Wednesday, August 24, 2011

The Train (Escape to Normandy) manual

THE TRAIN - ESCAPE TO NORMANDY

SCENARIO

The Train: A daring and deadly escape behind enemy lines!

August, 1944. The German stranglehold on Europe is slipping. The liberation of occupied France looms on the horizon. In an effort to escape the advancing Allied forces, the Germans begin a desperate evacuation of men, machinery and the spoils of war.

On the outskirts of Metz, a heavily armed train of the Third Reich sits sweltering in the dead of night. On board lies a secret cargo. Renoirs, Monets, Picassos — the entire plundered art collection of France — are to be smuggled to Berlin under a cover of darkness. Once in Hitler's clutches, these priceless masterpieces could be lost to mankind forever.

Only you can stop it!

In The Train, you are a leader in the French Resistance. Your Mission: Capture the armored "war train" and successfully commandeer it through enemy lines for a rendezvous with the Allies at Riviere, Normandy.

With the help of a brave corps of Resistance fighters, you'll actually engineer a WWII locomotive and engage in some of the most realistic and hostile combat simulations ever created for the personal computer. Traps, ambushes and sabotage may await you at any station, any bridge or any crossing. Enemy planes will strafe you in heated pursuit. Gunboats can blast you right off the rails.

The Train. Shovel coal or shovel your own grave.

TO START THE GAME

Connect your joystick to port #2.

THE STORY

August, 1944. Occupied France is soon to be liberated by the advancing Allies. The German grip on Europe is crumbling and an evacuation of men, materials and plunder is under way. The prize and pride of France, its entire art collection, is to be expropriated and shipped by rail to Berlin. The German hope is to hold the art treasure for ransom, in the now inevitable surrender negotiations.

You and other members of the French underground Resistance movement must first "take" the heavily guarded train in the main yards at Metz. If you manage to escape and make your way onto the main line then the real game begins. Casualties may be high. You must be prepared to engineer the train yourself but you will have help.

The train is on a siding, heavily guarded. The steam pressure is up, ready to go awaiting orders to head east for Berlin at midnight. (Daylight runs were suicide at this point in the war.) You must take possession of the train and head west to the border to meet up with the Allies by dawn. Your cargo — priceless Monets, Gauguins, Renoirs, Picassos, Miros - an unimaginable art treasure — is in your charge. On board the train, a Resistance crew will assist you in deciphering the whistles, signals, lights and signs necessary to make your way safely on the line.

While on the train you will be receiving help from the underground movement. They will provide you with information updates and signals and assist you in track switching and support. However, due to bombing and sabotage the usual safety systems and track circuits may be damaged or be unreliable. Be careful!

Bonne Chance!

THE CHARACTERS

Pierre LeFeu (played by you) who is a first-tine engineer by circumstance, and his injured companion - LeDuc — who has had some previous experience as a fireman on a train. Both are members of the French underground Resistance movement.

OBJECT OF THE GAME

* Take the train to Riviere to meet the advancing Allies.

* Achieve a high score by

— shooting as many enemy fighter planes as possible.

— taking as many enemy stations as possible.

— taking as many enemy bridges as possible.

— protecting the train and its precious art cargo from damage.

SPECIAL KEYS

* At any tine you may press

— [F1] to restart the game.

— [F3] to toggle the sound on/off.

— [F7] to pause the game and view the status screen (except while taking a bridge or station).

— [SPACE] to pause the game at all times except while taking a station.

* While the train is running (if you are not at a bridge or a station) you may press the number keys

— [1] front gunner view

— [2] rear gunner view

— [3] engine cab

— [4] map screen

* You can also switch screens (while not at a station or a bridge) by DOUBLE clicking the fire button and then pushing the joystick

— UP for the front gunner view.

— DOWN for the rear gunner view.

— RIGHT for the engine cab.

— LEFT for the map screen.

* When you are on the cab screen, the joystick left/right moves the cursor (red triangular shape) to each of the various controls. The name of the control you are currently at is printed at the bottom left, just above the tine.

* To operate any of the controls you must PUSH AND HOLD the fire button, as well as operate the joystick.

THROTTLE

PUSH & HOLD the fire button, then press

- BACK to accelerate.

- FORWARD to decelerate.

FURNACE

PUSH & HOLD the fire button, then press

- DOWN to open the furnace door, then...

- RELEASE the fire button and push the joystick to the RIGHT to shovel coal, then...

- PUSH AND HOLD the fire button and press UP to close the furnace door.

BRAKE

PUSH & HOLD the fire button, then press

- DOWN to turn ON the brake.

- UP to turn OFF the brake.

FORWARD REVERSE LEVER

PUSH & HOLD the fire button, then press

- DOWN to put the train into REVERSE gear.

- UP to put the train into FORWARD gear.

STEAM BLOWOFF

PUSH & HOLD the fire button, then press

- UP to blow off steam.

WHISTLE

PUSH & HOLD the fire button, then press

- DOWN to blow the whistle once.

CAB SIGNAL INDICATORS

The cab signal box has three green lights that indicate the signals and semaphore conditions on the line.

Top light red = switch is set right.

Middle red = middle (left on double switches or middle on triple).

Bottom red = switch is set left (only on triple switches).

TO SWITCH LINES

The Resistance will switch the line for the speeding train if you are near a switch. The light changes to red as the train approaches a switch to show the current switch position.

Whistle once to light top position.

Whistle twice to light middle position.

Whistle thrice to light bottom position.

The lights on the cab signals will change to show the new orientation of the switched track.

SPECIAL EVENTS

TAKING THE TRAIN

* Use joystick (all positions) to aim your gun, fire button to shoot.

* Use [SPACE] to duck enemy fire. If the trail of enemy fire should hit you the game will be over.

* LeDuc will signal... he runs as you give him cover — if you stop firing he ducks to cover himself.

* Use the joystick (left/right) to select between the three levels, indicated at the bottom left of the screen, when he reaches the switch.

* Points are awarded for each hit.

TAKING A BRIDGE

* YOU MUST TAKE ENEMY BRIDGES! ATTEMPTING TO RUN A BRIDGE WILL END THE GAME!

* Use joystick (all positions) to aim your cannon, fire button to shoot.

* If the boat that is currently firing should fire seven shots before you destroy it, the game will be over.

TAKING A STATION

* YOU MAY RUN A STATION!

* Plays the sane as TAKING THE TRAIN (described above).

USING THE TELEGRAPH

* If a station has been taken or is otherwise free, the telegraph may be used to send or receive messages to the underground Resistance. German intelligence reports and previous communications will also be found.

To send communications to the Resistance select one of the option requests — take next station, next bridge or make repairs to the train. If there are two stations, the "next" station name is given. You nay choose ONE selection only.

After a message is sent a confirmation is received from the Resistance. If they cannot comply (the player has no more requests left) the player is informed. Repairs are made at the station indicated in the return message. You have two hours to reach that stop and enter the telegraph room there. "Making Repairs" is announced.

Other confirmations are "Will take station or bridge at xx:xx hours:minutes".

A station or bridge taken remains free for two hours.

A station which is in Resistance hands is shown as a red dot on the map.

A German held station is blue.

ENTERING A HIGH SCORE

* Use the keyboard to type your name.

* Use [DEL] to delete the last character typed.

* Names must not be longer than 11 characters.

* Press [RETURN] when finished.

SCORING

* You are awarded points as follows:

- Soldiers at stations = 50 pts. each.

- Boats sunk before they fire up to four shells = 250 pts.,
five shells = 200 pts.,
six shells = 150 pts.,
seven shells = 100 pts.,
eight shells = 50 pts.,
nine shells = train destroyed.

— Enemy fighters out the front = 300 pts.

— Enemy fighters out the rear = 300 pts.

DAMAGE

* Damage to the boiler is caused by taking too much machine gun fire, excessive demands for speed and steam pressure. Brakes are damaged from misuse at high speeds.

* You yourself may be shot in any of the firing sequences.

* Damage to the art treasure is a direct reflection of the amount of fire taken or destruction of the train.

REPAIRS, COAL & WATER

Repairs can be obtained from the Resistance repair crews. See USING THE TELEGRAPH for instructions.

Running out of water or coal slows the engine to an eventual standstill — as does damage to the boiler. Plan the station stops. If you must stop and either are uncertain whether a station is safe or not, you will have to be prepared to take the station by force if necessary. Coal and water are supplied at each station.

ENDING THE GAME

The last game ends when you meet the advancing Allies' line (e.g. after you take Riviere), damage is so excessive the train cannot move, the art car itself is hit and the mission lost, or you abandon the train in a hopeless situation. If you inadvertently shoot your companion, the game is over.

THE MAP

The map shows the position of the bridges marked in green. German held stations are shown as blue dots while Resistance held stations are red. Major and secondary roads are marked in red and light red, crossing tracks at various spots. The main yard stations are labeled Metz, Nancy, etc. The smaller "whistle stops" and stations are shown on the accompanying topo map.

THE TRAIN & CARS

The train and cars consist of:

— Single piston type H engine
— Coal car with machine gun mounted atop
— The three cargo cars with the art work
— The mid-train cannon (155 mm) mounted on a flat car
— The telegraph car or caboose — rear gun

STRATEGY & TIPS

Remember, as a general strategy rule that it is in both parties interest to preserve the tracks, bridges, etc. at all tines. The Germans for instance will not outright bomb the train — as they need the lines for their impending retreat. The Allies need the track for their advance. The Germans do not want a derailment either! The main line is vital. You may find that the Germans are more eager to risk the track on some of the minor rails and sidings. The reverse lever allows you to back up if you miss a station or a switch. Stop near a switch to practice using the whistle to set and reset the lines. Some crossings and siding lines simply join without switches.



CREDITS

Design by Rick Banks and Paul Butler.
Graphics by Grant Campbell.
Sound by Paul Butler.
Programming by J. Stuart Easterbrook and Lise Mendoza.
Produced by Jon Correll.
Licensed fron Artech Digital Entertainments, Inc.
Copyright 1987 Accolade, Inc.

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