4.
2.select the unit to be captured.
3.if the action is within the rules, the unit will change color.
Capturing a freighter whose three turrets have been  destroyed,  don't 
select  the freighter itself,  but the destroyer which will enter  and 
capture it.

5/THE UNIT STATUS FUNCTION.
1.select this function, binoculars key 5/f5.
2.select the unit to be checked (whatever its color)
3.if red square is displayed,  then the vehicle is neutralised, a grey 
square means that it isn't.
4.for destroyers, the displayed number indicates remaining ammunition.
5.the number displayed in this rectangle indicates the number of bonus 
points.
6.for  the  freighter,  the number indicates the total  value  of  its 
contents.  Click in the color rectangle to call the amount of ore.

6/STRATEGIC MAP.
Stars icon or key 6/f6.

7/THE MOVE FUNCTION. 
1.this is the default command (crossed arrows screen cursor).
2.if you're not currently in this command mode,  you can access it  by 
selecting the crossed arrows icon or key 7/f7.
3.select the vehicle to move.
4.indicate  the  route to be taken,  by moving the  cursor  (mouse  or 
arrows,1  2 3 4 5 6 keys = cursor movement hex by hex- west  =2/  east 
=5).
The cursor will only enter hexes authorised for the selected  vehicle. 
The point cost is displayed to trace the route.
5.you may change the route as long as the mouse is not yet confirmed.
6.to move back 1 hex, press backspace key.
7.press ESC to deselect the selected vehicle.
8.left click (enter) to confirm the move.  The result is immediate.
9.for an animated move, right click (tab) to confirm.
10.the move has been made,  it's too late to change your mind.  Moving 
the Barge, select it at the end nearest the desired move direction.


8/THE LOAD/UNLOAD FUNCTION.

1.select this command crane icon key 8/f8.
2.select the transporter.  The bay door opens.
3.select  the unit to be transported and put it either in the hold  or 
on the terrain.
4.load another unit or close the bay door by clicking on the black and 
yellow striped icon (ESC key) or by selecting another function.
5.given the size of the freighter's hold,  it may become necessary  to 
activate the conveyer belt by clicking (with the mouse or lifted unit) 
on the arrow icons (keys a/z or q/w).
6.the  hold  may be moved by dragging it with the case  (mouse  button 
held down) or it may be erased with the ALTERNATE key (which acts as a 
toggle switch).
7.loading a transporter inside the hold of the freighter.
-select the transporter.
-right click on the unit to be loaded (TAB key).
8.a particularity of the barge,  as the barge occupies two  hexes,  it 
must be manipulated in a particular manner,  once lifted,  it must  be 
positioned  by  right clicking (TAB).   Further  right  clicking  will 
incline  the  barge so that its position coincides  with  the  arrival 
hexes.
9.the  number displayed in the freighter's hold indicates  the  global 
value of the transported material.   Click on the figures to know  the 
number of blocks or ore.

THE LAY FUNCTION.

This  works in the same way as the LOAD/UNLOAD function  (crane  icon, 
key 8/f8).  When a block of ore is loaded into the weather hen the hen 
fills with layable units,  tanks,  crab, ore or pontoon (up to reserve 
limits).   When you want the hen to lay,  select the desired unit, the 
others will disappear immediately.

9/THE FIRE FUNCTION.
1.select the fire function (lightning -9 key).
2.select the first firer.
3.select the target.
4.select the second firer.
5.if the target is not in the second firer's range,  select the hex (1 
hex distance max) into which the second firer will move.
6.if the situation meets firing criteria, then firing will occur.
It  is possible to designate two targets.   You can abandon  a  firing 
attempt by selecting another function.


10/THE END OF TURN FUNCTION.

You can end your turn before the allotted time runs out.   This  could 
be used as a technique for surprising your enemies.  Just click on the 
numbers  in the clock (command box) and click on the clock again  when 
it reads 000 (key 0/f10 then enter).


11/THE TAKE OFF FUNCTION (25TH ROUND).

These commands can be given by keyboard, not the mouse.
-TIDE FORECAST		M
-RUN AGROUND		E
-SAVE GAME		S
-ERASE WINDOWS		ALTernate (toggle)
-CHECK HEX-TYPE		Shift
