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                     Beast War Docs
                     --------------
                       Written by:
                    Gandalf the White

History
-------

In  the galaxt if Alaxis, a game of strategy and cunning is played which
has come to be known as the Beast War. Inhabited by several  strong  but
warring  races, their constant conflicts had reduced their population to
where mutual destruction would result. In 3853 QA,  the  tribal  leaders
called  a  temporary  truce, and formed the Council to find a nonviolent
means for settling disputes. It was decided that disagreements would  be
settled  by  a  tournament  which would be won through the use of clever
strategy. To avoid Alaxian bloodhsed, the tournaments  would  be  fought
using  semi-intelligent  beasts controlled by their Alaxian masters. Any
disagreements between the tribes would  be  settled  with  a  Beast  War
tornament. 

Due to racial differences among its members, the Council agreed to three
tournament  standards.  The  Terran  Common  rules  were  facored by the
Humanoid member of the council. These rules enabled the  slower-thinking
humans to devise innovative strategies. The Alaxian Universal rules were
favored  by  most  of  the  council  members. These rules demanded rapid
numerical analysis of your position, your strengths, and your  opponents
weaknesses.  To  compromise between the desires of the Humanoids and the
Alaxians, the Galactic Standard was agreed upon. The rules were  refined
over  the centuries. Advancements in holographics technology allowed the
destruction of innocent beasts to end. 

Object: 
------

To capture more sectors than your opponent(s). The game  consists  of  a
series  of rounds. During each round, you control an army of six beasts.
A sector is captured by moving one  of  your  beasts  into  the  sector.
Captured  sectors  will contain one of your beasts, or a small satellite
in your color. Each round ends when only one players  beasts  remain  on
the galactic grid. 

Options: 
--------

After  you enter your name, the question "Would you like to play against
the computer at novice level?" will appear. You can see the letter Y  in
a  white  box.  This  is  the  "default condition" and the computer will
automatically accept this as your answer if you  press  return.  If  you
don't  want  to  play the computer at this level, press N for NO and hit
return. There are four different sets of rules to  choose  from:  novice
challenge, terran common, galactic standard, and alaxian universal. Each
set  changes  four  factors. A fifth rules set will allow you to set the
factors: 

 The number of rounds to complete a tournament
 Time limit for each round
 The energy recharge time for creatures on the plexus(center of the board)
 Whether or not you want random starting positions



         Novice   Terran  Galactic Alaxian  Custom

# of
rounds     2        3         4       5      1-5

# of
minutes    30      10         5       1      1-60

plexus
recharge
time
(seconds)   4       3         2       1      1-60

random
starting
positions?  no     yes       yes      yes    yes/no


Number of rounds for each tournament: A tournament consists  of  one  to
five rounds. At the end of each round, the scores are totaled based upon
the  number  of  pieces  in  play  and  how many sectors each player has
captured. At the end of the tournament, the one  with  the  most  points
wins. 

Number  of  minutes  for  each players turn: each player has a timeclock
that is turned on each time it is that players turn.  Each  player  must
make  all  of  his  moves  within  this  time  period.  Failure to do so
automatically ends the game, with that player losing all his pieces. 

Plexus recharge time: this is the amount of time it takes for a beast on
the plexus(center sector on board) to regain one unit of energy.  Energy
is lost by moving and by attacking. 

Random starting positions: changing the starting positions of the beasts
makes it more difficult to predetermine the opening moves of the game. 

The Grid: 
---------

The  galactic  game  grid  has  41  sectors  around the plexus. They are
arranged  in  three  orbits:  the  outer,  middle,  and   inner   orbit.
Surrounding the grid are four colored fields. In the field of your color
is  a  counter  showing how many sectors your beasts have captured. When
your start a round, you have controlled six sectors,  the  sectors  your
beasts  are  occupying.   The  beasts move from one sector to another by
jumping through hyperspace. Jumping is done by setting up two windows. A
home window is built around the  beast  selected  for  movement.  and  a
destination  window  is  formed at the sector you want the beast to move
to. Once the windows have been built, the beast jumps through hyperspace
from the home window to the destination window. Each beast has  its  own
unique movement pattern, as explained in the Beasts section. 

When  it  is  your  turn to move, the information box in the upper right
corner of the screen will display: 

(your name)
SELECT BEAST USING (keys or paddle)

Depending upon whose turn it is, and whether you are  using  paddles  or
the keyboard, the fourth line could be PDL 0 or PDL 1. A AND S for the A
and  S  keys,  or K AND L for the K and L keys. Keys A and K are used to
select a beast or sector; keys S  and  L  enter  your  choice  into  the
computer.  If  you want to take back a coice press the ESC key.  If your
are using paddles, rotating the paddle back and forth across the  middle
area  will  move the source and destination windows. Pressing the paddle
button will enter your choices. 

The Graphs: 
-----------

To the right of the grid are  three  graphs  showing  energy,  time  and
power.  JThe Energy and Power grpahs show the condition of the beast the
window  is on.  Energy can be replenished by occupying the plexus sector
and by defeating other monsters. When a beast  runs  out  of  energy  it
perishes.   The  power  of  a  beast  is determined by its strength, the
amount of moral support it has, and its combat bonus. For more info  see
the  Strategy section.  The Time graph shows how much time you have left
to make your moves. If you run out of time, the tourney  ends  and  your
beasts perish. 

Beasts: 
------

There  are six different beasts. Each has strengths and weaknesses and a
unique movement pattern. In addition any beast can jump into the  plexus
from  any  sector  in the inner orbit and vice versa.  Movement consumes
energy. Each beast moves to an adjacent sector, but some can  only  move
to a certain color or direction. Jumping to a sector containing your own
satellite(left  by a previous friendly beast) consumes two energy units.
Entering an  empty  sector  uses  four  units.  Jumping  into  a  sector
containing an enemy satellite consumes 12 units of energy. If your beast
uses  up  all of of its energy in making the jump it perishes but leaves
one of your satellites in the sector.  The plexus is the center  of  the
grid.  As  a  focus  of energy, it will channel that flow into any beast
occupying that sector. The rate of flow is set at the beginning  of  the
game. For example, if the recharge time is four seconds, that means that
every  four  seconds,  a  beast  on  the plexus will recieve one unit of
energy until it is totally recharged. 

The Aeroctus: 

The aeroctus is the only winged beast chosen by the  Council  for  Beast
War.  It  has 44 energy units. When attacking its prey, the tentacles of
the aeroctus close together  to  form  a  spear  tip  which  can  easily
puncture  the  thin metallic skin of a mechanos. However, the light bone
structure and musculature of the  creature  does  not  provide  it  with
enough  power  to  easily  damage  the thick plating of an arachnid. The
aeroctus have a strength of four units.  Movement pattern: the  aeroctus
can  move  only  to  an adjacent sector that is in a different orbit and
color. 


The Dracon: 

The dracon is a fearsom inhabitant of Alaxis. Its awesome  flame  breath
makes  it extremely dangerous. The dracon has a strength of nine and its
far reaching flame  is  especially  effective  against  the  light  bone
structure and musculature of the aeroctus. However, it has little effect
on  the  metallic  structure  of  the  mechanos. A dracon begins with 16
energy units. 
   Movement pattern: the dracon can move to any adjacent sector. 


The Arachnid

The arachnid has a highly evolved neuromotor system to control its  many
legs.  It can have up to 38 energy units, and has a strength of 5 units.
The  great  dexterity of this beast enables it to slip its pincers under
the protective scaling  of  a  saurus,  inflicting  especially  grievous
wounds  upon  the beast.  Only the mighty dracon appears to be resistant
to the attack of an arachnid
   Movement pattern: the arachnid can move diagonally only. 


The Wraithil

The unique appearance of the wraithil is responsible for its association
with a mythological group of hominoid creatures called  the  Undead.  It
strikes  a chord of superstitious fear in many creatures. This effect is
very much noticeable in the saurus, which seems to  be  afraid  to  bite
down  upon  a  wraithil  with  any  degree  of  force.  The energy field
projected from a wraithils hands during combat is known to be especially
effective against the highly evolved neuromotor system of the  arachnid.
However,  the diversified nerve net of the aeroctus is resistant to this
attack. Wraithils can have up to 30 energy units and have a strength  of
6 units. 
   Movement  pattern:  the  wraithil  can  move  to  a different colored
sector. 


The Saurus

The fearsom saurus is believed to be a distant relative of  the  dracon.
Strong  competitions for the same ecological niche is suspected of being
the basis for the intense hatred sauri have of  dracons.  In  combat,  a
saurus  becomes  quite  frenzied  the  moment  he  bites  into a dracon.
Although  the  saurus  recovers  almost  immediately,  this  results  in
especially serious wounds being inflicted on the dracon. Known for their
bad  tempers,  sauri  turn  green with rage when attacking each other. A
saurus can have up to 24 energy units, and has a strength of 5 units. 
   Movement pattern: the saurus can move to any adjacent sector
   of the same color. 


The Mechanos

The mechanos is the only silicon-based lifeform  in  Beast  War.  It  is
therefore the only beast capable of using a gravgen propulsion system. A
mechanos is not intimidated in the least by a wraithil, and is effective
against  one  in  combat. A mechanos can have up to 20 energy units, and
has a strength of 8 units. The laser weapon of  a  mechanos  is  largely
dispersed  by  the  reflective  scaling  of  the saurus and thus is less
effective against the beast.  Movement pattern: the mechanos can move to
an adjacent sector in a different orbit. 


Combat: 
-------

If you select a destination sector which contains  an  opponents  beast,
its power and energy will be shown alongside your beasts ratings. If the
move  is made, combat occurs.  The top view of the grid is replaced by a
side view of the sector with the two beasts facing each  other.  At  the
top are their energy and power graphs. 


Controlling the Beast
---------------------

If  the keyboard controls are being used, the following keys are used to
control the beasts: 

Left group:
  A:move left
  S:stop
  D:move right
  W:flee
  X:attack

Right group
  K:move left
  L:stop
  ;:move right
  O:flee
  .:attack

If paddles are being used, turning the dial to the right will  move  the
beast  to  the  right  and  turning  it left will cause it to move left.
Centering the dial will stop movement. Pressing the paddle button  while
the beast is advancing or standing still will cause the beast to attack.
Pressing  the button while youu beast is backing up near the edge of the
screen will cause it to flee.  A beast can flee  only  to  its  original
position,  and then only if it contains one of your satellites. If it is
already occupied, it cannot flee. If it doesn't have  enough  energy  to
make  the  jump,  then  it  will perish when it emerges from hyperspace.
Fleeing from your opponent will allow your enemy to move again. 


Scoring: 
-------

The round ends when only one players beasts remain on the galactic grid.
At the end of the round, each player receives 300 points for each  beast
remaining  on the field, and 150 points for each captured sector. At the
end of the tournament, the player with the highest score  wins.  If  you
have  been  playing  against the computer using one of the standard rule
set, your name and score will be saved. 


Special Features: 
----------------

PAUSE
Holding down the CONTROL key and the P key will  stop  the  game.  Press
return to continue. 

SOUND
Pressing CTRL-S will toggle the sound. 

QUIT
Pressing CTRL-Q will end the tournament. 

RESET HIGH SCORES
Press CTRL-R and the high scores will be reset back to 0. 

SELECTING A DIFFERENT BEAST
If  you have selected a beast and change your mind, pressing the ESC key
will allow you to choose another beast. 

                            Strategy for Beast War
                            ----------------------

The objective of  Beast  War  is  to  capture  more  sectors  than  your
opponent(s).   To  do  this  you  should  consider  your beasts movement
patterns, energy, power, combat capabilities and strategic positioning. 

The movement patterns of your beasts need to be carefully considered  to
enable  you  to  capture sectors, attack your opponents, and defend your
terrain. For example, certain beasts will only move on one color. Moving
it through the plexus can change the color  of  the  sector  it  is  on.
Moving  a  beast  through  the  plexus also enables it to regain energy.
However, trading beast positions can cost valuable time,  allowing  your
opponent to takle the initiative. 

Moving  to  a sector containing an enemy satellite uses much more energy
than moving to a free sector. It is advantageous to block your opponents
moves with your own satellites.  If  your  opponent  captures  a  sector
containing  your  satellite,  his  beast  will  be weakened and open for
attack. 

This strategy calls for using your energy efficiently. Your  beasts  can
gain   energy  by  capturing  and  defending  the  plexus  against  your
opponents, and by defeating them in combat.  Since  beasts  lose  energy
through  movement,  any  move  that  does not enhance your position is a
wasted move. 

If your beasts energy is less than three units it  will  perish  on  the
next  move. There is little you can do with it in combat unless it has a
very long weapon range versus its opponent.(such as the dracon  fighting
the  aeroctus) The kamikazee strategy is recommended: move into a sector
containing an opposing satelitte and (poof!)  your  beast  is  gone  but
leaving a friendly satelitte behind. 

But to be a successful Beast Warrior, you have to fight well. The amount
of  power  a  beasthas is determined by its strength, moral support, and
combative relationship with its opponent. The strength is determined  by
its  nature;  it cannot change. If the adjacent sectors contain friendly
forces, your beast will be strengthened by their presence. Each friendly
beast will increase the combatants power by one unit. 

Finally, each beast is especially effective in fighting one other beast,
and resistant to attacks by  one  other  beast.  These  factors  provide
combat  bonuses  which can increase or reduce a beasts power by 2 units.
The Beasts section provides more info on this. 

The power graph reflects the sum total of these factors. In combat,  the
amount  of  damage  a  beast  does is determined by a random number that
depends upon its strength, moral support, and combat bonus.  The minimum
amount of damage inflicted upon your  opponent  is  determined  by  your
beasts  moral  support  and  combat bonus. So a beast which has a combat
bonus and moral support can often be quite successful in  deafeating  an
apparently  more  powerful opponent by repeatedly striking with an above
average amount of damage. 

Your positiin becomes greatly improved  when  you  defeat  an  opponents
beast,  and  greatly  weakened  when one of your beasts are defeated. If
your beast is defeated, you lose a sector and a beast, your total energy
pool is reduced, and the victors pool is  increased.  It  is  often  the
better  part  of  valor  to retreat when threatened by a superior force.
Fleeing from combat  is  also  costly,  though  not  as  much  as  being
defeated.  Recovering from a flee will lose time and energy, but it will
preserve your beast.