
                                  S I N C E
                                   1 9 8 5                                       
                           ðð=- P R E S E N T S -=ðð
                       HISTORY LINES 1914-1918 DOCUMENTS                      

      -*- Release Information -*-              -*- Game Information -*-      

          Cracker  ----------------         Publisher  BLUEBYTES            
  Protection Type  ----------------       GFX & Sound  ---                  
         Supplier  Razor Blade           Release Date  19 Feb. 1993         
                                                                             
 Notes: Well Razor bought you the game earlier today so now enjoy the docs   
        so that you can get the most from this kewl follow up to the classic 
        Battle Isle.                                                         
                                                                             
     Greets:  Sector9, Wizz, The Renegade Chemist, Randall Flagg,            
     ~~~~~~~  Rambone, Dr. No, Butcher, Ginnie, Black Spyrit,                
              Black Spyrit, Baal, HAL9000, Excessive Knight,                 
              The Unknown, Black Knight, DEViL, and Hoppermania              
                                                                             
                                                Enjoy!       Rbú RAZOR 1911  
                                                                   02/19/93  

 ========================================================================
 NOTE: THESE DOCS ALSO APPLY TO FAIRLIGHT'S AMIGA CRACK OF HISTORY LINES!
 ========================================================================

SYSTEM REQUIREMENTS
~~~~~~~~~~~~~~~~~~~~

IBM PC and Compatibles

Historyline 1914-1918 can be run on all PCs/ATs which have at least ar
80286 or compatible processor.  In addition you will need a
VGA-Graphics Card and 7 Megabytes of free memory on the hard disk on
which  you  are going to install Historyline 1914-1918.  You can use
MS-DOS  3.3  or  higher  for  the  operating  system.   A compatible
operating system (e.g.  DR-DOS) will meet the software requirements.

When starting Historyline 1914-1918 you must have at least 580 Kilobytes
free  DOS  memory available.  If you do not have this amount of free
memory,  you  should  remove all resident programs and drivers which
are   normally   already   loaded   by  your  configuration  systems
"CONFIG.SYS"  and  "AUTOEXEC.BAT" when you start your computer.  For
details  of  how  to  increase your work memory, please consult your
system's manual.

Historyline 1914-1918 does not require any other specifications such as
add-on memory.

Amiga

Historyline  1914-1918  has  been  carefully  developed to match all
technical specifications and will run on all Kickstart versions from
1.2  upwards,  and  on  all  Amigas.   You will also need at least 1
Megabyte of memory (at least 512 K Chip Ram, 512 K Fast Ram) to play
Historyline  1914-1918.   The  program  recognises additional memory
automatically  and if nece.ssary makes use of it and additional disk
drives.   Since at least 400 Kilobytes Chip Ram must be available to
start Historyline 1914-1918, you should observe the following points
if your Amiga has only 512 K of built-in Chip Ram:

1.   Additiona]  disk  drives  may  require  Chip  Ram  (approx.  25
Kilobytes  each).   If  you  have  problems starting the program you
should turn off all additional disk drives.

2.   Each  open  window  or  loaded  program  may  require Chip Ram.
Closing   all  windows  and  programs  before  starting  Historyline
1914-1918 should erase any problems.

3.  If you are working with Kickstart 2.0 or higher, the size of the
Workbench  screen may use up some memory.  Reducing the picture size
or using fewer colours can save a great deal of Chip Ram.

4.   If  400  Kilobytes  of  Chip  Ram are available and Historyline
1914-1918  does  not  start,  it is possible that the free memory is
only  available in small amounts.  If so, you will have to start the
Amiga again.

As  with  Battle Isle, there is a special program version for owners
of  Turbo  Cards  (68020/030/040).   In  addition to having a faster
program  speed,  this  version  will  be usable on any new Amigas or
processors developed in the future.


LOADING INSTRUCTIONS
~~~~~~~~~~~~~~~~~~~~

PCs and Compatibles

PLEASE  NOTE!   !   !   Before  attempting  to  install  Historyline
1914-1918,  you  must  make  a  backup  copy  of the original disks.
Historyline  1914-1918  disks  have no copying protection and can be
copied on any PC; the best way is from your command interface.  Your
MS-DOS manual explains in detail how to copy discs.

As  Historyline  1914-1918  requires a large amount of data, it must
first  be  installed on your hard disk.  To make the installation as
easy as possible, you will find an installation program on the first
disk.   Please  observe the following instructions exactly to ensure
that the installation is carried out without any problems:

Hard Disk Installation

Step 1.

Turn your computer on and boot it as normal.


Step 2.

When booting is complete, insert the first disk of Historyline 1914-1918
into one of your disk drives.


Step 3.

Enter  the letter appropriate to this drive followed by a colon, and
press  the  "Return"  key.   For  your internal drive you will use the
letter  "A".   If  you connected to a second drive, this usually has
the letter "B".


Step 4.

Enter the name of the installation program (INSTALL) and confirm
pressing the "Return" key.


Step 5.

After the program has started, you must enter the installation path.
If  you  do  not  want  to use the pre-defined path, alter it as you
wish.   Confirm  the path with the "Return" key and the program will
begin  installation.   If you want to leave the installation program
before installing, press the Escape key.


Step 6.

As  soon as the program has been completely installed, you can start
it   by   entering  "HL14-18"  followed  by  "Return".   Historyline
1914-1918  will  recognise your PC's configuration automatically and
will adjust to it.

After an incorrect command, Historyline 1914-1918 will return to the
command interface.

a)  If  the  message "Not enough memory" appears at the start, check
the memory configuration of your computer.  If you have been working
with  resident  or  other  memory-intensive  programs,  they must be
removed.

b)  If  the  message "File not found" appears at the start or during
the  program, you should carry out the whole installation again.  It
is  probable  that a file has been incorrectly installed owing to an
internal error.

c)  If a message appears which is not explained here, please consult
your dealer.


Amiga

Before  attempting  to  load Historylinel914-1918, please ensure you
have  made  a  backup  copy  of  the  original  disks.   Historyline
1914-1918  disks have no copying protection and can be copied on any
Amiga.   The  backup  copy  should  be made from the Workbench; your
Amiga  manual explains in detail how to copy disks.  To store scores
you  will  need  a  disk with the name "HLS"; simply format the disk
from your Workbench and give it the name "HLS".

If you own an Amiga 1000, you will have to load your Kickstart after
turning  on  your computer.  Historyline 1914-1918 can be run on all
system versions from Kickstart 1.2 upwards.

As  soon  as  the  instruction to insert the Workbench disk appears,
insert  your  own  Workbench disk into the internal drive.  When you
are on the Workbenc insert the first Historyline 1914-1918 disk into
the internal drive or one your external drives.  As soon as the disk
symbol  "HL1" appears, you c open the disk by double clicking on the
disk  icon.   The  window  contains  thr  symbols  representing  the
following:

1. Introduction   -  this  is  the  Introduction  to  Historyline
1914-1918,  whi  tells  you  how  the  First  World  War came about.
Following  this,  the  main  program  of Historyline 1914-1918 will be
loaded directly.

2.   HL  1914-1918 - by double clicking on this symbol you can enter
the main program without going through the Introduction.

3.  Install - is the symbol of the Installation Program on your hard
disk.  The next section tells you more about hard disk installation.

Hard Disk Installation

Historyline 1914-1918 can be easily installed on your hard disk.  It
also  offers an additional feature.  When you install the program on
your   hard  disk,  the  Installation  Program  automatically  makes
available  a  so-called  Turbo Card from which a faster processor of
the  type  68020/68030/68040  can  be  accessed.  There is a special
version  of  the program on the disks for these "accelerators" which
makes  use  of  the additional capacity offered by these processors.
If  you  already  have  a Turbo Card but do not have a hard disk, you
will  still  be  able  to  enjoy the increased speed, as Historyline
1914-1918  will  run without trouble on these computers too.  However,
the ultimate speed can only be obtained on the hard disk.

To  avoid  problems  while  installing, please observe the following
instruction carefully:

Step 1.

Boot  your  Amiga  as  normal  from  your hard disk.  As soon as the
Workbench   symbol    appears,    you    can    insert   the   first
Historyline 1914-1918 disk in one of your disk drives.  

Step 2.

Open  the  disk  by  giving  double clicking on its symbol.  After a
short  time,  several  data symbols, so-called icons, will appear in
the  open  window.   One  of  these icons has the name "install" and
represents the Installation Program of Blue Byte games.

Step 3.

Start your Installation Program by double clicking on the icon.

Step 4.

In  the  Installation  Window  you  will  see  two  ways of entering
information.  In the upper box you should enter the name of the disk
drive  which  contains the Historylinel914-1918 disk.  Normally this
will  be  the  "DFO"  drive,  and  the  box is already marked "DFO".
Should the source disk be in one of your external drives, then enter
the  appropriate  label  (DF1-DF3).   Confirm  the  entry  with  the
"Return" key.

The lower box is intended for the target drive.  As the hard disk is
usually   labelled   "DHO",   the  box  has  already  been  labelled
accordingly.  If you should wish to install Historyline 1914-1918 on
another   partition,  enter  the  name  which  corresponds  to  your
configuration.   As  you are no doubt a tidy- minded person and will
want to keep Historyline 1914-1918 in a drawer or sub-directory, you
can  enter  the  name  of a drawer after the name of your drive.  If
this  drawer  already  exists,  Historyline 1914-1918 will simply be
installed  in  that  drawer.   If  the directory does not exist, the
installation program will create a directory with this name and will
create   the   appropriate   icon.    You   can  also  enter  nested
sub-directories  by  entering  their  names one after the other; the
names must simply be separated by "/".

When  you are satisfied that your entries are correct, you can begin
installation.   You  will see three buttons in the bottom row of the
Installation  Program.  The button marked "Packed" tells the program
to  copy the data for Historyline 1914-1918 directly from the floppy
disk  onto  the hard disk.  This saves valuable storage space on the
hard disk, but results in slightly longer loading times.  The second
button  marked  "Unpacked"  tells  the Installation Program that you
wish  to  copy  the  data in their original form onto the hard disk.
This  shortens  loading times, but you will need at least 8 Megaytes
free  memc  on your hard disk.  The third button is used to quit the
program.

Step 5.

The  installation  program will now copy all the necessary data from
the  floppy disk onto your hard drive, displaying the file names and
the tir elapsed.  You may be instructed to insert further disks.  If
you  do not hav second drive, replace the first disk with the second
one.  The installati program will realise that you have inserted the
second  floppy  disk  and  continue  with the installation.  After a
short time the program will inform y by means of a text message that
installation  has  been  successfully  completed.   If  an  error is
indicated please check the following before trying again:

a) You may have made a wrong entry in one of the two boxes.  Correct
tl error by making a new entry as described in Step 4.

b)  You  cannot  write on the hard disk:  your hard disk may contain
defective data from other programs.  Consult your hard disk manual to
correct  this fault and begin again from Step 1 after restoring all the
data.

c)  You  cannot write on the hard disk:  your hard disk may not have
sufficient space to contain all the data from Historyline 1914-1918.
Delete   the  data  you  no  longer  require  from  the  hard  drive.
Altogether, installation of Historyline 1914-1918 requires approx.  5
Megaytes in its packed form or 8 Megayte unpacked.

d)  Data  cannot  be read from the Historyline 1914-1918 disk.  Your
disk  has  probably  been  damaged.   Consult your dealer to correct
this.

Step 6.

When  the  program  has been successfully installed, you can start a
test  run In the installation file you will see two program symbols.
If  you press th icon marked "Introduction", Historyline 1914-1918,
including  the  Introduction,  will start.  By double clicking on the
"HL  1914-1918"  icon  you will start only the main program.  Any the
personal   data   which   you   then   enter   into   your  installed
Historyline 1914-1918 will be written on the hard disk.


PLEASE NOTE!!!  In the past it has often happened that the installed
program  did  not  start  from  the hard disk because the memory was
insufficient.   This is usually caused by having too little Chip-RAM
available.   Whenever  you  start  Historyline  1914-1918 no other
program requiring Chip RAM (e.g.  art programs) should be running in
the  background.   If you have installed only 512 Megabytes Chip RAM
in  your Amiga, then a second drive will also require a considerable
amount  of memory.  If possible, turn off your second drive.  Remove
the  drive  completely  by  disconnecting  it  from  the computer as
described in your manual.

If  you  still  have  no  sucess,  close all windows before starting
Historyline 1914-l918.  Open the file in which Historyline 1914-1918
is  installed.   Place the Historyline 1914-1918 program icon on the
Workbench     screen     and    close   all windows.Start Historyline
1914-1918 by double clicking on the program icon . 


			PHILOSOPHY OF THE GAME
			~~~~~~~~~~~~~~~~~~~~~~

In Battle Isle we succeeded in making a distinction between a brutal
war  game  and a complex strategic simulation, in which intellectual
prowess  is  the  most  important element.  It may be assumed that a
strategy  game  based  on  one of the greatest and bloodiest wars in
history  would  be  bound  to  contain  elements glorifying war, and
superficially  this  might seem to be true.  However, the interested
player  will  realise  that this attitude ignores the most important
aspects of HISTORYLINE:

The historical background.
--------------------------
Basing  a  game  of  strategy  on  the terrible First World War is a
daring enterprise.  However, the most important features of the game
are not warlike acts but tactical reasoning and entertainment value.
All  the  people  involved in developing the game abhor violence and
its  dreadful  consequences in war.  However, pacifism should not be
used as an excuse to distort reality or conceal facts.  Never before
has  entertainment  software been so consciously designed to present
knowledge  and facts to the player in a graphic manner.  We have put
a  lot  of  effort into presenting the facts in an easily understood
manner  so as to guarantee historical accuracy.  To those who insist
that  computer  games  are  not  a  suitable medium for transmitting
educational  knowledge,  we  would simply point out the parallels to
film  and  comics.   A  few  decades  ago,  films  and  comics  were
invariably  called  "trash", "nonsense" and "idiotic rubbish"- today
thev are central to education and are regarded as art.


We  would like "Historyline 1914-1918" to become the foundation of a
similar  development  in  computer  games  and  to  meet  Blue  Byte
customers' demands for high quality.  If you like - or dislike - the
concept  and  design  of this first Historyline program, we would be
happy to receive any constructive criticism.


			HISTORY LINE VERSUS BATTLE ISLE
			~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

Those  who  know Battle Isle will ask what is the difference between
it and Historyline 1914-1918.  To save you having to read the manual
from cove to cover, the differences are listed and explained below:

1.   The  hexagons  showing  the  range  of a unit or its targets in
action  have  been dropped to make way for an important improvement.
The  landscape  is  now simply darkened, making controlling the game
considerably easier.

2.   Units which have already been used are no longer covered with a
pattern.   making  them  practically unrecognisable, but instead are
shown in a "mouse- grey" colour.

3.   The  general  map has been doubled in size, making geographical
features more easily recognisable.

4.   In  calculating  the  results of battles, the distance from the
target  is  significant.   In  general,  accuracy  decreases  as the
distance  increases.   This  was  necessary because of the number of
different artillery weapons.

5.  In addition to units used to build depots, there are also sapper
units   which   dig  trenches.   These  defences  were  of  enormous
importance in the First World War in protecting the infantrymen from
artillery  fire.   The  same units are also able to fill in trenches
again  to enable other units to advance more easily.  You should pay
particular attention to these units, and should not be afraid to dig
or fill in trenches.

6.   In  Battle  Isle, the provision of energy plays a complex role.
Whereas, in Battle Isle, each building contained a certain amount of
energy  which  could be used, here the buildings themselves are used
to supply energy.  Each building delivers a certain amount of energy
in each game cycle to a shared "account", which can be drawn on from
any  building.   This method of distributing resources also replaces
the "Aldinium" energy crystal of Battl Isle.

7.  Historyline 1914-1918 contains approximately twice as many types
of  unit as Battle Isle.  Although few of them are to be seen on the
first  maps,  you  will be come across a huge number of units in the
course  of  your campaign (shit grammer I know but their Fuck up not
mine!  Rb).  Since the capabilities of each unit are closely matched
to  authentic  events, the units are generally more specialised than
those used in Battle Isle.  The Weapons Manual gives details of some
areas of specialisation.

8.   The  landscape reflects geological peculiarities, and the range
of  the  units is therefore difficult to predict.  This is made even
more  difficult  as  a  result  of the limited mobility of the First
World  War units.  Always try to make use of fast transport vehicles
and do not forget to keep them protected!


			PRINCIPLES OF THE GAME
			~~~~~~~~~~~~~~~~~~~~~~

As  in  chess,  you move a number of figures with various properties
over  board.   Your  only  aim is to make your opponent incapable of
doing  battle.   You  can  do  this  either by capturing the enemy's
Headquarters  (similar  to  Checkmate),  or by beating all the enemy
figures.   However,  the properties of the figures are not as easily
described  as in chess.  Instead of differel movements, the units in
Historyline  1914-1918  have  varying  ranges  and  a]  sensitive to
certain  features  of the terrain.  In chess, any figure can capture
any other.  Since Historyline 1914-1918 contains all kinds of units,
from simple  infantrymen to heavy battle cruisers, such a rule would
not  reflect  the  reality  of  the  situation.   Whether  a unit is
victorious  in  a  battle  is  determine  by  its type, strength and
experience.   The  surrounding units and theirpositio in relation to
enemy units are important factors in deciding the outcome a battle.

In  chess,  as  in  other  board games, certain tactical options are
sacrificed  i order to make the rules more straightforward.  Because
computer technolog can today incorporate complex inter-relationships
into  an  easy  to  play  game  Historyline  1914-1918 has adopted a
different  philosophy.   For  example,  does not split the game into
moves; both players can move their figure simultaneously, since they
give   their   units   orders   which   the  troops  then  carr  out
independently.   This  would  be  difficult to do in a board game, b
Historyline  1914-1918  was specially developed with the computer in
mind.

Historyline 1914-1918 can be played with two players, this makes the
game  even more enjoyable.  So that one player does not have to wait
for  the  othel  the  game  has  been divided into so-called command
cycles.   While  one playe is only able to move his units, the other
can carry out operations with h troops.  An operation can consist of
attacking  an enemy unit, or diggin trenches or similar tasks.  Thus
both  players  in  the two-player mode can be "active" simultaneously
and neither must waste time waiting for the other.

As soon as a player has completed all the moves he wants to make, he
indicates this on the computer.  Only when both players are ready to
change  their  command  cycle  will the computer change the possible
moves,  this  means  that  the  player who was only able to move his
troops  is  now  able to send them into action, and the other player
can  immediately  move  his  unit.  You can only plan all the moves,
whether  the unit is going into action or can only move.  That is to
say,  you  can  deploy  all  the  units  and  can  see most of their
operations.   However,  the  moves  are  only  carried out when both
players  are ready to change the command mode.  This is particularly
true  for  the player who is in the operation cycle; all the planned
attacks  will  be  carried out after the cycle has been changed.  

After  a  short  loading  time  you  will  find yourself in the menu
sectior  Historyline  1914-1918.   Here  you can perform a number of
actions  which  important  in the game.  You can control the menu by
using  the keyboard, mouse or a joystick.  When the cursor is on one
of  the menu items, explanatory text will appear at the bottom edge.
Next to the text is an exit symbol, this will enable you to return to
the  current menu.  The Escape and the right mouse key have the same
effect.

The various option menus are:

Main Menu

You  will  see  six items in the Main Menu.  Three of these take you
into  other  menus, in which you can take decisions important to the
game.

Start

This enables you to enter the game with the options described in the
menu.   When  you have entered the password for the first one-player
map  you will be asked before the game begins which side you want to
represent.   Germany  represents  the  Central  European Powers, and
France represents the Allies.

Map

This  allows  you to enter the password by means of the keyboard, wh
means  you can choose the various landscapes directly.  The password
to  next  area of countryside is automatically entered when you have
successfi  completed  a battle.  You will find the passwords for all
the two-player m in the Appendix.

In  the  one-player  mode, the next password depends on the side you
choose  before the first map appears.  If you are on the side of the
Central European Powers you will therefore receive different maps to
the one on the Allied side.

Game Values
-----------
Here  you  can  take  decisiolls which among other things affect the
difficulty level.

Control
-------
The playing side selection screen

As  there  are a number of ways in which you can control Historyline
1914-1918, you can enter the relevant information here.

Extras
------
From this sub-menu you can see the best Historyline players or load a score
which has been saved.

Game Values Menu
----------------
Battle on/off

In Historyline 1914-1918, considerable calculations are necessary tQ
show  the  outcome  of  battles.  As some computers can take quite a
long time to show all the battle sequences, you can reduce this time
by  using a simpler method.  If you have a fast computer or prefer a
more spectacular style of presentation, select "Battle on".


Player A

This  allows  you to see if the player who is playing on the left of
the screen is to be controlled by the computer or manually.


Player B

This  allows you to see if the player who is playing on the right of
the screen is to be controlled by the computer or manually.


Depot View

Usually  you can see into all the enemy's transporters and buildings
to which units they contain.  Historyline 1914-1918 can be made more
difficult  if   you   are   only   able   to   see   into   your   own
buildings/transporters  or into neu ones.  You will also be credited
with extra points.


Move Limit

Whichever  command  cycle  you are in, you can make as many moves as
wish.   The  game  becomes more difficult if the number of moves you
make is limited.  An experienced player can thus precisely determine
level  of  difficulty.   The smaller the number of moves, the higher
the score the end of a map.


Operating Menu
--------------
Palette

This  allows  you  to  choose the colour range for the game.  In the
"Normal Palette" the first player's units are coloured beige and the
second  player's  are  coloured  green.   Unfortunately, many people
suffer  from a kind of colour-blindness which means that they cannot
distinguish   these   colours   very  well.   To  help  tht  players
distinguish  the  units,  there  is  a "Bright Palette" in which the
units;  coloured  blue and yellow.  For those who do not suffer from
this  colour  blindness,  it is simply a matter of taste which palette
you  choose.   There is another  palette  for  PC  owners  who  have a
monochrome  monitor  or a portal PC with a monochrome display.  This
"Monochrome Palette" should help you to distinguish the "Goodies" from
the "Baddies".  


Mouse

This  allows  you  to  decide  which player will be using the mouse.
Player  A  has  the  left-hand  side  of  the  screen,  Player B the
right-hand side.


Mouse Sensitivity

The  sensitivity  of  a  mouse  depends  on  its  "guts",  i.e.  the
hardware;  you  can  determine the speed with which the mouse can be
operated.


Extras Menu
-----------
Show List

Shows  you  the  five  highest  scores stored on the map in the main
menu.

Load Game

When  you want to continue with a game you have saved, you can do so
by  pressing  the appropriate key from The extras menu 0-9.  Once the
saved  position  has  been  loaded,  the  game will resume from that
point.


			    CAMPAIGN MODE
			    -------------

As  you  have  already  discovered  in  the description of the menu,
Historyline  1914-1918  is played in a kind of campaign mode.  After
you  have  chosen  the first map for one of the opposing forces, the
maps represent intervals of the months.  As you will gather from the
title  of the game, the First World War lasted for four years, which
means  that you will have 24 maps in front of you before you receive
the  final  pieces  of  information relating to the outcome the War.
The  strategic  prerequisites  for  a  successful  campaign are very
different,  depending which side, Central European Powers or Allies,
y  have  chosen.   If,  for example, you have successfully completed
Historyline  1914-1918  on  the German side, it is interesting to find
out if you are able develop your strategic talents on the other side
as well.

The  chronological  sequence  of  the  maps  is of vital importance.
During  the  First World War a large number of weapons were invented
or improving thus, the new units which you will find on each map are
presented in detail.

After  each  battle  you will be informed of various important - and
sometime  not  so  important  -  events  which  have occurred in the
intervening  two months In the case of some extraordinarily important
events  you  can  look forwar to film-style animation.  You are then
returned  to the main menu and, if you have won the battle, you will
find the access code for the next map in the password enter box.


			    THE PLAYING FIELD
			    -----------------

Each  player  possesses a so-called tactical display.  The left-hand
display  shows  Player  A's  section of the map, the right-hand side
show's  Player  B's section.  Directly underneath is the status line
which  provides  you with mportant information about your own or the
enemy's  operations  which  are  relevant  to you.  Any errors, e.g.
incorrect  entries etc., are also shown here.  as soon as the cursor
is  above  a unit, you can read in the status line the current troop
strength, the troops' experience and the name of the unit.

Apart from these, the screen does not contain any important details,
so that your overview is not unnecessarily restricted.


			      THE CONTROLS.
			      -------------
Experienced  players  of  games of strategy will notice that certain
symbc  used  to  control  the  game  are absent from the screen.  In
Historyline 1914-1918, all movements are integrated into the cursor,
allowing  an  optima overview of the map sections.  At the beginning
of the game, you will see the cursor in both tactical displays in the
form  of  the  perimeter  of  a  six-side figure.  You can move this
cursor  along  the  figure  with  the joystick.  The direction of the
joystick corresponds to the direction of the cursor.  When the cursor
reaches  the  edge of the display, the map moves a small distance in
tl desired direction.  When the cursor reaches the edge of the whole
map you will not be able to move the cursor any further.


When  you press the fire button, the cursor will change into an "X".
The  "X"  in  the cursor indicates that you will exit the function as
soon  as  you release the fire button and the joystick returns to its
normal position. You will then return to the normal operation mode an
the cursor will revert to its normal shape.

If you hold the fire button and move the joystick in one of the four
possible  directions,  the  cursor will assume other shapes.  The new
shape will depend on various factors.

A  symbol  will only appear in the cursor if the resulting action is
possible.   Don't  be  surprised, therefore, if the same symbol does
not always appear when you move the joystick in a certain direction.
This  means  that  the computer has taken over part of the choice in
order to prevent controlling errors.

1.   The  map  represents  the  view of the whole map over the whole
playing  area.   You  can  not only move the section of the tactical
display  quickly  and  accurately, but can also gain a quick view of
the general state of play .  In addition to a rough depiction of the
geographical  features  you  will  also  see  all  the units and the
position of depots, factories and Headquarters.


2.   The  chest  is  the  symbol  for looking inside a building or a
vehicle.   This  symbol  can  only  be  obtained  when the cursor is
positioned  above a building (Headquarters, factory, depot) or above
a transporter.  You can then look into the interior of the building
or vehicle and can carry out further actions; more about this later.

3.   The  question mark represents information, and you will receive
important  data relating to the box under the cursor.  If the cursor
is  not  on  either  a unit or part of a building, you will be given
general information.

If the cursor is on a unit, you will be given its important
Information symbol

4.   The movement symbol can only be obtained when your cursor is on
a unit.  You must also be in the movement cycle of the game.  If you
choose  this  symbol, inform the unit under the cursor that you wish
to  move  it.  Your tactical display will then indicate the range of
the unit.

5.   The  fist  is  similar to  the  movement symbol.  Here too your
cursor  must  be  on  a unit and you must be in the so-called action
mode.   It  informs  the  unit  that you wish to deploy it.  In most
cases,  this  means an attack on an enemy unit.  As is the case when
you  move a unit, the tactical display will show you all the ways in
which  you  can  carry out an attack.  

6.   The  double arrow indicates that you have executed all your moves
and that you wish to change your current playing cycle.


7.  The spanner will only appear when you look at the inventory of a
building.   It  indicates that you wish to repair the unit under the
cursor.

8.   Like  the spanner, the hammer can only be us inside a building.
It indicates that you wish a unit to created. 


			    THE GENERAL MAP
			    ---------------

The General Map contains a number of important pieces of information
which  require some explanation.  All roads are coloured light grey,
tracks  over fields are coloured beige, and railway tracks are shown
in  brown.   This gives you an instant overview of the road and rail
network  and  the  quickest  communication  routes.   The  units are
normally shown in the colour appropriate to your side; however, they
turn  into  a grey dot when they receive an order from you.  You can
therefore  see  at  once  whether you have already deployed all your
units.  Buildings are shown in the colour of the occupier, 
except for neutral buildings, which are white. "H" indicates the
headquarters, "D" a depot and "F" a factory.

By using the General Map you can rapidly move to other points in the
area; simply move the square cursor onto the place you wish to
go to and press the fire button.

When you are looking at a map for the first time, it is advisable to
study the situation thoroughly with the help of the General Map.  Be
sure  to  look  into all the buildings and transport vehicles before
planning  your  first  moves.  Reaching a building can itself be an
important preliminary decision.  


			    MOVING THE UNITS
			    ----------------


To  move a unit, place the cursor in your tactical display on one of
your troops.  As soon as you press the fire button, you will see the
exit symbol as a cursor.  If you now move the joystick upwards while
pressing  the fire button, you will see the movement cursor.  To see
the  range  of  the unit, release the fire button.  All the areas to
which you can move the unit are now shown in normal brightness .

When  you move the cursor onto the desired destination and press the
fire  button,  you  will  see  the route which the unit will take to
reach  that  destination.   Press the fire button again and the unit
will  move  to  its  destination.  Remember, when you press the fire
button  the  second  time,  the  cursor must still be at the desired
destination, otherwise you will be shown the complete range again so
that  you  can choose another destination.  If you want to interrupt
the  move,  place  the  cursor  on  an area which is not within your
range,  and  press  the fire button twice in close succession.  When
you  have  moved  the  unit, the computer will prevent the unit from
being moved again; you will recognise this by the fact that the unit
will turn "mouse-grey".

You  can  also take units out of buildings and transporters.  First,
call  up  the  Inventory  of the building or vehicle.  The units can
then  be taken out of the building as normal.  However, the range of
the  units  will  be  limited, so as to prevent them from proceeding
directly  to  the  Front.  As soon as you have moved a unit, it will
appear  again in the Inventory.  You can leave the building again by
selecting  the  cursor's  exit symbol.  Units can also be moved into
buildings  or  transporters.   Buildings  and transport vehicles are
shown as possible destinations, provided they are within your range.
Simply  choose  the  area as your destination and the unit will move
into the building or vehicle.

It  is  advisable  to  move  units  with  limited range by employing
transport  units.  First move the unit to a transport unit which has
not  yet  been  moved, and then move the transport unit itself.  You
can  not  move  the transport unit first and then put the other unit
into  the  vehicle, since the transport unit will only have received
the  order  to  move towards the destination, but is not yet at that
destination.

Don't  forget  that  you only plan your moves, so your unit will not
reach   the  destination  until  the  next  change  in  the  command
cycle.However,  it  may  be  that  the  unit  will  never  reach the
destination, as it may be destroyed by the enemy.


			CARRYING OUT THE OPERATION.
			---------------------------

Move  the  cursor  to  one  of your units and press the fire button.
When  you  see  the  exit symbol in the cursor, move the joystick up
while  pressing  the  fire button.  You will now see the fist in the
cursor.  Release the fire button, and all the destinations which you
can  reach  will be shown.  These areas will appeal lighter than the
areas  outside  your range.  Select your destination by moving the
cursor  to  the  appropriate  hexagon  and pressing the fire button.
Your  unit has now memorised the destination and cannot take part in
any  other operation. An enemy unit must normally be attacked several
times  before it can be destroyed.  However, in a large-scale battle
it  is  difficult  to identify the units which are already attacking
the  enemy.  If you move the cursor onto one of the units which have
already been used, you will see the unit which is to be attacked.

Not  all  units can actively take part in an attack.  Depot builders
can  not  attack  the enemy, but can only construct depots.  This is
done  in the same way as an attack on a unit.  However, the hexagons
do not show the available destinations but indicate all the hexagons
on  which  depots can be constructed.  Each depot builder constructs
only half of a depot; the other half must either be built in the next
move, or by another builder.

The  sapper  units  are  used  to  dig and fill in trenches, and are
controlled  in  exactly  the same way as the depot builders.  Do not
underestimate the effectiveness of trenches; in the First World War,
many  battles  were  decided by means of so-called "static warfare",
which occurred between the lines of trenches.


			REPAIR OF UNITS
			---------------

During  the  action cycle you can use any of the buildings to repair
those units which have been damaged.  To do this,place the cursor on
the building in which the damaged unit is located, and hold down the
fire  button.   If you move the joystick to the left, you will see a
chest  in  the cursor; now release the fire button, and you will see
all  the  units in the building.  Move the cursor to a damaged unit,
hold  down  the fire button, move the joystick downwards and release
the fire button again.  The unit will immediately turn grey, showing
that the unit cannot be used because it is being repaired.

Of  course,  repairing  units  consumes energy.  Irrespective of how
badly  a  unit has been damaged or what kind of unit it is, you will
require  15  units of energy to repair it.  The exception to this is
the  depot  builder,  who  requires 50 units of energy.  If there is
insufficient  energy available in the building, you will be told you
have made an error.

The  repair  of  units  is  very  important.  Strong units should be
repaired  constantly  so  that they can gain more battle experience.
Only  then  will  your units be able to hold their own in battle and
withstand debilitating skirmishes.


			CONSTRUCTING UNITS
			------------------

Units  can  be  built  in  factories  during  the  action  cycle  as
reinforcements  for  the  Front.   First select the Inventory of the
factory,  as  you  do  when repairing a unit.  Move the cursor to an
empty  space  for units.  If you move the joystick to the left while
pressing  the  fire  button, you will see the construction symbol, a
hammer, in the cursor.  Release the firing button, and all the units
will be shown which can be built with the available energy.  On many
of  the  maps  not  every  kind  of  unit  can be built, so don't be
surprised  if  you  cannot  build  a  unit even when you have enough
energy available.

When  you  have  chosen  a suitable unit, select it with the cursor,
hold  the  fire  button  down,  move  the  joystick to the left, and
release  the  fire button.  The unit, coloured grey, will now appear
in  the space you have selected.  During the next movement cycle you
will be able to take the unit out of the factory. 



			CHANGE OF MODE
			--------------

When  you  have  carefully  entered all your planned moves, you will
want  to  change the cycle.  First, move the cursor to an area which
is  not occupied by a building or a transport vehicle.  If you press
the  fire button on this "empty" square and hold the joystick to the
left, you will see a double arrow in the cursor.  This is the symbol
for  a  change of cycle.  By releasing the fire button, you can tell
the  computer  that  you have entered all your moves and now wish to
change the mode.  If you forget an important move, you can interrupt
the  process  by  pressing  the fire button; you can then enter more
moves.   The  computer  will not allow the cycle to be changed until
your opponent has also confirmed that he has made all his moves.

To confirm the change of cycle, use the keyboard.  The computer will
tell you to press "F1" to confirm that you wish to change the cycle.
After  the cycle has changed, all attacks and any buildings captured
will be shown.

Selecting  the  symbol for the change of cycle has another important
function:

The  computer must carry out a large number of calculations if it is
to  come  anywhere  near  being  on  a  par  with  a human opponent.
However,  whilst  you  are  entering  your  moves it has very little
calculation  time;  only  when  you  have confirmed that you want to
change  the  mode,  does  the  computer  gain more time.  You should
therefore  always  select the symbol for a change of mode as soon as
you have issued all your orders.


			LOADING AND SAVING A GAME
			-------------------------
As  many  of the maps in Historyline 1914-1918 take several hours to
play,  you  can  save  the  game at almost any point and continue it
later by loading the state of play.

Loading

Loading  the  state  of play is done through the Main Menu.  Go from
the  Main  Menu  into  the  sub-menu "EXTRAS" and from there to the
option  "LOAD  GAME".   You  will  then  be asked to choose a number
between 0 and 9.  Simply press the appropriate key on your keyboard.
Historyline  1914-1918  will  then  give you further instructions to
reconstruct the state of play.  After a short loading time, you will
find yourself back in the game with the data you have saved.

Saving

To  save  the  state of play, you must actually be playing the game.
When  both  players  are  ready toichange mode, do not press "F1" as
normal  to  confirm this, but "D" for "disk".  Historyline 1914-1918
will  then  ask  you  to  enter  a number between 0 and 9, using the
keyboard.   When  you have pressed one of the keys, you may be asked
to  insert  your  state  of  play  disk.  When you have inserted the
correct disk, it will automatically be recognised and the game saved
onto it.

			BUILDINGS
			---------

In  addition to the Headquarters, Historyline 1914-1918 contains two
other  types of buildings which are vital to the game.  The first of
these  are  the depots, which are either already situated on the map
or can be built by a specialist unit.  The others are the factories,
which  are  similar  in shape to the depots, but are able to produce
new units.  All three types of building must be provided with energy
to  be able to carry out their task of repairing or producing units.
The  energy  represents  raw  materials  of  various  kinds,  and is
supplied by the buildings themselves.  During each command cycle you
will be credited with amounts of energy for each of the buildings in
your  possession.   Because  of  this,  and  because they can act as
bases,  they are important strategic targets which you should try to
gain  possession of as soon as possible.  Even if a building already
belongs to your opponent, you should try to capture it for yourself.
In Historyline 1914-1918, all infantrymen and cavalrymen can capture
buildings.   When  you  want  to  capture  one  of  your  opponent's
factories  or  depots,  you  should plan your attack as carefully as
possible.   In  most  cases,  the  defender  enjoys  a  considerable
advantage because he can have his units repaired.  An attack will be
most  likely  to be successful if you have a vastly larger number of
troops.   When  choosing your troops for the attack, you should also
consider  their  experience;  a small number of experienced units is
likely  to  carry  out an attack more easily than a larger number of
"rookies".You should be particularly careful when planning an attack
on a building which, because of its geographical position, cannot be
approached from all sides.

The Headquarters

The Headquarters building is the most important strategic target for
your  opponent.   The  colour  of the barrier in the topmost hexagon
indicates  which  player the Headquarters belongs to.  The aim is to
win the game by occupying this hexagon.

On  large  maps,  you should always leave at least two units at your
Headquarters  to  prevent  your opponent from transporting troops to
the  building  and  occupying  it.   On  the other hand, if you move
towards  your  opponent's Headquarters, this may make him withdraw
troops  from  a battle in order to defend it.  In this way you may
sacrifice  some  units,  but  your task will be easier on the battle
ground.

The Factory

Like  the  Headquarters,  the  factories are already situated on the
map.   A  barrier  in  the  right-hand  hexagon indicates which player
currently occupies the factory.  A factory can be occupied by moving
infantry or cavalry troops to the right-hand hexagon.  All the units
which are in the factory at the time will become the property of the
occupier.

If the barrier is white, the factory is neutral.  Units can be moved
into the factory by moving them to the appropriate hexagon.

The Depot

Depots are not already located on the map, since they must be built
by  a  specialist  unit.  To do this, you will need sufficient empty
space.   As  a depot occupies four hexagons and can only be built on
flat  ground, maps which contain a lot of rugged terrain only have a
few  places  where  depots can be built.  To build a depot, activate
the  unit of depot builders, just as you would if attacking an enemy
unit.   The computer will then indicate all the places where a depot
can be built.  Since a unit can only build half a depot in one move,
you  will  either  need two units to build the depot in one move, or
use  one  unit  over  two moves.  After building the depot, the unit
will  not have enough energy to build more depots.  However, you can
provide  the  unit  with  more  materials by having it repaired in a
factory or at Headquarters.

A depot built by you belongs to you immediately, without having to be 
captured.   It  is  supplied  with  energy  from  the  common energy
"account"  while  being built, so that you can repair units at once.
The  depot  can  not  manufacture  units.   Some of the maps already
contain  depot  which have to be captured.  You can also capture the
enemy's depots by occupying them with suitable troops.

As  land  units  can  not proceed past a depot, they can also act as
barriers.   I] this case, you should consider their positioning very
carefully, as they ma hamper your freedom to move.


			ENERGY SUPPLY
			--------------
As already pointed out, repairing and manufacturing units requires energy.
This energy is a type of raw material which allows you to manufacture all
parts of a unit. Every building, whether Headquarters, factory or depot,
supplies an amount of energy each command cycle. The amount of energy
which a particular base produces depends on the size and position of the
building. When you view the contents of a building, you can also see the
amount of energy which it will contribute to your "energy budget" in each
cycle.

The General Instructions give some information about the energy supply.

			THE TERRAIN
			-----------
Geographical  features  are  an  important  feature  of  Historyline
1914-1918.   When  moving  units,  the  various types of terrain can
increase or diminish the units' range.

Many  land  units can move quickly over firm terrain, such as roads,
while  forests or mountains can prove insurmountable obstacles.  The
basic  rule  is:   the heavier a unit, the smaller its range and the
less likely it is to be able to travel across mountains.

To  naval  units,  the  depth  of  the water is vital.  As a rule of
thumb,  the  heavier  a ship is, the more slowly it moves in shallow
water; the lighter it is, the smaller its range in deep water.  This
means,  for  example,  that  no  heavy  naval  units can travel over
shallow  water.   Light units on the other hand cannot travel on the
open  sea,  the  swell  and the lack of navigational aids would make
their task too difficult.

The  trains  can, of course, only travel on rails.  All units should
take particular care when they are involved in battles in winter.

The  terrainis  also  important  when  you  are attacking the enemy.
Units  on  the  road are much easier targets than those in a forest.
The  difference  in  elevation  between  units  is also an important
consideration  in  the  outcome of a battle.  The unit on the higher
level  usually  has the advantage.  Experience will show you how the
various  units  move  on  each  type  of  terrain and in battle.  


			THE SEASONS
			-----------
In  the  one-player  mode, you will play a map every two months over
the  four  years  of  the  War,  so that some of the maps are set in
winter.   This  affects  the  area covered by the map, which in turn
affects range and battle power.  Only experience will show, how well
your strategy can deal with these more difficult circumstances.


			COMBAT POSITION
			---------------

Although  a large number of tactical measures play an important role
in  Historyline  1914-1918, the most important aspect is the outcome
of  battle  between opposing units.  The successful or unsuccessful
outcome  of a battle depends largeIy on the combat position.  In the
following  explanation, the unit carrying out the action is referred
to as the "attacker", whose target is the "defender".

The  combat  position  is  important  both  to  the attacker and the
defender.   Basically,  the  position  of  the attacker will have an
effect on his attack values and that of the defender will affect his
defence values.

Pincer Movement

For  the  attacker, this means that every additional unit positioned
around  that  defender  would  also  be capable of attacking him, is
added  to  the  attack  values.   Such  a position is described as a
pincer  movement.   Thus,  the  pincer movement increases the attack
value  of  the  attacking unit.  A unit which is positioned directly
behind  the  defender doubles the attack capability of the attacker;
units at the sides increase the value by a smaller amount.  However,
pincer  movements  have  no  effect  on  the  attacking  sffength of
long-range  weapons.   The pincer movement will only be effective if
the attack proceeds from one hexagon to the next; it would be unfair
to add 50% orlOO% to tht already high attack values of units such as
the heavy artillery.

Remember  that a pincer movement will not transform a weak unit into
some  sort  of  wonder  weapon;  a transport unit, for example, will
seldom  be  able to inflict significant damage on a tank.  Even when
you  have completely surrounded the defender, you will need to use a
strong unit to carry out the attack.

Blocking

How  can the defender avoid being hemmed in?  For one thing, it will
not be easy for the attacker to move his units near to or behind his
opponent.   Also, every additional one of the defender's units which
are  positioned  next  to the defender and the attacker increase his
defence  value.   This  tactic is referred to as blocking.  Like the
pincer  movement,  blocking  can not prevent attacks with long-range
weapons.    The  basic  defence  value  of  the  defender  is  again
increased.   Each  "blocking" unit increases the defence capacity by
one quarter.

Distance

The  various  artillery  weapons played a very important role in the
First  World  War.  However, in general the guns' accuracy decreased
as  their  distance from the target increased, and this is also true
in  Historyline  1914-1918.   Experience  will  show you the optimum
distance from the target. 


			EXPERIENCE 
			----------

The quality of a unit is dependent not only on its fire power, range
and armour, but also the unit's battle experience.  When one of your
units  is  involved in a battle and inflicts damage on the enemy, the
unit  will  receive  one  experience point.  If your unit manages to
destroy  completely  a  whole  enemy  unit,  you  will  receive  two
additional  points.   The  battle  experience is shown in the status
line.   The  more  experience  points  a unit has gathered, the more
dangerous it is to the enemy, as experience has a decisive effect on
the  outcome of a battle.  In addition to the "accuracy" of the unit
being   enhanced,  its  "skill"  in  avoiding  enemy  fire  is  also
increased.

Try  to  ensure that all your units gain sufficient experience !  In
the  early stages of the game you should not attack heavily armoured
enemy units with units of your own which possess less fire power, as
your  unit will not be able to destroy a single vehicle.  If you are
attacking  one of the enemy's units which has already been weakened,
you  should  attack  with  a unit which is capable of destroying the
enemy  unit completely.  Your unit will then immediately receive two
experience points.  

When  you  select the question mark above a unit, you will access an
information display which gives you details of all the units.  Under
the   large   picture  of  the  unit  is  some  important  technical
information.  Reading from the top, this shows:

1. Fire power and range against airborne targets.

2. Fire power and range against ground targets.

3. Fire power and range against naval targets.

4. Armour of unit.

5. Range of unit over ideal terrain.

6. Weight of unit (vital when loading on a transporter).

7. Maximum group strength.

You can not obtain any information about your opponents' units.

			
			GENERAL INFORMATION
			-------------------                     

An example of some general information

To obtain precise information abol the current state of play, seIect
th  question mark when the cursor above a unit.  You will then obtain
a large amount of numeric information, as follows:

1.   "Round"  gives  the  number of previous command cycles which have
     already been used in the current game.

2.   "Level" is the program ' s internal level number.

3.   "Mode"  shows which mode your command centre is currently in.  If it
     shows  "Move",  you  can  ord- your troops to move; otherwis you can
     plan your attacks and other manoeuvres.

4.   "Best"  is  the  abbreviation for "Best Score", which shows the
     highest score achieved on this map.

5.   "Present" is the currrent score.

6.  The large information box provides information about the relativ
position  of  the  players.   You can see how many units, depots and
factorie  shown  in  the  third column of the box, belong to the two
players and whic~ can still be captured.  Units, depots or factories
which  appear  in  the thi column of the box do not belong to either
player, but may be captured.

7.   "Total energy" tells you how much energy is currently available
to bui and repair units.

8. "Energy credits" shows the amount of energy which will be credited to
your account in each command cycle.

9. "Moves" shows the number of moves which you have already made.

10 "Limit" gives you information about the limitation on moves contained
in the main menu.


			SCORING
			-------
After  a  playing for a long time, you need to know more than simply
who   won  or  lost;  so  each  of  the  maps  has  a  list  of  the
highest-scoring  winners.   If  you want to play to gain the highest
score, you must of course understand the scoring system.

The  defence  values  of all the units on the map added together are
the  starting point from which the score is calculated.  The current
score  can  be  seen  in  General  Information.   As  soon as a unit
disappear$,  whether friend or foe, the score decreases.  This means
that your final score will be reduced when you destroy enemy troops,
but if you win the game by totally destroying all the enemy's units,
you  will gain extra points to compensate.  In addition, the options
contained in the Score Menu also have a positive effect on the final
score.

The points which can be gained are;

- All units destroyed:         + 500 points

- With concealed inventories:  + 100 points

- Limit of 4 moves:            + points * 4

- Limit of 8 moves:            + points * 8

- Limit of 16 moves:           + points * 16

- Maximum possible score:      32,500 points


			GENERAL STRATEGY
			----------------
Two  important  factors  determine  whether you win or lose:  one is
your  "global  strategy",  the other is your behaviour on the battle
ground  itself.   "global  strategy" means the sequence of capturing
buildings.   To  determine how this is to be done, you must evaluate
when  and  with  what  losses  the buildings can be captured.  These
factors  will  be affected by the contents and the tactical position
of  the  building.   If, for example, a well-equipped factory can be
occupied  by  you  before  the  enemy, and you will incur acceptable
losses,  you  should  capture  it  first.   In evaluating depots you
should  consider  not only the units it contains but also its energy
supply.

Despite  the importance of buildings, success in small-scale battles
is  always decisive to the outcome of the game.  Your superiority is
dependent  on  the  position  of your units.  Both the offensive and
defensive  capabilities  of  your  units  can be greatly enhanced by
making use of geographical features.  Some basic rules are:

1.   Avoid roads and flat, open countryside.  Such terrain increases
your  offensive  power  to  some extent, but it also greatly reduces
your defensive capability.

2.  Always try to have difficult terrain near the battle line and at
your rear, so as to avoid being hemmed in.

3  .   Buildings  which can be used to repair units should always be
close at hand.

4.  At the front line you should always have heavy defensive weapons
or  units  which can defend themselves against an enemy attack.  You
should  always  ensure to have anti-aircraft guns are available when
being attacked from the air.

5.   Your second line should comprise units with long-range weapons.
If you do not have enough units of this sort, use units which have a
long range or can travel over difficult terrain.

6.   Your  third  line  should  comprise of long-range weapons (e.g.
artillery or armed trains).  -

7.  You should always keep some long-range, large-capacity transport
vehicles  in  reserve.   If  it becomes clear that your units cannot
hold  out,  you  can  then  quickly withdraw with the units you have
left.


			APPENDIX

Use of keyboard
~~~~~~~~~~~~~~~

Cursor control: Player A:

Cursor up   = Joystick up
Cursor down =     "    down
Cursor left =     "    left
Cursor right=     "    right
Space bar   =  Fire Button

Cursor control: Player B:

D           =Joystick up
C           =Joystick down
X           =Joystick left
V           =Joystick right
Strg or Ctrl=Fire button

The following additional options can be accessed by using
the function keys:

Fl       =  Confirrnation of mode change
F2       =  Music on/off
F3       =  Sounds on/off
F4       =  Displays Program Version Number
F5       =  Joystick 1 on/off
F6       =  Joystick 2 on/off
F7       =  Mouse on/off
F8       =  Mouse speed
F9       =  Battle on/off

Keys  F5/F6 can be used specifically to switch a joystick on or off,
if  the  program's  automatic joystick recognition does not function
(the  cursor  cannot  be steered).  This may happen if your Hardware
does not keep within certain tolerances.  Two-playe~ cards

The passwords to the two-player cards contained in Historyline 1914-1918
are:

TRACK, HUSAR, BEAST, PLATE, LIGHT, SCROL, VIRUS, BISON,
DRUCK, TROLL, UBOOT, DROID, GRAND, ROYAL, WATER, SKILL,
SKULL, AUDIO, SPELL, CAMEL, FLAGS, STORY, SCOUT, GREEN

GIossary

Action Mode

In  this  mode  a player can only order his units to attack.  He can
also have units repaired and produced.


Movement Mode

In this mode a player can only order his units to move.


Blocking

A defensive position which increases the defensive values of units during
battle.


Cursor

Normally,  the  cursor  shows the position on your computer at which
the  next  letter  appears.  In Historyline 1914-1918 the cursor is
the means by which all the functions are carried out.  It is similar
to  a  mouse  pointer,  but  is controlled not by a mouse but by the
keyboard or joystick.


Depot

A type of supply base where units can be repaired.


Unit

A group of up to six identical vehicles which are shown collectively on the
tactical map.


Factory

A building in which units can be repaired or produced.


Battle

In Historyline 1914-1918 a battle is a clash of several enemy units which
results in fighting.


Headquarters

A large building for each player. Units can be repaired at the Headquarers.


Inventory

Indicates the contents of a building or transporter.


Pincer

An attacking manoeuvre which considerably increases the offensive values
of the units in battle.


Score

At the end of the game the winner is given a score which reflects the quality
of his playing. The highest scores on each map are stored.


Range

The maximum distance which a unit can travel over ideal terrain.


Firing Range

The distance over which a unit can attack.


Shop

See Inventory.


Tactical Overview

The  Tactical Overview shows a section of the whole map on which all
tbe  units  and  geographical  features  are displayed.  Each of the
six-sided figures represents an area with particular features.
					
			
				-=- THE END ! -=-
