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MANUAL 



ELECTRONIC ARTS" 

Homo Computer Software 



E00501EM 




■ 



, 



Part I: Getting To Know Your Hydrofoil 



Preliminary Training It this is your first experience controlling a hydrofoil, you may want to sit back and watch a 
demonstration Here's how 

When you have your computer up and running (see your Command Summary Card lor details) you will be presented with a 
selection of assignments. Each assignment is a mission taking you to various sensitive parts of the world. These are 
described in detail in Pari II ot this Handbook To watch the demonstration, select Mission from the list of nine. As you 
watch, take note ol the two "view modes" I Bridge and Operations Map) and the features you can control from each You may 
want to read Part III of this Manual as you watch the demonstration 

When you teel you are ready to undertake a real mission, press Shift-Q to quit the demonstration and then select another one. 
We suggest you start with one of the early missions before attempting the more advanced ones. 

Part II: Assignments 

Once you have received basic hydrofoil training, you will be in a position to undertake the following assignments as part of the 
TAG task force Of these eight assignments, the first two are part ot your advanced training, and provide you with simulated 
combat experience We strongly recommend that you gain proficiency in the first two assignments before you proceed to the 
more advanced missions. 

At the end of each assignment you will receive a score and a rank, based on your performance during the mission. Scores are 
calculated on the basis of live factors, as described below. Note that the actual values will vary from mission to mission. 
because ot the different objectives of each one. For example, in the first assignment {Battle Training), speed and destruction 
are the most important factors, while survival is not. By contrast, in the fourth mission (A Better Part ot Valor), survival is most 
important, while destruction of enemies is relatively unimportant. 



SCORES 

1. Main Objective: Full points are awarded if the r 
accomplished 

Range: 1 000 ■ 5000 points 



ission is successfully completed; no points if the mam objective was not 



2. Enemies Destroyed Points are awarded tor each enemy destroyed. 

Range: 50 - 500 points 

3. Enemies Damaged Points are awarded for each enemy hit but not destroyed 

Range 25 -250 points 

4. Time Remaining Points for time remaining are awarded only when the mission is successfully completed before time 
runs out. Points are for each minute of time remaining. 

Range 1 - 4 points/minute. 

5. Survival Bonus: Survival points are awarded when the mission is successfully completed or when time runs out, 
assuming you haven't been blown out of the water by the enemy Points are awarded for each of the twelve sections of the 
ship that are capable of sustaining damage (six for the hull and six for the systems). Full points are awarded for undamaged 
sections, half for slight damage (yellow on the damage display), and no points for heavy damage (red on the damage display). 

Range 20-200 



RANKS 

Ranks are based on points earned, with different scales for each mission, depending on their relative difficulty. For example, 
because the training exercise is the easiest of all the missions, you can only advance to Lieutenant, no matter how high your 
score. More difficult missions, such as the Search For Terrorists, allow you to achieve the rank of Captain, while the most 
difficult ones, such as the Supply Convoy, allow you to reach the top rank of Admiral In any case, to achieve the top rank in an 
assignment you must accomplish the main objective. 
The ranks are as follows Deck Mopper. Ensign, Lieutenant, Commander. Captain, Commodore. Rear Admiral, Admir.il 

THE MISSIONS 

1. Battle Training 

Ten enemy ships will be introduced to your training area off Key West, one at a time. These vessels will range from simple 
patrol boats all the way to the powerful Nanuchka II missile corvettes This exercise is designed to familiarise you with the 
PHM and its weapon systems 

Objective: Sink all simulated enemy ships 

Rank Attainable: Lieutenant 

Enemy Vessels: Patrol Boat; OSA I, Nanuchka II. 

Strategy Tips: This is a good learning assignment Use your gun on the patrol boats, and save your missiles for the bigger 

ships, 

2. Graduation Exercise 

In this exercise, all the enemy vessels you encountered in the first assignment will be coming at you at once, doing their best to 
blow you out of the water Sinking all the enemy vessels as quickly as possible is more impodant than surviving undamaged. 

Objective: Sink all simulated enemy ships. 

Rank Attainable: Lieutenant 

Enemy Vessels: Patrol Boat; OSA I. Nanuchka II. 

Strategy Tips: Get moving right away; you're a sitting duck if you don't Use your missiles on the more distant ships and 

your gun on the closer ones. Watch your radar for fast-moving dots approaching your ship These are enemy missiles. Use 

chaff to deflect them (see Part III of your Manual for instructions on using chaff). 

3. Terrorist Attack 

Approximately eight hours ago, terrorists attacked a seaside resort, killing dozens of vacationers and wounding hundreds. The 
terrorists were seen fleeing west in various patrol craft. Witnesses estimate seven to ten vessels of varying types, some 
suspected to be OSA 1 missile boats, others small patrol vessels. Your mission is to seek and intercept these vessels, and sink 
them 

Be advised that interventionist forces from nearby countries may attempt to aid the terrorists as they try to escape to their base. 
Be particularly alert for enemy ships heading southwest out of Syrian waters. The terrorist base is suspected to be somewhere 
on Cyprus, but the terrorists split off into at least four separate groups when fleeing. An Israeli Flagstaff //with Gabriel missiles 
has been made available 




Objective: Sink all terrorist vessels. 

Rank Attainable: Commander 

Enemy Vessels: Patrol Boats. OSA I, OSA II, Zhuk. 

Strategy Tips: The terrorist vessels are to the west ot your starting position and moving rapidly north Try to cut them off, 

while avoiding (or destroying) their allies coming in from the northeast Save your missiles for the OSA class ships. 

4. A Better Part of Valor 

War is brewing in South America. Your PHM is needed there as soon as possible From your base at Key West, you will need 
to navigate the dangerous Yucatan Straits between Mexico and Cuba m order to reach southern waters To accomplish your 
objective m this assignment, you need only get the PHM to the southern edge of the map Look out for enemy vessels who will 
be trying to stop you Use your SeaSprite helicopter to screen your PHM and help you avoid the enemy, or to help you seek 
out and destroy them. 



Objective: Escape with your hydrofoil off the south edge of the map with as little damage as possible 

Rank Attainable: Commander 

Enemy Vessels: Komar and Assad missile boats 

Strategy Tips: Keep moving at full speed. Engage enemies at extreme range with your missiles if they are in your path. 



5. Search for Terrorists 

Two missile corvettes have unsuccessfully attacked an American base off the southern coast of Sicily A Sparviero hydrofoil 
(armed with Exocet missiles) and an AB 212 helicopter are available to help hunt them down. The mission objective is to sink 
both attackers (who will be fleeing south to a friendly port) before they escape They are thought to be fleeing toward Tripoli, 
and can be distinguished from similar vesels by their course Although a variety of enemy ships will be patrolling along a line 
north of Tripoli, remember that the fleeing ships are your main objective. 

Objective: Sink the two fleeing Nanuchka II class ships. 

Rank Attainable: Captain 

Enemy Vessels: OSA I, OSA II, Nanuchka II. 

Strategy Tips: Try to avoid the other ships on your way to your objective (the two ships fleeing south together). Save your 

missiles for them. 

6. Supply Convoy 

A South American country has been taken over by a dictator, who has succeeded in turning the Caribbean into a war zone. 
Your mission is to escort a special high-speed cargo ship carrying medical supplies and food to a group of refugees The 
dictator's forces consist of two varieties of a convertible Vosper-Thornycroft ship that comes with either two missiles and a small 
caliber gun, or just a 76mm cannon identical to your own. 



Objective: Get your convoy ship to the southern part of the eastern edge of the map. 

Rank Attainable: Admiral 

Enemy Vessels: Vosper-Thornycroft 121 ft class 

Strategy Tips: Conserve fuel by keeping your engine setting at 2 or less as much as possible, sprinting ahead at high speed 

only when you spot enemies or when you fall behind your convoy ship Keep the convoy moving at full speed toward the south 

one third of the east edge of the map, and use your helicopters to spot attackers before they can get dose. Keep your hydrofoil 

between the attackers and your convoy ship. 



I 



7. Surveillance Mission 

it is suspected that military equipment is being smuggled to the dictator through an outwardly neutral South American country 
A cargo ship has been photographed loading up with tanks and aircraft parts in the Baltic, and is believed to be approaching 
Nicaragua. Seven ships of similar construction carrying farm machinery and building supplies are also entering the area to 
provide cover for the arms ship. Your mission is to find all eight ships and photograph them at close range so their identities 
can be established and compared with that of the suspected arms ship. Photography is accomplished automatically by 
approaching to within 1500 feet of the ship and training your binoculars on it (by choosing it as a target). Be careful not to sink 
them' Sinking one of Ihese vessels will result m an international incident, and will immediately end the mission in failure Use 
your two Seahawk helicopters to scout out the cargo ships. Some of the dictator's forces are believed to be in this area, so try 
to identify any ships you find at as long a range as possible. Watch your fuel usage! 

Objective: Find and photograph all eight cargo vessels in the Carribean without sinking any. 

Rank Attainable: Rear Admiral 

Enemy Vessels: Cargo ships, OSA II missile boats. 

Strategy Tips: The cargo ships move slowly, but they are scattered all over the sea and will eventually reach safe port. 

Move fast, and use your helicopters to find them as soon as possible. 

8. JIHAD 

Your mission is to escort a supply ship out of the Persian Gulf The only complication: a war is going on, and innocent ships 
are being fired upon without warning The supply ship is trying to evacuate western workers from the war zone, but the captain 
is too frightened to try to escape through the maelstrom of warring factions that fill the Gulf. You will need to make your way 
through the Straits of Hormuz to Kuwait where you will rendezvous with the supply ship. The supply 
ship will respond to your controls in the same way as an auxiliary helicopter (see Part III of your Manual). 
Try to avoid conflict if possible Enemies are less likely to attack if you are peaceful. However, if you take hostile action or if 
you get too close, they will pass the word to their fleet to attack The supply ship will be a tempting target for them at all times, 
so guard it well. In any case, remember that your primary mission is to get the supply ship out safely — damage to your 
hydrofoil is important only insofar as it compromises that mission Use your two Seahawk helicopters to provide you with 
critical information on ship movements Watch out for the ongoing battles — if you get too close you will be presumed hostile 
and fired upon. Watch your fuel and time limit! 

Objective: Escort the supply ship safely into the Indian Ocean. 
Rank Attainable: Admiral 

Enemy Vessels: OSA I and OSA II missile corvettes, 
Strategy Tips: You're on your own for this one 



■ 



= 



Part III: Hydrofoil Operation 



INTRODUCTION 

The hydrofoil is an all-weather, high-speed, compact weapons system, making it ideal for strike, patrol and surveillance 
missions Because of its fully submerged foils (see Part IV for technical details}, the hydrofoil is capable of sustained high- 
speed runs across heavy seas, with a maneuverability unmatched by any other sea-going vessel In addition, the hydrofoil 
carries an arsenal consisting of a 76mm gun, missiles (Gabriel, Exocet, or Harpoon, depending on configuration), and chaff for 
radar deflection. 

As hydrofoil commander, you can switch between the view from the hydrofoil's bridge and a top-down view of the operations 
map Each uses its own set of keyboard and joystick controls. Specific operating instructions are given in the Command 
Summary Card, included in your information packet. 

THE VIEW FROM THE BRIDGE 

Refer to Figure t . below The top half of the screen shows the view from the bridge. Inset at the top of the screen shows a 
close-up view through binoculars. 




Weapons 
Indicator 



Figure 1 : Bridge View 



B 



The lower halt of the screen shows the hydrofoil's instruments. These are described as follows: 

Gyrocompass — Indicates hydrofoil's current bearing: north is straight up. 
RPM — Indicates engine speed 

Speed — Indicates hydrofoil's speed in knots (nautical miles per hour) 

Radar — Shows all craft within hydrofoil's radar range. 

Weapons Status — Indicates which weapons are currently active and the number of rounds remaining. 

Fuel — Indicates the amount of fuel remaining 

Warning Indicators — Red warning indicators show a potential problem: 

Depth Indicates danger of running aground Depth warning flashes to indicate that the hydrofoil is pointed toward land 
An automatic avoidance system keeps the hydrofoil from running aground: just turn the ship away from land to stop the 
warning 

Lock: One or more enemy missiles are locked onto your hydrofoil This means that the enemy have fired (or are about to 
fire) missiles at you 

Damage — The damage indicators show which parts of the hydrofoil have sustained light or heavy damage. See detailed 
discussion below 



B 



OPERATIONS MAP 

You can switch from the view from the bridge to a map of the surrounding area (see Figure 2). The map 



Helicopter 1 




Convoy 



Hydrofoil 
Helicopter2 



Figure 2: Operations Map 

shows the entire area of operations for the current assignment. It shows all the major land masses, the 
borders of the assignment area, the current location of the hydrofoil, the locations of all the friendly forces and the locations of 
all enemy forces that are within radar range. The hydrofoil is shown in white, together with its radar range. In addition, the 
operations map shows the locations of your helicopters (if applicable, see below). Control of such helicopters or an escorted 
convoy is maintained from the Operations Map See your Command Summary Card for details. 



"£ 



SOVIET CARGO SHIP 

Standard SovltlWiruw Pact 
Cargo Carrier 



Used by 
Lengti (to*) 
Tom Mp (tut load) 
C tuning speed (knots) 
Mu ipMil (tuna) 



PI6»SUS 



£ 



Class: 
Typa: 



Tons Disp (lull ip.uli 
Mai spaed (knots|: 



Small Algol Variant 

Spaclal Fas! Cargo Container Ship 



Used lo transport a 





Class: 

Type: 

Manufactured by: 

Used by 

Lang ft (lew) 

Tons Dap {hit. toad] 

C tuning speed (knots) 

Mat speed (knoa) 

Own 



Algeria Indu). Libya. U 5 5 R 



Turin S?nm 

4 SS-N 2C Sty. 

1 SAN-4 VU-aircraJI m 



Class: 


KOMAR 


Typ.: 


Fast Attack Craft 


Manufactured by 


USSR 


Used by 


Cuba. Egypt. North Ko 


Length (leal) 


SB 


Tons Drsp (lull toad) 


85 


Cruising speed (knots) 


30 


Ma. speed (knots) 


40 




Twkn 25mm 


Ant. Slup Mssiles 


2 SS N-2A Sty* 




KHSK 






Class: 


OSA l/OSAII' 


Typa: 


Fa si Attack Craft - Missile 


Manufactured by 


US.SH 


Used by 


Algeria Bulgaria. Cuba. Egypt. E Germany 




Libya. Syria, kaq. Romania. Poland U S S 


Lengti {test) 


128 


Torn Oisp (tuitoad) 




Ctuomg speed (knots) 


30 


Man speed (knots] 






2lwin30mm 


Ann -Snip Missises 


4 SS-N 2A Slyi 


Other 




Motes 


The SSNK version ol the Styx missile is 



» SS N 2A ol OSA I. 



Manufactured by 



Libya fag 
202 



TonsOUp (tuBtoad) 870 

Cruising speed (knots) 14 

Mu speed (knots) 12 

Guns 78mm. twin 3Snan 

Ami -Ship Menkes 2 4 or 6 Otomut 







Class: 
Type: 



Lengti (leet) 
Tons Dap {full load) 
Cruising speed (knots) 
Mai spaed (knoB) 

Otter 



Class: 


Kaman Seasprite 


Type: 


LAMPS 1 helicopter 


Manulsctuiad by 


USA 


Used by 


U.SA 


Lengti (leet) 


3D 


Take -oH weight (lbs) 




Crurang speed {Knots) 




Max speed (knots) 










Nona 


Other 


Can carry torpedo* or depth charges 


Nous 


LAMPS stands In Light Airborne Multi-Purpose 




System, end o a U S Navy designabon xx then 




PfGJSUS 



Class: 
Type: 



Length (leet I 
Ton. Dap (tut toad): 
Cnissmg speed (knois] 
Mai speed (knots) 

Anli- Ship Missiles 

Otter: 

HfaW 



May have 2 Ores' 

Tim is a variably armed ship Some have the 
Gliomas trusses and a 40mm gun used mosty lor 
anlsa>crat1 Others hava only the 76mm Oto 



Class: 


Sikorsky Seahawk 


Type: 


LAMPS III helicopter 


Manulactuted by 


USA 


Used by 




Lengti (teat) 




Take -oft weight (lbs) 


20.000 


Cruising speed (knots] 


145 


Mai speed (knots) 




Guns 





The later mods* variant of the Army's Blaekhawk 
hekcoptor s much improved over the LAMPS I 
helicopter 



■>Jr 



V 



Class: 

Type: 

Manufactured by 
Used by 
Lengti (1eM| 
Tons Otap i lull toad) 
Cruising speed (knots) 
Mu speed (knots) 

Ann Ship Missises 

Other 



LARGE PATROL CRAFT 
Standard Patrol Veeeel 



This it a generic rjaaa rspreaeniing marry ■■ 



B 



WEAPONS AND DEFENSES 

Your hydrofoil is equipped wilh the very latest in offensive and tactical weaponry The following information is a general 
description of each of the weapons and defense systems. Specific operating instructions can be found in the Command 
Summary Card. 

76mm Cannon 

The Oto-Melara 76mm automatic water-cooled cannon is widely used by navies throughout the world Its fire rate ot 90 rounds 
per minute makes it effective even against aircraft and missiles, while its range of almost ten miles makes it effective against 
small ships. Note, however, that because of the time needed for a shell to travel to its target, the Oto-Melara's effective range 
against moving targets is approximately six miles. Thus, even though your fire control radar (see below) allows you to lock on 
to a target, you will need to "lead" your cannon ahead of moving targets further than one or two miles away. The further the 
moving target, and the faster it moves, the more you will need to lead your cannon, and the greater the likelihood of error. For 
best results, use the "aim corrector lights" around the binocular view to adjust your aim (see Aiming and Firing Weapons, 
below), and "walk the shells" in toward the target. 

Chaff Rockets 

The Mark 34 Chaffroc system on your hydrofoil allows you lo fire exploding rockets filled with aluminum foil ("chaff") into the air. 
When they explode, the rockets disperse their chaff into the air. attracting the enemy missiles and deflecting them from your 
ship. Because the enemy missiles will tend to follow the chaff as your hydrofoil moves away, your best strategy is to tire the 
chaff when you are travelling at right angles to the oncoming missile Timing is also important. If you fire too early, the missiles 
will lock back onto you when the chaff disperses. If you fire too late, the missiles will not have time to be deflected to the chaff 
before their proximity warheads explode Chaff is best fired when the enemy missile is about a mile away. 

Harpoon Missiles 

The Harpoon missiles are your most accurate and most potent weapons. They will hit their target 90 per cent of the time and 
will destroy most small ships with a single hit Because your radar is likely to be more accurate over greater distances than the 
enemy's, you can destroy an enemy vessel by firing a 
Harpoon at your maximum (40 mile) sighting range even before the enemy has a chance to launch against you 

Gabriel Missiles (Israeli hydrofoils only) 

This missile has a shorter range than the Harpoon missiles (see above), but their guidance systems are reputed to be slightly 
more accurate than those of the Harpoons. In addition, they carry a 400 pound high explosive warhead Use the Gabriels 
against ships beyond gun range. 

Exocet Missiles (Italian hydrofoils only) 

A French missile, used effectively by Argentina in the Falklands war. The Exocet is very similar In effect to the Harpoon missile 



I 



Radar 

Your radar system's range is generally 40 miles although it is greater from the front or the back of the hydrofoil. You can take 
advantage of this by turning the hydrofoil towards the target Your hydrofoil is represented by a flashing "blip" in the center of 
the display If the blip is not flashing, another vessel must be very close to you. 

Auxiliary Craft 

Some assignments involve the use of search helicopters In such cases, helicopters are controlled from the Operations Map 

(see above). The same applies to convoy ships, where applicable 

DAMAGE 

Your hydrofoil is capable of operating even if it sustains damage The following outlines the different kinds of damage and the 
etlect each has on the hydrofoil's operation Refer to Figure 3, below. 







£> 



Figure 3: Damage Indicator 

Hull Damage 

The hydrofoil's hull is separated into six watertight compartments Light damage (shown in yellow on the damage indicator, 
see Figure 3, above) to any or all of the six compartments does not affect the ship, but serves as a warning that continued hits 
will cause heavy damage Heavy damage (shown in red on damage indicator) to a critical number of compartments can sink 
your hydrofoil. This critical number vanes among the different hydrofoils, as follows: the PHMcan sustain heavy damage to 
four compartments before sinking, the Israeli Flagstaff //will sink after heavy damage to three compartments, white the Italian 

Sparviero, the smallest of the three. 

will sink after heavy damage to two compartments. Note, however, that even with a critical number of compartments heavily 
damaged, a hydrofoil can still remain afloat while foilborne. but will sink only when hullborne. Note also that when toilborne, 
more of your hull is exposed, increasing the probability that enemy hits will damage it 



I 



System Damage 

76 mm Cannon: Light damage may cause your gun to misfire: heavy damage will disable it completely 

Radar Light damage restricts your radar range to 20 miles; heavy damage restricts the range to 1 miles. Even though 
your radar may be heavily damaged, you still have a limited longer range view on your Operations Map, which simulates 
spotting by binoculars to compensate tor the damaged radar. 

Chaff With light damage, the chaff rockets may misfire, expending a round in vain. Wilh heavy damage, they will not 
work at all. 

Missiles: With light damage, missiles may misfire; with heavy damage, they will not work at all. The same applies lo the 
Gabriel missiles on the Flagstaff hydrofoils 

Fuel Tanks: Light damage increases fuel drain; heavy damage increases it even more If you run out of fuel, your 
mission will end in failure. Keep to low speeds if you are running out of fuel. 

Engines Light damage decreases your maximum speed. Heavy damage decreases your maximum speed even more, 
sometimes to the point of rendering you completely immobile Note that with light damage you may still have enough power to 
remain toilborne, but if you come down off your foils you may not have enough power to get back up. This could result in 
difficult tactical decisions m circumstances where you need to choose between staying foilborne and maintaining a higher 
speed, and coming down off the foils to slow down and conserve fuel 

OPERATING INSTRUCTIONS 

You can operate your hydrofoil either from the Bridge or from the Operations Map To switch from one io the other, press V on 
the keyboard. From the Bridge you can maneuver the hydrofoil, or select, aim and fire your weapons. You can also adjust 
your radar scanning range from 2.5 miles to 40 miles From the Operations Map you can control your auxiliary vessels 
(helicopters or a convoy of ships, where applicable), or you can set your hydrofoil on a course using automatic pilot. Some 
operations are available m either mode. Thus, from either the Bridge or the Operations Map you can pause and restart 
proceedings, you can quit and select a new mission, and you can speed up or slow down the passage of time. (You can 
speed time up to 128 times, when you do so. every element is affected equally). 
These are discussed in greater detail below Specific commands are given in the Command Summary Card. 

Bridge 

Maneuvering the Hydrofoil: You can maneuver your hydrofoil with either the keyboard or joystick. Moving the joystick 
forward speeds up the hydrofoil, while moving it back slows it down Moving the joystick right or left moves the hydrofoil right or 
left. See your Command Summary Card for keyboard equivalents. Note that maneuvering the hydrofoil manually from the 
Bridge has !he effect of disengaging the automatic pilot (see discussion under Operations Map. below). 

Aiming and Firing Weapons: You can also use the |oystick to aim and fire your weapons Pressing the Spacebar 

toggles the joystick between maneuvering the hydrofoil and aiming your weapons. To aim al a target, you first need to select it 
from among the enemy craft within your radar range by pressing T several times until the target is bracketed on your radar 
screen. Al that point the targeted vessel appears in the binocular view at the lop of the screen To aim your gun, move the 
aiming cursor (see Figure 1 ) so that it is over Ihe target in the binocular view Move the joystick forward to move the cursor up, 
and move if back to move the cursor down. Moving the joystick left or right moves the cursor left or right. To fire a weapon, 
press the joystick fire button or Return on the keyboard. You can correct your aim by using the "aim corrector" (see Figure 1, 
above): move the aiming cursor toward the aim corrector and fire again. Note that you only need to aim your gun. Missiles 
automatically go toward the ship in the binocular view at the time of firing, while chaff affects all incoming missiles depending 
on their distance from the hydrofoil You can select among the available weapons from the keyboard. See your Command 
Summary Card for details 



e 



Operations Map 

Automatic Pilot: To set a course for your hydrofoil, first make sure thai the hydrofoil is 
selected (by pressing the appropriate key. see your Command Summary Card). Move the 
crosshair to your destination point and press key 1 through 5. Pressing 5 moves the 
hydrofoil to its destination at full speed, while 1 moves the hydrofoil at its slowest speed. If 
you already have a speed selected, you can press the joystick button to move the hydrofoil to 
the new destination at the currently selected speed. Pressing stops the hydrofoil. When 
you return to the Bridge, changing direction (with keyboard or joystick) disengages the 
automatic pilot and returns you to manual control. You can, however, change the hydrofoil's 
speed from the Bridge (by pressing keys 1 through 5) without disengaging the automatic 
pilot. 

To re-engage automatic pilot, return to the Operations Map, select the hydrofoil, then press 
the joystick button or select a speed as before. Your hydrofoil will then move toward the 
previously selected destination. Messages on the Bridge and Operations Map indicate 
current status of the automatic pilot. 

Controlling Auxiliary Cralt: When you are in the Operations Map you can also control 
the auxiliary craft that are available to you. Depending on the assignment, these can include 
helicopters, or a convoy of ships. To control an auxiliary craft, first select it by pressing the key 
for that craft (see your Command Summary Card for details) and then move the crosshair to 
the destination point, Press a key 1 through 5 to set the auxiliary craft's speed and start it off 
towards its destination. 

Auxiliary craft in the Operations Map are colour-coded: Helicopters are green, and the 
convoys are gray. Each auxiliary craft is also identifiable by its own icon To display the 
auxiliary craft icons, press D. This changes the display from radar circles (circles around each 
craft showing its radar range) to the vessel icons. This feature is particularly useful if many 
enemies are nearby. 

Time Compression: You can use time compression to speed up events in the Operations 
Map until you get to the centre of the action. You can then slow events back down, or you 
can leave them speeded up. If you like, you can play through the entire mission with time 
compressed up to 128 times normal. If you compress time to more than eight times normal, 
any action from the enemy (such as a missile or cannon shot) will automatically slow it back 
down to eight times. This way you can use time compression to make your assignments more 
challenging. 



PHM Pegasus was created by the Lucasfilm Games Division. Noah Falstein 
was the designer and head programmer. Larry Holland and Edwin Reich 
were programmers on the Apple II and Commodore 64 versions. Ken 
Macklin did the artwork, Chris Grigg designed the sounds and music. 
Charlie Kellner, Ron Gilbert and Randy Farmer contributed algorithms and 
special program routines. Steve Arnold, Mary Paterno and Nancy Mohler 
provided logistical and administrative support. Other members of the 
division helped with testing and suggestions. 

Special thanks to George Lucas. 



™ & © Lucasfilm Ltd. All rights reserved. PHM Pegasus and Lucasfilm 
Games are trademarks of Lucasfilm Ltd. All rights reserved. Electronic Arts, 
Authorised User. 

Manual by N. Lavroff & Lucasfilm Games Division. © 1986 Electronic Arts. 




Part III: Hydrofoil Operation 

INTRODUCTION 

The hydrofoil is an all-weather, high-speed, compact weapons system, making it ideal for strike, patrol and 
surveillance missions. Because of its fully submerged foils (see Part IV for technical details), the hydrofoil is 
capable of sustained high-speed runs across heavy seas, with a maneuverability unmatched by any other 
sea-going vessel. In addition, the hydrofoil carries an arsenal consisting of a 76mm gun, missiles (Gabriel, 
Exocet, or Harpoon, depending on configuration), and chaff for radar deflection. 

As hydrofoil commander, you can switch between the view from the hydrofoil's bridge and a top-down view 
of the operations map. Each uses its own set of keyboard and joystick controls. Specific operating 
instructions are given in the Command Summary Card, included in your information packet. 

THE VIEW FROM THE BRIDGE 

Refer to Figure 1, below. The top half of the screen shows the view from the bridge. Inset at the top of the 
screen shows a close-up view through binoculars. 



Aim Corrector 
Light 



Weapons 
Indicator 




Binocular 
View 

Aiming 
Cursor 

Radar 



Damage 
Indicator 

Gyrocompass 

Time 
Compresion 



Figure 1: Bridge View 




The lower half of the screen shows the hydrofoil's instruments. These are described as follows: 

Gyrocompass — Indicates hydrofoil's current bearing; north is straight up. 

RPM — Indicates engine speed. 

Speed — Indicates hydrofoil's speed in knots (nautical miles per hour). 

Radar — Shows all craft within hydrofoil's radar range. 

Weapons Status — Indicates which weapons are currently active and the number of rounds remaining. 

Fuel — Indicates the amount of fuel remaining. 

Warning Indicators — Red warning indicators show a potential problem: 

Depth: Indicates danger of running aground. Depth warning flashes to indicate that the hydrofoil is 
pointed toward land. An automatic avoidance system keeps the hydrofoil from running aground; just turn the 
ship away from land to stop the warning. 

Lock: One or more enemy missiles are locked onto your hydrofoil. This means that the enemy have 
fired (or are about to fire) missiles at you. 

Damage — The damage indicators show which parts of the hydrofoil have sustained light or heavy damage. 
See detailed discussion below. 

OPERATIONS MAP 



Helicopter 1 




Convoy 

Hydrofoil 
Helicopter 2 



Figure 2: Operations Map 




You can switch from the view from the bridge to a map of the surrounding area (see Figure 2). The map 
shows the entire area of operations for the current assignment. It shows all the major land masses, the 
borders of the assignment area, the current location of the hydrofoil, the locations of all the friendly forces and 
the locations of all enemy forces that are within radar range. The hydrofoil is shown in white, together with 
its radar range. In addition, the operations map shows the locations of your helicopters (if applicable, see 
below). Control of such helicopters or an escorted convoy is maintained from the Operations Map. See your 
Command Summary Card for details. 

WEAPONS AND DEFENSES 

Your hydrofoil is equipped with the very latest in offensive and tactical weaponry. The following information 
is a general description of each of the weapons and defense systems. Specific operating instructions can be 
found in the Command Summary Card. 

76mm Cannon 

The Oto-Melara 76mm automatic water-cooled cannon is widely used by navies throughout the world. Its fire 
rate of 90 rounds per minute makes it effective even against aircraft and missiles, while its range of almost 
ten miles makes it effective against small ships. Note, however, that because of the time needed for a shell to 
travel to its target, the Oto-Melara's effective range against moving targets is approximately six miles. Thus, 
even though your fire control radar (see below) allows you to lock on to a target, you will need to "lead" your 
cannon ahead of moving targets further than one or two miles away. The further the moving target, and the 
faster it moves, the more you will need to lead your cannon, and the greater the likelihood of error. For best 
results, use the "aim corrector lights" around the binocular view to adjust your aim (see Aiming and 
Firing Weapons, below), and "walk the shells" in toward the target. 

Chaff Rockets 

The Mark 34 Chaffroc system on your hydrofoil allows you to fire exploding rockets filled with aluminum 
foil ("chaff") into the air. When they explode, the rockets disperse their chaff into the air, attracting the 
enemy missiles and deflecting them from your ship. Because the enemy missiles will tend to follow the chaff 
as your hydrofoil moves away, your best strategy is to fire the chaff when you are travelling at right angles to 
the oncoming missile. Timing is also important. If you fire too early, the missiles will lock back onto you 
when the chaff disperses. If you fire too late, the missiles will not have time to be deflected to the chaff 
before their proximity warheads explode. Chaff is best fired when the enemy missile is about a mile away. 

Harpoon Missiles 

The Harpoon missiles are your most accurate and most potent weapons. They will hit their target 90 per cent 
of the time and will destroy most small ships with a single hit. Because your radar is likely to be more 
accurate over greater distances than the enemy's, you can destroy an enemy vessel by firing a Harpoon at your 
maximum (40 mile) sighting range even before the enemy has a chance to launch against you. 




Gabriel Missiles (Israeli hydrofoils only) 

This missile has a shorter range than the Harpoon missiles (see above), but their guidance systems are reputed 
to be slightly more accurate than those of the Harpoons. In addition, they carry a 400 pound high explosive 
warhead. Use the Gabriels against ships beyond gun range. 



Exocet Missiles (Italian hydrofoils only) 

A French missile, used effectively by Argentina in the Falklands war. 

the Harpoon missile. 



The Exocet is very similar in effect to 



Radar 

Your radar system's range is generally 40 miles, although it is greater from the front or the back of the 
hydrofoil. You can take advantage of this by turning the hydrofoil towards the target. Your hydrofoil is 
represented by a flashing "blip" in the center of the display. If the blip is not flashing, another vessel must 
be very close to you. 

Auxiliary Craft 

Some assignments involve the use of search helicopters. In such cases, helicopters are controlled from the 
Operations Map (see above). The same applies to convoy ships, where applicable. 

DAMAGE 

Your hydrofoil is capable of operating even if it sustains damage. The following outlines the different kinds 
of damage and the effect each has on the hydrofoil's operation. Refer to Figure 3, below. 



Chaff and/or 
Gabriel Missiles 

Missiles 
Engine 

Hull 
Compartments 




Radar 
Cannon 

Fuel Tank 



Figure 3: Damage Indicator 




Hull Damage 

The hydrofoil's hull is separated into six watertight compartments. Light damage (shown in yellow on the 
damage indicator, see Figure 3, above) to any or all of the six compartments does not affect the ship, but 
serves as a warning that continued hits will cause heavy damage. Heavy damage (shown in red on damage 
indicator) to a critical number of compartments can sink your hydrofoil. This critical number varies among 
the different hydrofoils, as follows: the PHM can sustain heavy damage to four compartments before sinking, 
the Israeli Flagstaff II will sink after heavy damage to three compartments, while the Italian Sparviero, the 
smallest of the three, will sink after heavy damage to two compartments. Note, however, that even with a 
critical number of compartments heavily damaged, a hydrofoil can still remain afloat while foilborne, but will 
sink only when hullborne. Note also that when foilborne, more of your hull is exposed, increasing the 
probability that enemy hits will damage it. 

System Damage 

76 mm Cannon: Light damage may cause your gun to misfire; heavy damage will disable it 
completely. 

Radar: Light damage restricts your radar range to 20 miles; heavy damage restricts the range to 10 
miles. Even though your radar may be heavily damaged, you still have a limited longer range view on your 
Operations Map, which simulates spotting by binoculars to compensate for the damaged radar. 

Chaff: With light damage, the chaff rockets may misfire, expending a round in vain. With heavy 
damage, they will not work at all. 

Missiles: With light damage, missiles may misfire; with heavy damage, they will not work at all. 
The same applies to the Gabriel missiles on the Flagstaff hydrofoils. 

Fuel Tanks: Light damage increases fuel drain; heavy damage increases it even more. If you run out 
of fuel, your mission will end in failure. Keep to low speeds if you are running out of fuel. 

Engines: Light damage decreases your maximum speed. Heavy damage decreases your maximum speed 
even more, sometimes to the point of rendering you completely immobile. Note that with light damage you 
may still have enough power to remain foilborne, but if you come down off your foils you may not have 
enough power to get back up. This could result in difficult tactical decisions in circumstances where you need 
to choose between staying foilborne and maintaining a higher speed, and coming down off the foils to slow 
down and conserve fuel. 

OPERATING INSTRUCTIONS 

You can operate your hydrofoil either from the Bridge or from the Operations Map. To switch from one to 
the other, press V on the keyboard. From the Bridge you can maneuver the hydrofoil, or select, aim and fire 
your weapons. You can also adjust your radar scanning range from 2.5 miles to 40 miles. From the 
Operations Map you can control your auxiliary vessels (helicopters or a convoy of ships, where applicable), 
or you can set your hydrofoil on a course using automatic pilot. Some operations are available in either 
mode. Thus, from either the Bridge or the Operations Map you can pause and restart proceedings, you can 
quit and select a new mission, and you can speed up or slow down the passage of time. (You can speed time 
up to 128 times; when you do so, every element is affected equally). 




These are discussed in greater detail below. Specific commands are given in the Command Summary Card. 

Bridge 

Maneuvering the Hydrofoil: You can maneuver your hydrofoil with either the keyboard or joystick. 
Moving the joystick forward speeds up the hydrofoil, while moving it back slows it down. Moving the 
joystick right or left moves the hydrofoil right or left. See your Command Summary Card for keyboard 
equivalents. Note that maneuvering the hydrofoil manually from the Bridge has the effect of disengaging the 
automatic pilot (see discussion under Operations Map, below). 

Aiming and Firing Weapons: You can also use the joystick to aim and fire your weapons. Pressing 
the Spacebar toggles the joystick between maneuvering the hydrofoil and aiming your weapons. To aim at 
a target, you first need to select it from among the enemy craft within your radar range by pressing T several 
times until the target is bracketed on your radar screen. At that point the targeted vessel appears in the 
binocular view at the top of the screen. To aim your gun, move the aiming cursor (see Figure 1) so that it is 
over the target in the binocular view. Move the joystick forward to move the cursor up, and move it back to 
move the cursor down. Moving the joystick left or right moves the cursor left or right. To fire a weapon, 
press the joystick fire button or Return on the keyboard. You can correct your aim by using the "aim 
corrector" (see Figure 1, above): move the aiming cursor toward the aim corrector and fire again. Note that 
you only need to aim your gun. Missiles automatically go toward the ship in the binocular view at the time 
of firing, while chaff affects all incoming missiles depending on their distance from the hydrofoil. You can 
select among the available weapons from the keyboard. See your Command Summary Card for details. 

Operations Map 

Automatic Pilot: To set a course for your hydrofoil, first make sure that the hydrofoil is selected (by 
pressing the appropriate key, see your Command Summary Card). Move the crosshair to your destination 
point and press key 1 through 5. Pressing 5 moves the hydrofoil to its destination at full speed, while 1 
moves the hydrofoil at its slowest speed. If you already have a speed selected, you can press the joystick 
button to move the hydrofoil to the new destination at the currently selected speed. Pressing stops the 
hydrofoil. When you return to the Bridge, changing direction (with keyboard or joystick) disengages the 
automatic pilot and returns you to manual control. You can, however, change the hydrofoil's speed from the 
Bridge (by pressing keys 1 through 5) without disengaging the automatic pilot. 

To re-engage automatic pilot, return to the Operations Map, select the hydrofoil, then press the joystick 
button or select a speed as before. Your hydrofoil will then move toward the previously selected destination. 
Messages on the Bridge and Operations Map indicate current status of the automatic pilot 




Controlling Auxiliary Craft: When you are in the Operations Map you can also control the auxiliary 
craft that are available to you. Depending on the assignment, these can include helicopters, or a convoy of 
ships. To control an auxiliary craft, first select it by pressing the key for that craft (see your Command 
Summary Card for details) and then move the crosshair to the destination point. Press a key 1 through 5 to 
set the auxiliary craft's speed and start it off towards its destination. 

Auxiliary craft in the Operations Map are color-coded: Helicopters are green, and the convoys are gray. Each 
auxiliary craft is also identifiable by its own icon. To display the auxiliary craft icons, press D. This 
changes the display from radar circles (circles around each craft showing its radar range) to the vessel icons. 
This feature is particularly useful if many enemies are nearby. 

Time Compression: You can use time compression to speed up events in the Operations Map until you 
get to the center of the action. You can then slow events back down, or you can leave them speeded up. If 
you like, you can play through the entire mission with time compressed up to 128 times normal. If you 
compress time to more than eight times normal, any action from the enemy (such as a missile or cannon 
shot) will automatically slow it back down to eight times. This way you can use time compression to make 
your assignments more challenging. 




Part IV: Technical Data 

(Prepared by Colonel Vemon Salisbury, Pegasus Hydrofoil Testcraft Master, Ret.) 

A: Design Development and Background 

Early Developments 

During the second half of the 19th Century, Thomas Moy, an aeronautical engineer, reasoned that by testing 
wing sections in water instead of air he could observe and measure the forces acting upon them more 
accurately. In 1861, after attaching three sets of wings (or foils) to his experimental craft's hull, he observed 
that it took only moderate speeds to lift his craft out of the water. 

Over the next 70 years several inventors presented widely varying ideas in this area, although most were 
applied to seaplanes and not to marine surface craft. The first craft which could accurately be termed a 
hydrofoil was an experimental vessel built by Professor Enrico Forlanini of Italy. Forlanini was an eminent 
airship designer who turned to marine aircraft and boat building in the early 1900's. He discovered that a foil's 
lifting capability in water increased with the square of the foil's forward speed. Thus, a foil moving at twice 
its initial speed would produce four times as much lift. From this Forlanini deduced his "foil ladder" 
arrangement. He realized that by placing foils in a ladder-like arrangement, he could raise the hull high off the 
water, eliminating hull resistance almost entirely. This system gave a ship not only constant lift but also 
gave it virtually constant drag over a wide speed range. In 1906 his craft, driven by aircraft props, achieved a 
speed of 44 mph, demonstrating the feasibility of his system. 

Other Contributions 

Crollo and Ricaldoni. In 1907 General A. Crollo and O. Ricaldoni tested a remarkably advanced vehicle, 
similar in design to Forlanini's. It was driven by airplane propellers (with variable pitch at that) and was 
lifted by three sets of foils, with the front foil in the form of a wide "V". This was the predecessor of today's 
surface piercing foil designs. The V-shaped front foil reduced drag and provided more stability than Forlanini's 
machine. It reached a speed of 50 mph. 

Alexander Graham Bell. These early craft were obviously faster and had greater potential than displacement 
vessels of their day, but no more development for military or commercial use was to be conducted for the next 
30 years. Not even Alexander Graham Bell's HD-4 was able to achieve much more than a speed record of 
70.86 MPH. Back then, people simply had no need to travel across the water at more than 40 mph. 




In the next 20 years hydrofoil development was all but forgotten, with the exception of a German, Professor 
Tietjens, who carried out exhaustive studies of foil reactions in waves. Another engineer, U. Grunberg of 
France, studied the related problem of sensing oncoming waves and designing a foil system which could make 
appropiate changes in lift to compensate for wave size. 

Von Schertel Supermar. Most of today's commercial hydrofoils are based on a simple design by Baron Hans 
Von Schertel. He launched his first test craft in 1928. Six years and six hydrofoils later his commercially 
practical design caught the eye of Koln-Dusseldorf Steamship Company. They placed their first order for a 
surface piercing hydrofoil in 1937 with Gebruder Sachsenberg AG at Dassau, Germany. From this first 
commercial order evolved the Schertal-Sachsenberg combine which was reborn in Switzerland after World War 
Two. Supermar AG licensed nine out of ten hydrofoil vessels built outside the Soviet Union. During the 
war German hydrofoil patrol craft were built by Hitler and then taken over by the Soviets. There are an 
estimated 1000 hydrofoils in the Soviet Union today. 

Later Developments 

The United States Navy became actively interested in hydrofoil development in 1957. A small contract was 
given to Gibbs & Cox to convert a small Cris Craft into a fully submerged foil system hydrofoil vessel from 
a design by the Massechusetts Institute of Technology. Technical progress in computers and sensors for 
aircraft automatic control and the research previously mentioned were combined to build and successfully 
operate this experimental craft. 

This research craft was named Sea Legs, and successfully "flewTrom Boston to Annapolis in one jump in the 
open sea along the Adantic seaboard. This seemingly effortless voyage inspired the Navy to become serious 
about the military potential of the new type of hydrofoil ship. 

Sea Legs' design was a canard configuration with one foil forward on the centerline and with two foils aft 
attached to the outboard sides of the transom. The rudder was attached to the aft edge of the forward strut. 
Propulsion was a standard marine gasoline engine mounted forward in the main salon of the cabin, connected 
to a very long propeller shaft so as to achieve the lowest angle of attack for the propeller when foilborne. 
The autopilot was a bread board electronic analog computer connected to a set of ultrasonic height sensors 
mounted over the bow. A sensitive gyroscope and accelerometers connected in turn to servo controlled 
hydraulic actuators which adjusted the angles of the foil surfaces. 

The height sensors measured the height of the waves just ahead of the forward foil and instructed the autopilot 
to make corresponding changes to compensate for the wave's subsurface orbital turbulence. The 
accelerometers and gyro compensated for other outside disturbances and simply kept the ship on an even keel, 
or in this case well balanced upright on its foils. 




Sea Legs contributed to hydrofoil development in two very important respects: (1) proving the fully 
submerged foil concept (2) the determination of the United States Navy to pursue the development of fully 
submerged foil systems for patrol and combat service to keep a jump ahead of Soviet surface piercing 
hydrofoil ships. Incidentally, while the Navy was funding Sea Legs, The Boeing Company built and tested 
Little Squirt, the first water-jet propelled fully submerged hydrofoil research craft, thereby perfecting their own 
system. 

With the data and knowledge gained from Sea Legs and Boeing's Little Squirt the United States Navy started 
to build the first operational hydrofoil ship. In 1960 the Navy announced a contract with Boeing to finish 
detail design and to produce and test the Bureau of Ships preliminary design of PCH-1 Patrol Craft Hydrofoil 
One, a prototype. It was envisioned. and designed as a patrol hydrofoil whose major mission would be 
interdiction of high speed enemy nuclear submarines. 

PCH-1 Highpoint became a research and development hydrofoil operated by the Hydrofoil Special Trials Unit 
out of The Naval Shipyard, Bremerton, Washington. Her sea-going ability was remarkable in the open ocean 
off the Oregon and Washington coastlines, and she once crossed the bar at the entrance to the Columbia River 
while foilborne, in sea conditions running over 30 feet. Destroyers and other vessels crossing this bar under 
similar conditions had taken hours to complete the transit, but Highpoint safely completed the bar crossing in 
a matter of minutes. 

AGEH-1 Plainview is the largest hydrofoil in the world, according to the Guinness Book of Records. It was 
built as a research hydrofoil and made notable contributions in electronics and data gathering before being 
placed on the inactive list. 

PGH-1 Flagstaff and PGH-2 Tucumcari. These Patrol Gunboats were designed and built by Grumman and 
Boeing to the same specifications. PGH-1 Flagstaff was built as a conventional hydrofoil system (two foils 
forward and one aft) similar to a conventional airplane. Propulsion was through a super cavitating prop with 
its gears and shafts in the aft strut. PGH-2 Tucumcari was a canard configuration with water-jet propulsion. 
Both hydrofoils met or exceeded the specifications and were deployed to Viet Nam with excellent war records. 
PGH-1 Flagstaff was placed on the inactive list after testing by the United States Coast Guard. PGH-2 was 
grounded on a reef in the Caribbean and was stricken from the active list. 

Both vessels were the inspiration for further developments. The Flagstaff II designed and built for the Israelis 
is a bigger and more capable design based upon the experience gained on the PGH-1. It featured better 
navigation, guns, and missiles. 




PHM-1 Pegasus 

The PHM-1 Pegasus series Hydrofoil Ships were ordered, cancelled, and then reordered by Congress. Based on 
the design and experience of the PGH-2 Tucumcari, and upon the experience gained from both peacetime and 
wartime fleet exercises, they feature better systems, equipment, living quarters, and more effective guns and 
missiles. 

The Pegasus class hydrofoil is an all weather vessel capable of performing a surface warfare role. The space 
and weight margins allow the addition of weapons or sensors for anti-submarine and anti-air warfare. The 
ship can be deployed anywhere in the world, replenished by the fleet or by a commercial tanker with 
appropiate fuel, and logistically supported. Functioning in a fleet task group, PHM hydrofoils provide high 
search effectiveness, concentration of attack firepower, and versatility in the choice and location of the attack 
platform. It is a significant threat to an enemy task group, hit and run terrorists boats, drug smuggling, gun 
running, or any larger more expensive naval vessel attempting to operate independently. 

PHM Tactical Concept. The hydrofoil ship is an ideal low value barrier to deploy between high value vessels 
during tense pre-war tactical maneuvering, before the war opens into full scale hostilities. It can perform a 
"tattle tale" function by keeping enemy ships under close surveillance. The fire power of its missiles is 
equivalent to a battleship or cruiser and its speed permits a quick counterstrike reaction. If enemy missiles are 
detected in the air, PHM can deflect them with chaff away from itself or other higher value fleet assets. On 
board communications permit coordination of attack or defense with other fleet assets, such as ships, aircraft, 
or submarines. Space aboard is limited but sufficent to transport and land small counter insurgency units, 
such as seal teams, frog men, etc. PHM hydrofoils can routinely replenish at sea from auxiliary 
replenishment vessels, FFG frigates or LSD Landing Ships. The Mobile Logistic Group supports these 
hydrofoils from mobile type containers both aboard ship or ashore. Their homeport is Key West Florida, 
where they keep watch in the Straits of Florida, Straits of Yucatan, Carribbean Sea, and the Gulf of Mexico. 

For more information, see Part B, The NATO TAG Hydrofoils, below. 





PHM Pegasus 




B: The NATO TAG Hydrofoils 

NATO has three types of hydrofoils in its TAG task force: the PHM Pegasus, the Israeli Flagstaff II, and the 
Italian Sparviero. The following technical reference guide provides information in addition to the Operating 
Guide above. 

Introduction 

The NATO Hydrofoil is an all-weather, high-speed, sea-going weapons platform. It is designed to operate 
offensively against hostile surface combatants and other surface craft, and to conduct surveillance, screening, 
and special operations. 

Propulsion 

The NATO Hydrofoil uses both hullborne and foilborne propulsion. These can be used together or separately, 

as required. 

Hullborne: Two Motoren-und Turbinen-Union (MTU) 8V331TC81 Mercedes Diesel engines drive two 
Aerojet Liquid Rocket Company waterjets with steering nozzles and reversers. 

Foilborne: A single General Electric LM2500 Gas Turbine drives an Aerojet waterjet propulsion system. 
Sparviero utilizes a GE LM 1500 Gas Turbine. The Flagstaff II Gas Turbine drives a super-cavitating 
propeller through gear boxes at the top and bottom of the single aft foil and strut system. 

The Aerojet waterjet propulsors are axial flow units developing thrust in the nozzles from the flow of sea 
water. The intakes for the hullborne units are in the hull. The intakes for the foilborne unit are in the front 
of each pod at the junction of each foil and its strut on the aft two foils. When the foils are retracted the 
intakes are at the hull where the strut mates with the hull. Sparviero utilizes a single waterjet propulsor. 

The air intakes are on the side of the deckhouse, with demisters to entrap salt and sea water, thereby 
preventing damage to the turbine or diesel engines. The exhausts for both the diesel and the turbine 
generators are through the small stack unit aft of the deckhouse. 

Power 

Electrical as well as hydraulic power is generated by two turbine generators. Hydraulic power is developed on 
the auxiliary power units by two Vickers hydraulic pumps. Hydraulic actuators apply the power to control 
the nozzles, reversers, strut retraction, bow thruster, and foilborne controls. Pressurized reservoirs supply the 
hydraulic fluid required. 




Hydrofoils 

Hydrofoils are underwater wings, designed to "fly" in the water, in the same way as airplane wings fly in air. 
Because water is much more dense than air, small hydrofoils can lift PHM size ships. Hydrofoils come in 
two varieties — Surface Piercing and Fully Submerged (see Figure 4). Surface Piercing hydrofoils use a large 
V-shaped foil at the front and a smaller one aft. Fully Submerged hydrofoils use foils that extend six to eight 
feet below the surface. Each type has its advantages. The Surface Piercing hydrofoils are more susceptible to 
surface turbulence, but are more stable when executing high speed turns. The Fully Submerged type, on the 
other hand, can provide a smooth ride even in heavy seas (up to 15 feet or more), but are less stable at high 
speed turns. Boeing's Automatic Control System (ACS), which make corrections through trailing-edge 
control surfaces (similar to the ailerons on an aircraft wing), has virtually elimimated any turning instability. 
The Fully Submerged type is the one that is used by the U.S. Navy on the PHM Pegasus as well as by the 
Sparviero and Flagstaff II hydrofoils, while the Russian hydrofoils are predominantly Surface Piercing. Either 
kind provides quick response and a maneuvering capability exceeding that of most modern jet airplanes. 



Figure 4: 




Surface Piercing 




Fully Submerged 



Canard configuration of the hydrofoils (one forward and two aft) improves the rough water capability of the 
PHM by allowing the aft flaps to control roll even if the forward foil loses lift. Sparviero also utilizes a 
canard configuration. Flagstaff IT uses a conventional hydrofoil arrangement of two hydrofoils paired forward, 
and one aft at the transom. This puts the foilborne propulsion propeller on the centerline in the water where 
the propeller wake cannot interfere with the flow of the water over the foils. 

Foilborne operation is smooth and easy to perform. After setting the depth, simply advance the throttle. The 
ship accelerates, lifts automatically to the ordered foil depth, and increases to the cruise speed. The throttle 
setting controls the cruise speed. 



Hydrodynamics of the hydrofoils is designed to keep the ship operating within its speed and maneuver 
capability, called its operating envelope. Water flow over the hydrofoils must be kept smooth and clean, as is 
the case with airplane wings. 




Navigation 

NATO Hydrofoil ships use standard navigation procedures. Foilborne navigation at high speed is safer and 
more accurately conducted if the track is plotted beforehand. Autopilot control is a function of the gyro 
compass and the control system. Steering is standard as for all ships at sea, but the planned track is usually 
done well in advance of getting underway. Keeping on track even at high speed is then much easier. 

Rapid radar plotting and calculating is required on hydrofoil ships, to avoid incidents and collisions which 
could ruin your whole day. It is important to keep radar surveillance coordinated with lookouts watching 
forward when at foilborne speeds. 

Communications 

Military units are in contact with each other and higher authority at all times. Communication is selected on 
the basis of the requirements in effect at the time. For example, radio links in plain language are used 
bridge-to-bridge between warships and freighters, tankers, fishermen, or yachts. Orders, or other warship 
information is scrambled. In addition, running lights and light signals are standard for international or inland 
waters, according to the rules of the road. Flashing signal lights in Morse code may be sailor talk between 
signalmen or official communications. 

Flag signal communication, frequently called wig-wag or semaphore, is another communication which is 
official, and allows sailors to communicate between ships, or even between portholes. Flag signal hoists have 
been used for centuries, and still serve the same purpose. 

Telephone lines are the first to be connected ashore when making port, and the last to be disconnected when 
getting underway. Telephones, intercoms, and announcing systems are standard throughout warships. 

Damage Control 

Compartmentation provides protection from fire or flooding and a means of containing damage to permit 
damage control parties to put out a fire or repair a hole in the hull. Damage control parties are trained to take 
action as the situation requires, even if the ship is still engaged in combat. Dewatering each compartment is 
effected by pumps with waterproof motors. Auxiliary hand held pumps assist or replace compartment pumps. 
Shoring to hold bulkheads or plug holes in the hull can be placed in position by the damage control party. 

Ship Handling 

Hullborne the PHM is a twin water-jet which handles like a twin screw vessel. It is assisted by a bow 
thruster and can be maneuvered laterally into a tight berth. Sparviero has a single water-jet. Foilborne ship 
handling is similar to standard ship handling, with conning orders to a helmsman. It can also be handled like 
a speed boat, with the Captain on the helm driving it like a sports car. Close encounters at high speed call 
for excellent coordination between the Conning Officer and the Helmsman. 




Ship Operation Planning 

Speed, Time, and Distance are related by the equation 60D=ST, where Distance is in nautical miles, Speed is 
in knots, and Time is in minutes. Time is also measured by fuel burned when foilborne, or hullborne. 
Weather and Sea are not significant operational factors unless the wind and sea become very stormy with very 
high seas. Tides and drafts are of concern entering and leaving the harbor or crossing river bars. Foilborne 
and foils down operation requires water depth sufficient to land and navigate on the hull, with the draft of foils 
extended; foils up only requires keel clearance unless the bottom will damage the waterjets. 

Takeoff and landing require sufficient space to get foilborne, either straight-a-way like an airplane or in a turn. 
The time to take off in a turn is increased, but the time to land in a turn is decreased. Sufficient sea room is 
necessary in either case. 

Sea Water Cooling 

The sea water even in the tropics keeps the machinery and equipment from overheating and malfunctioning. 
It is bled out of the propulsion systems and fed through heat exchangers in the ship. It cools the gun barrel 
during firing, allowing continuous rapid firing. 

Ship Maintenance Cycles 

On board maintenance is accomplished by the crew, while periodic maintenance is done by the Mobile 
Logistic Support Group. Trouble shooting in port is effected by both. Maintenance is cycled to keep the ship 
operational and ready at all times. Inspections are performed on a scheduled basis and whenever any indication 
of unusual performance is noted. Squawks of "equipment out" are red tagged. Each is then considered 
individually and on the basis of the operational requirements for the next mission. 

Military Equipment 

Naval Rifle, 76 mm Oto Melara, rapid fire water-cooled cannon mounted on the forward deck. 

Harpoon Missiles, canister loaded, mounted on launchers at the transom aimed port and starboard over the 

shoulder. 

RBOC Chaff, mortar loaded, mounted on the top of the deck house aft of the pilot house and mast. 

Fire Control System, Mk 92 Gun fire control system, and the surface-to-surface missile fire control system, 

mounted in the deck house Combat Information Center. 

Ammunition, small arms, and pyrotechnics are stored in a locked magazine for use in hand-to-hand combat 

and crew security. 

Emergency Procedures 

Casualty control: an ounce of prevention is worth a pound of cure, applies to almost every situation. Cross 
training of members of the crew in trouble shooting, fighting fires, repairing battle damage, and controlling 
flooding is essential in small size high speed combatants. 




Collision with friendly vessels can be avoided by close watch ahead, radar warning, and rapid plotting of the 
course and speed of vessels forward of the beam. The exceptional turning speed and small radius enable 
hydrofoils to dodge around obstacles other ships may not be able to avoid hitting. 

Intentional collision with enemy vessels and the use of the stainless steel foils as can openers along the sides 
of thin steel ships is a last ditch, command decision, with high risk of loss of the hydrofoil. 



NOTICE 

ELECTRONIC ARTS RESERVES THE RIGHT TO MAKE IMPROVEMENTS IN THE 
PRODUCT DESCRIBED IN THIS MANUAL AT ANY TIME AND WITHOUT NOTICE. 

THIS MANUAL IS COPYRIGHTED. ALL RIGHTS ARE RESERVED. NO PART OF THIS 
MANUAL OR ANY OF THE ACCOMPANYING MATERIALS MAY BE COPIED, 
REPRODUCED, TRANSLATED OR REDUCED TO ANY ELECTRONIC MEDIUM OR 
MACHINE READABLE FORM WITHOUT THE PRIOR WRITTEN CONSENT OF 
ELECTRONIC ARTS, 1820 GATEWAY DRIVE, SAN MATEO, CALIFORNIA 94404. 

ELECTRONIC ARTS MAKES CERTAIN LIMITED WARRANTIES WITH REGARD TO 
DEFECTIVE RECORDING MEDIA. PLEASE SEE THE ELECTRONIC ARTS LIMITED 
WARRANTY ENCLOSED WITH THIS PRODUCT. 

MANUAL BY NICHOLAS LAVROFF & LUCASFILM GAMES DIVISION 
© 1986 ELECTRONIC ARTS 

PHM Pegasus was created by the Lucasfilm Games Division. Noah Falstein was the 
designer and head programmer. Larry Holland and Edwin Reich were programmers on 
the Apple II and Commodore 64 versions. Ken Macklin did the artwork, Chris Grigg 
designed the sounds and music. Charlie Kellner, Ron Gilbert and Randy Farmer 
contributed algorithms and special program routines. Steve Arnold, Mary Paterno 
and Nancy Mohler provided logistical and administrative support. Other members of 
the division helped with testing and suggestions. 

Special thanks to George Lucas. 

™ & © Lucasfilm Ltd. All rights reserved. PHM Pegasus and Lucasfilm Games are 
trademarks of Lucasfilm Ltd. All rights reserved. Electronic Arts, Authorized User. 



PEGASUS 



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17 



Class: 
Type: 



Manufactured by: 

Used by: 

Length (feet): 

Tons Disp. (full load): 

Cruising speed (knots): 

Max speed (knots): 

Guns: 

Anti-Ship Missiles: 

Other: 

Notes: 



SOVIET CARGO SHIP 
Standard Soviet/Warsaw Pact 
Cargo Carrier 

U.S.S.R. 

Many 

200 and up 

500 and up 

8 

15 

Unarmed 



Used to transport a variety of goods. 



Class: 


Small Algol Variant 


Type: 


Special Fast Cargo Container Ship 


Manufactured by: 


U.S.A. 


Used by: 


U.S.A. 


Length (feet): 


250 


Tons Disp. (full load): 


2000 


Cruising speed (knots): 


20 


Max speed (knots): 


33 


Guns: 


Unarmed 


Anti-Ship Missiles: 




Other: 




Notes: 


Special ship designed for rapid movement of small 




important cargo. 



™ and © 1987 Lucasfilm Ltd. 



™ and © 1 987 Lucasfilm Ltd. 




Class: 
Type: 

Manufactured by: 
Used by: 

Length (feet): 

Tons Disp. (full load): 

Cruising speed (knots): 

Max speed (knots): 

Guns: 

Anti-Ship Missiles: 

Other: 

Notes: 



' and © 1 987 Lucasfilm Ltd. 



OSA l/OSAII* 
Fast Attack Craft 



Missile 



U.S.S.R. 

Algeria, Bulgaria, Cuba, Egypt, E. Germany, India, 

Libya, Syria, Iraq, Romania, Poland, U.S.S.R. 

128 

210/214* 

30 

38/40* 

2 twin 30mm 

4 SS-N-2A Styx 

The SS-N-2C version of the Styx missile is six feet 
longer than the SS-N-2A of OSA I, and has almost 
double the range. 



PEGASUS 



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Class: 


NANUCHKA II 


Type: 


Missile Corvette 


Manufactured by: 

Used by: 

Length (feet): 

Tons Disp. (full load): 

Cruising speed (knots): 

Max speed (knots): 

Guns: 


U.S.S.R. 

Algeria, India, Libya, U.S.S.R. 

198 

900 

15 

34 

Twin 57mm 


Anti-Ship Missiles: 
Other: 


4 SS-N-2C Styx 

1 SA-N-4 Anti-aircraft missile launcher 



Notes: 



A Libyan ship of this class was sunk by US 
warplanes in April, 1986. 



Class: 
Type: 

Manufactured by: 

Used by: 

Length (feet): 

Tons Disp. (full load): 

Cruising speed (knots): 

Max speed (knots): 

Guns: 

Anti-Ship Missiles: 

Other: 

Notes: 



ASSAD 

Missile Corvette 

Italy 

Libya, Iraq 

202 

670 

14 

32 

76mm, twin 35mm 

2, 4, or 6 Otomat 

6 Torpedo tubes, can lay mines 

A powerful missile boat, capable of attacks at up to 
80 miles away 



* and © 1987 Lucasfilm Ltd. 



™ and © 1987 Lucasfilm Ltd. 



PEGASUS 



A 



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^-" /Ml 1/ • J 


^^^ 




Class: 


KOMAR 


Type: 


Fast Attack Craft - Missile 


Manufactured by: 

Used by: 

Length (feet): 

Tons Disp. (full load): 

Cruising speed (knots): 

Max speed (knots): 

Guns: 


U.S.S.R. 

Cuba, Egypt, North Korea, Syria, Vietnam 

88 

85 

30 

40 

Twin 25mm 


Anti-Ship Missiles: 
Other: 


2 SS-N-2A Styx 




Notes: 



This older class of ship has less endurance and 
range than the OSA 



Class: 
Type: 

Manufactured by: 
Used by: 

Length (feet): 

Tons Disp. (full load): 

Cruising speed (knots): 

Max speed (knots): 

Guns: 

Anti-Ship Missiles: 

Other: 

Notes: 



ZHUK 

Fast Attack Craft - Patrol 

U.S.S.R. J 

Algeria, Angola, Bulgaria, Cuba, Ethiopia, Iraq, J 

Mozambique, Nicaragua, Syria, U.S.S.R., Yemen 

75 i 

50 f 

16 

30 

2 twin 1 4.5mm 

None 



An older patrol craft, used mostly in coastal waters 



* and © 1987 Lucasfilm Ltd. 



* and © 1987 Lucasfilm Ltd. 




PEGASUS 



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dn T^^ ■ ; 




Class: 
| Type: 



Manufactured by: 

Used by: 

Length (feet): 

Tons Disp. (full load): 

Cruising speed (knots): 

Max speed (knots): 

Guns: 

Anti-Ship Missiles: 

Other: 

Notes: 



™ and © 1 987 Lucasfilm Ltd. 



Vosper-Thornycroft"121 ft" 
Fast Attack Craft - Gun/Missile 

U.K. 

Venezuela 

121 

170 

16 

41 

76mm or 40mm 

May have 2 Otomat 

This is a variably armed ship. Some have the 
Otomat missile and a 40mm gun, used mostly for 
anti-aircraft. Others have only the 76mm Oto 
Melara 



Class: 


LARGE PATROL CRAFT 


Type: 


Standard Patrol Vessel 


Manufactured by: 


Many 


Used by: 


Many 


Length (feet): 


125 


Tons Disp. (full load): 


90 


Cruising speed (knots): 


15 


Max speed (knots): 


27 


Guns: 


Varies - twin 30mm or 40mm typical 


Anti-Ship Missiles: 


None 


Other: 





Notes: 



™ and © 1 987 Lucasfilm Ltd. 



This is a generic class representing many similar 
lightly armed patrol vessels 



PEGASUS 



PEGASUS 



^^^ 




Class: 


Sikorsky Seahawk 


Type: 


LAMPS III helicopter 


Manufactured by: 


U.S.A. 


Used by: 


U.S.A., Japan 


Length (feet): 


40 


Take-off weight (lbs): 


20,000 


Cruising speed (knots): 


145 


Max speed (knots): 


160 


Guns: 


None 


Anti-Ship Missiles: 


None 


Other: 


2 Mk 46 torpedos 



Notes: 



* and © 1987 Lucasfilm Ltd. 



This later model variant of the Army's Blackhawk 
helicopter is much improved over the LAMPS I 
helicopter 



Class: 


Kaman Seasprite 


Type: 


LAMPS 1 helicopter 


Manufactured by: 


U.S.A. 


Used by: 


U.S.A. 


Length (feet): 


38 


Take-off weight (lbs): 


12,800 


Cruising speed (knots): 


130 


Max speed (knots): 


143 


Guns: 


None 


Anti-Ship Missiles: 


None 


Other: 


Can carry torpedos or depth charges 



Notes: 



' and © 1 987 Lucasfilm Ltd. 



LAMPS stands for Light Airborne Multi-Purpose 
System, and is a U.S. Navy designation for their 
ship-based helicopters 



LIMITED WARRANTY 
Limited Warranty. Electronic Arts ("EA") provides to the original purchaser of the computer software 
product, tor a period of ninety (90) days from the date of original purchase (the "Warranty Period"), the 
following limited warranties: 

Media: EA warrants that, under normal use, the magnetic media and the packaging provided with It are free 
from defects In materials and workmanship. 

Software: EA warrants that the software, as originally purchased, will perform substantially In conformance 
with the specifications set forth In the packaging and In the user manual. 

After the Warranty Period, EA will replace any defective media for a replacement fee of $7.50. 

Warranty Information. If you are having any problems with the product, we are happy to help. Please 

address all correspondence to Electronic Arts, 1820 Gateway Drive, San Mateo, California 94404. Or call us 

at(415)572-ARTS. 

Warranty Claims. To make a warranty claim under this limited warranty, please return the product to the 
point of purchase, accompanied by proof of purchase, a statement of the defect, and your name and return 
address. To replace defective media after expiration of the Warranty Period, send the product, In protective 
packaging, postage prepaid, to Electronic Arts, at the above address, enclosing proof of purchase, a 
statement of the defect, your name and return address, and a check for $7.50. EA or Its authorized dealer 
will, at Its option, repair or replace the product, and return It to you, postage prepaid, or issue you with a credit 
equal to the purchase price. THE FOREGOING STATES THE PURCHASER'S SOLE AND EXCLUSIVE 
REMEDY FOR ANY BREACH OF WARRANTY WITH RESPECT TO THE SOFTWARE PRODUCT. 

Warranty Kxcluslons. EA EXPRESSLY DISCLAIMS ANY IMPLIED WARRANTIES WITH RESPECT TO 
THE MEDIA AND THE SOFTWARE, INCLUDING WARRANTES OF MERCHANT ABILrTY OR FrTNESS FOR A 
PARTICULAR PURPOSE. ANY WARRANTIES IMPLIED BY LAW ARE LIMITED IN DURATION TO THE 
WARRANTY PERIOD. SOME STATES DO NOT ALLOW LIMITATIONS ON THE DURATION OF AN IMPLIED 
WARRANTY, SO THE ABOVE LIMITATION MAY NOT APPLY TO YOU. THIS WARRANTY GIVES YOU 
SPECIFIC LEGAL RIGHTS. YOU MAY ALSO HAVE OTHER RIGHTS WHICH VARY FROM STATE TO STATE. 

LIMITATIONS ON DAMAGES 

EA SHALL NOT IN ANY CASE BE LIABLE FOR INCIDENTAL, CONSEQUENTIAL OR OTHER INDIRECT 
DAMAGES ARISING FROM ANY CLAIM UNDER THIS AGREEMENT, EVEN IF EA OR ITS AGENTS HAVE 
BEEN ADVISED OF THE POSSIBLITY OF SUCH DAMAGES. SOME STATES DO NOT ALLOW THE 
EXCLUSION OR LIMITATION OF INCIDENTAL OR CONSEQUENTIAL DAMAGES, SO THE ABOVE 
LIMITATION OR EXCLUSION MAY NOT APPLY TO YOU. 

™ andei987LucasfllmLtd. 

Unless Identified otherwise, all programs and documentation are © 1987 Electronic Arts. 

125103 



COMMAND ♦ SUMMARY- 



PHM PEGASUS™ 



Commodore 64/128 



OVERVIEW 

PHM Pegasus Is a simulation requiring both strategic and tactical ability. The object is to 
complete each mission by achieving its main objective in as short a time as possible. See your 
Manual for details on the assignments. 

Hydrofoil operation is by means of keyboard and joystick. You can use either to control the 
hydrofoil's movement, weapons aiming and firing, and any auxiliary craft. Use the keyboard to 
pause and resume play, to increase or decrease time compression, to switch between the 
Bridge and the Operations Map, and to select weapons or auxiliary craft. 

Two main viewing "modes" are available at any time — the Bridge and the Operations Map. The 
key table on the inside pages shows the effect of each keystroke under each of the two 
modes. 

GETTING STARTED 

Remove all cartridges from the computer; turn on the disk drive, the computer and and the 
monitor. Plug your joystick into Port 1 . Insert the disk in the drive, type LOAD "EA"A1 and 
press Return. C128 users need only turn on the disk drive, insert the disk label side up, and 
turn on the computer; Pegasus then loads automatically. 

SPOTTER CARDS 

The identification cards in the center pages of your Manual can help you spot and identify the 
vessels and aircraft that are active in each mission. Shooting friendly vessels can make you 
very unpopular with the Commodore, so it is particularly important that you identify the vessels 
in each mission. This way you won't end up shooting the convoy you are trying to rescue. To 
use the cards, carefully remove them from the manual by tearing the center perforation, and 
then tear out each card individually. Before you start an assignment, read the mission 
description in the Manual and select the card for each vessel in the mission. Keep the cards 
handy as you proceed with your assignment, and refer to them when you need help identifying 
one of the vessels. 



ELECTRONIC ARTS " 



LIMITED WARRANTY 
Limited Warranty. Electronic Arts ("EA") provides to the original purchaser of the computer software 
product, tor a period of ninety (90) days from the date of original purchase (the "Warranty Period"), the 
following limited warranties: 

Media: EA warrants that, under normal use, the magnetic media and the packaging provided with It are free 
from defects In materials and workmanship. 

Software: EA warrants that the software, as originally purchased, will perform substantially In conformance 
with the specifications set forth In the packaging and In the user manual. 

After the Warranty Period, EA will replace any defective media for a replacement fee of $7.50. 

Warranty Information. If you are having any problems with the product, we are happy to help. Please 

address all correspondence to Electronic Arts, 1820 Gateway Drive, San Mateo, California 94404. Or call us 

at(415)572-ARTS. 

Warranty Claims. To make a warranty claim under this limited warranty, please return the product to the 
point of purchase, accompanied by proof of purchase, a statement of the defect, and your name and return 
address. To replace defective media after expiration of the Warranty Period, send the product, In protective 
packaging, postage prepaid, to Electronic Arts, at the above address, enclosing proof of purchase, a 
statement of the defect, your name and return address, and a check for $7.50. EA or Its authorized dealer 
will, at Its option, repair or replace the product, and return It to you, postage prepaid, or issue you with a credit 
equal to the purchase price. THE FOREGOING STATES THE PURCHASER'S SOLE AND EXCLUSIVE 
REMEDY FOR ANY BREACH OF WARRANTY WITH RESPECT TO THE SOFTWARE PRODUCT. 

Warranty Kxcluslons. EA EXPRESSLY DISCLAIMS ANY IMPLIED WARRANTIES WITH RESPECT TO 
THE MEDIA AND THE SOFTWARE, INCLUDING WARRANTES OF MERCHANT ABILrTY OR FrTNESS FOR A 
PARTICULAR PURPOSE. ANY WARRANTIES IMPLIED BY LAW ARE LIMITED IN DURATION TO THE 
WARRANTY PERIOD. SOME STATES DO NOT ALLOW LIMITATIONS ON THE DURATION OF AN IMPLIED 
WARRANTY, SO THE ABOVE LIMITATION MAY NOT APPLY TO YOU. THIS WARRANTY GIVES YOU 
SPECIFIC LEGAL RIGHTS. YOU MAY ALSO HAVE OTHER RIGHTS WHICH VARY FROM STATE TO STATE. 

LIMITATIONS ON DAMAGES 

EA SHALL NOT IN ANY CASE BE LIABLE FOR INCIDENTAL, CONSEQUENTIAL OR OTHER INDIRECT 
DAMAGES ARISING FROM ANY CLAIM UNDER THIS AGREEMENT, EVEN IF EA OR ITS AGENTS HAVE 
BEEN ADVISED OF THE POSSIBLITY OF SUCH DAMAGES. SOME STATES DO NOT ALLOW THE 
EXCLUSION OR LIMITATION OF INCIDENTAL OR CONSEQUENTIAL DAMAGES, SO THE ABOVE 
LIMITATION OR EXCLUSION MAY NOT APPLY TO YOU. 

™ andei987LucasfllmLtd. 

Unless Identified otherwise, all programs and documentation are © 1987 Electronic Arts. 

125103 



COMMAND ♦ SUMMARY- 



PHM PEGASUS™ 



Commodore 64/128 



OVERVIEW 

PHM Pegasus Is a simulation requiring both strategic and tactical ability. The object is to 
complete each mission by achieving its main objective in as short a time as possible. See your 
Manual for details on the assignments. 

Hydrofoil operation is by means of keyboard and joystick. You can use either to control the 
hydrofoil's movement, weapons aiming and firing, and any auxiliary craft. Use the keyboard to 
pause and resume play, to increase or decrease time compression, to switch between the 
Bridge and the Operations Map, and to select weapons or auxiliary craft. 

Two main viewing "modes" are available at any time — the Bridge and the Operations Map. The 
key table on the inside pages shows the effect of each keystroke under each of the two 
modes. 

GETTING STARTED 

Remove all cartridges from the computer; turn on the disk drive, the computer and and the 
monitor. Plug your joystick into Port 1 . Insert the disk in the drive, type LOAD "EA"A1 and 
press Return. C128 users need only turn on the disk drive, insert the disk label side up, and 
turn on the computer; Pegasus then loads automatically. 

SPOTTER CARDS 

The identification cards in the center pages of your Manual can help you spot and identify the 
vessels and aircraft that are active in each mission. Shooting friendly vessels can make you 
very unpopular with the Commodore, so it is particularly important that you identify the vessels 
in each mission. This way you won't end up shooting the convoy you are trying to rescue. To 
use the cards, carefully remove them from the manual by tearing the center perforation, and 
then tear out each card individually. Before you start an assignment, read the mission 
description in the Manual and select the card for each vessel in the mission. Keep the cards 
handy as you proceed with your assignment, and refer to them when you need help identifying 
one of the vessels. 



ELECTRONIC ARTS "