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Battle Isle 2 Codes

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Harald Deinhammer

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Jan 6, 1996, 3:00:00 AM1/6/96
to
Hi!

I am looking for the One and especially Multi Player Codes
for BI2. I played it a long time ago and unfortunately forgot
most of the Codes. I already checked out Happypuppy and
GamesDomain but they didn´t contain any info.

Hopin to hear from ya soon,
Hari


Markus Baertschi

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Jan 7, 1996, 3:00:00 AM1/7/96
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Harald,

try http://wwwcn.cern.ch/~markus/games/bi.html

Markus

Harald Deinhammer (har...@sbox.tu-graz.ac.at) wrote:
: Hi!


--
---
Markus Baertschi Phone: ++41 (22) 901-0101 (++41 (22) 791-5563)
Geneva, Switzerland Mail: mar...@oahu.cern.ch (ma...@vnet.ibm.com)

Rap's Law of the Inanimate Reproduction:
If you take something apart and put it back together enough times,
eventually you will have two of them.

Slay

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Jan 9, 1996, 3:00:00 AM1/9/96
to
In <4cm17p$t...@fstgal00.tu-graz.ac.at>, har...@sbox.tu-graz.ac.at (Harald Deinhammer) writes:

>I am looking for the One and especially Multi Player Codes

These are mostly dox. Hope they prove useful:

These are the FULL DoX for Battle Isle 2 5-1-94


In general, if you have read my Quick DoX on battle Isle, then you
know some of the basics in the game. Surround the opponent and
obliterate him is the nutshell explanation of the overall game
objective. You of course will get a mission briefing for each "map"
and that briefing will outline exactly how to "win" the map and
proceed to the next. The game feature 20 1 player maps and a large
amount of multiplayer maps. You can play a map or play a campaign
which allows you to gain experience points depending on your
performance. You can then use those points in the installations of the
next map to increase a units experience before it even sees the combat
resolution screen. This is a fine war game indeed and I encourage all
to stick with those tough maps and see it through to the end. You will
face some of the toughest strategy situations possible in any wargame
and always remember that the shortest way from point "A" to point "B"
in Battle Isle 2 isn't necessarily a straight path! It will take
cunning, original planning, unique puzzle solving, as well as
determination and resolve in most of the maps. I can't wait for the
U.S. CD-ROM release of this great game, and after playing, I am sure
you will want it is well. Well, enough about the obvious, let's get to
the nuts and bolts of Battle Isle 2.


-=LORUS=-


GAME MENUS

The main menus in the game are pretty self explanatory and can be
accessed in the game by typing "F1". You can load/save a game, change
attributes in the games such as players and skill levels, alter other
facets in the game, and even "jump" to another map via the map
password option. I recommend saving games often because starting some
of these maps from scratch will be a grand undertaking. If you hit
"F2" during game play, you will toggle on/off the battle resolution
screen which displays the combat and it's results. This is a way to
expressly see combats resolved or to see the long and visually
delightful resolution of combat.

PLAY A MAP

Select this to play a single map that will not connect to the next
one.

PLAY A CAMPAIGN

Select this to play the full 20 map series interconnected by the
awarding of campaign experience points. After the completion of a map,
you will be shown the amount of campaign points that you have earned
to be distributed to units within installations while playing the next
map.

CONTROLS

The is best controlled by a mouse but a keyboard can be utilized
with much painstaking effort. To use the keyboard, just manipulate the
cursor with the arrow keys and then use the spacebar for selecting.
The mouse is definitely the best way to play the game. To use the
mouse, move the cursor around and then click and HOLD the left mouse
button. Often times while holding the left mouse button, you will see
more icons "pop-up" and when you then position the cursor over your
selection, you can activate the icon by then "letting off" the mouse
button. To cancel/backup a selection, click the right mouse button.

ICONS

The following is a list of icons and their detailed description:

4-WAY ARROWS - Move unit.
! - Special actions (i.e. refuel, build, rearm, etc..).
2-WAY ARROWS - End the current game turn.
i - Info on a unit and get unit description.
EYE - See overhead map.
CHEST - See contents of an installation or transport unit.
WRENCH - Repair a unit.
HAMMER - Build a unit.
OIL DRUM - Refuel a unit.
STAR - Select this to distribute campaign experience.
X -Cancel/leave or use right mouse button.
FIST - Fight unit in range.
ROAD - Build road, found after ! icon being selected.
RAILS - Build rails, found after ! icon.
A - Fire weapon "A".
B - Fire weapon "B".
C - Fire weapon "C".
D - Fire weapon "D".
MENU - Select menu options.
< > - Replays last message received.
? - Mission briefing replay.
i - In menu, it gives overall battle details.
ARROW UP - Tells high altitude aircraft to climb. Found after
movement.
ARROW DOWN - Tells submersibles to submerge. Found after movement.

OBJECTIVES

Most of the time you will be required to either capture all the
enemy installations OR completely annihilate the enemy. But this is
not always the case so pay close attention to your mission briefing
for better details. Sometimes the briefing is rather slow and it will
require a little waiting to get through the pages of text offered.
WAIT until you see the RED text listing the mission objectives before
you cancel the screen with the right mouse button.

MAIN SCREEN

The main screen consists of several windows that contain vital
information. From left to right these are detailed as follows:

1) 6 squares - This is the "pop-up" icon area. Icons will always be
selected in this area and are also found inside installations.
2) Long thin window - This is the TEXT BAR. When the cursor is on top
of an icon, a description of what that icon does is displayed in the
text bar. Other info is sometimes displayed here as well.
3) Small square - This is the unit experience box. A small white shape
normally appears here. The shape or symbol represents how experienced
the selected unit is. The more experience a unit has, the better it
can attack/defend.
The symbols go from 1 verticle line to an X. There are 15 levels of
experience. You will soon learn the different stages of experience and
their graphic equivalent with game play.
4) Small thin window - This is where the selected unit's name will
appear. This identifies the vehicle by name.
5) Red boxed bar - This is the unit "hit point" bar. Each yellow box
represents the capacity for a hit point and each red box in the line
indicates a unit hit point that is present and available to "lose".
All units start the map at full hit point capacity. Each hit point
represents an actual element in the unit. In other words the unit is a
group of elements. A unit of tanks consist of 10 tanks. When 1 tank is
killed, a hit point will be taken off the hit point bar which will
display 9 red boxes and 1 yellow box.
6) Yellow line - This is the selected units "fuel gauge". The fuel
gauge will slowly recede and display blue as the unit moves around the
map screen. When all the yellow disappears, then the blue line will
start receding and start displaying red. When you run out of the blue
line, you unit is out of gas. Be careful about planes that run out of
gas because they will crash within a couple of turns unless a tanker
plane refuels them. Most maps don't have tanker planes so be very
careful.
7) Far right vertical window - This is the "ammo box". This displays
the selected units ammo reserves and what weapon types the unit has.
The number of times a weapon can be used is displayed in a number and
they weapon type is displayed in a small graphical icon next to the
number. The graphical icons are described below:

BIG GUN - Large shells.
SMALL GUN - Small arms weapons.
DIAGONAL LINE UP - Ground to air missiles.
LINE CURVING DOWN WITH DARK BACKGROUND - Depth charges.
DIAGONAL LINE DOWN - Air to ground missiles.
STRAIGHT LINE DOWN - Bombs.
"HIGH" HORIZONTAL LINE - Air to air missiles.
"LOW" HORIZONTAL LINE - Ground to ground missiles.
DIAGONAL LINE UP WITH DARK BACKGROUND - Torpedoes.
GRENADES - Ammo to replenish other LAND units.
BOMBS - Ammo to replenish other AIR units.
BOXES - Materials to repair other units.

THE MAP

The map consists of hexagons. A unit occupies the hexagon in is
found/placed in. A unit cannot be stacked or moved into a "hex"
occupied by another unit. In each hex, there is a graphical terrain
identifier. Terrain has different effects on battle and will be
discussed later. The areas of the map that your units can see are
"clear" and visible. The darker areas are unexplored and the darkened
but explored areas of the map are hexes that cannot presently be seen
by your units. See "Fog Of War" for more details.

INSTALLATIONS

On the map. other than terrain, you will find buildings or
installations. These installations are used to
build/repair/house/refuel/rearm units. Each occupy able building has a
"dot" that is the same color as the force that controls it. Buy
claiming an neutral or enemy building, you will change the dot to your
color signifying that you own it as well as gaining control of the
facilities. Each building has a certain capacity to do the above
mentioned functions and are described in greater detail below:

1) HEADQUARTERS - This is the largest building on the map. It is
usually your HQ and may not always appear on every map. If an enemy
moves a capturing unit into your HQ, then you immediately LOSE!
Headquarters can repair/refuel/rearm/build.
2) CITIES - Cities are just like depots, they can refuel/rearm/repair.
They look like small squares.
3) DEPOTS - Depots are just like cities but are mainly small bases for
military purposes. They can refuel/rearm/repair.
4) AIRSTRIPS - Airstrips have the proverbial "runway" protruding from
the main building. These can build/repair/refuel/repair. Air units can
only utilize airstrips.
5) PORTS - Ports are installations located in the water zones. They
can build/refuel/repair/rearm. Ships can only utilize a port.
6) HIDDEN BASES - Sometimes on a mission you will get special
information detailing a possible hidden base. These can
build/rearm/repair/refuel but not always build.

Inside the installation, you will see the general unit description
screen that is identical to the unit description obtained in the field
on a particular unit. See "Unit Descriptions" for more details. As
well as this information, there are more things to pay close attention
to. From the right top to the bottom;

1) E - "E" stands for current energy. Energy is needed to refuel/rearm
as well as build units.
2) M - "M" stands for materials which are needed to repair a unit as
well as build a unit.
3) E+ - Represents the amount of additional energy received on the
next turn.
4) M+ - Represents the amount of materials received on the next turn.
5) LAND - Represents the amount of land campaign experience points
that can redistributed to land units.
6) SEA - Represents the amount of sea campaign experience points
available to distribute to sea units.
7) AIR - Represents the amount of air campaign experience points
available to distribute to air units.
8) BLUE SQUARES - These are either occupied by a unit or empty which
indicates a space available for a unit.

*NOTE - The amount of campaign experience available is displayed
universally at all installations and can be distributed at any
installation. Use the star icon to activate the campaign experience
menu. Then select either 1,2,3 or 4 points to distribute to the unit.
The unit will then be grayed out since it takes a turn to train the
unit.

UNIT DESCRIPTIONS

The unit description screen displays very important information
regarding the selected unit. This screen also appears in an
installation depending on what unit is selected within the
installation. The description screen is explained below:

1) UNIT PICTURE -You will see a large, rendered picture of the unit
selected.
2) UNIT NAME - Displays the information on the unit as far as name and
unit purpose.
3) WEAPONS LIST - Below the unit picture, you will see the weapons
chart. The information is provided in a row/column format. Reading
across, each line displays POWER, ROUNDS, RANGES (higher is better).
4) EYE - This states how many hexes in a radius that the unit can
uncover or "see" which exposes enemy units within range (see Fog Of
War).
5) 4-WAY ARROWS - Displays the movement points the unit posses per
turn (see terrain and movement).
6) OIL DRUM - This displays the cost in "E" to refuel the unit.
7) WALL - Displays the armor strength of the unit (higher is better).
8) FLAG - This indicates the unit is a "CAPTURE" unit which means you
can use this to capture installations. ONLY capture units have this
ability so guard them well.
9) UP/DOWN ARROWS - This indicates that the unit is either a high
altitude aircraft or a submersible. These units will be invisible to
the opponent when high/submerged.
10) SHOVEL - This indicates that the unit is a field construction unit
that can alter the map.
11) HAMMER - The hammer has 2 numbers besides it. The top number
represents "E" and the bottom represents "M" required to build a unit.
In other words, this is how much E and M the unit "costs".

BUILDING UNITS

To build a unit, go to a production installation and left click on
an empty blue square. Then select the HAMMER icon. The screen will
change to show all the units that are with your capability to create.
Left click on a unit that you wish to build and the unit will appear
in the installation as the screen reverts back to normal.

BUILDING ROADS/RAILS/FORTS

The specific units capable of building roads, rails, and forts are
listed in the units list. TO build, left click on the unit, either
move it or immediately go to the "!" icon and select it. Then select
one of the highlighted hexes adjacent to the unit and keep holding the
left mouse button down. Position the cursor over the icon that
represents what you wish to build and then let off the mouse button.
You have just built something and it will be represented immediately
on the map.

REPAIRING UNITS IN AN INSTALLATION

To repair in an installation, the unit must have moved into the
building on the previous turn. The "colored" unit can then be selected
while holding down the left mouse button. Then position the cursor
over the WRENCH icon and let off the mouse button. You just repaired a
unit and the appropriate costs are taken from the installation
reserves. It costs 1 energy unit for every 'hit point" or element
replaced in a unit so use the field repairs whenever possible and save
the installations for building new units.

REFUELING UNITS IN AN INSTALLATION

To refuel in an installation, the unit must have moved into the
building on the previous turn. The "colored" unit can then be selected
by holding down the left mouse button. Then select the OIL BARREL icon
and let off the mouse button. You have just refueled the unit and the
appropriate costs are taken from the installation reserves.

REPAIRING/REFUELING IN THE FIELD

To repair/refuel in the field, you will move the
repairing/refueling unit adjacent to the target unit. Then select the
"!" icon and then click on the unit to be repaired/refueled. The costs
will be deducted from the reserves in the repair/refuel vehicle and
the target unit will be replenished.

MOVEMENT

To move a unit, position the cursor over the "colored" unit and
left click the mouse and HOLD the button down. Then position the
cursor over the 4-WAY ARROW icon and let off the mouse button. You
will then see a highlighted area displaying all the hexes that the
unit can move to. Left click on a hex in the highlighted are and the
unit will move. If the unit ends it's move and has an enemy within
range of it's weapons, the icons will pop up with a FIST in the line
up. Select the fist and then select which highlighted enemy unit you
which to attack (SEE COMBAT). Some general rules of movement are that
you cannot move past an enemy unit unless there are several open hexes
in which to go around and that air units are immune to this rule.
Terrain takes different amounts of a units movement points and some
units cannot move onto certain terrain at all. Through experience
gained by playing the game, you will recognize what units are capable
of moving into the harder to navigate areas. Air units can move
ANYWHERE and sea units can only move upon water with exception to the
VADER 1 which moves over land and sea. Transporting vehicles within
faster moving vehicles is a good tactic but be aware of the fact that
interior units take the same damage as the transport unit if attacked.
Inside each transport unit is a carrying capacity represented by a
"WEIGHT". This is the amount of units that can be transported. You
will not be able to move any more units into a transport when it is
filled to capacity. Some units such as the RANGER and the BUGGY can
move, then fire, then move again. These are wonderfully versatile
units so use them wisely.

TERRAIN

Extremely diverse terrain gives depth and variety to BI2. Use
common sense when moving units into a specific hex. Infantry types are
well defended in mountainous our woods. Tanks attack well on roads but
are vulnerable as well. basically ANYTHING is vulnerable if attacked
on roads. Other terrain may prevent movement as weather conditions
worsen. Heavy rains bring flooded swampy conditions while snow may
impede most movement. Be careful when bad weather approaches or you
will find yourself making the same mistakes Hitler made when he
invaded Russia in W.W.II.
Some of the types are listed below. Every unit moves different through
them so use common sense. A tank would move terribly slow through
dense forests whereas infantry could march through rather unimpeded.

WOODS
JUNGLES
PLAINS
SWAMPS
HILLS
MOUNTAINS
ROADS
RAILS
WATER
FORTS (Fenced areas)
MISC. (dressed up areas to make the map appealing)

WEATHER

Weather reports will constantly be sent to you as you play BI2.
HEED THESE REPORTS because the next game turn will reveal that the
weather is already occurring. The following turns will change
according to the initial report so you better take the actions of
moving treaded, heavy vehicles to roads and flat ground. Otherwise you
will have units that are bogged down or maybe even un-moveable.
Luckily bad weather often clears after several turns so you can plan
an offensive right after the weather passes. BEWARE THINNING ICE!

RADAR AND FOG OF WAR

When you first begin a map, a majority of it will be concealed
behind a maroon filter. This is what is called "Fog Of War"
representing the lack of intelligence or radar coverage in those
shaded areas. They maroon also represents the unexplored areas. When
you explore an unexplored region, the maroon filter will be removed
and whatever the filter was "hiding" will be revealed. The amount that
is removed depends on the EYE rating of the unit moving. If you move
adjacent to the maroon filter you run the risk of being attacked by up
to 3 enemy units if they end up adjacent to the moving unit so use
caution. After you have explored an area and it is cleared, you still
have to maintain a presence to keep data updated as to units in the
area. If you move away from an area, it will be shaded a bit darker
than the visible areas of the map. Enemy units can freely pass through
these areas without your knowledge so take this into consideration
during movement. Radar equipment and craft are invaluable to keeping
map intelligence up to date and accurate but these units are lightly
armored and fairly week so protection and caution is a must.

COMBAT

When a unit selects to fight another OR a unit moves adjacent to a
unit cloaked in the fog of war, the combat resolution mode engages.
This is a fantastic #D polygon fill animated battle sequence featuring
both sides in live combat. The graphical representation of casualties
and successful hits are easy to grasp and very informative. When the
battle first engages, you will see a panning view of the forces as the
modifiers are tabulated below the view screen. The modifiers include
weather, terrain, support units, and individual experience and size of
unit. Support units are those who are adjacent to the unit. By
attacking a unit on one side then immediately attacking them from the
other side, you get a surround bonus. The bonus decreases if it's a
flanking attack. The more units surrounding the enemy unit, the more
advantage each additional unit gets when attacking by hemming in" the
opponent. The final total of attack to defense id tabulated and
represented in the "E" line. The battle transpires and loses are
tabulated and experience awarded. You get 1 experience point for
hitting 1 or more elements in a unit and 2 points for destroying the
entire unit by killing off the remaining elements of the unit. Most
units have more than one weapon. When you click on the target, make
sure you hold down the left mouse button so that you can pick either
weapon A, B, C, or D. If you run out of ammunition on a weapon, you
will not ever get the opportunity to select it to fire until you
rearm.

UNITS

The following is a brief description of the units contained in BI2:

FOOT

Demon 131 - This is a light mech brigade. This is a capture unit.
Troll 142 - This is a heavy mech brigade. This is a capture unit.

COMBAT VEHICLES

Ranger - This is a swift tri-wheeled dune buggy. This is a capture
unit. This unit moves/fires/moves.
Buggy - This is a 4-wheeled dune buggy. This unit moves/fires/moves.
Technotrax - This is a small tank.
Samurai2 - This is a medium tank.
Comet FP-4Z - This is an anti-aircraft vehicle.
Snake - This is an armored and armed troop transport.
Sting - This is a mobile rocket tank.
Archemides - This is a mobile rocket launcher.
Spring 1 - This is a transport tank.
Atlas - This is the largest land transport vehicle but extremely
vulnerable and unarmed.
Vader - This is a hover craft capable of transporting and moving on
land/water.
Nashorn - This is a MAJOR assault tank.
Imperator - This is a land battleship or mobile fortress. INCREDIBLY
DEVASTATING!

CONSTRUCTION VEHICLES

Planum 5 - This unit is capable of building roads or rails.
Regio - This is a fort building vehicle (fenced areas).

SUPPORT VEHICLES

Algol - This is a refueling tanker truck.
Alcor - This is a rearming munitions truck.
Sinus - This is a repair in the field vehicle.
Orion OR-3 - This is a mobile radar vehicle.
Elixer 2 - This is an anti-radar vehicle that cloaks an area but
exposes itself while doing so.

SHIPS

Patrix - This is a small patrol boat.
Hydra - This is a torpedo boat.
Polar C6 - Cruiser.
Titan N2 - This is an aircraft carrier capable of repairing and
refueling aircraft.
Zenit MBS-19 - Battleship from HELL!
Moeve SX-1 - High speed boat.

SUBS

Nautilus - This is a large transport submarine.
Rex - This is a repair/refuel/rearm submarine.`
Orca V7 - Hunter submarine.

AIRCRAFT

Exterminator - This is a highly versatile air to ground and air to air
fighter jet.
Genom J1 - This is a superior air to air fighter jet.
Uhur 51 - basically a radar plane like the modern AWACS.
Spectrum - This is a tanker plane to refuel aircraft.
Sperber JB-4 - This is a sea plane.
Ghost FB-3 - This is a stealth fighter which is difficult to see with
radar.
Dragon H1 - MAJOR battle helicopter.
Guppi H2 - This is a transport copter.
Crux - This is a transport plane.
Stormbringer - This is a high altitude stealth bomber capable of
rising above the map.

TRAINS

Monolith - This is a repair in the field train.
Dolmen Z1 - This is a transport train.
Anaconda Z2 - This is a heavily armored and armed train.
Menhir Z4 - High speed train.
Excalibur Z3 - Rail mounted artillery train.

ARTILLERY AND MISC.

Pulsar A3 - This is mobile artillery.
Supervirus - This is a group of mobile pillboxes or sea mines.
Ionstar - This is a potent long range artillery unit and is not
moveable.
Medusae - This is a long range anti air unit. Must be moved with a
transport.
Rune - This is a radar device that can be moved with a transport.
Aldinium - This is a crystal that can be used to add 20 "M" to an
installation via transport vehicle.
Skull - This is a stationary artillery bunker that allows cover for
units that move inside.

TACTICS AND TIPS

* Use artillery and ranged units to soften up front line enemies
before risking casualties with direct attack units.

* Learn to "snare" enemy capturing units by letting him take an
installation and then you taking it back with a capturing unit
positioned right outside. This allows you to claim his unit as yours.
Beware taking to many risks this way. Do not do this if you have
vehicles inside because the enemy will claim them and then move em
outside.

* Watch out for enemy Rangers because they can come out of the "fog"
and take an installation before you can blink and eye.

* Be sure to finish off any weak enemy units for the experience value.
You might even concentrate on easy game right away and "feed" your
units before you tackle those tough units.

* Set up staggered lines (1 unit, 2 empty hexes, 1 unit, 2 empty
hexes, etc..) when you are trying to prevent a unit from getting
passed your lines. Remember, this will not stop air units.

* Use your mines/pillboxes a.k.a. Supervirus to hold the front lines
and protect your units.

* Remember that an army without anti air against an army with air to
ground weapons will lose the war.

* Use radar to get the map "ferreted" out quickly.

* Keep foot troops in highly defensible terrain's like mountains,
forts, and forests unless they are on the move.

* Watch the hit point gauge on your units. Use the right mouse button
to click on your units to survey them without bringing up the icons.
This allows you to asses the damage on your units and even your
enemies. Get those weak units back to repair so they can go out at
full strength and better experience.

* Don't let the enemy slip a unit into your HQ or the game is over.

* When choosing to repair a highly experienced unit VS. building a new
one, go with repairing because an experienced unit at full strength is
MUCH better than an unusable highly experienced unit and a "green"
newbie.

* Rangers are a great unit to buy allot of. They can travel far,
capture bases, move/fire/move, and use a pretty good weapon.

* SAVE THAT GAME OFTEN!

* Remember to be creative. Doing something directly may be one way but
there may be sneakier ways to obtain the goals easier and with less
casualties.

* Concentrate on taking enemy installations whenever possible. It's
the key to moving your lines up and keeping the territory as well as
restricting the enemies repair/refuel/build options.

* Protect those support units that repair/rearm/refuel in the field.
There is only one thing worse than having units run out of gas and
that is having no units at all.

* Enemy long range artillery can become the biggest nightmare if they
are allowed to gain to much experience. Early on they are fairly weak
but at full experience they will be taking out completely full units
in one shot. Kill them early if possible.

* Learn which ground units can attack air units like the Samurai2 and
use those on the enemy Genom J1's. They Genom's can't attack the
ground so it's a freebie attack for the ground units and instant
experience without the damage incurred on your unit. Be aware of this
conversely as well since the enemy can do the same to your Genoms.

* Many times it's wise to just hang out and fortify near your bases
and let the enemy come to you and overextend himself. By knocking out
a tanker or a rearming unit will make him have to go far distances to
refuel/repair/rearm. Then once you have turned the tide, you can chase
em down as they scramble for an installation.

ALL 1 PLAYER LEVEL CODES

1 - AMPORGE 2 - JOGRWAI 3 - GEGIDOS 4 - WABODAE 5 - BUFASWE
6 - GEHAUWA 7 - OLARIBU 8 - FITORGE 9 - DAFATWA 10 - WABIKDO
11 - GEEUSAT 12 - KAIMAWA 13 - SIETIBU 14 - GEDEROM 15 - ULUARGE
16 - ABUNDWA 17 - LANADGE 18 - WAFEFAL 19 - BUSALUG 20 - GEKEFZU


THIS IS THE RREADME.TXT FILE FOR BI2.

Battle Isle 2, 23.02.1994

This text contains the last changes which could not have been inserted
in the printed manuals.

Multiple-player mode

In the multiple-player-mode there is a kind of K.O.-system for all
players. This means that the major aim for all players is to destroy
all enemy units. The one with the last remaining units will become the
victor. A player who has lost all his units will be passed over by the
others when the current round has ended. His depots are then free to be
occupied by the others. The alliances that were set in the menu are
guilty. An alliance will be ended if an allied unit or shop was
destroyed or occupied. Such an action ends every alliance.

Campaign-score

The campaign-score (VECOSE) will be be distributed for experienced
units as the following:

0-3 : no score, (line 1-4)
4-5 : 1 point (wings 1-2)
6-8 : 2 points (wings 3 - Double Wings)
9 and 10 : 3 points (cross 1-2

Fight Display

With the F2-key the attack-mode can be changed from the complete
display to the brief display. With this the player is enabled to watch
only to some of the sequences.

Music Drivers

If certain problems appear, We recommend you search for the reasons of
these problems step by step. Some reasons may be caused by the routines
for the music and the effects combined with the use of memory-managers
and not compatible sound-boards. First toggle off the music, then the
effects. Check all driver-settings and make sure that these are chosen
properly (sometimes there are several drivers for one sound-board).
Search for driver-updates for your sound-board if you own old versions
or "unusual" boards. Further questions may be answered by our hotline.
Please have a detailed description of the error at hand.

Saving

Battle Isle 2 is a very complex game that will surprise you every time
you play it with its great diversity and build-in background-story.
Dealing with the different units in a useful way needs some testing as
well as experience. So think of saving the current game as often you
can and try everything, watch at the appearing effects and learn
exactly how to treat the enemy units the best ways. Once saved games
enable you even to start senseless looking actions or just to play for
fun.

Passwords

The first password for the campaign-mode is AMPORGE.
The first password for the multiple-player-mode is YETUDWA.

Program-parameters

BI2 <GM> <FAST>

General Midi

To initialize your General Midi Board correctly start the program
BI2 GM. This option offers you a sequence, that adapts the Pitch
Bending to the sound-board. The program announces this while starting.

Quick-Start

The program will always start the last saved game. With the parameter
FAST you can pass the introduction and start immediately.

Your Blue Byte Team, February 1994.


GREETS - The Chairman, Black Light, Slapstick, Cadmaster, Dong Silver,
Borian, Jackal, Hock Tuey, Crawling Chaos, Nuclear Halitosis,
Eraserhead, Magma :), Spooge, Godfather, The Stranger,
R. Webb, Neuromancer, Terminator, Rasta Man, SKY HIGH,
RAZOR'S FINEST, etc... (Sorry if I forgot... :) )

GROUPS - Who needs to greet groups when they make themselves known by
quantity and quality of their releases :)

DOX BY,
-=LORUS=-


*** Erik/2 aka Slay - Proud member of Team OS/2! ***
Erik....@ping.be aka 2:292/629@fidonet aka 81:432/102.2@os2net
Take a peek at my homepage at http://www.ping.be/~ping0069
*** DOOM - Something in the next shadow is waiting to eat your face! ***


Slay

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