PLAYER'S
MANUAL - Missions
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Missions to help Save the Admiral!
"Secrets"
The fleet's command staff has just received word
that one of our side's intelligence operations is ready to consolidate
their gains, and needs our help. We must help protect various spies
and secret documentation of war studies in this battle zone as they are
collected and delivered for processing. YOU must make sure to
deliver these secrets to their destinations
so our side can keep ahead of the enemy in this war.
Command was able to muster up
some extra ships to help you out, but hardly
enough to make your job of winning this battle any easier while escorting
these various shipments of secret documents and spies. In other words, you will
have fewer ships left to help win your own battle here on this map...
By the way... Intel Ops are infamous for very
tight time schedules. Make sure the secret deliveries are on time by
keeping all your sheep headed straight towards their destinations, with no
delays or rose smelling breaks.
Most of these documentation shipments will be
traveling on discreet Transports or Armed Transports.
Sometimes spies tend to subvert neutral war vessels
right out of enemy harbors, but still need our help making it safely out
of danger. Indeed, Intel Ops often borrows some of your Captains and
Lieutenants for special assignments... In all cases, escort these special vessels to their
destinations, and keep the enemy from destroying these vital secrets.
There have been reports of
the enemy patrolling near suspected or rumored intelligence
operation zones, so be careful!
The mission button and
floating mission menu will describe the number of missing command
officers and command crew. Buy your choice of ships to help protect
the various secret shipments. Note that each spy ship or secret
documents shipment tend to differ in value to Command Central.
So if forced to choose between two spy ships to save, save the more
valuable one!
Because this mission is so important to our navy's
morale, the normal city conquest Victory Points you
take during this mission will be adjusted by how well you protect
these secrets. This adjustment is made to what would
otherwise be your normal cumulative VP total for the game.
For instance, if you fail to collect or deliver
any of the secret documents, you will usually be credited only 60% or
less of your actual VP total. If you manage to collect about 80% of
the secrets, you will receive credit for 100% of your VP
total. Collect or deliver all of the secret information, and you
will be credited 120% or more of your actual VP total.
In other words, failing to deal with the secrets will
severely lessen your score for this battle. Protect most of the
secrets 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
conquered.
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 and "green cross" shaped special zone hexes
where Intel Ops spy ships will appear later in the game (usually between
turns 4 to 6).
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 "Secrets",
you will need to protect various special shipments
on a variety of transports and warships, and move them to their
destinations. These special ships are shown as "mission" ships with
green flags carrying a cargo of "secrets". Move the ships to either
certain cities, or hex zones depending on how this particular mission was
planned out. If a ship sinks, this cargo is lost, and will hurt your
chances for a full 100% mission victory. When a mission ship finally
enters it's destination hex, the ship will deliver it's cargo and be
removed from the map at the end of your movement
phase, after combat. I.E. it must fight ONE round of combat
with any enemy ships there. If it survives (or there was no combat)
the cargo will be counted as safely delivered.
Sometimes Intel Ops will
need your help to protect spy ships that will not appear on the map
until several turns into the battle. This is usually right out of
enemy held city harbors, so be alert! These special "emergence"
zones are shown as orange squares on the Mini Map, and as a green cross
shape on the movement map. Move your mouse pointer over the green
cross indicator for more information about the ships due to eventually
reveal themselves and make a dash for your friendly forces.
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
seen onscreen).
Questions? Suggestions? Email
thurston@fogstone.com with your
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.
Please use the menu bar on the left to navigate the
manual.
If you have questions, please
visit our forum
and look for help there.
If you find an error or omission in this manual, please
email us at support@fogstone.com
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