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                          The Humble Guy's HumbleDox

                                   Presents

           XF-5700 Mantis Experimental Fighter: Complete Game Manual



X-5700 Mantis Experimental Fighter

         TABLE OF CONTENTS
         
         THE SAGA...
         
           The Beginning ....................    06
           The Enemy ........................    06
           The War ..........................    07
           F.O.E. (Fist-Of-Earth)............    07
           Solbase ..........................    09
           ProbeNet .........................    09
           XF5700 Mantis ....................    10
           Quad-Jump ........................    10
         
         COMPUTER TERMINAL MENU
           Copy Protection ..................    12
           Enter New Pilot ..................    12
           Pilot Roster .....................    12
           Delete Pilot .....................    13
           View Database ....................    13
           Load Game ........................    13
           Save Game ........................    13
           Quit Game ........................    14
           Credits ..........................    14
           Options ..........................    14
           Flight Simulator..................    14
           Spacecraft Statistics ............    15
           Mantis Weapons Statistics ........    20
         
         MANTIS FLIGHT CONTROLS
           Keyboard .........................    24
           Mouse ............................    24
         Joystick ...........................    24
         HUD (Heads Up Display) .............    25
         Views Controls .....................    26
         
         MANTIS WEAPONS CONTROLS
           Keyboard .............................     28
           Mouse ................................     28
           Joystick .............................     28
         
         DEBRIEFING
           Mission Re-creation Video Controls 
         
         AWARDS CEREMONIES
           Ribbons and Medals ...................     34
           F.O.E. Ranks .........................     34
         
         BIOGRAPHIES
           Viper ................................     36
           Heidi R. Martin ......................     37
           Commander Martin R. Statler ..........     38
           Colonel Mario B. Feretti .............     39
           Colonel Vincent T. Seremet ...........     40
           Tigereye .............................     41
           Joker ................................     42
           Warrior ..............................     43
           A.R.M.S...............................     44
         
         CREDITS ................................     46
         
         GLOSSARY ...............................     48

FIST OF EARTH
THE OFFICE OF BASE COMMANDER
SOLBASE
         
LETTER OF ACCEPTANCE
         
It is with a sense of uncertainty and concern that I compose this 
letter to you. The Sirian attack, while ravaging much of the planet 
Earth, has also had the greater impact of terrorizing mankind lo its 
core. We all live wilh a sense of trepidation when we ponder the 
future of our world. Like most men, I worry about the safety and 
security of my family and friends. Yet, I am oplimistic, for I 
realize the situation is not hopeless when we have brave heroes like 
you defending our cause The caliber of men and women that F.O.E. has 
called to preserve and defend the great nations of the world is 
extraordinary. It is with a strong sense of pride, hope, and 
anticipation that I congratulate you on your acceptance into the 
MANTIS program. 

Your ultimate objective is to destroy the planet Sirius, forever 
eliminating the possibility of the Sirians ever returning to attack 
Earth. First, however, F.O.E. must take a strong defensive poslure 
and scatter the Sirians from locations where they are strengthening 
their forces. We will be able to mount an effective offensive into 
the Sirius region only after we weaken their position. 

You will undoubtedly be called upon to complete many missions before 
our goal is ultimately achieved. Along the way, you may possibly 
encounter new life forms and unexpected problems that you will be 
asked to investigate. 

I ask you to set aside your doubts and call upon all your skills to 
help win this war. Every mission you successfully complete will 
bring us one step closer to destroying the Sirians forever. Never 
has our world faced such a momentous hour. Good Luck and God be with 
you. 

         Martin R. Statler 
         Base Commander 
         Solbase 

THE SAGA

THE BEGINNING 

One million years ago, on the planet Siria in the Sirius star 
system, the Wruokiors--a friendly race--were the dominant species 
that ruled the world. Though they strongly resembled humans, they 
were clearly differentiated by their large heads, which were nearly 
two times the size of an adult human's. The Wruokiors used the 
entire mental capacity of their large brains, thus giving them 
extremely advanced technological skills and an innate telepathic 
ability. 

Over the course of the last century, a secondary life form 
challenged and crushed the Wruokior's dominance. From the shores of 
Siria's oceans and lakes, the Sirian roaches emerged in superior 
strength and number. The world of Siria steadily decayed, the 
average life span of the Wruokior rapidly decreased (40 years or 
less), and the Sirian roaches won the battle for world dominance. 
The entire Wruokior race was totally annihilated... 

THE ENEMY. . . 

Over the course of the last million years, the inhabitants of Sirius 
evolved to become a powerful enemy to the Wruokior. These creatures, 
known as the Sirians, are similar in form to "roaches" on Earth, yet 
they are much larger; a fully developed Sirian grows to a height of 
nearly 1.4 meters and weighs an average of 58 kilograms. 

The Sirians use vertebrates to breed their young. Originally, the 
main host body was a mammal similar to Earth' s seals. The female 
Sirian places a microscopic egg on the body of the host; the egg 
burrows deep inside the host' s body and attaches itself to its 
spine. During its incubation period, the growing Sirian mimics the 
host's nervous system and ingests small portions of surrounding 
tissue. After approximately six weeks, the newborn Sirian emerges, 
splitting out from the host's torso. Immediately, the newborn Sirian 
ingests the remains of the dead host's body. 

As time passed, the planet Siria suffered cataclysmic natural 
disasters that began destroying the world. Massive quakes, 
blistering winds, and vast tidal waves made the planet virtually 
uninhabitable. Eventually, all forms of animal life faced 
extinction . Because of the tidal waves, the seal-like creatures, 
which the Sirians used as hosts, were wiped out. 

The Sirians moved inland to search for new host bodies. But the 
search was difficult because most of the planet' s life was 
destroyed. As their quest for survival grew bleaker, the Sirians 
learned to communicate. Individually, the creatures were 
non-intelligent, but by using a non-organic trace substance found in 
their bodies, they were able to transmit messages telepathically. 
Sirians in number formed a highly intelligent collective group mind. 
They used what was left of all vertebrates to incubate their young, 
includng the entire Wruokior race. 

When the Sirians realized their world faced impending doom, they 
used the advanced interstellar technology of the Wruokior and took 
to the stars to search for a new planet where they could preserve 
their race. 

After observing Earth, the Sirians prepared an attack. The fight for 
Earth began... 

THE WAR..........................                  

On March 16, 2094, the Sirians launched a limited-scale nuclear 
attack on Earth from space. Scientists theorized that by destroying 
all life in major population centers, the Sirians hoped to severely 
impair the collective strength and intelligence of mankind. 

The Sirians believed that the human race acted as a group mind, just 
as they did. The attack lasted for approximately 16 hours, and Earth 
was left devastated. Several nations, including the United States, 
launched a counteroffensive that proved futile against superior 
enemy vessels. Over 3 billion humans were killed in the attack. The 
deadly effects of radiation poisoning continued to snuff out thou- 
sands of lives each day. With the exception of small, underground 
radio broadcasts, all forms of communication were destroyed. 

After the attack, the Sirians, able to withstand the effects of 
nuclear radiation, landed on Earth and banded together in the areas 
sirians they had bombarded. Female Sirians began implanting their 
eggs inside the dead bodies of humans in these radiated areas. In 
addition, certain fertile females were sent away from the 
contaminated regions to seek suitable mammals for host bodies. The 
infestation of a significant percentage of the Earth's remaining 
population, coupled with the anticipated return of the Sirian 
forces, were the two factors that could have led to the demise of 
the human race. However, the Sirians, expecting an imminent victory, 
underestimated the tenacity of Eatth's masses. 

F.O.E. 

The temporary governments of the remaining countries, with a genuine 
need to unify their military and scientific abilities, organ- ized a 
conference in Brisbane, Australia on November 4, 2094. Within three 
days, the foundation was laid for a unified world government --F.O. 
E. (The Fist-Of-Earth). It was decided, for tactical reasons, that F. 
O.E. ' s main power base would be headquartered in Ft. George, 
Canada. E. Michael Hatch, the appointed President of the United 
States, was elected to chair the new world government. 

F.O.E.'s main purpose was to unite the various factions into one 
common defensive organization. The strategic decision making was a 
function of the Chairman and his elected cabinet. 

F.O.E.'s three major goals are: a) to destroy the remaining Sirians 
on Earth; b) to restore order to devastated areas and to repopulate 
the regions; c) to defend the planet from future attacks 

During its first session, the delegates of F.O.E. devised a three 
point plan to eliminate the Sirians and restore order to Earth: 

POINT ONE
The first step in eliminating the Sirians was to develop a vaccine 
that would kill gestating creatures and make it impossible for 
implanted eggs to grow inside human bodies . Leading biologists and 
chemists were sent to a top-secret location to develop the vaccine. 
The vaccine, which was completed nearly a year ago, is being 
administered to the remaining population on Earth, but the 
inoculation process is slow. 

POINT TWO 
The second step is use of military force--air strikes and ground 
troop invasions--to drive the Sirians from devastated cities. 
Military strategists from around the world are planning and 
executing these military carnpaigns. Thus far, the humans are 
steadily de- stroying the Sirians with a chemical called Podomus. 
Nearly the entire Sirian population on Earth has been destroyed. 

POINT THREE 
The third point calls for the defense of Earth from an attack by 
hostile forces. Publicly, F.O.E.'s defense plans consist of an 
orbiting space station and a fleet of ships, notably the Mantis. 
Confidentially, F.O.E. has also constructed a hidden, underground 
base on Luna. The Lunar base conducts scientific research. As well, 
mining is conducted for materials to construct more advanced 
spacecraft. The base continually expands as new mining tunnels open. 
The structure has a far more advanced hospital than Solbase, so some 
of the more serious medical cases may be transferred there. In 
addition, a large hangar contains a number of Mantis fighters on 
constant alert. 

The base is counting on security, camouflage, and the moon's crust 
for protection. A factory for the production of spacecraft in a 
protected vacuum environment is being constructed. This information 
is strictly classified. You are not to divulge the existence of this 
installation to anyone. You are being alerted to the presence of 
this base should your duties require you to travel there. 

SOLBASE                                           

Solbase was constructed to be an armed defense station. It is 
expected to bear the brunt of the next Sirian attack. Solbase was 
constructed in one of the Earth-Moon Lagrange points, and thus 
maintains a constant distance from both the Earth and the Moon. 

The station is massive, weighing over 400,000,000 kilo- grams. The 
hexagonal-shaped main body of the structure measures 500 meters wide 
by nearly 500 meters in height. The four arms that extend from the 
main body are each 800 meters in length, with the  pods extending 
another 150 meters from the ends of the arms. The probe bays 
extending from the bottom of the main body are 400 meters in length 
and can hold up to 900 probes. The entire structure measures 2400 
meters in width and 900 meters in height. 

The main body of the station is the nerve center of the entire base. 
The station's computers are located here, along with space- Solbase 
craft hangers, fuel storage, weapons storage, research and devel- 
opment labs, and the bridge. 

The hangar is capable of storing a maximum of 80 Mantis spacecraft. 
There is also room to dock six Behemoths, which keep the base 
stocked with parts and supplies on a weekly basis. The main body of 
the base is connected to the pods by girder-reinforced vacuum tubes, 
which contain pressurized transport shuttles to carry personnel 
throughout different areas of the base. 

Each of the four pods at the ends of the arms serve a different 
purpose. Two are used to house the 1,200 of ficers, scientists, and 
researchers stationed on the base. These quarters resemble small 
apartments. The third pod is used as a garden and food preparation 
area (all vegetables, grain, etc. are grown on the base). The fourth 
pod is used as a medical and recreation facility, which can house 30 
patients at one time. The base physicians and surgeons use advanced 
health care equipment. The recreation facilities are excellent; all 
types of sporting activities and games of chance are accessible in 
this area. 

PROBENET 

ProbeNet is the name for the network of robot probes scattered 
throughout the solar system and nearby star systems. These probes 
sit dormant until some event triggers their response (usually the 
detection of an enemy ship) . After recording pertinent data about 
the event, the probes jump back to the vicinity of Solbase and relay 
the information to the station. The probes are retrieved, serviced, 
refueled, and sent back into space. Each probe weighs 250kg and 
contains a small, self-destruct explosive should it be captured or 
disabled. Currently, the probes are only being used to monitor 
Sirian activity in neighboring systems, but we expect to have an 
estimate on the capabilities of long range Sirian vessels shortly. 

THE MANTIS                                        

Designed as a space fighter, the Mantis resembles an aircraft 
because it must be aerodynamic enough to survive the trip from the 
manufacturing plant, through the atmosphere, into space. After being 
constructed, a Mantis ship is fitted to a shuttle craft and launched 
into orbit. From there, the unmanned Mantis is attached to a towing 
unit and taken to Solbase. 

The Mantis is a one man fighter craft. 
Individual computers control each part of the ship. The main 
computer systems are: the navigation system computer (used to plot 
courses), the targeting system computer (used to lock weapons onto 
an enemy target), the weapons system computer (used to launch or 
fire weapons at a target), the data-retrieval system computer 
(processes data obtained by probes), the engine systems computer 
(monitors engines, fue], and ship damage), and the flight systems 
computer (operates The Mantis several different auto-pilot modes). 

The pilot of the Mantis is situated in a Pilot Recovery Module (PRM) 
within the fighter. If the computer senses that the ship is about to 
be destroyed, it will attempt to activate the Quad Jump motor in the 
PRM to return the pilot to the safety of Solbase . The module can 
also be activated manually. 

The Mantis is equipped with a Heads-Up-Display (HUD), which shows 
various kinds of information, including fuel, weapons, engine 
performance, damage, thrust level, enemy positions, etc. Also, an 
indicator flashes on the HUD whenever data is received from a Data 
Gathering Probe. 

The Mantis has a standard fuel load of seven and a half minutes, but 
the pilot can elect to carry less fuel if he needs the performance 
or Quad Jump range. 

The weapon load of the Mantis can be chosen by the pilot. Usually a 
full complement of missiles is not carried, because the increased 
weight reduces the acceleration of the ship. 

QUAD JUMPDRIVE 

The Quad Jump drive carries a Mantis ship tremendous distances in an 
instant of time. Each jump uses up a portion of the ship's mass to 
fuel the jump (termed "jump mass"). An analogy has been made that 
the expenditure of jump mass is similar to the burning of the 
filament in a light bulb. This is the reason the ship is incapable 
of jumping over and over again; the Mantis would soon run out of 
jump mass. Most ships have a limit of two jumps, but the Mantis was 
constructed in such a way that it is capable of four jumps. The 
Mantis is easily restorable to its full jump capacity after the 
completion of a mission. 

PILOT TERMINAL

COPY PROTECTION 

After you have installed the game and viewed the introduction, the 
copy protection question appears on your pilot terminal screen. 
After the correct answer has been entered, the terminal displays a 
screen grid with a picture of an eye in the center. A retina scan 
proceeds to verify the code you entered. If you entered the correct 
statistic, the main menu terminal screen is displayed, and you can 
proceed with the game. 

MAIN MENU 

After the copy protection has been verified, the main menu screen 
appears. There are a total of ten options displayed. Options that 
are not available do not appear. The ten options, along with the 
input device movements and button presses, are explained below. 

Keyboard Applications: When selecting a main menu option, use the UP 
and DOWN arrow keys on the numeric or arrow keypad to scroll through 
the selections. As you scroll through the list, the highlighter 
moves from option to option. Highlight the option you want to select 
and press the ENTER key. 

NOTE: The first letter of each option may also be used to select. 
Press the ESCAPE key to return to the classroom scene. 

Mouse Application: When selecting a choice from the main menu 
options, place the mouse cursor on the option you want to select and 
press the LEFT mouse button. To return to the classroom scene, press 
the RIGHT mouse button. 

Joystick Applications: When selecting a choice from the main menu 
options, move the joystick in an UP and DOWN motion to scroll the 
highlighter through the selections. Highlight the option you want to 
choose and press joystick FIRE BUTTON #1. To return to the classroom 
scene, press joystick FIRE BUTTON #2. 

ENTER NEW PILOT 

This option allows you to enter a new pilot. When selected, you are 
presented with an area to type in a name. Once you have entered the 
name, press the ENTER key. Your call sign is also displayed here. 
FOE has assigned you the call sign "Viper". 

NOTE: If there are a total of eight pilots saved under the pilot 
roster, this option will not be displayed until a pilot's name has 
been deleted from the roster. 

PILOT ROSTER 

This option allows you to view the record of any pilot currently 
saved on the pilot roster. A new pilot is placed on the roster each 
time a new game is started. When selected, you are presented with 
the current pilot roster. Place the highlighter or mouse cursor on 
the pilot you wish to view and press the ENTER key, LEFT mouse 
button or joystick FIRE BUTTON #l . The information included on the 
data sheet includes the pilot's name, rank, missions completed, 
kills, and decorations awarded. Each pilot's data sheet is updated 
as he progresses through the game. 

To return to the pilot roster, press any key. To return to the main 
menu, press the ESCAPE key, RIGHT mouse button, or joystick FIRE 
BUTTON #2. 

DELETE PILOT 

This option allows you to delete any pilot on the current pilot 
roster. When selected, you are shown a list of names on the pilot 
roster. Place the highlighter or mouse cursor on the pilot you wish 
to delete and press the ENTER key, LEFT mouse button or joystick 
FIRE BUTTON #1 . You are asked to verify that you want to delete the 
pilot from the roster. To return to the main menu, press the ESCAPE 
key, RIGHT mouse button, or joystick FIRE BUTTON #2. 

VIEW DATABASE 

This option allows you to view data sheets on known spacecraft or 
weaponry. As you complete missions and encounter new spacecraft, 
this database expands. Names of newly discovered objects appear in 
red, while items that have previously been viewed appear in green. 
This helps you identify objects you have already studied. 

When this option is selected, you are shown a two column list. One 
list is labeled SPACECRAFT and the other WEAPONS . All of the 
objects you obtain data on fall into one of these two categories. To 
view an item, use the arrow keys on the numeric or arrow keypad or 
move the joystick to position the highlighter on the name of the 
object you want to view. Press the ENTER key or joystick.

FIRE BUTTON #1 : If you are using a mouse, place the mouse cursor on 
the name and press the LEFT mouse button. After an item has been 
selected, the data sheet is displayed. This sheet contains the 
technical specifications of each object along with a small 3-D 
computer model of them.

To return to the database list, press any key. To return to the main 
menu, press the ESCAPE key, RIGHT mouse button, or joystick FIRE 
BUTTON #2. 

LOAD GAME 

This option allows you to load a previously saved game. When 
selected, a list of your previously saved games is displayed. To 
load a game, place the highlighter or mouse cursor on the saved game 
title and press the ENTER key, LEFT mouse button, or joystick FIRE 
BUTTON #1. 

NOTE: You can also use the keyboard to type in the first letter of 
the file you want to load. To return to the main menu, press the 
ESCAPE key, RIGHT mouse button, or joystick FIRE BUTTON #2. 

SAVE GAME 

This option allows you to save your current game. When selected, you 
are shown a box and asked to enter the file name for the saved game. 
After the name is typed in, press the ENTER key to save the game. To 
return to the main menu, press the ESCAPE key, RIGHT mouse button, 
or joystick FIRE BUTTON #2. 

QUIT GAME 

This option allows you to quit the game. When selected, you are 
asked if you want to quit. Answering YES returns you to DOS. To 
return to the main menu, press the ESCAPE key, RIGHT mouse button, 
or joystick FIRE BUTTON #2. 

CREDITS 

This option allows you to view the credits of the Mantis development 
team. To return to the main menu, press the ESCAPE key RIGHT mouse 
button, or joystick FIRE BUTTON #2. 

GAME OPTIONS 

This option allows you to toggle certain features of the game on and 
off. When selected, a list of these features is displayed. Among 
these features are music and sound effects. To return to the main 
menu, press the ESCAPE key, RIGHT mouse button, or joystick FIRE 
BUTTON #2. 

FLIGHT SIMULATOR TRAINING 

This option allows you to return to the flight simulator bay to 
practice flight and combat scenarios. When selected, two options 
appear. One of these options is the type of ship you want to fly 
against. Before beginning the simulation, you have the choice of 
selecting the type of vessel you want to encounter, or you can 
choose to battle several different enemy spacecraft at once. The 
other option asks you to select the number of ships you wish to 
match your skills against. Once you have finished a simulation you 
have the option of selecting another scenario or returning to the 
main menu. 

To return to the main menu, press the ESCAPE key, RIGHT mouse 
button, or joystick FIRE BUTTON #2. 

SPACECRAFT 

Name: Solbase I ('Solbase')
Classification: Starbase
Crew: 1200
Role: Orbiting fighter platform. Primary mission is the defense of 
Earth. Secondary mission is to attack and destroy the Sirian threat. 
Armament: Assorted Mass Driver Cannons (turreted) and missile 
launchers. Large complement of "Mantis" fighters. 
Mass: 437,252,000Kg empty.
Engines: Station keeping thrusters only. No Quad Jump drive.

Name: XF5700 "Mantis" 
Classification: Tactical Space Fighter
Crew: 1 (pilot)
Role: Primary offensive and defensive craft of FOE. Charged with 
carrying out the Primary and Secondary missions of Solbase.
Armament: 1 Mass Driver Cannon (spinal mount), 2 Point Defense 
Cannons (turreted), 12 small hardpoints, 6 medium hardpoints, and 2 
large hardpoints. 
Thrust: 2.1 million Newtons. 
Mass: 8,672kg empty; 50,007kg fully loaded. 
Performance: 24.7g empty; 4.2g fully loaded. 
Quad Jump Range: 36 ly empty; 11 ly fully loaded. 
Quad Jumps: 4  

Name: Palomino 
Classification: General purpose technical and survey craft. 
Crew: 2 (pilot, copilot) and 2 passengers (tech or science crews). 
Can optionally carry 200kg cargo in place of passengers. 
Role: Small utility vehicle for shuttling 1 or 2 passengers. Also 
used on science missions and for laying out and maintaining 
Armament: 1 Point Defense Cannon (turreted) 
Thrust: 352,000 Newtons 
Mass: 2,480kg empty; 9,540kg fully loaded
Performance: 14.4g empty; 3.7g fully loaded. 
Quad Jump Range: 25 ly empty; 10 ly fully loaded 
Quad Jumps: 2 

Name: Kangaroo
Classification: Cargo ship 
Crew: 2 (Pilot, copilot) 
Role: Cargo ship or bus. Used for ferrying parts and crew to and 
from Solbase. 
Armament: 1 Point Defense Cannon (turreted) 
Thrust: 284,760 Newtons
Mass: 3,522kg empty; 17,981kg fully loaded 
Quad Jump Range: 18.1 ly fully loaded 
Quad Jumps: 2 

Name. Behemoth 
Classification: Superfreighter
Crew. 3 (pilot, copilot, and engineer) and up to 3 passengers or 
cargo specialists. 50,000kg bulk cargo 
Role: Cargo ship. Used to carry large cargo items to and from 
Solbase.
Armament: 2 Point Defense Cannons (turreted). 
Mass: 14,180kg empty; 76,862kg fully loaded 
Performance: 5.86g empty; 1.08g fully loaded
Quad Jump Range: 20 ly fully loaded 
Quad Jumps: 2 

Name: Sirian Attack Vessel (SAV) 
Classification: Primary craft used by the Sirians when they attacked 
Earth. 
Role: Space carrier
Armament: Assorted Missile Launchers, Point Defense, and Fighter 
Thrust: > 8 million Newtons (estimated) 
Mass: > 500,000kg (estimated) 
Performance: > 1.73g (observed) 
Quad Jump Range: minimum 9 ly 
QuadJumps: minimum 2 probably more 


Name: Dragonfly 
Classification: Small attack craft
Armament: Missiles, Point Defense 
Thrust: 2.9 million Newtons (estimated) 
Mass: 50,000kg (estimated) 
Performance: > 6g (observed) 
Quad Jump Range: Unknown (appears to carried by SAV) 
Quad Jumps: Unknown 

Name: Wasp
Classification: Large 
attack craft 
Armament: Missiles, Mass Driver Cannon, Point Defense 
Thrust: > 3 million Newtons (estimated) 
Mass: 80,OOOkg (estimated) 
Performance: > 4.2g (observed) 
Quad Jump Range: > 9 ly     
Quad Jumps: minimum 2

Name: Hornet
Classification: Large assault craft 
Armament, Missiles, Mass Driver Cannon, Point Defense 
Thrust: > 4 million Newtons (estimated) 
Mass: 120,000kg (estimated)
Performance: > 3.8g (observed) 
Quad Jump Range: minimum 9 ly
Quad Jumps: minimum 2 

Name: Drone       
Classification: Small scout craft 
Role: Unknown 
Armament: Missiles
Thrust: 392,000 Newtons (estimated) 
Mass: 4,000kg (estimated) 
Performance: > 10g (observed) 
Quad Jump Range: Unknown 
Quad Jumps: Unknown (appears to be carried by SAV) 

MANTIS WEAPONS SYSTEMS 

HARDPOINTS

A hardpoint is a place to attach a weapon aboard the Mantis. There 
are three types of hardpoints: 

Small - Can hold either Stinger Missiles or Proximity Mines. 

Medium - Can hold anything except the PseudoStellar Missile. 

Large - Can hold anything. 

MASS DRIVER CANNON 
The Mass Driver Cannon (MDC) is an advanced version of the 
tried-and-true machine gun. Instead of using gunpowder to propel a 
bullet out of the barrel, the MDC uses electromagnetic fields to 
propel a small shell, achieving tremendous velocity, and with it, 
awesome destructive force. The main MDC of the Mantis is ten meters 
long, and the turreted Point Defense Cannons are two meters long. 
Both have an acceleration of approximately 10,000g, achieving exit 
velocities of 1400m/s and 626m/s respectively. The MDC is capable of 
a large rate of fire. The amount of damage inflicted by a MDC shot 
is controlled by how fast it hits the target. One hit by the MDC 
will do little damage to most vessels, but a large number of hits 
can effectively destroy a target. 

POINT DEFENSE CANNON 
A smaller version of the MDC, it is designed as an anti-missile 
weapon. It is controlled by the computer on the Mantis and is 
approx- imately two meters long. 

STINGER MISSILE 
The Stinger missile was the first missile developed by FOE for use 
in space. Though its logic is considered simple, it has consistently 
achieved above-average hit rates during tests. It doesn't pack 
tremendous force and power, but it can destroy a Drone. 

More powerful missiles are currently under development. The Stinger 
contains a 100kg warhead, and has a total weight of 151kg. It has 
only 10 seconds worth of fuel, but with a performance of around 20g, 
it is estimated that it should be able to intercept all Sirian 
vessels. The engine of this missile does not fire constantly; the 
on-board computer controls the engine to conserve fuel. The best 
time to fire to maximize the chance of a hit is when the target 
doesn't have much lateral motion. The Stinger uses a small 
hardpoint. 

NUCLEAR MISSILE 

Related to the Stinger, the nuclear missile features a 200kg nuclear 
warhead; it weighs 295kg. It has a similar performance and fuel 
range as the Stinger, but carries more explosive force. The nuclear 
missiles will be best used against medium sized Sirian craft, the 
Wasp and the Homet. Be wary when using this missile, however, 
because a large burst of radiation is released when it detonates. It 
is theorized that the radiation bursts affect the Sirians' weapons 
and propulsion systems. Nonetheless, nuclear missiles will 
undoubtedly cause surface damage, but only trial by fire will tell 
us if nuclear missiles can seriously damage the Sirians . Nuclear 
missiles use medium hardpoints. 

PSEUDOSTELLAR MISSILE 

This missile is currently under development. Plans call for a 1,
000kg warhead, and an overall weight of around 1 ,600kg. The Mantis 
ship is already outfitted with a large hardpoint capable of carrying 
this missile. lt should normally be fired at large Sirian craft such 
as the SAV and the Homet. Its final design will be influenced by the 
success of the Stinger and nuclear missiles. 

DATA-GATHERING PROBE 

This is a small pod, about the size of a Stinger missile, that 
contains a sophisticated sensor package for detailed analysis of a 
target. By placing the package in a probe instead of on the Mantis 
itself, data can be gatbered from a hazardous area without risking a 
fighter. Data is sent back to the probe's launching craft, and each 
ship has its own assigned broadcast frequency so that several ships 
can have active probes at the same time. The Mantis ship can only 
launch one active probe at a time. Probes contain a small 
self-destruct charge that activates after data is gathered and 
retumed. The probe fits on a medium hardpoint. 

PROXIMITY MINE AND X-RAY LASER MINE 

These two types of mines are deployed in a field surrounding 
Solbase, as well as in other key places in the Solar System. The 
Proximity mine explodes if any ship without a valid IFF code travels 
within 100 meters of the mine. In contrast, the X-Ray Laser mine 
fires a high energy X-Ray laser at a target. X-Ray mines can fire 
three shots before they need replacement, whereas proximity mines 
can only be used once. Research is currently underway to develop 
more sophisticated mines that can get closer to targets by using 
cables or small rocket engines. 

MANTIS FLIGHT CONTROLS

FLlGHT CONTROLS 

The Mantis follows the actual physics of real spaceflight. You'll 
notice that your Mantis ship does not respond in the same manner as 
ground flight simulators. In Earth's atmosphere, air keeps an 
aircraft airbome and helps it tum and maneuver. 

In space, however, spacecraft have no air currents to help them 
maneuver; they rely entirely on their engines. If a spacecraft 
thrusts in a certain direction in space, and then turns its engines 
off, it will continue to travel in the same direction at the same 
velocity - even if the ship is rotated - until the engines are 
turned on again. 

Normal ground flight dogfighting tactics do not apply in space. For 
instance, a loop, which is fairly easy to perform in a ground craft, 
is very difficult to execute in a spacecraft. Pursuing a target has 
similar difficulties. Keep in mind that the direction you're facing 
and the direction you're moving don't necessarily have to be the 
same. Just because you're pointed at an enemy and thrusting with 
your engines, doesn't mean you'll intercept him. Pursuing a target 
is very difficult, because in order to pursue, the direction of 
motion as well as the speed have to be nearly identical. Doing so is 
like rendezvousing with the target, which is a relatively long 
process to do safely. The physics of space flight are not simple to 
explain. The best way to learn on your own is to practice in the 
simulator. With practice, you'll catch on quickly. 

The basic concepts of roll, pitch and yaw still apply in space, but 
performing a pitch or yaw will not change the direction of travel as 
it does with ground aircraft (unless the engine is on). Here is a 
list of the peripheral keystrokes and movements used to control the 
flight of the XF5700 Mantis: 

Keyboard Applications: To control the Mantis from the keyboard, use 
the numeric keypad. The keypad controls the ship much as you expect 
it would (the up arrow pitches the ship up, the right arrow yaws 
right, etc.). Use the Insert key to apply forward thrust, and the 
space bar to fire the Mass Driver Cannon. 

Mouse Applications: If you're using a mouse, a blue dot will appear 
on the screen and follow the mouse around. It controls the ship in a 
natural way, i.e., moving the mouse up pitches the ship up, moving 
it right yaws right, etc. The closer the mouse cursor is to the edge 
of the screen, the faster the ship will move in that direction. Use 
the Left mouse button to apply forward thrust, and the right mouse 
button to fire the Mass Driver Cannon. 

Joystick Applications: The joystick controls the Mantis like you 
would expect it to. Moving the stick forward pitches down, moving it 
right yaws right, etc. Use button 2 to apply forward thrust, and 
button I to fire the Mass Driver cannon. 

Here is a list of the rest of the controls used to operate the 
Mantis ship: 

"+" = Increases throttle. Each time the key is pressed, the throttle 
is increased by 10%. The throttle controls how much thrust is 
applied when the engine is activated. 

"-" = Decreases throttle setting by 10% each time the key is 
pressed. 

"Q" = Activates the Quad-Jump engine. 

"L" = Activates the auto-landing sequence. You must be within 300 
meters of Solbase to activate the auto-lander. Once it is activated, 
your ship is guided automatically into Solbase. 

"P" = Allows you to pause the game. Press "P" a second time to 
resume gameplay. 

CTRL+E = Activates the Pilot Recovery Module. 

LEFT SHIFT = The Mantis will roll instead of yaw. 

ALT+Q = Allows you to quit the game and return to DOS. 

The Mantis is also equipped with nine different auto-pilot modes. 
The 1 - 9 keys (above the letters) are used to activate them. They 
are: 

1. When this mode is selected, you manually control the Mantis. 

2 . When this mode is selected, the navigation computer points the 
Mantis ship at a designated target, but will not control the engine. 

3. When this mode is selected, the Mantis is on full autopilot, and 
will attempt to pursue the target. 

4. When this mode is selected, the Mantis is in "creep" mode. This 
lets you fine tune the position of the ship. 

5. When this mode is selected, this will adjust what the computer 
considers "stopped" to be. This isn't really a mode, just a way to 
tell the autopilot to keep adjusting "stopped" to the current target 
(so the current target is always "stopped"). This can be confusing 
at times, but can be useful when chasing a target. The autopilot is 
left in whatever mode it was in before hitting the '5' key. 

6. This mode is similar to mode 5, but does not constantly update 
the zero point. It takes a current reading and uses that as the 
basis for "stopped". 

7. When this mode is selected, the Mantis will face in the direction 
of motion forward, then return to mode 1. 

8. When this mode is selected, the Mantis will turn and face 
backwards (opposite the direction of motion), then return to mode 1. 

9. When this mode is selected, the navigation computer stops the 
ship and returns to control mode #1. 

HUD (HEADS UP DISPLAY) 

All information needed to fly the Mantis is located on the HUD 
display. The HUD controls are: 

 "H" = Turns the HUD display on and off. The HUD only appears in the 
forward (Fl) view. 

"W" = Turns the weapons display on and off. The weapons display is 
located in the lower right corner of the HUD. An outline of the 
Mantis ship is displayed with the weapons outlined in red. 

"?" (or "r') = Replaces the outline of the Mantis with a weapons 
list. 

"R" = Turns the radar display on and off. The radar display is 
located in the lower left corner of the HUD. A grid pattern appears 
on the display. Enemy targets appear as red dots, while friendly 
vessels appear as blue dots. The top and bottom of the display 
represents the front and rear of your ship, while the left and right 
positions on the display correspond to the same positions on your 
ship. 

"D" = turns the damage display indicator on and off. The damage 
display is seen in the lower left corner of the HUD, where the radar 
screen is located. When it is selected, the names of several parts 
of the ship will appear with a damage assessment for each section 
listed to the right of it. 

"M" = Activates communication system. For details, consult the 
Solbase database. 

"C"= Turns the solar chart on. When you activate the solar chart, a 
small computer terminal is displayed with the names of the planets 
and moons in our star system. To select one of the planets or moons, 
use the following keystrokes and movements: 

Keyboard Applications: To select one of the planets or moons from 
the list, use the arrow keys on the numeric or arrow key pad to 
place the highlighter on the name of the world or moon and press the 
ENTER key. To return to the forward view of the HUD display, press 
the "F" key. 

Mouse Applications: To select one of the planets or moons on the 
list, place the mouse cursor on the name of the world or moon and 
press the LEFT mouse button. Press the "F" key to return to the 
forward view of the HUD display. 

Joystick Applications: To select one ofthe planets or moons from the 
list, move the joystick to place the highlighter on the name of the 
world or moon and press joystick FIRE BUTTON #1. Press the "F" key 
to return to the forward view of the HUD display. 

"N" = Turns the navigation chart on. When it's selected, a small 
computer terminal is displayed with the names of several surrounding 
star systems. The same peripheral keystrokes and movements for 
selecting planets or moons from the solar chart are used from the 
above section. There is also a number listed beside the name of the 
star system. The number represents the number of light years away 
the star system is from your current position. Select "Mission 
Locale" to automatically set the autopilot to the destination 
required for the current mission. 

"F" = Returns you to the normal HUD display after viewing the solar 
or navigation charts. 

VIEW CONTROLS 

There are several optional view controls from the ship. The 
keystrokes to obtain these views are listed below: 

F1 = Displays a view from inside the Mantis ship looking directly 
out in front of it. (front view) 

F2 = Displays a view from inside the Mantis ship looking directly to 
your left. (left view) 

F3 = Displays a view from inside the Mantis ship looking directly to 
your right. (right view)      

F4 = Displays a view from inside the Mantis cockpit looking . 
directly to your rear. This is done by a camera in the rear of the 
ship. (rear view)                  

F5 = Displays an exterior view of the Mantis from behind.

F6 = Displays the perspective from over the shoulder of a targeted 
enemy  

MANTIS WEAPONS CONTROLS

WEAPONS CONTROLS

Keyboard Applications: The following keystrokes are used to fire 
weapons: 

SPACE BAR = Fires Mass-Driver Cannon 

ENTER = Fires selected Missile or Mine Mouse 

Mouse Applications: The following mouse buttons are used to 
manipulate weapons' controls (NOTE: The keyboard must be used to 
fire missiles or mines): 

RIGHT MOUSE BUTTON = Fires Mass-Driver Cannons 

Joystick Applications: The following joystick buttons are used to 
manipulate weapons' controls (NOTE: The keyboard must be used to 
fire missiles or mines): 

JOYSTICK FIRE BUTTON #1 = Fires Mass-Driver Cannons 

These are the remaining Mantis weapons controls: 

TAB = This key allows you to scroll through your weapons selections. 
As you scroll through the selections, the currently selected 
missile, mine, or probe is displayed at the bottom of the screen in 
the weapons' display. 

NOTE: The Mass-Driver cannon is always active. 

"T" = This key allows you to scroll through enemy ships in order to 
target the one you want to fire upon. When this key is pressed, the 
closest enemy ship is targeted and locked on. To scroll through 
multiple enemy targets, continue to press this key until the desired 
vessel is targeted. The enemy vessel that is targeted will have its 
name displayed on the HUD in red, while the other ship names are 
displayed in yellow. 

DEBRIEFING 

COMPUTER RE-CREATION CONTROLS 

After you have completed a mission and returned to Solbase, you will 
find yourself seated in front of a computer terminal in the 
debriefing room. Here, the computer, using your flight log, 
re-creates and plays back the mission you've just completed or a 
previously saved mission. When the computer is displayed, there are 
several headings and VCR (Video Computer Recorder) buttons on the 
screen. 

The headings include: 

Mission # - The mission number you have just completed. 

Mission Elapsed Time - The amount of time it took you to complete 
the mission. Displayed in hours: minutes: seconds. 

Missions to Date - Missions completed successfully to date. 

Kills - The number of enemy spacecraft you destroyed during a 
mission. 

Missiles Fired - The number of missiles you fired during a mission. 

Mines Fired - The number of mines you fired during a mission. 

Data Recorded - A YES or NO is displayed to indicate if any new data 
was retrieved during the course of your mission from a 
Data-Gathering probe. 

In the debriefing room, all of the data from the mission you just 
completed is displayed under these headings . There are several VCR 
buttons displayed on the screen. These buttons are labeled. 

Keyboard Applications: When you select a choice from the VCR button 
options, use the arrow keys on the numeric or arrow key pad to place 
the highlight box around the button you want to select and press the 
ENTER key (or you can use the following keystrokes to select a 
function:). 

"L" = Load 

"P" = Play or Pause 

"ESC" = End    

"F" = Forward 

"R" = Rewind   

"M" = Save 

"S" = Stop 

Pressing the ESCAPE key returns you to the main menu. 

Mouse Applications: When you select a choice from the VCR button 
options, place the mouse cursor on the function you want to select 
and press the LEFT mouse button. To return to the main menu, select 
the End function. 

Joystick Applications: When you select a choice from the VCR button 
options, move the joystick to place the highlight box around the 
function you want to select and press joystick FIRE BUTTON #1. To 
return to the main menu, select the End function. 

Load - This function lets you load a previously saved mission. When 
it is selected, a menu appears displaying a list of the mission 
numbers saved. To select a saved mission, place the highlighte using 
the keyboard, mouse or joystick on the saved mission you want to 
re-create and press the ENTER key, LEFT mouse button, or joystick 
FIRE BUTTON #1. 

To return to the Computer Re-Creation Terminal screen, 
press the ESCAPE key, RIGHT mouse button, or joystick FIRE BUTTON 
#2. 

End - This function returns you to the main menu. After it is 
selected, you'll leave the Computer Re-Creation screen. Before 
returning to the main menu, you'll sometimes receive a Letter of 
Commendation or a reprimand. To scroll through the letter, use the 
PAGE UP and PAGE DOWN keys. After you finish reading the letter, 
press the ESCAPE key, RIGHT mouse button, or joystick FIRE BUTTON #2 
to return to the main menu. 

Pause - This function allows you to pause the replay of the mission. 
When it is selected, the action on the screen freezes. To resume 
play, select the Play function again. 

Save - This function allows you to save the previously completed 
mission. When selected, the computer will automatically save the 
mission under the mission number. 

Play - This function allows you to begin the replay of a mission. 

Forward - This function allows you to fast forward through a mission 
while viewing it. When selected, the replay will speed up and 
continue to play at this speed until the Play function is selected 
again. 

Rewind - This function lets you rewind a mission while you're 
viewing it. When it's selected, the replay rewinds through the 
mission until the Play function is selected again. 

Stop - This function stops the replay of a mission. 

The majority of the Computer Re-Creation Terminal screen is occupied 
by the replay window. While the mission is paused, you have the 
option to move the camera viewpoint to any position. Here is a list 
of the button presses and movements used to reposition the carnera. 
When replay begins, the camera is looking forward from the rear of 
your ship. There are three different camera mode options to select: 

CAMERA MODES 

1. By pressing the I key on the alpha keypad, you are placed in 
camera mode 1. This mode stations the camera in a stationary 
position, but allows you to pitch, yaw, and roll it. 2. By pressing 
the 2 key on the alpha keypad, you are placed in camera mode 

2. This mode allows you to point the camera at any target, including 
your ship. To scroll through all of the targets on screen, 
repeatedly press the "T" key until you have the camera positioned on 
the ship you want. You can then rotate the camera around the entire 
ship, over it, or under it. 

3. By pressing the 3 key on the alpha keypad, you are placed in 
camera mode 3. This mode allows you to alter the position of the 
camera, but not the orientation of it. 

CAMERA MODE OPERATIONS 

The positioning of the camera is operated in the same manner as that 
of the Mantis. 

During a mission replay, you can attach the camera to a ship from 
any one of the three modes. This allows you to ride along with the 
ship instead of watching it go by. To do this, simply press the "A" 
key on the keyboard. The camera attaches to the ship that is 
currently being targeted.

AWARDS CEROMANIES

AWARDS RIBBONS & MEDALS 

Throughout the game, you are 
rewarded after attaining major milestones. Each time you are 
rewarded, you receive a medal and a ribbon. Ribbons are worn on the 
duty uniform, while medals are displayed on the dress uniform. Here 
are the awards you can obtain (Graphic representations of these 
awards are shown on the inside rear cover of this manual): 

FOE 
Truining - Awarded to a pilot who completes the XF5700 Mantis 
training program. 

Combat Readiness - Awarded to a pilot who 
completes the tactical combat readiness program. This award 
signifies that a pilot is certified for combat. 

Pilot's Medal - 
Awarded to a Mantis pilot who achives his f1rst combat kill. 

Purple 
Heart - Awarded to a pilot who has been injured in the line of duty. 

Venus Star - Awarded to a Mantis pilot after he achieves his 25th 
combat kill. 

Saturn Star - Awarded to a Mantis pilot following his 
50th combat kill. 

Earth Star - Awarded to a Mantis pilot after he 
obtains his 75th combat kill. 

Sun Star - Awarded to a Mantis pilot 
following his 100th combat kill. 

Nova Silver Cross - Awarded to a 
Mantis pilot who successfully completes 50 missions without losing a 
single Mantis spacecraft. 

Nova Gold Cross - Awarded to a Mantis 
pilot who successfully completes 90 missions without losing a single 
Mantis spacecraft. 

Nebula Cross - Awarded to a Mantis pilot who 
distinguishes himself by assisting or rescuing a disabled spacecraft 
from a perilous or threatening situation. 

FOE Distinguished Service 
- Awarded to a Mantis pilot who displays bravery above and beyond 
the call of duty. 

Several of these awards can be obtained more than 
once during the adventure. After you receive a ribbon or medal for 
the first time, the same awards earned again are represented by gold 
triangles displayed on the ribbon and medal. 

F.O.E. RANKS 
Throughout the game, you are promoted after accomplishing major 
milestones. Rank insignias are worn on both the flight and dress 
uniforms. The following is a list of the ranks in ascending order 
(Graphic representations of these ranks are shown on the inside 
front cover of this manual): 

1. Pilot       
2. Stellar Pilot    
3. Star Blade  
4. Star Centurion   
5. Star Colonel     
6. FOE Colonel 
7. Base Commander 
8. Commander 2nd Cluster 
9. Commander 1st Cluster 
10. Galaxy Commander 


BIOGRAPHIES

BIOGRAPHY 

"VlPER"
Name: 
Call Sign: Viper 
Date of Birth: April 11, 2069 
Birthplace: Pittsburgh,Pa.
Current Age - 27 
Weight: 81 kilograms
Eye Color: Blue
Hair Color: Brown
         
You are Viper, born on April 11, 2069 at Magee Women' s Hospital in 
Pittsburgh, Pennsylvania. All through your formative years, your 
parents encouraged you to pursue a medical career. However, you were 
enthralled with the idea of flight, so, for a high school graduation 
gift, your parents paid your way through flight school. 

You attended The Pennsylvania State University on an Air Force R.O.T.
C scholarship and graduated with a degree in Aerospace Engineering. 
While there, you met Heidi Martin. She stole your heart, and was 
smitten with the idea of spending her life with you. But your 
military commitment came first, and unfortunately you were stationed 
overseas to fight in the Eurasian War. 

Some say it was luck, others say skill, but you were a young hotshot 
who became an ace afterjust five missions. Your unprecedented knack 
for original and unorthodox combat maneuvers left the purists 
bewildered. However, no one could argue the results, and you were 
quickly promoted to captain. 

You returned from the war and began to make preparations to marry 
Heidi. Everything was running smoothly until the Sirians invaded. 
The devastation caused widespread chaos and you were immediately 
assigned to Solbase as a pilot in the experimental Mantis program. 
For over six months, Heidi was unsure of your whereabouts, until she 
too was transferred to Solbase as part of the PseudoSteller Missile 
guidance system development team. Her arrival boosted your morale, 
but all wedding plans were put on hold until the Sirian threat was 
eliminated. 

HEIDI R. MARTIN 
Name: Heidi R. Martin 
Date of Birth: September 17, 2070 
Current Age: 26
Born In: Miami, FL 
Height: 1.65 meters 
Weight: 52 kilograms 
Eyes: Brown 
Hair: Brown

Heidi was born on September 17, 2070 in Miami, Florida. Though her 
parents enjoyed success and vast wealth, Heidi had a normal 
childhood. She was noted for her intelligence at an early age and 
was always a top academic performer. She too attended The 
Pennsylvania State University, graduating with highest honors in the 
Computer Systems Design and Analysis program. 

It was then that she fell in love with a young R.O.T.C. cadet. 
However, when he completed his degree, he was sent overseas to fight 
in the Eurasian War. Heidi wasn't content to sit at home and wait, 
and was accepted into the Master' s program for Computer Engineering 
at the Massachusetts Institute of Technology. 

After completing the Master's program, Heidi accepted an offer from 
SysTech Inc., one of the military's leading sub-contractors for 
computer hardware. The good for~une of her placement with SysTech 
coincided with the end of the Eurasian war, and the return of her 
love. 

With only a few weeks until the long awaited wedding day, Earth was 
nearly destroyed by a vicious alien attack. For more than six 
months, Heidi could not locate her fiancee. Unfortunately, due to 
Heidi' s unique qualifications, she was unwillingly sent to Solbase 
to assist in the design of the computer guidance system for the 
PseudoStellar Missile. Once there, she was overjoyed to find that 
she was reunited with "Viper". However, she reluctantly agreed to 
postpone the wedding until the crisis was resolved. 

COMMANDER MARTIN R.STATLER
Name: Commander Martin R Statler 
Current Age: 50 
Height: 1.75 meters 
Weight: 86 kilograms
Eyes: Blue 
Hair: Gray 

Base Commander Martin R. Statler may well be the most vital 
component of the Solbase defense program. Although most of the 
people who knew him as a child could never have guessed it then, the 
introverted young bookworm they used to call "The Machine" would 
eventually go on to assume command of the planet's mightiest 
defenses. 

As a student in the prestigious Naval Academy, Cadet Statler was 
virtually without peer. His first assignment was aboard the aircraft 
carrier CVN Conquest. Within 10 years, he was offered the position 
of Ship's Captain. He held this position for three years until the 
opportunity arose for him to command the experimental orbital 
carrier XCL Challenge. Under Captain Statler's guidance, the program 
was a resounding success. 

When the experimental program was terminated, Captain Statler 
decided to return to civilian life and enjoy himself. Shrewd 
investments supplemented his pension to provide him with a 
comfortable living until the Sirians devastated Earth. 

The world leaders realized that an orbiting fortress, similar to the 
XCL Challenge project, was humanity's only hope for survival. 
Captain Statler was the obvious choice to assemble the manpower and 
materials needed to undertake the monumental task. He accepted 
without question, and completed the project beyond all expectations. 
Solbase was larger, more efficient, and far more powerful than its 
predecessor. 

MARIO B. FERETTI 

Name: Mario B. Ferrati 
Date of Birth: January 16, 2099
Birthplace: Milan, Italy
Current Age:  38
Height: 1.70 meters 
Weight: 85 kilograms
Eyes: Brown 
Hair: Black

Mario B. Feretti was born into a wealthy, industrialist family. 
After receiving the finest education money could buy, Mario was 
determined to follow in his father' s footsteps . He acquired a 
pilot' s license and enjoyed flying his father's private jet back 
and forth to business engagements.

When war broke out in Asia and the Middle East, NATO forces were 
called upon to halt the advancing Chinese armies. Mario felt 
compelled to defend the land that had given him so much, and 
enlisted as a fighter pilot in  the Italian Air Force. 

By the time NATO forces finally drove the invaders back, Mario was a 
colonel and a seasoned veteran. Only two months before he was 
scheduled be discharged, the Sirian warships attacked. Colonel 
Feretti's family was killed, and Milan was so badly contaminated 
with radiation that his return was impossible. 

With no family or fortune remaining, Colonel Feretti volunteered for 
an assignment as a no-nonsense flight instructor for the Mantis 
program. He was quickly transferred to the newly constructed 
Solbase, and has proved a valuable asset ever since. 

VINCENT SEREMET 
Name: Vincent T Seremet 
Date of Birth: May 20, 2050 
Birthplace: Nice, France 
Current Age: 46 
Height: 1.7 meters 
Weight: 76 kilograms 
Eyes: Hazel 
Hair: Brown 

Colonel Seremet acquired his reputation for strategic brilliance by 
devising the counter offensive which crushed the Chinese, ending the 
Eurasian War. After the war, Colonel Seremet was appointed by the 
United Nations to lead in the formation of a plan for world peace. 
These plans were shattered by the Sirians.

The new world coalition, calling itself the Fist Of Earth (F.O.E.), 
turned to Colonel Seremet to spearhead Earth's resistance. He 
insisted on the formation of an orbiting defense mechanism. Seremet 
knew there was only one man who could meet the challenge ... Colonel 
Martin R. Statler. Together, they form the intellectual heart of the 
Fist Of Earth. 

JOSHUA BEN-SOLOMON
Name: Joshua Ben-Soloman
Call Sign: Tigereye 
Birthplace: Heifa, Israel
CurrentAge: 32
Height: 1.95 meters 
Weight: 78 kilograms 
         
Major Joshua Ben-Solomon is arguably the most talented combat pilot 
in the Mantis program. He enlisted in the Israeli Air Force at the 
age of twenty, and had barely two years of training before his 
homeland was plunged into war with Syria and Jordan. Facing 
overwhelming odds, military leaders found it necessary to activate 
all available pilots, regardless of their level of experience, and 
assign them directly into active combat. The war dragged on over a 
period of four years, but eventually the invaders withdrew. 

Within three months of the Israeli victory, a second war brokeout, 
this time in Asia, and NATO requested Israel's assistance. Joshua, a 
captain by this time, volunteered for combat again. He was shot down 
twice, but managed to survive and return home. 

Each time, he insisted on immediate return to active combat. Before 
the war's end, Joshua was promoted to the rank of Major, and was 
recognized as Israel's only double ace. 

After ten straight years of combat sorties, Major ben-Solomon was 
ready to return to civilian life. However, the Sirian attack left so 
few survivors, that he was forced to accept the fact that mankind 
would need to muster every combat-trained pilot it could find just 
to survive. He volunteered for duty at Solbase even as it was being 
constructed. 

CHARLES D. EMMETT 
Name: Charles D. Emmett
Call Sign: Joker 
Date of Birth: September 23, 2068 
Birthplace: Jacksonville, FL. 
Current Age: 28 
Height: 1.80 meters 
Weight: 95 kilograrns 
Eyes: Green 
Hair: Brown 

When 21 year old Charlie Emmett graduated a year early from college 
with a degree in Applied Physics, there were high hopes for him. As 
a member of the Air Force R.O.T.C. program, he had excelled in both 
his academic and military training. It was expected that he would go 
on to become one of the top graduates to emerge from flight training 
school. 

Unfortunately, the rigid structure of a full-time military career 
didn ' t seem to agree with Charlie. He developed into a rather 
devious prankster, and only his tremendous potential as a fighter 
pilot kept him from being removed from the flight training program 
altogether. He graduated with high marks, but his instructors saw 
little hope for advancement in "The Joker's" military career. 

After the Sirian invasion, Base Commander Statler began assembling a 
core of skilled personnel to man the newly constructed Solbase. He 
decided to take a chance on Charlie, and hasn't been let down yet. 
Captain Emmett has become a highly respected fighter pilot, though 
he still has a wicked sense of humor that rankles many of his 
superiors. 

PIOTR KARPOV
Name: Piotr Karpov 
Call Sign: Warrior 
Birth place: Vladivostok, Russia 
Height: 1.85 meters 
Weight: 80 kilograms 
Eyes: Blue 
Hair: Blonde 

Piotr Karpov was orphaned at the age of eight. A brilliant child, he 
was fortunate enough to qualify for the elite Russian Military 
Academy of Science and Mathematics. This school was used to produce 
the Motherland's foremost military research and development 
scientists. Although involved with the design of Russian combat 
aircraft, Piotr' s real talent lay in his uncanny ability to 
successfully test the prototypes others could not fly. 

Piotr's stellar performance as a pilot led to his selection in the 
technological exchange between NATO forces in the effort to win the 
Eurasian War. When the Sirians invaded, Commander Statler personally 
recruited Major Karpov as a test pilot for the XF5700 Mantis 
fighter. As one of the few surviving test pilots, Karpov trained 
most of the new Mantis pilot recruits. His combat and flight 
experience made him the ideal candidate for the position of Blue 
Squad leader. 

BIOGRAPHY 

A.R.M.S. 

The A.R.M.S. (Advanced Robotic Maintenance System) unit was designed 
in conjunction with the development of the XF5700 Mantis prototype. 

The A.R.M.S. unit was essential to the Mantis program because it was 
impossible for human technical crews to keep pace with the extensive 
amount of repairs required after missions and the stringent time 
constraints involved in servicing the fighters. The A. R.M.S . unit 
never leaves its ship unattended. If a missing part is required for 
maintenance, the unit transmits the order directly to the Command 
Service Center, and the part is delivered on-site at once. 

A.R.M.S. are reliable high-tech mechanics, equipped with the latest 
in high-tech tools so they can provide on-the-spot mecha nical, 
structural and electrical repairs to Mantis fighters. A single unit 
can repair a badly damaged ship in less than 24 hours. 

The A.R.M.S. units are also equipped with the latest computer 
hardware. Each unit contains the entire structural engineering 
blueprint and layout of the Mantis ship, a detailed history of it's 
pilot, and all records of known enemy spacecraft. The 
technologically advanced A.R.M.S units are credited for the early 
success of the Mantis program. 

GLOSSARY 

THE GLOSSARY 

g - unit of acceleration, 1g is the force of gravity on the surfidce 
of the Earth, about 9.8 meters per second squared. This means that 
an object with an acceleration of 1g applied for 1 second will have 
a velocity of 9.8 meters per second. 

IFF - Identification, Friend or Foe. Any ship without a valid IFF 
code is assumed to be hostile. Many weapons systems use this to 
determine who to blow up. 

kg - kilogram. A unit of weight in the metric system; 1 kilogram is 
about 2.2 pounds. 

km - kilometer. A unit of measurement in the metric system, I 
kilometer is about 6 tenths of a mile (0.6 miles). There are 1. 
609344 km per mile. 

Lagrange - A Lagrange point is a stable point in a gravitational 
system. A Lagrange point does not move with respect to the two 
bodies it' s defined for. As an example, by putting Solbase at one 
of the Earth-Moon Lagrange points (there are 5), it will maintain a 
constant distance from both the Earth and moon. Lagrange points are 
named after Joseph Lagrange, the l 8th Century Mathematician and 
Astronomer who predicted the distance of these points. 

ly - Light Year. I light year is the distance light travels in I 
year, approximately 9.4 trillion kilometers. (5.88 trillion miles.) 

Newton - a unit of force. If a force of 9.8 Newtons is applied to an 
object weighing I kg, it will accelerate at a rate of I g. It is 
named after Isaac Newton, who came up with the Theory of Gravity. 

Pitch - moving the front of a ship up or down is called pitch. 

Yaw - moving the front of a ship left or right is called yaw. 

XF5700 MANTIS EXPERIMENTAL FIGHTER

TECHNICAL SUPPLEMENT IBM-PC and Compatibles VGA/MCGA Version
         
BEFORE ANYTHING ELSE...
First, make a copy of your original diskettes using DOS's DISKCOPY 
command (see your DOS manual if you have any questions). 

HARD DISK INSTALLATION MANTIS must be installed onto a hard drive. 
In its maximum configuration, MANTIS requires 20MB or more of space, 
but you can tailor the installation to minimize the space required. 
Insert the copy of Disk 1 into your floppy drive and type A:INSTALL 
(or B:INSTALL) from the DOS prompt, then follow the on-screen 
prompts. You will be able to choose the hard drive and directory 
where you want the game installed. The Install program will inform 
you how much disk space will be required for the configuration 
options you have selected. If you want to abort the installation, 
hit ctrl-Break (ctrl-C) at any time during the installation. 

RUNNING THE GAME After changing to the drive and directory where 
Mantis was installed, type MANTIS to start the game. The first time 
you run the game, you will be able to select the video mode and 
sound cards you have. The Sound and Music drivers are separate, so 
that you can listen to the digitized sounds on one sound card and 
music on another. If you have a Sound Blaster or Sound Master II, 
choose AdLib for the music. The use of a mouse or joystick is highly 
recommended. If you want to change the setup at a later date, change 
into the game directory and type SETUP from the DOS prompt. 

EXPANDED MEMORY The game uses expanded memory when available. 

COPY PROTECTION Once the game is started, you will be asked for some 
information from the manual. Keep it handy. 

FLIGHT CONTROLS Please read the manual before you start the game 
(especially the section on flight controls), and keep in mind that 
flying a spacecraft is not the same as flying an airplane. 

READ ME FILE Before starting the game, refer to the Read Me file for 
last minute additions to the manual and technical supplement. As 
well, a troubleshooting section will have possible solutions to 
technical problems you may have. 

CREDITS
         
Based on Warhead by Glyn Williams
         
DESIGNED BY
Mark E. Seremet
Paul M. Conklin
Glenn Dill
         
3D PROGRAMMING
Glenn Dill
         
2D PROGRAMMING
Chris Short
Glenn Dill
         
ART DIRECTOR
Quinno Martin
         
ART DEPARTMENT
Wendy Jobe
Kelly Vadas
Kelly Trout
Jeff Schaid
         
MANUAL BY
Paul M. Conklin
F.J. Lennon
Mark E. Seremet
Glenn Dill
         
SOUNDS BY
Paragon Studios--Paul M. Conklin
         
MUSIC BY
Paragon Studios--Michael Bross
         
CAST
"Viper"             Jim Fuhrman
Heidi R. Martin     Virginia Tomasko
Commander Statler   Richard Greaves
Vincent Seremet     Vince Berruti
"Tigereye"          Chris Short
"Warrior"           Jeff Jobe
"Joker"             Bill Petras
Newscaster #1       Wendy Jobe
Newscaster #2       Kelly Vadas
Newscaster #3       Laura Kampo
Steyr               Jeff Schaid
         
SPECIAL THANKS...
  . . .to Bob for help with the spacecraft.
         
         
 