MANUAL - Missions
Missions to help Save the Admiral!
"Trouble Next Door"
A tricky political situation has come up that
needs your special care and attention... A nearby warfront for your
country has run into trouble, and needs help to pull out of their bad
The powers that be back home have
put pressure on central command to have YOU
clean up the mess by diverting some of your forces into the troubled
region to help out. You have been ordered to
send a variety of warships and transports to specific reinforcement zones
on the current battle map. Once there, these ships will depart from
this battle to help turn the tide in the nearby troubled region.
Command was able to muster up
some extra ships to help you out, but the
bulk of reinforcements will have to come from
your own frontline fighting forces. In other words, you will
have fewer ships left home to help win your own battle here on this map...
Sometimes there are enemy patrols
in the destination zone areas, so be careful!
The mission button and
floating mission menu will describe the exact dollar amount of
warships and transports you need to provide to your neighboring troubled
region. Buy your choice of warships and transports to move to the
reinforcement zones, but take note that some ships
are worth more than just their purchase cost if moved to the zones.
Specifically, large slow ships such as Carriers, Battleships, and Cruisers
usually count for more than their dollar cost once they reach the
reinforcement zone. Transports are also usually worth an extra bonus
for delivery (compared to Armed Transports).
Because this mission is so important to command
central, the normal city conquest Victory Points you
take during this mission will be adjusted by how well you provide
the needed reinforcements. This adjustment is made to what would
otherwise be your normal cumulative VP total for the game.
For instance, if you fail to provide even one
extra ship as reinforcements, you will usually be credited only 60% or
less of your actual VP total. If you manage to provide about 80% of
the needed reinforcements, you will receive credit for 100% of your VP
total. Provide the full number of needed reinforcements, and you
will be credited 120% or more of your actual VP total.
In other words, failing to provide the needed
reinforcements will severely lessen your score for this battle.
Provide most or all of the reinforcements and your score for this battle
will not suffer. You also have the chance to earn a VP bonus on top of all the cities you actually
The Real Reward is helping rebuild the Admiral's
reputation by pleasing central command and helping out the nearby troubled
region. Do a good job and you will earn
credits towards your own customized command fleet of special ships
and abilities abilities, AND improve the Lost
Admiral's political repute back home... eventually helping restore
him to full office and sanity.
So complete this mission as best you can to help
out the Lost Admiral, and be careful to still win the local fight for
cities because command central will not be pleased if you blow either job
(i.e. your mission rewards will be lessened if you lose the local battle
while getting those reinforcements delivered).
Specific Tips on how to execute the mission start here:
Use the Mini Map to see where various mission
zones are located. Zone hexes will be displayed as
orange on the Mini Map. Any Zone hex
that is in a city harbor hex will be shown as a small
orange "box" around the corresponding hex on
the Mini Map.
To learn more about various zones, use the
movement screen. Scroll the map (or use the Mini Map to quick-jump
to the area) and then hold your mouse pointer motionless for a moment over
the green dashed area of the zone. After a moment, a
"tool tip" with more information will pop up
describing this zone.
You can also use this same "tool tip" trick to
learn more about mission ships.
Mission ships are
displayed as normal ships on the movement screen, with a green flag flying
above them. This green flag indicates the special "mission" nature
of the ship. Move your mouse over the ship to get a "tool tip"
describing what the mission ship is carrying and or where it needs to
travel to next as part of the mission.
During "Trouble Next
Door", you will need to move warships and
transports to the desired reinforcement zones. You can use
any of your ships to do this, so there are no "mission ships" created
during this particular mission.
When your ship arrives in
the reinforcement zone, they will need to survive one round of
combat with any enemy ships located there, before "leaving" this battle
map at the end of your movement phase, and being counted as successful
The troubled nearby region
will not accept more warships and transports from you than Central
Command has allocated for this mission. So once you have delivered
100% of the needed Warships, no more warships will be removed from the map
as mission reinforcements, etc.
As mentioned above, certain
ships will count as more than their normal dollar amount when you
deliver them to the reinforcement zones. Use this to your advantage
to more easily deliver the total value of ships needed. I.E. Moving
a Transport to the reinforcement zone will give you $6 total value, which
is almost as much as moving an Armed Transport ($8) would give you.
Delivering a Cruiser is worth $20, which is equal to two Destroyers ($20).
Note that special small
graphics will appear during movement in the hex of any of your
ships that are able to interact with the mission. If your ship can
do a mission action by ending it's turn in that hex, an
icon with a question mark in it will appear
to confirm that you are in the right hex. If you are in the right
hex, but too late, or your ship is already full, etc, an
icon with an "X" in it will appear, along
with a popup message explaining more. When you successfully complete
part of the mission during movement you will see a small
icon with an explanation mark in it (as
opposed to at the end of your movement phase + combat phase, which is not
Questions? Suggestions? Email
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feedback, questions, and suggestions!
This manual is broken up into sections explaining how to
play the game, how the program menus work, and other details of interest
to players of Lost Admiral Returns.
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