Battalion Wars
18 pages
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Battalion Wars

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18 pages
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Description

Manuel du jeux Battalion Wars, sur Gamecube.

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Informations

Publié par
Nombre de lectures 138
Langue Français
Poids de l'ouvrage 2 Mo

Extrait

OFFICIAL NINTENDO POWER PLAYER'S GUIDE
WWW.NINTENDO.COM
Nintendo of America Inc. P.O. Box 957, Redmond, WA 98073-0957 U.S.A. www.nintendo.com PRINTED IN USA
58387A
INSTRUCTION BOOKLET
PLEASE CAREFULLY READ THE SEPARATE HEALTH AND SAFETY PRECAUTIONS BOOKLET INCLUDED WITH THIS PRODUCT BEFORE USING YOUR NINTENDO ® HARDWARE SYSTEM, GAME DISC OR ACCESSORY. THIS BOOKLET CONTAINS IMPORTANT HEALTH AND SAFETY INFORMATION. IMPORTANT SAFETY INFORMATION: READ THE FOLLOWING WARNINGS BEFORE YOU OR YOUR CHILD PLAY VIDEO GAMES WARNING - Seizures Some people (about 1 in 4000) may have seizures or blackouts triggered by light flashes or patterns, such as while watching TV or playing video games, even if they have never had a seizure before. Anyone who has had a seizure, loss of awareness, or other symptom linked to an epileptic condition should consult a doctor before playing a video game. Parents should watch when their children play video games. Stop playing and consult a doctor if you or your child have any of the following symptoms:  Convulsions Eye or muscle twitching Loss of awareness  Altered vision Involuntary movements Disorientation To reduce the likelihood of a seizure when playing video games: 1. Sit or stand as far from the screen as possible. 2. Play video games on the smallest available television screen. 3. Do not play if you are tired or need sleep. 4. Play in a well-lit room. 5. Take a 10 to 15 minute break every hour. WARNING - Repetitive Motion Injuries and Eyestrain Playing video games can make your muscles, joints, skin or eyes hurt after a few hours. Follow these instructions to avoid problems such as tendinitis, carpal tunnel syndrome, skin irritation or eyestrain: Avoid excessive play. It is recommended that parents monitor their children for appropriate play. Take a 10 to 15 minute break every hour, even if you don't think you need it. If your hands, wrists, arms or eyes become tired or sore while playing, stop and rest them for several hours before playing again. If you continue to have sore hands, wrists, arms or eyes during or after play, stop playing and see a doctor. 2
WARNING Electric Shock -To avoid electric shock when you use this system: Do not use the Nintendo GameCube during a lightning storm. There may be a risk of electric shock from lightning. Use only the AC adapter that comes with your system. Do not use the AC adapter if it has damaged, split or broken cords or wires. Make sure that the AC adapter cord is fully inserted into the wall outlet or extension cord. Always carefully disconnect all plugs by pulling on the plug and not on the cord. Make sure the Nintendo GameCube power switch is turned OFF before removing the AC adapter cord from an outlet. CAUTION - Motion Sickness Playing video games can cause motion sickness. If you or your child feel dizzy or nauseous when playing video games with this system, stop playing and rest. Do not drive or engage in other demanding activity until you feel better. CAUTION - Laser Device The Nintendo GameCube is a Class I laser product. Do not attempt to disassemble the Nintendo GameCube. Refer servicing to qualified personnel only. Caution - Use of controls or adjustments or procedures other than those specified herein may result in hazardous radiation exposure. CONTROLLER NEUTRAL POSITION RESET If the L or R Buttons are pressed or the Control Stick or C Stick are moved out of neutral position when the power is turned ON, those positions will be set as the neutral position, causing incorrect game L B u t t o n R B u t t on control during game play. To reset the controller, release all buttons and sticks to allow them to return to the correct neutral position, then hold down the X, Y and START/PAUSE Buttons simultaneously for 3 seconds.
Control Stick C Stick 3
L E T B A T T L E C O M M E N C E .
The world of Battalion Wars has a turbulent history, served by global conflict and only briefly interspersed with periods of tense, nervous peace. Over time, the great armies of the Western Frontier and the Tundran Territories have fought each other to a standstill.
They now abide by a treaty guaranteeing mutual sovereignty, their two vast empires separated only by a thin strip of land– a Demilitarized Zone. Both sides monitor each other closely, primed to retaliate in the event of a preemptive strike.
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Gorgi, Tsar of the Tundran Empire and supreme commander of its military forces, will soon pass the reins of command to his son and heir, Marshal Nova.
The Marshal has a more modern outlook than his father, and with Nova in charge, some dare to dream that a real and lasting peace might yet be possible…
But on the other side of the DMZ, General Herman of the Western Frontier is spoiling for a fight; it’s been too long since Frontier troops saw combat. Brigadier Betty has a plan to get the men fighting fit and keep an eye on the Tundrans at the same time–this is where you come in, as special Battalion Commander for the "Fightin’ Frontier"!
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U S I N G T H E C O N T R O L L E R As a special Battalion Commander for the Western Frontier forces, it is your job to combat the Tundran threat where the fighting is at its most desperate… You must master the control system if you are to fight and deploy your forces most effectively. Button Button Button Button
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START/PAUSE Control Pad Control Stick
Stick
Button Button Button
Action Controls Move Use the Control Stick to walk, drive, or fly the unit you are controlling in the direction you want to go. The amount you tilt the Control Stick affects the speed at which you will travel. Fire Press to fire your weapon. Charge Fire Veteran troops are equipped with specialist weaponry. Press and hold when controlling a Veteran soldier to power up the weapon. The effect of powering up varies according to the weapon being used: Bazooka – Charging up increases launch velocity; a charged up bazooka shell will travel farther, faster and cause more damage. Flame – Charging up increases the force of the napalm jet, extending the range of the weapon. Don’t allow the charge bar to fill completely or the weapon will overheat and cease to function until it cools. Assault – Charging up increases the rate of fire; stay in the ‘sweet spot’ and fire as fast possible by rapidly pressing . Don’t allow the weapon to overheat or it will be temporarily disabled. Missile – Charging up loads a salvo of missiles into the breech. These can then be launched in rapid succession. Use this technique to deliver a lot of damage in one attack. Mortar – Charging up increases the blast area and damage caused by mortar shells. Use charged up shells to disrupt large groups of infantry in a single strike. Jump Use to clear low obstacles such as barbed wire, sandbags or fallen trees. You can also jump into empty gun nests, bunkers, towers or capture points. Crouch Press to crouch down. Crouch behind sandbags and logs for protection; using cover will minimize the effect of enemy fire.
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Move
Aim Pressing also allows you to aim freely with Use aiming to direct your units to precise locations. The aim feature is also useful for targeting aircraft. Lock-On Press to lock on to enemy troops, and target your fire accurately. You can also use Lock-on to assist in giving orders to your friendly soldiers. Lock-Cycle You can switch between locked targets by rapidly pressing . The secondary crosshair will show you which target you will cycle to next. Sidestep If you press and hold , you can strafe side-to-side with Locking onto an enemy with allows you to strafe around that enemy while keeping them in your crosshairs. Combat rolls While is pressed, you can combat roll in four directions by pressing and tilting  . Use this maneuver to dodge incoming fire and throw off the enemy’s aim momentarily.
Swim You can also use to swim, but be warned, you can only do this for a limited time before the weight o your equipment will start to drag you down. Don’t stay in the water too long, or you will drown. Don’t drive your vehicles into deep water; if water enters the engine compartment, the vehicle will start to take damage and eventually explode. Surface dive Press while swimming to dive beneath the surface for a moment. This will help you to evade incoming enemy projectiles in this vulnerable situation. Altitude Change When flying aircraft, use together with to change your altitude. 10
Commanding Controls Selecting Units The Selected unit type which will respond when you issue a command. Tilt left or right to Select a unit type.
Selecting Individual Units This is an advanced technique; Tilt up to select individual units. You can then give orders to one unit at a time. Ordering Units to Follow or Wait Instruct selected units to follow you by pressing . Units in follow mode will defend you and each other automatically. If all the selected units are already in follow mode, pressing will instruct them to wait. Ordering Units to Advance Use to order your selected units forward. min uPrnietsssitnogmovetowthhialetaarieaagndatdaenfeenmdpitt.ypieceofgroundwillorderyourselectedin tack. PUrneistssinwgillreturnwthoilfeolaliomwmgoadteaonnceeneamnyatwtailclkorhdaesrbyeoeunrcsaerlreicetdedouutn.itstoat •Pressing while aiming at a gun nest, tower, bunker, or Capture Point will order selecte infantry units to occupy that building. Control Transfer As special Battalion Commander, you can switch direct control between any of the units in your battalion. Use to transfer control to another unit. You can do this in three ways: 1) Lock onto the friendly unit with and then press 2)Suenlietctofatuhnaittypewithandthenpresstotransfertothenearestt type. 3)Shelecptaarnticinuldairviudnuiat.lunitwithandthenpresstotransferto t at
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C A M E R A V I E W S
You can switch between Local and Global camera views at any time by pressing any direction on .
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Local view is best for close-quarters combat.
Global view offers improved situational awareness, and can make commanding your troops easier.
T H E S P O I L S O F V I C T O R Y
On successful completion of a mission, your CO will assess your prowess as a Commander. The medal you receive depends entirely on your performance. The following criteria are used when making an assessment of your command:
Power  How much punishment you dished out to the enemy. Speed  How swiftly you completed the mission objectives. Technique  How well you protected and preserved your units. You can receive the following medals: ecial! These medal Sbpeyondthecallofdutsy.arEextarwaaorrddiendaroynlvyafloorrdainstdinstgruaitsehgeidcsgeernviiucseraebqouvireeda.ndbTotptleflsigkihlltsc.ommanding.OtherCOshaveathingortwotolearnfromyoura Awarded for solid, respectable performance in the field. Good job! Success, but at what price? Consider using tactics, Commander! Unlocking Bonus Missions Each of the four Battalion Wars campaigns features one unlockable Bonus Mission. We’re not saying anything more about these top-secret missions, but they’re something out of the ordinary. Unlock each Bonus mission by achieving a high average score for that campaign. The total score required to make the Bonus missions available appears when you select that mission on the Global Map Screen. You don’t necessarily have to do well in every mission, so if you have a favorite, try getting an S on that mission 13 to boost your average!
U N D E R S T A N D I N G Y O U R H E A D S -U P D I S P L A Y Radar Comlink
Mission Timer Command Chevron Player Unit Life Gauge All Icon Overhead Icons Command Bar Player Unit and Life Gauge The unit under your direct command appears here, along with a Life Gauge to let you know how fighting fit he is. Watch out if your Life Gauge flashes red–this means you’re taking hits. A blue flashing Life Gauge means you’re in water, and your stamina is running out. Head for the shore if it’s flashing fast, or you’ll start to drown! Command Chevron This is the badge of command. It shows you who’s in charge (you!). Watch out for the Command Chevron on the Map Screen and in the Global camera view, it helps identify your position. 14
CO Comlink Incoming Intel and strategic advice from your Commanding Officer will be relayed via your Comlink. Don’t forget that you can check back on this CO intel in the Mission Log screen (press Start/Pause, and navigate to the Mission Log with and ). You can also monitor transmissions from enemy COs with this device, so pay attention–they may give away useful information. CROSSHAIR The crosshair is your best friend. Remember to keep it pointed at the enemy in dangerous situations! And this is how it looks when you’re free-aiming with . When you lock on to a target with , the crosshair will change shape. If the target you’re locked onto is out of weapon range, the crosshair will flash. But when your target is within weapon range, the crosshair will display like this. Kheepaneyeoutforthesecondarycrosshair. T is nifty item will indicate to you what you’ll lock onto next if you press . Reload Bar  The Reload Bar appears on the left hand side of the crosshair.  This handy gauge lets you know how many shots you have left in your  current magazine. It’s also useful for checking when new shells have been loaded into the breech, especially on units that take a while to reload, such as tanks and artillery. Your unit will reload automatically, but keep an eye on your reload bar if you don’t want to have to change mags at a dangerous time. Charge Bar  Veteran troops have advanced weapons that feature a Charge Bar. This  appears on the right-hand side of the crosshair. The Charge Bar behaves  differently than the Reload Bar–it fills as your weapon powers up. Fill the charge bar as high as you dare to deliver maximum damage; but watch out–if you fill the bar completely when using Assault or Flame troops, your weapon will tem o overheat and be p rarily disabled. 15
ID Tabs  Aim at any unit to bring up its ID tab. The name displayed above  it tells you what type of unit you’re looking at, plus there’s a  handy Life Gauge so you can see what kind of shape the unit is in. Command Bar Use to navigate your way around the Command Bar. Use to instruct your units to wait or follow, and order them to advance with . You can also transfer direct control to another unit using . The ALL icon on the far left hand side of the Command Bar allows you to give an instruction to your entire Battalion with one button press. This is really useful for setting all your units to Follow or Sentry, but we don’t advise using the ALL icon for issuing attack orders–unless every type of unit under your command is suitable for tackling the enemy at hand.
Overhead ICONS The icons displayed above your units show you their current Mode. Follow Mode – this unit will follow the player unit, and will automatically defend any other nearby friendly units. Sentry Mode – this unit will defend the area where it was ordered to go on sentry duty. Move Mode – this unit is en route to an objective; either a Capture Point, an area to defend, or a gun turret. Attack Mode – this unit has been ordered to attack an enemy, and will pursue and destroy that target. Only then will it return to Follow Mode. Radar Your radar shows up all units within a 70 meter radius. Enemies are marked as red blips and friendlies as green. Allied units are marked with yellow blips, and neutral entities such as empty gun turrets are colored gray. Supplies Patch up those wounds with Medipacs dropped by defeated enemies. yWoautrchenoguitnfeosrrJuenrnriyncgasnmsofroothmlythaendwryeocukragmeoboifleenaermmoyrvienhsichloesw;rtohoesmecitoenmdistcanFkeepoverJerrycanswhenpilotingaircrafttorepairanydamagetoyourfuselagieo.n!ly Your troops and vehicles will help themselves to supplies that they find on 16 tfhoembaettnleefmieileds,dsoon'wtasttcahyoaurtotuhnedyfdoornevtebr.eatyoutoit!Suppliesthatdropr
Map Screen You can access your satellite battle map by pressing Start/Pause and navigating to it with and . The satellite map offers you a commanding view of the combat zone. Use it to locate prisoners of war and to scope out enemy positions.
Plan ahead–Make tactical decisions about which units to deploy, based on the enemies you identify on the map screen before going into combat. Move your magnifying lens around the map using . The magnifying lens allows you to identify individual units in the field. You can Zoom in and out with to get more detail, but note that the lens moves faster when you are zoomed out. You can also control transfer to friendly units via the map; just put the crosshairs of your magnifying lens over them and press . Primary objectives can be seen on the map screen as flashing gold stars. Secondary objectives are represented by flashing silver stars. Mission Log Check back on strategic advice given to you by your CO in the Mission Log. You can access the Mission Log by pressing Start/Pause and navigating to it with  and . Here you will find a record of all recent communications from friendly and enemy COs that have been transmitted during the mission. Use the Control Stick to scroll up and down if you want to check on earlier dialogue.
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Objectives Screen The battlefield can be a chaotic place at times; if you ever need to remind yourself of what’s next on your to-do list, refer to the Objectives screen. You can access the Objectives Screen by pressing Start/Pause and navigating to it with and Primary Objectives have to be completed in order to successfully clear the mission. These are marked with a gold star. Secondary Objectives may boost your firepower, or otherwise assist in completion of the Primary Objectives. These are marked with a silver star. Completion of secondary objectives can also improve your score for the mission. When an objective has been completed, it will be colored gray. Pause Screen Sometimes even the most hardened veterans can get war weary. If you’ve had your fill of fighting, turn to the Pause Menu to try again or throw in the towel. You can access the Pause Menu by pressing Start/Pause and navigating to it with and . You can restart the mission if you’ve devised a new battle plan that you want to try out, continue if you’ve changed your mind, or just plain quit if you’ve really had enough.
S T R A T A G E M S F O R S U C C E S S
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Colonel Austin’s tips Anti-air missiles can’t track aircraft below radar altitude; if you hear a missile lock-on warning sound when flying a plane or gunship, dive low to avoid enemy missiles! Tactical deployment is essential for success; use Bazooka troops against enemy armored vehicles, but don’t expect them to have an easy time against Rifle troops. Flame troops can take down enemy infantry in a jiffy at short range, but they can’t offer much resistance to tanks.
If you have units that may be vulnerable to your enemies up ahead, leave them behind until the threat has been neutralized by setting them to Sentry mode. You can do this with . If you’re not sure what to do next, check back on the Mission Log and Objectives Screens by pressing the Start/Pause Button. General Herman’s tips Click to cycle rapidly between multiple targets. Combat roll to avoid enemy projectiles and throw off their aim; you can roll left, right, forward, or backward by tilting the Control Stick and pressing when  is held down. Remember to take advantage of cover in a firefight–crouch down behind logs and sandbags to reduce the impact of enemy fire. Use your Mortar troops to dislodge enemy troops from cover. Remember that Mortars can target enemies through obstacles such as walls or terrain. Check the map screen to locate Prisoners of War; rescuing our boys from captivity can really bolster your firepower. Brigadier Betty’s tips Need a broader view of the battlefield? Invoke Global Mode by pressing any direction on to raise the camera and improve your situational awareness. You can control transfer to distant units via the Map Screen; just move your crosshair over the unit you want to transfer to and press Try not to leave the mission area. If you attempt to go AWOL, you will be brought back onto the battlefield by your CO. When defending an area, put your infantry into positions where they can take advantage of cover to minimize the damage they suffer. Use Recons to scout out the enemy positions and issue rapid deployment orders. These vehicles may be lightly armored, but their speed allows you to gain command of a large area. 19
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U N I T D O S S I E R
Infantry
R i f l e G r u n t s Armed with M17 Fully automatic assault rifle Combat Role Long ranged anti-infantry One on one, Grunts are weaker than most Veterans, but in sufficient numbers they are very useful shock troops. Grunts have the longest range of any infantry unit which can make their deployment decisive on an open battlefield
A s s a u l t
Armed with BELT fed M70 heavy caliber machine gun. Combat Role Mid ranged anti-infantry / light anti-armor / aircraft Although inaccurate at extreme long range, the sheer volume of heavy caliber bullets that Assault veterans produce means that they are deadly against all infantry types, and reasonably effective against the more lightly armored vehicles.
F l a m e
B a z o o k a
M i s s i l e
Armed with “THERMIDOR” high-pressure incendiary projector Combat Role Short ranged anti- infantry/ open vehicles. Nothing strikes fear into an opponent more than the sight of a Flame Veteran advancing through cover to close quarter combat range. Amongst tightly packed groups of infantry they are the most devastating troops available, but against armored vehicles they can do little more than scorch the paint.
Armed with Low Recoil Rocket Propelled Projectile Launcher Combat Role Mid ranged anti-armor. Vulnerable to other infantry Bazooka Veterans are ideal for dealing with the threat of enemy tanks. A few well-placed high explosive projectiles can turn even the most impressive battle machine into a heap of smoking junk. Unfortunately their projectiles have a very low muzzle velocity which makes them relatively easy to dodge for more agile enemies. Armed with Radar guided Silverfish anti-air missiles Combat Role Mid ranged anti-air. Vulnerable to ground-based enemies. Against an airborne target, Missile Veterans are deadly. The sight of that distinctive curving smoke trail means freedom for troops pinned down by enemy aircraft. But the missiles are easily confused by ground scatter, against land-based units they cannot achieve lock-on and simply spiral out of control.
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