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Page 1: ROGUE SPEAR · and 3-D graphic accelerator cards. However, we recognise that many gamers may have multiple video and audio cards installed on their computers. The Configure Rogue
Page 2: ROGUE SPEAR · and 3-D graphic accelerator cards. However, we recognise that many gamers may have multiple video and audio cards installed on their computers. The Configure Rogue

1-0 WWW.REDSTORM.COMROGUE SPEAR

SPECIAL OPERATIONS MANUAL

© 2000 Red Storm Entertainment, Inc. All rights reserved. Red Storm Entertainment is a company of Ubi SoftEntertainment. Red Storm Entertainment is a trademark of Ubi Soft Entertainment.Rogue Spear is a trademark of RedStorm Entertainment, Inc. Other brand and product names are trademarks or registered trademarks.

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CONTENTSINTRODUCTIONS

OVERVIEW OF THE GAME 1-4

GETTING STARTEDMINIMUM SPECIFICATIONS 2-1INSTALL/UNINSTALL 2-2WALKTHROUGH OF MISSION 1 2-4

PLANNING PHASE 2-4ACTION PHASE 2-9

GAME MENUSSINGLE PLAYER 3-1

NEW 3-2DIFFICULTY LEVEL 3-2RESUME 3-2DELETE 3-2PRACTICE MISSION 3-2BRANCH CAMPAIGN 3-2LONE WOLF 3-3TERRORIST HUNT 3-3VIEW MISSION RESULTS 3-3

MULTIPLAYER 3-3TRAINING 3-3

FIRE AND MOVEMENT 3-4ROOM CLEARING 3-5HOSTAGE RESCUE 3-5OPEN TRAINING 3-6TERRORIST HUNT 3-6

OPTIONSGAME 3-7SOUND 3-8GRAPHICS 3-9ADVANCED 3-10MULTIPLAYER GAME 3-11MULTIPLAYER SERVER 3-11JOYSTICK 3-12REMAP KEYS 3-12

REPLAYS 3-13CREDITS 3-13QUIT 3-13

PLANNING PHASEBRIEFING 4-2

OBJECTIVES 4-2LIST OF ADVISORS 4-3

INTEL 4-3CATEGORY LIST 4-4SUBJECT LIST 4-4ROSTER 4-5

CONTENTS

PLANNING PHASE (CONTINUED)READINESS 4-5

READY 4-5FATIGUED 4-5WOUNDED 4-6INCAPACITATED 4-6KIA 4-6

BIO 4-6STATS 4-6

SPECIALTY SKILLS 4-7ASSAULT 4-7DEMOLITIONS 4-7ELECTRONICS 4-7GRENADES 4-7SNIPER 4-7STEALTH 4-7

PROFILE TRAITS 4-8AGGRESSION 4-8LEADERSHIP 4-8SELF-CONTROL 4-8STAMINA 4-8

KIT SELECTION 4-9SAMPLE KITS 4-13

RECON KIT 4-13ASSAULT KIT 4-13SNIPER KIT 4-14BREACHING KIT 4-14

TEAM 4-15PLANNING 4-16

MAP ORDERS 4-16RECON 4-16ROSTER 4-17ORDERS 4-18

PLOTTING MOVEMENT 4-18WAYPOINT CONTROLS 4-18MAP CONTROLS 4-19GO CODES 4-20RULES OF ENGAGEMENT 4-21

ASSAULT 4-21INFILTRATE 4-21RECON 4-21ESCORT 4-21BLITZ 4-21NORMAL 4-21CAUTIOUS 4-21

SPECIAL ACTIONS 4-22FLASHBANG ROOM 4-22FRAG ROOM 4-22BREACH DOOR 4-22

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INTRODUCTION

With the end of the Cold War and the stabilising effects of the Super Powers,terrorism has become one of the greatest threats to security in nations allaround the world. While terrorism has existed in some form for centuries, ithas become more effective with the development of the mass media and morepowerful with the proliferation of weapons of mass destruction.

Terrorism involves illegal violent actions taken by a group of individuals inorder to further their ideology or beliefs. The word illegal is important. Sincemany terrorist organisations consider themselves armies, they do not have thesame legal status as a military of a recognised nation. In the past, terrorismhas relied on high profile acts committed to attract attention to them and theircause. With 24-hour world-wide television news networks, a single terrorist canshock the entire world by blowing up a daycare centre or gunning down innocentbystanders.

Fear is the main weapon of the terrorist. The fear that what was seen ontelevision can happen anywhere. While bloody and violent, most terrorist actionswere on a small scale, usually involving casualties of less than a few hundred.Now terrorists can threaten entire cities or nations with weapons of massdestruction. Casualties in these cases would number in the millions.

In the recent past, governments have declared war on terrorist organisationsand their leaders. However, cruise missile attacks and other conventionalmilitary means have proved largely unsuccessful. Instead, a top secretorganisation by the name of RAINBOW was created to deal with unconventionalthreats with unconventional means.

OVERVIEW

In Rogue Spear, you must lead RAINBOW, a covert international counter-terroristteam set up to combat terrorism around the world. As part of the operationsassigned to you, you must select team members, outfit them with weapons andequipment, plan the actions your team will take and then execute the missionto achieve the objectives. The game consists of 18 missions which are linkedtogether to form a campaign.

The Rogue Spear campaign takes place after the campaigns in RAINBOW SIX and theEagle Watch Mission Pack. If you have played these previously, you will alreadybe familiar with the game interface. However, review this manual as many changesand additions have been made. There are new weapons, new operatives, new actionsand orders and much more.

Now don’t just sit there. Get going! You have the world to save.

CONTENTS

PLANNING PHASE (CONTINUED)SNIPE 4-22COVER 4-23DEFEND 4-23ADDITIONAL 4-23

SAVE/LOAD PLAN 4-23WATCH MODE 4-24EXECUTE 4-24

ACTION PHASEINTERFACE 5-1

CINEMA WINDOW 5-1TARGETING RETICULE 5-2

ACTION BAR 5-4SPECIAL ACTIONS 5-7CONTROL 5-8

FIRE AND MOVEMENT 5-8VERTICAL MOVEMENT 5-8USING WEAPONS AND EQUIPMENT 5-9DOORS AND OTHER OBJECTS 5-10

DYNAMIC TEAM CONTROL 5-10WATCH MODE 5-11ENDING THE MISSION 5-11

MULTIPLAYER MODECREATING A GAME 6-1SETTING UP A GAME 6-3PLAYER OPTIONS 6-4SESSION OPTIONS 6-5ADVERSARIAL GAMES 6-5COOPERATIVE GAMES 6-7COMMUNICATING 6-7PLAY AFTER DEATH 6-7MSN GAMING ZONE 6-8MPLAYER 6-10

WEAPONS AND EQUIPMENTPRIMARY WEAPONS 7-1SECONDARY WEAPONS 7-7EQUIPMENT 7-9UNIFORMS 7-11

DEFAULT KEYBOARD COMMANDS 8-1

TECHNICAL SUPPORT 9-1

CREDITS 10-1SPECIAL THANKS 10-3

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GETTINGSTARTED

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GETTING STARTED: MINIMUM SPECS

TO PLAY ROGUE SPEAR, YOUR COMPUTER MUST MEET THE FOLLOWING CRITERIA:

COMPUTER: Pentium 233 Mhz with MMX and 3D Hardware acceleration OR Pentium II 266 Mhz (software rendering)

MEMORY: 32 MB RAM Required (64 MB RAM Recommended)

OPERATING SYSTEM: Windows 95 or Windows 98

VIDEO: Software Rendering only: 2D 16-Bit SVGA 4MB Video Card

3D HARDWARE SUPPORT: Direct 3D compatible video card required. Supported chipsets include 3Dfx Voodoo, Nvidia Riva, Matrox G200, for a full list of supported cards visit www.redstorm.com.

CD-ROM: 4x or Better

SOUND: DirectX compatible sound card required

HARD DRIVE: 200 MB uncompressed space

DIRECTX: DirectX 6.1 (included on CD) must be installed

INTERNET/NETWORK PLAY: Properly Configured TCP/IP connection at 28.8 Kbps or faster

GETTING STARTED: INSTALLING GAME

INSTALLING THE GAME

1. Start the Windows 95/98 operatingsystem.

2. Insert the Rogue Spear CD into yourCD-ROM drive. The Autorun menu shouldappear.

Note: If the Autorun menu doesnot automatically appear,double-click the My Computer iconlocated on your Desktop. Thendouble-click the iconcorresponding to your computer’sCD-ROM drive. The Autorun menushould now appear.

3. Click the Install Rogue Spearbutton.

The installation routine will nowwalk you through each step of thesetup and installation process.

Once you have created a directory forRogue Spear, the program willautomatically be installed on yourhard drive. In addition, the programwill check to see whether or not acurrent version of DirectX hasalready been installed on your harddrive. If there is an older version ofDirectX on your computer or DirectXdoes not exist, the program willautomatically ask you if you want toinstall version 6.1, the latestversion of DirectX. To play RogueSpear you must have version 6.1 orhigher.

4. After you have completed theinstallation process, you can selectRogue Spear from the Start menu ordouble-click on the Rogue Spear.exefile from the installed directory torun the game.

Note: You may also uninstall thegame from the Start Menu.

CONFIGURE ROGUE SPEAR

During the installation process,Rogue Spear will automatically scanyour system for any available soundand 3-D graphic accelerator cards.However, we recognise that manygamers may have multiple video andaudio cards installed on theircomputers. The Configure Rogue Spearfeature lets you manually selectwhich cards you would like to use whenplaying Rogue Spear.

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GETTING STARTED: UNINSTALLING GAME

UNINSTALLING ROGUESPEAR

TO UNINSTALL ROGUE SPEAR:

1. Start the Windows 95/98 operatingsystem.

2. Insert the Rogue Spear CD into yourCD-ROM drive.

3. Click the Uninstall Rogue Spearbutton.

You will be asked to confirm that youwish to uninstall Rogue Spear.If you are sure you want to uninstall Rogue Spear, click Yes.

If you are not sure, click No.

Note: If you uninstall RogueSpear, any previously savedscenarios will remain on yourhard drive in the Rogue SpearSave game subdirectory. You maydelete these saved games usingWindows Explorer.

WALKTHROUGH OF THE FIRST MISSION

BEGINNING A NEW CAMPAIGN

Rogue Spear contains eighteendifferent single player missionswhich together form a campaign. Let’sget one started. From the Main Menuscreen, click on Single Player. Thistakes you to a new screen. Since thereis no campaign in progress, the NewCampaign window is open. Type in aname for your campaign. Change thedifficulty level to Recruit and clickon Enter. This will take you to the“Planning Phase” for the firstmission. It consists of severaldifferent screens which let you planyour current mission prior toexecuting it.

PLANNING PHASE

The first part of the “Planning Phase”is the Briefing Screen. Here you canlearn about the current mission. Inthe upper right are the stats for thefirst mission: codenamed PandoraTrigger. In the centre at the top isthe Objectives Box. It lists what mustbe accomplished in order for yourmission to be a success. For thisfirst mission, you must rescue all the

hostages. Along the left side of thescreen is the Briefing Box. Control isthe first briefing you receive. Itbasically brings you up to speed onthe situation. Click on John Clark togo to the next briefing. Mr. Clark isthe commander of RAINBOW and willoffer some advice for the mission. Atthe bottom of the list are the MissionOrders. Once you have read all thebriefings, go to the bottom of thescreen and click on the right greenarrow. This will take you to the nextscreen.

You are now on the Intel Screen. Hereyou can find additional informationpertaining to the mission. Since thisis your first mission, there is notmuch to view. In the top left is theCategory Box. The intel subjects aredivided into four categories. Peopleprovides information on thepersonalities involved in themissions. If you look down at theSubject List, there is only one name:John Clark. Read quickly about yourcommander and then in the CategoryBox, click on Organisations. Now theSubject List contains two names;Islamic Vanguard and RAINBOW. Readabout each. The other two categoriesare empty to begin with.

Rogue Spear is complex simulation of real-world hostage rescue operations. Assuch, we highly recommend that you read each section to acquaint yourself withsome of the concepts, terminology and game functionality explained throughoutthe manual.

We also realise that some players would rather start playing the game rightaway and learn the basics first, then go ahead and find out more about the gameinterface mechanics of play and other details. If you are one of those who wantto play immediately, read this brief walkthrough of the first mission, whichwill teach you the basics as you play.

On the other hand, if you want to learn all about the game before playing, skipthis section for now and go to the section on Game Menus. After reading theGame Menus, Planning Phase and Action Phase sections, come back here to beginthe tutorial.

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WALKTHROUGH OF THE FIRST MISSION

However, after some missions, a newsstory about it appears under Newswireand all other subjects fall underMiscellaneous. Now click on the rightgreen arrow again to go to the nextscreen. A window will pop up asking ifyou want to use the HQ’s plan for themission. For all missions,headquarters will provide theplanning if you desire. However,since we are going to plan thismission ourselves, click on No.

Pick your operatives for the mission.

The Roster Screen is where you choosewhich operatives to take on themission. It is important to take theright operatives for each mission.Each operative has his or her ownstrengths and weaknesses. The righttwo thirds of the screen containsinformation on the currently selectedoperative. To look at the dossier foranother operative, click on one of thenames in the list on the left. To addan operative to your mission team,highlight their name, then click onthe Add Bar above the list of names.The portrait of the operative willthen appear in one of the boxes in thetop left. For each mission, you arelimited to a maximum of eightoperatives. However, you can take asfew as you want. For this mission wewill take eight. Select the followingoperatives and add them to the mission

team: Arnavisca, Bogart, Burke,Chavez, Filatov, Haider, Hanley, andWeber. To find the last operative, youmust scroll down to the Sniper sectionof the list. When all eight slots arefilled, click on the right green arrowto continue.

Equip your team.

It is now time to equip your team onthe Kit Screen. The eight operativesare listed along the left side of thescreen. The rest of the screenconsists of equipment boxes. Eachoperative comes with a default set ofequipment. However, we are going tocustomise things a bit. You shouldbegin with Arnavisca who is alreadyselected.

First you will assign uniforms to allthe operatives. Click on the graphicof the operative in the middle of thescreen to bring up the Uniform Menu.Click on Street Medium. Notice how thegraphic changes to the new uniform.Click on the check mark to select theuniform. Now click on the blue button,containing three lines and thearrows, above the graphic. Thisassigns the uniform to all of theoperatives.

WALKTHROUGH OF THE FIRST MISSION

Next, assign primary weapons to theoperatives. Now, click on the pictureof the submachine gun. This brings upthe Primary Weapons Menu. Select theHK MP5/10SD. This is a submachine gunwith a built in silencer. Assign thisto all operatives by clicking on theassign to all the button above thegraphic of the weapon.

The third step is to assign secondaryweapons. Clicking on the picture ofthe Pistol brings up the SecondaryWeapons Menu. Select the HK .45Mark23. Assign this to alloperatives.

Now you need to choose items to fillthe bottom two boxes, Slots 1 and 2.Click on the Slot 1 Box to bring up amenu of items. While still onArnavisca, select a Breaching Chargefor Slot 1. Click on Slot 2 and selectFlashbangs.

Switch to Chavez by clicking on hisname in the list to the left. Assignhim some Frag Grenades in Slot 1 andFlashbangs in Slot 2.

Give all the remaining operativesFlashbangs in both Slots 1 and 2.

Weber needs a sniper rifle. Assign himthe PSG-1 sniper rifle. ChangeWeber’s uniform to Black Light.

Click right green arrow to go to temscreen.

The Team Screen is where you divideyour operatives into fire teams. Theoperatives are listed on the left andfour coloured team boxes are locatedto the right. To add an operative toa team, highlight their name and thenclick on the Add button on theappropriate team. Assign Arnavisca,Bogart and Burke to the Blue Team.Assign Chavez, Filitov and Haider toRed. Assign Hanley and Weber to

Green. To choose a team leader,highlight an operative, then click onthe Promote button to move their nametowards the top of the team list. Teamleaders should be Bogart, Chavez andWeber. Now click on the right greenarrow to continue.

The Planning Screen is where you willspend most of your time during the“Planning Phase”. Here you give eachmember of your team orders so he orshe knows exactly what to do, how todo it and when to do it during themission. You begin with the Blue Teamselected and the encircled bluetriangle on the top left is lit up.Click on the “Recon” tab below it. TheRecon Menu let’s you examine the knownpositions of Hostages, Terrorists andLandmarks on the map to the right.“Legend” lists what each symbol on themap represents. Cycle through theHostages by clicking on the arrow tothe right of the name. Do the samewith the other categories, then clickon the Orders tab.

Plot each team’s waypoints on themap and give orders where needed.

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WALKTHROUGH OF THE FIRST MISSION

Blue Team’s Plan

All of your teams must start out at anInsertion Zone. These are representedon the map by a light blue rectangle.Move the map so you can see the onenear the top. To move the map, clickon the Map Control arrows below themap. You can also zoom in and out withthe magnifying buttons. The nextbutton to the right changes levels soyou can see the second story. The farright button shows a 3-D view of themap. To place the first waypoint forBlue Team, click on the InsertionZone. Place the next waypoint near thesecond door from the right. The greenlines represent doors. While at thiswaypoint, go over to the Orders Menuand click on Breach Door underActions. This orders the team tobreach the door.

Note: You cannot give SpecialAction orders unless you’re in aposition to perform the action.

In this case, if you do not place yourwaypoint close enough to the door, theoption to breach it will not beavailable. Place the next waypoint upand to the right so they are justabove the rightmost door. Click onAlpha under the Go Codes and thenCover under Actions. The Go Code ordertells the team to wait at the waypointuntil it receives the assigned GoCode. Without Go Codes, the team would

travel from waypoint to waypointwithout stopping. Go Codes let youcoordinate the actions of multipleteams. Cover tells them to defendtheir position in a 180 degree arc. Toset the arc, right click on the mapand a targeting icon will appear.Place it so the team is facing theopened door. Now, plot waypoints tolead the team into the museum, headingto the left until they are just to theleft of the double staircase. Here,assign them Go code Bravo and orderthem to Cover facing the top left.Finally plot waypoints back throughthe main doors and to the ExtractionZone represented by the whiterectangle.

Red Team’s Plan

With Blue Team ready, click on the redtriangle to begin giving orders to RedTeam. Start them off at the InsertionZone in the bottom left. Place thenext waypoint near the door and clickon Frag Room under Actions. Thisorders the team to throw in a FragGrenade as soon as they open the door.Continue up the stairs and down thecorridor leading right and up. Justoutside the second door you come to,near the small flight of stairsleading to the right, use the FragRoom order again, then head all theway to the right, then up and thenback to the left, visiting all therooms on the second floor.

WALKTHROUGH OF THE FIRST MISSION

Head down the single flight of stairsnear the centre of the map, thentowards the room in the top left.Place a waypoint outside the door, anda little below it. Order the team toFlashbang Room, then enter it. Walknear the other door in the room, thenclick on the Charlie Go Code andDefend under Actions. Defendinstructs the team to be prepared forterrorists in all directions or 360degrees. Also click on Escort underMode and Blitz under Speed. Escortorders the team to take any hostageswith them while Blitz has them runninginstead of walking. Plot the nextwaypoints to lead them out the maindoors, to the left side of the stairsoutside and then on to the ExtractionZone.

Green Team’s Plan

Green Team is your sniper team. Clickon the green triangle and then placetheir first waypoint in the topInsertion Zone. Plot the next abovethe door the Blue team will breach.Here, click on the Alpha Go Code andSnipe under Actions. Snipe orders theteam to set up the sniper to cover avery narrow arc. Right clicksomewhere inside the museum so thesniper has a line of sight to thepoint through the opened door. Next,send them inside and down near thestaircase Red Team will come down.

Place the waypoint just to the leftand below the staircase and click onGo Code Bravo. Also order them toSnipe at the doorway above and to theleft of the stairway. The followingwaypoints should lead out the maindoors and to the Extraction Zone. Youare now finished with this screen, soclick on the right green arrow tocontinue.

The Execute Screen is where you canchoose which team you want to controlat the start of Action Phase of themission. You can also choose to justwatch the mission by clicking on thebutton in the lower left of thescreen. In this mode, you can view themission from the perspectives of eachof the three teams, but do not controlany of them. Deselect Watch Mode. Bydefault, you will be placed in controlof the Blue team. When you are ready,click on the right green arrow again.A window will pop up asking if youwish to continue to the “ActionPhase”. Click on Yes.

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WALKTHROUGH OF THE FIRST MISSION

ACTION PHASE

The “Action Phase” is where youexecute the plan you created in thePlanning Phase. Unless you are inWatch Mode, you control the teamleader of the currently selectedteam. After the Action Phase loads, awindow will appear asking if you areready to begin. Click on OK. Thescreen is divided into two main parts.The Cinema Window is the 3-D view ofthe mission area. Below it is theAction Bar. Centred in the CinemaWindow is the targeting reticule.This is what you use to aim yourweapon. As you move and rotate, thereticule will grow in size to show thedecrease in accuracy while moving. Onthe left side of the Action Bar is theMap Window. This will be disabled inresolutions lower than 640 X 480. It is centred on the current team.

The top of the map is always thedirection the team leader is facing.As you begin moving, follow the linesconnecting your waypoints. Next tothe Map is the Weapons Display. Thisshows the current weapon, the numberof rounds remaining in the magazine,the number of extra magazines theoperative is carrying and littleicons of the other items carried. Youcan change items, magazines, or therate of fire by selecting theappropriate keys. The next box is theTeam Display. It lists the operativesin the current team and their Mode andSpeed. The last box is the All TeamsDisplay. It shows the status of allthe teams in the mission. In addition,three yellow chevrons indicate theteam you are currently in charge of.

WALKTHROUGH OF THE FIRST MISSION

When you come across a terrorist,place the targeting reticule over hischest and press the fire button orkey. If the weapons rate of fire isset to single shot, each press willfire a single round.

However in three-round burst or fullautomatic, holding down the button orkey will fire either three rounds orempty the magazine respectively. Becareful.

You can switch between teams duringthe mission and take control of eachin turn. Keep an eye on the All TeamsDisplay. When their status lists anaction followed by a letter, it meansthe team is waiting for the listed GoCode. For this mission, give codeAlpha as soon as Red Team is beginningto clear the area overlooking the mainentrance. Code Bravo is to be givenafter Red Team has secured thehostages, immediately followed bycode Charlie. Right from thebeginning of the mission, you shouldpress the Activate Sniper Control keyto order the Sniper to fire at will.

Try playing this mission as each ofthe different teams as well as inWatch Mode. Each team has differentresponsibilities and going througheach will give you a good feel for thegame.

END OF THE MISSIONThe mission will end when one of thefollowing conditions occurs: thehostages have been safely rescued, ahostage is killed, or all of youroperatives are out of action. At theend of the mission, you will go to theResults Screen where you can see thestatistics for your mission. If youwould like to see a replay of yourmission, click on the third buttonfrom the right on the bottom of thescreen. It will replay the mission andyou can observe, similar to WatchMode.

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GAMEMENUS

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GAME MENUS: SINGLE PLAYER

The Main Menu is fairlyintuitive. Just left mouse clickon a selection to go to thecorresponding area.

When you first start Rogue Spear, the“Main Menu” offers seven differentchoices.

SINGLE PLAYER Takes you to the Single Player Menu

MULTIPLAYER Takes you to the Multiplayer Menu

TRAINING Takes you to the Tutorial Menu

OPTIONS Takes you to the Options Screen

REPLAYS Takes you to the Mission Replay Menu

CREDITS Takes you to the screen listing allthe people who worked on this game.

QUIT Exits the game.

SINGLE PLAYER MENUThe Single Player menu is whereyou begin a campaign and returnto resume a campaign in progress.From here you can also replaymissions in one of threedifferent modes.

The “Single Player” menu is where youbegin all of the campaign missions andother types of games for individualplay. There are eight selections fromwhich to choose: New, Resume, Delete,Practice Mission, Branch Campaign,Lone Wolf, Terrorist Hunt, and ViewMissions Results. Each of these isdescribed in the subheads below.

Rogue Spear contains a number of different menus, which are organised tosimplify the process of setting up and starting a game. This section covers allthe choices available to you prior to selecting a mission.

GAME MENUS: SINGLE PLAYER

NEWWhen you play Rogue Spear for thefirst time, you will automatically betaken to New Campaign. A dialogue boxwill appear. Enter a name for thecampaign. Next you must select adifficulty level.

You can choose from Recruit, Veteranor Elite. Each level of difficultyrequires varying levels of skill forsuccess.

Recruit: In order to move on to thenext level, you must accomplish theobjectives of the mission. There arefewer terrorists than in the otherlevels and they are slower to react.Veteran: As in Recruit, you mustachieve the objectives to complete amission successfully. However, thereare usually more terrorists and theyreact quicker than in the Recruitlevel.Elite: This is a very tough level.There are often more terrorists andthey will shoot much more quickly.Auto Target is disabled and Heart BeatSensors (explained in weapons andequipment section) cannot tell thedifference between a hostage and aterrorist. This level is as real asthey come and requires the mostcareful planning and execution inorder to succeed.

Once you have made your selections,click OK to begin the first mission. Youwill be taken to the “Planning Phase”.

RESUME After at least one campaign has beenstarted, the Resume option will beavailable from the “Single Player”menu. Click on one of the campaignslisted in the Campaign Window andselect Resume. You will be taken tothe planning phase of the nextuncompleted mission in the currentcampaign.

DELETEThis option deletes the selectedcampaign. A dialogue box will appearasking you to verify your decisionbefore the campaign is actuallydeleted. You cannot delete individualmissions in a campaign. If you areunhappy with the results of a missionand want to try it over to improve yourperformance for campaign purposes, usethe Branch Campaign option instead.All deleted campaigns are gone forgood. If the only campaign is deleted,you must start over from the beginningwith mission 1.

PRACTICE MISSIONOnce a mission has already beencompleted, you can return and try itagain without affecting the campaignin progress. First select the campaignin the Campaign Window, then selectthe mission from the Mission Window.With the mission highlighted, selectPractice Mission. You will be taken tothe planning phase for that mission.None of the results of the practicedmission will affect the campaign. Evenif some of your operatives are killedor wounded, these do not carry over tothe campaign. If you want to improvethe performance of a mission forcampaign purposes, choose the BranchCampaign option instead.

BRANCH CAMPAIGNIf you are not happy with the resultsof a mission and would like to play itover for the purpose of improving yourcampaign, then use the BranchCampaign option. Once the correctcampaign has been selected, choosethe mission prior to the one you wantto replay and then select BranchCampaign. A dialogue box will appearand ask you to provide a name for thenew campaign. You cannot, however,change the difficulty level. Itremains the same as that chosen forthe original campaign.

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GAME MENUS: MULTIPLAYER/TRAINING

LONE WOLFAfter a mission has been successfullycompleted, the Lone Wolf option forthat mission will be available. Usingthe same map level, you enter it witha single operative. Thirty terroristsare randomly placed about the level.You must get from the insertion zoneto the extraction zone without beingkilled. The objectives of theoriginal mission are no longer ineffect. It is just you and the badguys. Once you select this option, youwill be taken to the planning phasewhere you can choose and outfit youroperative.

TERRORIST HUNTSimilar to Lone Wolf, this option isonly available after a mission hasbeen completed successfully. However,in this case, you can take an entireteam with you. The objective for thisoption is to hunt down all thirtyterrorists and clear the level. Afterselecting this option, you are takento the planning phase.

VIEW MISSION RESULTSThis option allows you to review theEnd State of any completed missionwithin a campaign. This command ismost useful when you have severalcampaigns and are looking for a goodspot to Branch the Campaign. Theinformation displayed is the same asthat presented at the Results screenfor the mission.

MULTIPLAYERThis is where you can create or joinmultiplayer games of Rogue Spear.These menus are covered later in thismanual in the Multiplayer section.

TRAINING

The Training Menu is divided intoSkill Sets and Courses. The firstthree Skill Sets form a tutorialteaching you all the skills youneed to go onto the operationalmissions.

Several training missions have beencreated to help you become familiarwith the game and the types of actionsyou will be performing within themissions. It is a good idea to spendsome time going through each of thetraining missions. They are organisedaccording to Skill Sets. Each SkillSet concentrates on a group of skillsnecessary for the actual missions. Tobegin a training mission, select aSkill Set and then one of the courseslisted in the window below. It isusually a good idea to go through eachof the training missions in ordersince most build on the previousmissions.

Even after you have started acampaign, continue to return to thetraining missions to keep your skillsat a high level. Hostage rescue teams

GAME MENUS: TRAINING

in the real world spend thousands ofhours training and practicing onfiring ranges, obstacle courses andin simulated rescue situations. Thetraining missions are organised toallow you to work on a specific typeof action without having to do a lotof set-up and enter an actual mission.For example, if you are having troubleduring a mission saving a hostage orentering a room containingterrorists, try one of theappropriate training courses untilyou feel comfortable with yourability to execute the actionsuccessfully.

While the training missions are agreat way to hone your personal combatskills for missions, many are greatfor testing out team tactics. Eachtraining mission begins with aplanning phase where you can selectdifferent operatives and kits, thenassign them to teams and lay out aplan. In some of the more advancedtraining missions, you can practiceusing Go Codes to coordinate theactions of all your teams. Also tryassigning teams special actions suchas Frag Room, Flashbang Room, orBreach Door. Then during the trainingmission, observe how they perform theaction.

Often during an operational mission,there will be one or more difficultspots to get through. Instead of goingthrough the entire mission again andagain until you get it right, go backto the training missions and find onesimilar to the trouble spot. Practicegetting through it either by yourselfor with the help of other teams.Remember, the more you sweat intraining, the less you bleed incombat. You can exit the TrainingSessions at any time by pressing theEscape Key. Click on Abort Mission

from the window which appears and youwill be returned to the Main Menu.There is not a Results Screen forTraining Sessions since no statisticsare collected during training.

There are five different Skill Setsfrom which to choose.

FIRE AND MOVEMENTThe five courses in this Skill Set letyou practice moving your operatives aswell as using their weapons andequipment. Two of the courses areshooting ranges were you can hone yourfirearms skills. Each course has fivedifferent sections. The first is agravel walkway on the far left. Here youcan practice firing while on the move.Walk along the gravel way and fire atthe target as you go. To the right ofthis section are four more: short,medium, long and extra long ranges. Thelatter is great for sniper practice.

The obstacle course solely tests yourability to move an operative aroundthe level. To complete this course,you must walk across narrow planks,side-step, climb, etc. While it maynot seem too difficult, practice goingthrough the course with your weaponalways aimed downrange. In realmissions, you always want to keep yourweapon pointed towards the enemy. Alsotry using obstacles for cover bycrouching behind them or peekingaround them. Switch between first andthird person views to find the bestfor different actions and situations.

The grenade practice range provides anarea where you can work on your use ofboth flashbangs as well as fraggrenades. Behind the tire barrier is amock building. Start off with flashbangsand try throwing them over the barrierfirst. You throw grenades and flashbangs

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GAME MENUS: TRAININGGAME MENUS: TRAINING

by holding, then releasing the firebutton or key. The longer you hold itdown, the farther you throw. Bylooking up or down, you change theangle at which you throw the grenade.Practice throwing grenades throughthe door, and then through the window.Remember to be careful with the fraggrenades. Even in training, they arereal and deadly. If they don’t clearthe tire barrier, they will bounceback and land near you; killing orseriously wounding your operative.

In addition to the grenade range,there are also several mock buildingsfor practicing the use of flashbangs.Try opening a door while standing toone side. Then quickly peek in andthrow a flashbang. As soon as yourelease the flashbang, switch to yourprimary weapon and enter the room onceit has detonated. It is also a goodidea to throw a flashbang and watch itdetonate. Observe the effects it hason your operative. Your firingaccuracy is reduced temporarily andyour vision is somewhat obscured. Youmay also be temporarily paralysed. Itis important to practice throwingflashbangs, then looking away, so youare not effected as much as theterrorists.

The final course in this Skill Set isthe Door Breaching Course. Take ademolitions specialist armed withshotguns and breaching charges forthis training mission. It uses thesame course as the grenade practice.Instead of using the grenade range,concentrate on breaching the doors ofthe mock buildings. There are two mainways to breach a door. Start off byusing a breaching charge. Walk up toa door, select the breaching charge,then hold down the fire button or keywhile the operative places thecharge. Next, back away from the door

and press the fire button or key againto detonate the charge. Not only isthe door blown to pieces, terroristsin the room would be stunned witheffects similar to a flashbang.Breaching charges can even kill if aperson is too close to the other sideof the door. Therefore, be carefulwhen using them on rooms containinghostages.

ROOM CLEARINGThis is the first Skill Set, whichoffers opposition. The three coursesconsist of the same pair of connectingrooms with different configurations ofsimulated terrorists inside. There areseveral ways to practice using thecourses. Try using frag grenades toclear a room. Then try using flashbangsto stun the terrorists before rushingin. You can also test multiple teamtactics by using two teams to breachand enter the two doors simultaneously.Use caution on each of these coursesbecause the terrorists fire back atyour operatives.

HOSTAGE RESCUEThe next Skill Set continues on withthe training by adding hostages to themissions. Not only do you have toclear out the terrorists, you mustalso keep the hostages safe at thesame time. It is a good idea to takea heartbeat sensor along to locatewhere the hostages are being held soyou can use extra caution whenentering those rooms.

The six courses take place in one oftwo kill houses. The first is a smalloffice building with six small roomsconnected by a single hallway. Thesecond kill house is a two storybuilding with several rooms on eachfloor. There are three configurationsof terrorists and hostages for each ofthe kill houses. The hostage rescue

training missions are much tougherthan previous ones. In most cases,there are doors across from each otherin the hallways, which can makeadvancing on one difficult withoutexposing yourself to another.Practice using flashbangs as well asmultiple team tactics. Once you canget through all six of these courses,you are first class certified inHostage Rescue and Close QuartersCombat. You are ready to gooperational.

OPEN TRAININGAfter going through the trainingmissions, the Open Training Skill Setlets you go back to practice at theshooting and demolitions ranges aswell as three kill houses. It isalways a good idea to continuetraining in-between operationalmissions to keep your skills honed torazor sharpness.

TERRORIST HUNTThe final Skill Set allows you to gothrough two new kill houses andeliminate all the terrorists you canfind. The first kill house contains apair of two story buildings while thesecond is a mock up of a city street.The latter is filled with hidingplaces and underground passages whereterrorists can be waiting to ambushyou. Each time you try these twotraining missions, the terrorists arerandomly placed throughout thelevels.

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GAME MENUS: OPTIONS

OPTIONS MENU

The Options Menu is where you canconfigure and customise the game foryour computer and playing style.

The “Options Menu” allows you toconfigure and customise Rogue Spearto your personal taste. Within thesubmenus, you can adjust gamefunctions, sound, graphics,multiplayer games, joystick settingand remap the keys.

GAME OPTIONSThese options affect the way the gameplays. To toggle an option, click onthe box next to the title and acheckmark will appear to show theoption is activated. An empty boxmeans the option is not activated.

Auto-Targeting On is activated bydefault. During the Action Phase, thetargeting reticule will automaticallycentre itself over the chest of thenearest enemy and then move to hishead. This makes targeting aterrorist easier and eliminates thetime necessary to line up a perfectshot. Once you become more proficientwith the controls, deactivate thisoption for more of a challenge.

With Blood activated, terrorists andother characters will bleed when shot

and there can be blood spray. Theeffect is realistic and not overlygory like you might expect in othergames. When Blood is deactivated,characters just fall down without anyvisible wounds; just like in the oldWestern movies.

With Mouse Look activated, your mousemoves the targeting reticule aroundin the Action Phase. Moving the mouseup and down makes your operative lookup and down while left and rightmovement rotates your operative.

Note: Changing the Mouse Looksettings will cause some of yourkey mappings to change.

If you turn this option off, numberpad keys will be activated as your“Look” and “Turn” keys. Invert Mouseswaps the up and down motion of themouse to make it similar to a flightsimulator. Moving the mouse up makesyour operative look down and viceversa. Mouse Sensitivity is set usinga bar with arrows at each end. Toincrease the sensitivity, click onthe right arrow and the little notchesin the bar will begin to light up. Themore sensitive the mouse, the less youhave to move it during the ActionPhase to control your character.

When Record Mission is activated, yourmissions will be automaticallyrecorded for replay after the mission.For more information on this, see theReplay Mission section later in thismanual. Turning this off may helpincrease speed on slower machines.

Unlimited Practice turns off VictoryConditions for Practice Mission. Touse the Practice Missions option,you’ll need to have successfullycompleted the mission first. Thisallows you to run through a levelwhile never winning or losing,

GAME MENUS: OPTIONS

regardless of what happens during themission.

Always Run automatically makes youroperative run whenever you give movecommands. When you press the runbutton, your operative will slow downto a walk.

The MODs Path option allows you to usedifferent MODs created by otherplayers. Type in the path to where theMODs are located in your computer inthe box provided. MODs are levels,missions or variations created byplayers. Red Storm Entertainment doesnot support MODs so use them at yourown risk. Our Technical SupportRepresentatives cannot help customerswith problems arising from the use ofMODs. Please uninstall any MODsbefore calling Technical Support. Ifyou’re having game play problemsafter installing MODs, tryuninstalling to see if problems arefixed.

SOUND OPTIONSThese options allow you to adjust thevolume of different types of sounds inthe game. By clicking on the box nextto the titles, you can turn that soundon or off. Volume is adjusted byclicking on the arrows on either sideof the bar. There are six types ofsounds you can adjust:

Master: This adjusts the volumes ofall the individual following types ofsounds collectively.

Ambient: This adjusts the volume ofbackground or environmental soundssuch as crickets chirping ormachinery running.

Gunshot: This adjusts the volume ofall gunshots and explosions in thegame.

Footstep: This adjusts the volume ofsounds made by operatives and othercharacters walking.

Radio Chatter: This adjusts thevolume of messages from your otheroperatives during a mission.

Action Music: This adjusts the volumeof the music played during themissions. It does not affect thevolume of CD music.

Maximal Sound: This bumps up themaximum number of 3D sounds that areplayed at any one time. Not all soundcards support a large number of 3Dsounds being played at one time. Ifyou are unsure whether or not yoursound card can support many 3D soundsplaying at once, then leave thisoption off.

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GAME MENUS: OPTIONS

CD Sound Volume is adjusted throughWindows settings. This can beaccessed by clicking on the VolumeControl in the Taskbar. If you do nothave this icon in your Taskbar, youcan add it by clicking on Start, thenControl Panel, then Multimedia. Underthe Audio tab, in Playback, you canput a check in the box to add theVolume Control to the Taskbar.

GRAPHICS OPTIONSThese options not only affect how thegame looks on your monitor, but alsohow fast the game plays on slowercomputers. If you have a hardware 3Daccelerator, Rogue Spear willautomatically take advantage of it.If you’re having difficulties gettinginto the Action Phase and/orgraphical glitches, turn the ForceSoftware option on. Video Resolutionallows you to set the resolution ofthe action screen by selecting anoption from a pull down menu. Not allresolutions will work on allcomputers and the higher theresolution, the slower the game mayplay on slow computers.

Detail level will automatically setseveral advanced options to specificdefault levels. These options willaffect the performance of Rogue Spearon your machine. If you have a slowermachine, try setting the detail levelto low. This will degrade visualquality while increasing performance.If you have a powerful machine, youmay want to set the detail level tohigh, which will increase visualquality, but may slow down theperformance of Rogue Spear on yoursystem. This setting defaults tomedium. For more information on whatgraphics options are set, and how theywill affect the game, see the sectionon Advanced Options detailed on thenext page.

Use Action gamma will allow you to usegamma correction to brighten up theapparent light level of the actionphase. This option does not affecthow well AI’s in the game can see,only how bright it appears on yourmonitor. The small bars to the rightof this option will scroll up toincrease the apparent brightness inthe game if you click on the arrow tothe right of them. If you click onthe arrow to the left of them, thebars will scroll down, making thelevels apparently darker. Somemachines may experience a performanceincrease by turning off this option.

Show Tooltips causes floatingtooltips to appear when you hover thecursor over a selectable part of thescreen. These tooltips will give youa brief reminder of what the buttonthey are hovering over will do. Someslower machines may experience aperformance increase by turning offthis option.

GAME MENUS: OPTIONS

ADVANCED OPTIONSThese are the graphics options thatare modified by the detail setting inthe Graphics Options.

Every time you change the detaillevel, all of the options on thisscreen will be reset to defaults,regardless of changes you mayhave made to the screen.

The first three affect theenvironmental effects visible in thegame. If you turn off Show Sky, thenthe skybox is no longer drawn in thegame, and you will see a defaultbackground colour. Turning off ShowFog causes the game to not draw in fogon levels. Show Weather FX will turnon or off the rain and snow visibleeffects for the level. It will notaffect the sounds associated withthese effects. Also, in a multiplayergame, a server can override thedisabling of these options.

LOD Skip: This is an option thataffects the Level of Detail (LOD) forcharacter models. When you activatethis option, the highest LOD will notdisplay for a model. This cuts downon the amount of information whichmust be displayed, and can result ina performance increase.

MIP Skip: This option affects the LODfor textures. Many textures haveseveral different levels of detail.By activating this option, RogueSpear will not use all of the levelsof detail for some textures, and sowill not be swapping them in and outas often. Activating this option mayincrease performance.

Dynamic Lighting: Clicking in thisbox determines if the lighting of acharacter changes according toevents, such as passing under lights,or muzzle flashes from weapons. Withthis turned off, some machines mayexperience a performance increase.

Character Shadows: This optiontoggles the shadows of characters onand off. With this option off, youwill no longer see shadows extendingfrom the characters feet. Somemachines may experience a performanceincrease with this option turned off.

Projected Textures: By clicking thisbox on or off, you control whetherdynamically displayed textures, suchas scorch marks, are placed in thegame world while playing Rogue Spear.Turning this option off will causeRogue Spear to stop displaying thesetextures, and may result in aperformance increase on some systems.

Bullet Holes: This bar determines howmany bullet holes will be displayed atany time. If you exceed this number,bullet holes will be removed from thegame world in the order that they werecreated (oldest will be removedfirst). It functions just likeprevious slider bars.

Texture Filtering: This determineswhat type of filtering the game willuse to smooth out pixels in textures.Not all filtering types are supportedby all video cards, so check with yourcard manufacturer to determine whatfiltering style is best for your card.

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GAME MENUS: OPTIONS

MULTIPLAYER GAME OPTIONS

Name: This text box lets you enter thename you want to use for multiplayergames.

Clan: Enter the name of your clan inthis text box.

Gender: You can choose the gender ofyour multiplayer character bychecking either the Male or Femalebox.

Voice Pitch: The arrows on either sideof the bar allow you to adjust thepitch of your characters voice eitherup or down. The voice is used whensending Bound Messages.

Arm Patch: Click on the check box touse arm patches. Then go to the rightand click on the arrows to choose fromavailable arm patches.

Behind Firewall: Click on this box ifyou are playing a game on the Internetand your computer accesses theInternet through a firewall.Firewalls are sets of relatedprograms, located on a networkgateway server, to protect theresources of a private network fromusers from other networks. Mostbusiness LANs use a firewall. If youare not sure, check with your systemsadministrator.

Internet or LAN: Click on the type ofconnection you will use. If you wantto play with other computers on aLocal Area Network such as within anoffice, select LAN. If you areconnecting to other computers outsideof a LAN, select Internet. It isrecommended you use Internet forgames on MPlayer or The Zone.

MULTIPLAYER SERVER OPTIONSThese options are only used if yourcomputer will be hosting amultiplayer game.

Server Name: This text box allows youto enter a name for your server. Thisname will appear on the other playerslist of servers to join.

Message of the Day: You can enter abrief message welcoming other playersto your game and informing them of anyspecial conditions.

Max # of Players: You can set themaximum number of players in your gamefrom 2 to 16.

Blue Team Size: Enter the maximumnumber of players who can be on Blueteam.

Gold Team Size: Enter the maximumnumber of players who can be on Goldteam.

Loud Footsteps: By checking this box,the volume of the sound of characterswalking in the game is increased tomake detection easier.

Join Port: This is the address of theport used to join a game. It is bestleft to the default setting.

Info Port: This is the address of theport used to transfer informationduring a game. It is best left to thedefault setting.

Announce Port: This is the address ofthe port used to announce a server toother players. It is best left to thedefault setting.

Announce Server: When this option isactivated, your new game willbeannounced to all other players onyour LAN or at your IP address withthe same Announce Port setting.

GAME MENUS: OPTIONS

Password: If you want to use apassword to limit the number ofplayers’ who can join your game, typeit in the text box. Then click on theUse Password box.

Allow Arm Patches: When this isselected, each character will displaytheir player’s chosen arm patch.

Force Fog: This allows you to forceother players to show fog during amission and overrides their graphicssetting.

Force Rain: This allows you to forceother players to show rain fallingduring a mission and overrides theirgraphics setting.

Force Snow: This allows you to forceother players to show snow fallingduring a mission and overrides theirgraphics setting.

Show Enemy Names: When this isactivated, the names of enemy playerswill appear on the map next to theircharacters location icon.

JOYSTICK OPTIONSIf you are using a joystick, game pador other type of controller, this menulets you choose the controller and setits Joystick Sensitivity and itsForce Feedback. The JoystickSensitivity slider changes howquickly the controller reacts tomovement. Increasing the sensitivityhere results in faster response tocontroller stick movement, whiledecreasing the slider results in moresluggish response. The Force Feedbackoption only applies if you have aforce feedback controller. Thesecontrollers move, shake and rattle inresponse to actions during a game. Forexample, you will feel a slight kick

when you fire a weapon and a jolt ifyour operative is hit. You can alsoassign buttons for movement andlooking around. All other actions areassigned for your controller from the“Remap Keys” menu. If a Joystick isset to control certain actions, thecorresponding keyboard keys will notwork. To turn off the Joystick, go toRemap Keys, hit Default Keys and thenreconfigure as you prefer.

REMAP KEYSThe keyboard controls have beendesigned for ease of use during play.All the main action and movementcommands are controlled by keysplaced closely together. However, ifyou are used to another style, feelfree to set them to your liking. Ifyou are using a controller of sometype, you can also assign buttons fromthis menu. There are eight submenusdividing up the types of actions inthe game. To remap a key, locate theappropriate action and click once onthe title. The title will highlight toshow it has been selected. Next, pressthe new key or button to assign it tothat action. Once you have completedyour remapping, click on Accept. Ifyou want to nullify your changes andgo back to the way it was before,click on Cancel. If you havepreviously made changes and want toreturn the key mappings to theirdefault from when the game was firstinstalled, click on Default.

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GAME MENUS: REPLAYS

REPLAYS

The Replay Menu allows you towatch previously recordedmissions and to organise yourreplays.

One of the great features of RogueSpear is the ability to review yourmission afterwards and study whatwent well and what didn’t. If theRecord Mission option is activated,then each mission will beautomatically recorded. From the“Replay” menu, you can View a replayby selecting one from the Replay Listand then clicking on View Replay. Whena replay is highlighted on the list,the data box on the right lists thename of the mission as well as thedate and time it was recorded. Acomment also appears in the box. Tochange the comment, click on EditComment and then type a new comment inthe text box provided. If you nolonger want a replay saved on yourcomputer, highlight the replay andthen click on Delete to remove thereplay.

While viewing a replay, you can onlyobserve what happened during themission. Though you can change theCamera View and switch between teams,you cannot issue any other commands oraffect the mission in any way. TheReplay feature is a good way to go

over a mission and see what workedwell and what didn’t. If your missionwas a failure, watch it over again tosee what went wrong. Often while youare controlling one team, another canbe getting into trouble. PressingEscape any time during a “Replay”brings up a menu allowing you to exitthe replay or access other options.During “Replay”, the following keyshave the following effects; F5 -Pause, F6 - Slow Speed, F7 - NormalSpeed, F8 - Fast Forward. On low endsystems F8 will have little effect.

CREDITSThis selection lists all the peoplethat made Rogue Spear possible.Please take a look at all thoseinvolved in this project.

QUITClicking on this selection shuts downRogue Spear and exits to youroperating system.

NOTES

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PLANNINGPHASE

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PLANNING PHASE

Whenever you begin a mission, trainingor operational, you first go throughthe “Planning Phase.” Rogue Spearplaces a large emphasis on planning.Hostage Rescue Teams rarely, if ever,go into a situation unprepared. Toomany lives are on the line to start anaction without having planned out asmuch of it as possible.

During the course of the operationalcampaign, you may discover you spendmuch more time in the Planning Phasethan you do during the Action Phase.While you can spend an hour or moreplanning a mission, actuallyexecuting the mission will often takeonly a matter of minutes. The PlanningPhase consists of six main steps:

1) Receiving the mission briefing andyour orders2) Reviewing all availableintelligence sources3) Selecting up to eight operatives toparticipate in the mission4) Selecting the weapons andequipment those operatives will useduring the mission5) Dividing the operatives into fireteams6) Preparing a detailed fire andmovement plan so each team knowsexactly where to go, what to do, andhow to do it.

Once all of the planning is complete,you can continue to the Action Phasewhere you execute your plan. If themission fails, then come back to thePlanning Phase, modify the plan tocorrect the problems, then try again.

The Planning Phase takes place on ascreen, which resembles a Personal DataAssistant. As the leader of RAINBOW,you use this PDA to set up a mission.The main screen area is where you willperform most of your actions. At thebottom of the screen are six buttonsand a large indicator area with twoarrows. The first three buttons, on theleft side, are options specific to eachscreen in the planning interface. Thelast three buttons, on the right side,always remain the same. They allow youto Load/Save plans, call up the HelpMenu, and the Selection Menu, whichwill allow you to move to other screensor exit to the Main Menu. The lightsacross the bottom of the screen let youknow which stage of planning you are onand how many more you need to complete.Each completed stage is represented bya green light while the uncompletedones by a red light. The two arrows arealso an indicator as to whether youhave completed everything on thecurrent screen before advancing to thenext. The back arrow takes you back onescreen. If you are on the Briefingscreen, this will take you back to theSingle Player menu. The forward arrowwill remain red until you havecompleted all the tasks on the currentscreen. When it turns green, you canadvance to the next screen. Let’s takea look at each of the different screensin the Planning Phase.

<<< Note: There is a Help Buttonlocated at the bottom of the PDAScreen. If you leave the arrowcursor over a button, text willappear in the Help Bar explainingthat button. To bring up a HelpWindow, press F1.

PLANNING PHASE: BRIEFING

BRIEFING

The Briefing screen is where youfind out what the mission is allabout as well as the objectivesyou must accomplish for themission to be considered asuccess. Study your objectivescarefully. Your entire plan mustrevolve around them.

The first screen you are taken to whenbeginning or resuming a campaign isthe Briefing screen. Here, youreceive your orders and learn what themission is all about. The screen isbroken up into three main sections. Atthe top centre of the screen are themission objectives. To the left is the“List of Advisors.” Along the bottomis the text transcript for eachbriefing. The remainder of the screencontains photographs of the missionarea to help you get acquainted withthe terrain and conditions.

OBJECTIVESObjectives are probably the mostimportant pieces of information youcan obtain from the Briefing screen.The Objectives succinctly state whatyou must accomplish to consider themission a success. Often it will be torescue all hostages or to prevent abomb from detonating. At times, therewill be more than one objective. TheObjectives are what you must buildyour plan around because they are thepurpose of the mission.

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PLANNING PHASE: BRIEFING

LIST OF ADVISORS

You will always have at least threeadvisors from which to choose. Thefirst is always Control. This briefwill inform you of the generalsituation and what you must do duringthe mission. In addition to therecorded audio briefing, you can alsoread the transcript in the text box atthe bottom of the page. John Clark isthe next briefer. Code named RAINBOWSIX, Clark will always offer a fewsuggestions for the mission. Attimes, other people will offerspecialised information to assist youduring the mission. Finally, theMission Orders list your objectivesas well as any other tasks orconditions that apply.

INTEL

Access to the Intel database ison a “need to know” basis,regardless of your level ofclearance. Consequently, manysubjects won’t appear on theIntel screen until you havereceived an assignment for whichknowledge of them is essential.

The Intel screen is where you can tapinto background information for theoperational missions during thecampaign. It is also where thestoryline of the campaign plays out.The Intel screen is broken down intothree main areas: the “CategoriesList,” the “Subject List” and the“Text Box.” The mission objectivesare also listed and a photograph ofthe current subject is included.

PLANNING PHASE: BRIEFING

CATEGORY LISTThe information found in the Intelscreen is divided into fourcategories. People lists the variouspersonalities you encounter duringthe campaign. Organisations coverscompanies, groups, etc. After yousuccessfully complete some missions,you can read about it in the Newswire.Of course, since RAINBOW is a covertorganisation, you will never see itmentioned in the articles. Instead,local law enforcement will get all thecredit. Finally, any informationwhich does not fit into the other categories can be found in Miscellaneous.

SUBJECT LISTOnce a category is highlighted, anumber of subjects will becomeavailable in the Subject List. Byclicking on a subject, the name ishighlighted and the correspondinginformation appears in the text box.It is usually a good idea to readthrough all the latest intelligencebefore starting on a mission. It canoffer clues as to what you are upagainst.

When you are finished going over theintelligence information, click onthe right arrow to go to the nextscreen. Before the next screenappears, a dialogue box will pop upand ask if you want to use the defaultplan for the mission. Make yourselection, then the Roster screenwill appear.

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PLANNING PHASE: ROSTER

ROSTER

The Roster screen is where you canreview dossiers on each of the RAINBOWteam members and then select up toeight for the current mission. Theoperative list is located in thebottom left of the screen. Click onany of the names to bring up thedossier for that operative. Thisinformation appears to the right. Ifyou like what you see and want toselect this operative for themission, click on the Add bar abovethe list and the operatives picturewill appear in one of the eight boxesshowing assigned operatives.

Each operative has his or herstrengths and weaknesses. Inaddition, each has a specialty. Thereare five different specialties inRogue Spear: Assault, Demolitions,Electronics, Recon and Sniper. Theoperatives are organised according tospecialty on the list. Those with theAssault specialty will often form thecore of your team for a mission. Theyare often proficient in the use offirearms and trained in the generalskills of hostage rescue. Demolitionsspecialists are best for breachingdoors, using grenades and disarmingor placing bombs and explosives.Electronics specialists are great forgetting through security systems or

accessing computer terminals. Reconspecialists excel at quietly movingaround the mission area and scoutingout where the enemy is located.Finally, Snipers are good with long-range weapons.

Whenever an operative’s name ishighlighted, their dossier appears tothe right. It contains a picture ofthe operative, his or her readiness,a bio, stats, personal history and medical information.

READINESS In between the operative’s pictureand their national flag is thereadiness indicator. There are fivedifferent states of readiness foreach operative.

Ready: This means the operative iscapable of being used on this missionand suffers no adverse modifiers totheir skills.

Fatigued: If the operative just completed a mission, he or she may befatigued. This reflects the lack ofdown time between missions.Operatives have all of their statsdecreased by ten percent during amission. During the action phase theoperative will have his or herfirearms accuracy decreased and willbe slower to react to the enemy.

PLANNING PHASE: ROSTER

Wounded: This means the operativereceived a wound during a previousmission and has not yet recovered fromit. While you can take a woundedoperative on a mission, their statswill be reduced due to the effects ofthe wounds. Wounded operatives areless accurate with their firearms andreact slower to terrorists.

Incapacitated: If an operative isstill in the hospital recovering fromhis or her wounds, they are notavailable for the current mission.After some time, their readiness willimprove to Wounded or even Ready. Alloperatives heal at the same rate, sothe only factor in healing is the timebetween missions.

KIA: This means the operative waskilled during a previous mission andis no longer available for theremainder of the campaign.

BIOThe bio lists the operative’s name,identification number, nationality,specialty and date of birth.

STATSBelow the bio are three differentfiles you can examine: stats, historyand medical. The medical file liststhe operative’s personalcharacteristics and how long it willtake to recover from wounds. Historyprovides the background and trainingof the operative. Stats lists theoperative’s capabilities and skillsin ten specific areas. Six of theseare considered specialty skills andthe other four are profile traits.Each of these ten areas are rated ona scale of 1 to 100, with anythingover 90 considered expert.

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PLANNING PHASE: ROSTERPLANNING PHASE: ROSTER

SPECIALTY SKILLSSpecialty skills reflect learned andtrained abilities. They define howwell the operative can use equipment.These skills affect all operativesalike, whether you or the computer iscontrolling them. Therefore, alwayschoose team leaders with the skillsyou will need to complete the mission.

Assault: This skill is used todetermine the operative’s ability touse firearms as well as the size ofthe targeting reticule. The higherthe assault skill, the smaller thereticule and the faster he can targetan enemy. It also effects how fastAuto Target will track to an enemy.For more information on the targetingreticule, see the “TargetingReticule” section in the ActionPhase. The assault skill is usedwhenever an operative fires any gunwithout the sniper view activated.Your team leaders should always havehigh assault skills since they are inthe lead and will usually see theenemy first and have the first shot.

Demolitions: This skill determinesthe speed with which an operative canwork with demolitions. The higher theskill level, the shorter the time ittakes. The demolitions skill is usedwhen placing breaching charges orexplosives as well as when disarminga bomb. You should usually assign anoperative with a high demolitionsskill level to the team that will bebreaching or handling bombs. Keepthis operative either in the middle orrear of the team so the other assaultoperatives can offer protection. See“Team” Section to determine how toplace operatives within teams.

Electronics: This skill determinesthe speed with which an operative canmanipulate electronics. This can

include placing bugs, picking locks,using computers or bypassing securitysystems. There are a few missionswhich require these types of actions.Always assign this task to theoperative with the best electronicsskill level since speed is almostalways of essence. You want toprovide cover for these operatives aswell.

Grenades: This skill is used todetermine the accuracy of thrownweapons such as flashbangs and fraggrenades. It also affects the amountof time it takes the operative toprepare a grenade prior to throwingit.

Sniper: This skill determines theaccuracy of the operative while usinga sniper rifle. It is also used inconjunction with the assault skilllevel when firing an assault rifleusing the sniper view. The higher theskill, the more quickly he can targeta hostile. It represents theoperatives ability to hit targets atlong range. This skill is similar toAssault, except that this skill isonly used when your weapon is zoomedin.

Stealth: This skill determines howmuch noise an operative makes whilewalking. While other factors alsofigure into the equation, the stealthskill is important. If you need anoperative to be able to sneak up onthe enemy, make sure they have a highstealth skill level.

PROFILE TRAITSProfile Traits represent thecharacter of the operative. Unlikeskills which are learned, traits areboth learned and inherent. They tendto reflect the physical andpsychological make-up of eachoperative.

Aggression: This trait determines thebasic nature of the operative and onlycomes into play when he or she iscontrolled by the computer and“snaps” (See self control). The moreaggressive the operative, the morelikely he or she will use extremeforce when under pressure, possiblyhurting a hostage with stray fire. Onthe other hand, a passive operativemay seek cover or panic.

Leadership: Leadership is the traityou look for in determining a teamleader. A team leader’s leadershiplevel affects the self control levelof the others in the same team; forgood or bad. Always put good leadersin charge of each of your teams.

Self Control: This trait determineshow well the operative handles thepressure and stress of combat. Thehigher the level, the less likely theoperative will “snap” or panic. If anoperative does snap, his or heraggression level will dictate howthey react.

Stamina: Some people are tougher thanothers. Stamina determines how manywounds an operative can receivebefore becoming incapacitated. Thegreater the stamina level, the moredamage they can take and keep going.

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PLANNING PHASE: KIT SELECTION

KIT SELECTION

The Kit Selection screen is whereyou arm and equip youroperatives. Always go througheach operative’s kit to make sureit contains the correct items forthe mission.

Once you have decided whichoperatives to use for the currentmission, it is time to assign themweapons and equipment. This, alongwith the uniform, comprises theoperatives “kit.” While eachspecialty has its own default kit, youcan and should customise eachoperative’s kit for the tasks he orshe must perform during the currentmission. For example, if an operativemust breach a door during a mission,make sure he or she has a breachingcharge or other way of accomplishingthe job.

In Rogue Spear, each team member hasfour inventory slots: primaryweapons, secondary weapon and specialslots one and two. The primary weaponcan be a submachine gun, assaultrifle, sniper rifle or a shotgun.Secondary weapons are always pistols.The two slots can be filled withgrenades, breaching charges,heartbeat sensors, binoculars,special kits or extra magazine for the

firearms. For more information oneach weapon and equipment itemavailable, see the Weapons andEquipment section later in thismanual.

The Kit screen consists of a list ofthe operatives on the left. In themiddle is a picture of a uniform andthe weapons and equipment slots arelocated on the right. To customise anoperatives kit, first select theoperative by clicking on his or hername to highlight it. Then click onthe box of the item you wish tochange. A window will appear listingall the choices to replace that item.To select the new item, click on it.To close the window and keep the newitem, click on the button with thecheck mark. To close the window andcancel the change, click on the buttonwith the “X”. To assign the item toall operatives, click on the buttonwith the two arrows pointing to theleft.

Assign to all operatives

PLANNING PHASE: KIT SELECTION

Select item by clicking on images.

Primary & Secondary Weapons

In the case of the primary andsecondary weapons, you can alsochoose the type of ammunition.Pistols, submachine guns, assaultrifles and sniper rifles can fireeither Full Metal Jacket (FMJ) orJacketed Hollow Point (JHP). FMJ isbetter at penetrating body armour andfor use at long range. JHP is mosteffective at close range againsttargets without body armour. Shotgunshave three choices: .00 Buckshot,Slugs or Rubber Batons. The SPAS 12cannot use Slugs. Buckshot is best fortargets without body armour and forbreaching doors. However, it usuallytakes a couple of shots to drop aterrorist. Slugs will drop aterrorist with a single shot.However, they do not have the spreadof buckshot. Rubber Batons areprimarily used for training. They arebest used when you have to capturesomeone or when you are concernedabout possibly hitting a hostage neara terrorist. In most cases, you shouldstick with FMJ and Buckshot. However,change the ammo if the situation callsfor it.

The buttons at the bottom left of thescreen provide some additionaloptions. Here you can assign thecurrent kit to all the operatives orSave/Load a kit. Once you have gonethrough a few missions, you will havefound several kits which fit yourstyle of play. Save them to one of theslots so you can quickly assign themto operatives in future missions.

To Save your current user kit, clickon the Save button in the lower leftcorner. A window will appear with tenboxes numbered 0 to 9. Click on one ofthese boxes to save the current userkit to that slot. This kit can then beaccessed during any of the missions inthe campaign.

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To Load a user kit previously saved, click on the Load button to open a window.Then click one of the ten boxes to choose the desired kit.

Assign kit to All

Load User Kit

Save User Kit

NOTES

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PLANNING PHASE: KIT SELECTION

SAMPLE KITS

Following are five sample kits based on the tasks to be performed by the operatives. These are not necessarily the default kits used in the game.

THE RECON KIT

The basic recon kit sacrificeseverything in favor of stealth andsurveillance. Operatives with thiskit should be used to locate the enemyor hostages for other fire teams.Their weapons are mainly for self-defence. However, this kit can also beused by operatives with the task ofquietly clearing the way for others.For example, quietly eliminating theterrorist guards outside a buildingso the breaching and assault teams canset up and enter without giving thoseinside advance warning.

Location/Type Equipment UniformLight (pattern depending on terrainand area of operations) PrimaryWeapon MP5SD5 Secondary Weapon 92FS9mm-SD Slot One Heartbeat SensorSlot Two Binoculars (outdoors)

THE ASSAULT KIT

This is the basic type of kit you willuse for most missions. Thecomposition of this kit assumes youwill be making an attack on an enemy,which has set up defenses orbarricades and is expecting some typeof assault. As a result, mobility andspeed are just as important asfirepower. While protection isheavier than the Recon kit, it comessecond to the ability to move quickly.For indoor missions, a submachine gunis used while an assault rifle isbetter for outdoor missions whererange is often longer and the lengthof the firearm is not as critical.

Location/Type Equipment UniformMedium (pattern depending on terrainand area of operations) PrimaryWeapon MP5A4 (inside), G3A3 (outside)Secondary Weapon .45 Mark 23 Slot OneFlashbangs Slot Two Frag Grenades

PLANNING PHASE: KIT SELECTION

THE SNIPER KIT

Snipers operate a little differentlythan other operatives. Therefore, asniper kit combines stealth with theability to strike hard at long range.The sniper must be able to get intoposition without being detected.Therefore the kit is somewhat similarto the recon kit with light armour. Asilenced pistol provides the sniperprotection while moving to a sniperperch.

Location/Type Equipment Uniform Light(pattern depending on terrain andarea of operations) Primary WeaponPSG-1 Secondary Weapon .40 USP-SDSlot One Extra Primary Magazines SlotTwo Empty

THE BREACHING KIT

This is the basic kit for breachers;the operatives responsible forblowing open doors. Since they are outin front of the other teams and likelyto take fire from terrorists, theywear heavy uniforms capable ofstopping rounds up to rifle caliber.A shotgun is necessary for blastingthrough doors with a large caliberpistol for use against terrorists. Inaddition, one or two breachingcharges are carried depending on thenumber of doors to be blasted.Grenades or flashbangs can be carriedto help prepare a room for entry byassault operatives.

Location/Type Equipment Uniform Heavy(pattern depending on terrain andarea of operations) Primary WeaponSPAS-12 Secondary Weapon .50 DesertEagle Slot One Breaching Charge SlotTwo Frag Grenades

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PLANNING PHASE: TEAM

TEAM

The commander of each fire teamshould have strong leadershipskills as well as good assaultskills since he or she will be inthe front of the team.

The Team Assignment screen is whereyou divide your operatives into fireteams. You can have up to fourdifferent teams and each team cancontain up to four operatives from thetotal pool of eight. You can form twofour-man teams, four- two man teams oranything in between. It is always agood idea to have at least twooperatives in a team since sending alone operative in without backup canbe dangerous.

Note: You do not have to useeight operatives.

To assign an operative to a team,first click on their name in the liston the left to highlight it. Thenclick on the Add button above theappropriate team window. The order ofthe operatives in each team window,from top to bottom, represents theirposition in the team. The top name isthe team leader. Each subsequentoperative comes next in the teamformation during the Action Phase. Sothe last name in the team window willbe the operative bringing up the rear. If you want to change the team leader,highlight the operative’s name on the list to the left, then click on thePromote button above the team window.To move operatives to a differentteam, highlight the operative andclick Add on the team you want them tojoin. Once all operatives have beenassigned to fire teams, it is time togo the Planning screen.

PLANNING PHASE: TEAM

PLANNING

The Planning screen is the heartof the Planning Phase. It is hereyou give orders to all of yourteams and instruct them what todo during the mission.

The old adage “To fail to plan is toplan to fail” is extremelyappropriate to Rogue Spear. ThePlanning screen is where you giveorders to each of your fire teams asto what they must do and how they willdo it during the mission. Since youcan only be in control of one team ata time, you should make the plan ascomplete and comprehensive aspossible. In other words, each andevery team should be able to completetheir assigned tasks without beingunder your direct control. However,you can also make a plan as simple asyou want.

The Planning screen is divided intothree main areas: the Map Orders Menu,the Map, and the Map Controls.

MAP ORDERSThe menu on the left side of thescreen is the Map Orders menu. At thetop of the menu are three tabs whichchange what is displayed on the menu.

RECON

“Recon” is the first tab. Prior to anydeliberate assault, real world hostagerescue teams will have gathered as muchdata as possible on the locations ofterrorists and hostages within theoperational area. This information iscollected by observer posts, theplacement of spike mikes, fibre opticcameras, and even by using millimetrewave radar that render exterior wallsessentially invisible to the scanningsource. Since the focus of Rogue Spearis on the assault itself, notintelligence gathering, these types ofoperations have been simulated for you.

Click on the “Recon” tab to bring upthe recon menu. This lists fourdifferent types of information youcan learn about the map. There arefour radio buttons along the lowerleft side. Click on one of them toselect a topic. Once a topic ischosen, then use the arrows to scrollthrough the related items on the map.

The first topic is Hostages.Scrolling through this topic showsyou the locations of all the hostages.The hostage symbol on the map is awhite broken square around a coloureddot. A green dot represents a primaryhostage. A blue dot represents a hostage is nearby, but notnecessarily at the exact location onthe map.

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PLANNING PHASE

The second topic is Terrorists. Neverrely solely on this information.There are often many more terroriststhan those shown on the map.Terrorists are represented bycrosses. Red crosses show the exactlocation of terrorists while yellowcrosses show a terrorist may be in thearea.

The next topic is Landmarks.Scrolling through this shows youimportant features on the map. Thelight blue rectangle on the map is theinsertion zone. There can be more thanone. All of your operatives must beginin one of the insertion zones. Thewhite rectangles are the extractionzones. In order to complete hostagerescue missions, you must escort thehostages or all of your team to theextraction zone. Landmarks also showthe location of objective items suchas bombs with a yellow square on themap.

The final topic on the recon menu isLegend. This merely shows what all thesymbols on the map represent such asladders or stairways. If you are notsure what something is, go to theLegend to find out.

ROSTERThe “Roster” tab brings up a list ofthe currently selected fire team. Itshows each of the team members as wellas the weapons and equipment they arecarrying. To change teams, click onthe appropriately coloured triangleabove the map orders menu.

PLANNING PHASE

ORDERS

When actually giving orders to yourteams, you will use the “Orders” tab.It will be discussed a bit later.

PLOTTING MOVEMENTTo begin giving your teams orders,first select a coloured triangle inthe upper left corner to choose ateam. Movement is plotted on the mapby using waypoints to create a pathfor the team to follow. Start off byplacing the first waypoint in aninsertion zone with a left mouseclick. Then click on the map atanother location where you want theteam to go. When the second waypointis set, a line will automatically bedrawn connecting them. For eachwaypoint, you can assign actionsassociated with that point such aschanging the “Rules of Engagement”Mode and Speed, Go Codes or SpecialActions. These are chosen on theOrders menu and will be discussed ingreater detail later.

Below the map are the Map Controls. Onthe left side are four coloured lineswith arrows. When these arehighlighted, the paths for thecorrespondingly coloured team will bevisible on the map. Clicking on theselines turns the path off. When you

have several teams traversing a smallarea such as a hallway or corridor, itcan be hard to differentiate betweenthe paths. Therefore, turn off thepaths for those teams you are notcurrently plotting.

WAYPOINT CONTROLSTo the right of these lines are thewaypoint controls. The number is thedesignation for the current waypoint.The arrow buttons above it allow youto do the following in order: returnto the first waypoint, go back onewaypoint, play through the waypoints,advance one waypoint, and go to thefinal waypoint. The play button is agood way to review the movement for ateam because it begins with thecurrent waypoint and advances slowlyone waypoint at a time to the end. Thebutton with the “X” deletes the lastwaypoint placed while the button withthe “XX” deletes all waypointsassigned for the team.

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MAP CONTROLS

The next control box allows you tomove the map forward, back, left,right and rotate it clockwise orcounterclockwise. You can also zoomin and out.

The next box to the right allows youto change levels. Some maps containseveral stories. This control letsyou examine and plot movement on allof them.

When you place a waypoint on a ladderor stairway, the map automaticallychanges to the next level to show thepath going either up or down.

By clicking on the box on the farright, you can bring up a threedimensional view of the map. Youcannot plot waypoints in this view,but it helps you translate the two-dimensional blue print maps into whatthe area looks like in the real world.

There are three buttons located alongthe bottom left of the screen. Theleftmost swaps the map between the leftand right sides of the screen. Themiddle button toggles the Map Ordersmenu on and off. The right buttontoggles the Map Controls on and off.

PLANNING PHASE

GO CODESGo Codes are a means of controllingthe timing and execution of multiplefire teams. By default, each waypointis not assigned a Go Code. In theabsence of Go Codes, a team willadvance from one waypoint to the nextall the way to the final one withoutpause. By assigning a Go Code to awaypoint, you order the team to pausethere until you give it the order tocontinue. The four Go Codes can beassigned to the current waypoint byclicking on one of them in the Ordersmenu. You can choose from Alpha,Bravo, Charlie or Delta.

Think of Go Codes as stoplights. Theyall begin red and stop teams when theyget to them. During the Action Phase,you can issue Go Codes to momentarily“turn the light green” and let theteam advance towards the nextwaypoint. However, the issued Go Codeonly lets those teams currentlywaiting for it to advance. If anotherteam is not yet waiting at a waypointwith the same Go Code, you must giveit again when they arrive for them tocontinue on. This allows you to usethe same Go Code more than once duringa mission.

How you use Go Codes is up to you. Oneoption is to use a different Go Codefor each team. On the other hand, eachGo Code could mean different things.Here is an example of using Go Codes.All four of your teams have been givenorders to enter a building from fourdifferent doors. Since you want all toenter at the same time, assign Go CodeAlpha for each team at the waypointnext to their door. Without these, theteams would just barge in as soon asthey got to their door instead ofwaiting for the rest. Once all teamsare in position, the Go Code would beissued and all teams would enter

simultaneously. After going throughthe building and rescuing thehostages, order all teams to wait forGo Code Delta before leaving. By thetime all the teams are waiting forthis final Go Code, the path to theextraction zone is clear and all teamswill leave at the same time. Thedifferent ways of using Go Codes islimited only by your imagination.Whatever you do, try to keep it simpleenough for you to remember what eachcode does during the mission. Incomplex plans, you may want to writedown the Go Codes and when to issuethem during the Action Phase.

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RULES OF ENGAGEMENTAs mentioned earlier, you can tellyour teams how to act as they advancethrough the waypoints. This is donefrom the Orders menu and consists ofMode and Speed. The Mode instructs theteam what to do and the Speed how fastto do it. There are four Modes.

Assault: This is the default modeteams will use during a mission. Theteam will engage any terrorists theycome across during their movement.They will also spread out afterentering small rooms andautomatically clear them if feasible.

Infiltrate: This mode orders the teamto only engage terrorists in their wayfrom one waypoint to the next. Theteam will use silenced weapons ifavailable. The goal of the team inthis mode is to get to the nextwaypoint as quickly and quietly aspossible.

Recon: Teams in this mode will onlyreturn fire when they have been firstengaged by terrorists. As withInfiltrate, the team will usesilenced weapons if available. Anycomputer controlled operativesequipped with Heartbeat Sensors willbring them out and use them in thismode. Be careful not to have all theoperatives in a team equipped withthese sensors while in this mode or noone will have their weapons ready.Operatives in this mode will move ina crouched position.

Escort: This mode is similar toAssault except teams must be in thismode in order to get hostages tofollow them. Otherwise the hostageswill just stay put. The hostages willcontinue to follow the team as long astheir mode remains Escort. Beforeleading hostages out to the

extraction zone, be sure the path isclear of terrorists or they may shootthe hostages before you can get themto safety.

In addition, to the four modes, youcan also set the speed at which theymove. Speed takes into account notonly how fast the team moves, but alsothe amount of risk they take inregards to combat. There are threeSpeeds.

Blitz: Teams in this speed run betweenwaypoints and maintain a tightformation. They will also fire muchquicker than in other modes which canlead to wild shots. This mode can bedangerous to hostages or other teamsin the area. Therefore be carefulwhere you use it.

Normal: This is the default speed.Teams in this speed walk from waypointto waypoint and maintain a more openformation. They also use a little morecare when using firearms.

Cautious: Teams in this speed walk asthey advance and make frequent pausesto look around and make sureeverything is clear. They alsomaintain an open formation.Operatives will pause and takecareful aim before firing. While thismay seem the safest speed, the pausemay give terrorist the chance to firefirst at either the team or thehostages.

SPECIAL ACTIONSDepending on the location or conditionof a waypoint, you can order a team toperform special actions while there.There are six main special actionslisted in the bottom half of theOrders menu. These actions only becomeavailable whey you can complete thataction. The first three require thewaypoint to be situated near a door ordoorway. The next three require a GoCode assigned to the waypoint. Therecan also be additional special actionsdependent on the mission.

Flashbang Room: This special actionorders the team to toss a flashbanginto a room after the door is openedbut before the team actually enters.This action can also be given atentranceways without doors. Theflashbang does not usually causedamage to the hostages or terroristsin the room. Instead, they blind andmomentarily stun or distract whoeveris in the room and give your team afew crucial seconds to enter the roomand take down the terrorists. Unlessyou need to be quiet, it is a goodidea to flashbang just about everyroom containing a terrorist,especially those containing hostages.Whenever using flashbangs, be carefulnot to look at it when it detonates oryour operative will be stunned. His orher vision (your view) will beimpaired and your firearms accuracywill be temporarily reduced. This canonly be issued when near a door.

Frag Room: This special action issimilar to the above except the teamthrows a fragmentation grenade intothe room. This can kill or wound theoccupants of the room, so do not usethis if a hostage is present. A fraggrenade is also not a sure kill. Ifthe terrorists in the room see thegrenade come in, they may duck behindsomething for cover or even run out of

the room. This also applies toflashbangs. Therefore, keep yourfirearms ready and still use cautionwhile entering the room. Even if thefrag grenade does not hurt theterrorists, it will often still stunthem. This can only be issued whennear a door.

Breach Door: This special actionorders a team to place a breachingcharge on a door and then detonate itto break in. If a Go Code is alsoassigned to the waypoint, the teamwill place the breaching charge assoon as they arrive, but not detonateit until the Go Code is issued.Breaching charges act like aflashbang, stunning those in theroom. It can also kill or woundpersons standing next to the door whenit detonates. Therefore, if you use itto enter a room containing hostages,make sure they are not near the door.If a team must get through a lockeddoor and they do not have a breachingcharge or have not been ordered to useone, they will use a shotgun to shootthe lock until it opens. If none ofthe operatives are carrying a shotgunor a breaching charge, they will usealternate methods depending on yourRate of Engagement. This can only beissued when near a door.

Snipe: While this special action isgenerally for use by snipers, it canin fact be given to a team without anyof these specialists. Snipe can onlybe assigned at a waypoint with a GoCode. It basically orders the team tohalt and begin sniping. Once you clickon the Snipe button in the Ordersmenu, you must then right-click on aposition on the map. This willinstruct the sniper to take aimtowards that point. During thisaction one of the team members willalways defend the sniper(s).

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A sniper team should usually consistof a sniper and another operative forsecurity. However, snipers canoperate individually or even inlarger teams. If a team without asniper rifle is given the Snipeaction, then the operative with thehighest sniper skill level will usehis or her primary weapon instead.

Cover: This special action directsthe team to cover a 180 degree arc.After clicking on the Cover button,right click on the map to designatethe point of focus for the team. Ifthe team consists of a singleoperative, he or she will sweep acrossthe arc looking for terrorists. Withmore operatives, they will divide thearc so each sweeps a smaller part. Theteam crouches while covering.

Defend: Similar to the cover specialaction, defend orders the team tocover all approaches to the team’slocation or 360 degrees. The teammembers will crouch and try to findsome type of cover for protection.

Additional Special Actions: Dependingon the mission, there may be otherspecial actions. These can includedisarming a bomb or planting a bug.These will become available when theteam’s waypoint is adjacent to theobjective such as a bomb or a phone ora computer.

SAVE/LOAD PLAN

When you are satisfied with your plan,be sure to save it using the Save/LoadPlan button in the lower right. Thisallows you to come back to this planlater. If your mission fails, youprobably will have to make a few minorchanges to the plan. To save a plan,click on the Save/Load Plan button.Rename the file listed at the top ofthe window and then click on Save. Toload a plan, highlight one of theplans by clicking on it in the list,then click on Load.

PLANNING PHASE

WATCH MODE

Rogue Spear also includes an optionwhere you can observe the entiremission instead of actively takingpart. This is the ultimate test ofyour planning abilities. To chooseWatch Mode for the mission, click onthe button in the lower left of theExecute screen.

EXECUTE

The Execute Screen is a summaryoverview of your plan. It alsoallows you to select which teamyou command when the mission

begins.

Now go to the Execute screen. Itcontains a brief summary of yourmission plans by listing the fourteams and the operatives in each. Byclicking on one of the teams, youhighlight the team and select it asthe team you begin in control of atthe start of the mission. No matterwhat team you choose here, you canalso switch between teams in themission.

When you are ready to begin themission and go to the Action Phase,click on the right arrow at thebottom. A dialogue box will pop up toverify you actually want to go to theAction Phase. Make your decision andget ready to go.

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ACTIONPHASE

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ACTION PHASE: INTERFACE

Once you actually enter themission, all action takes placeon this screen.

The Action Phase is where youactually execute the plan createdduring the Planning Phase. It beginswith the teams positioned at theirinsertion zone and ends when all theobjectives have been completed, themission is a failure or you abort themission. This phase of Rogue Spear isreal-time and you issue commandsusing either a keyboard, keyboard andmouse, or game controller.

Unless you are playing in Watch Mode,you begin the Action Phase in controlof one of the team leaders. During themission you can jump from team toteam; however, you are always incontrol of the team’s leader. Theonly way you can take control of non-team leaders is if the team leader iskilled or incapacitated and theyassume command of the team based onseniority.

The screen in the Action Phase isdivided into two parts: the CinemaWindow and the Action Bar.

CINEMA WINDOW

This window displays the view fromthe perspective of the operative youare currently controlling. To changeviews, select the “Change Field ofView” key. As you shift betweenteams, the view will change towhatever the new operative can see.You can play Rogue Spear in eitherfirst, third person, or cinematicview. In first person view, you arelooking through the eyes of theoperative. This is the default viewand the one you will most often useduring missions. Third person viewputs you behind the operative so he orshe is centred on your cinema window.This view is good for moving acrossdifficult terrain where you need tobe careful where you place your feet.It also provides a wider angle ofview. The third perspective is acinematic view only usable duringReplays or as an observer inMultiplayer games. This perspectivemakes it difficult for controlling anoperative because it removes thereticule. However it is great whenusing Watch Mode.

ACTION PHASE: INTERFACE

TARGETING RETICULEIn the centre of the cinema window isa small, red icon, which representsyour targeting reticule. Unlike othergames, the targeting reticule inRogue Spear does more than just showyou where your gun is pointing. Italso shows the accuracy level.

Submachine Gun and PistolReticule

Shotgun Reticule

Sniper Reticule

Assault Rifle Reticule

The centre of the icon represents theaiming point of your selected weapon.While this is what you use to aim yourweapon by placing it over the target,it does not actually show you wherethe bullets will hit. As you move youroperative, notice how the four littlelines, called your AccuracyIndicators, move away from thecentre, then back towards it. TheAccuracy Indicator represents thespread area. When you fire a weapons,the bullets will hit somewhere withinthe spread area. The size of thespread area is determined by a numberof factors. Let’s take a look at them.

The fundamental size of the spreadarea is determined by the skill of theoperative and the base accuracy ofthe weapon. This is used as abaseline for all furthermodifications. The higher thefirearms skill level of theoperative, the smaller the spreadarea. The reticule cannot becomesmaller than the baseline size. Butit can become much larger based on anumber of factors. These factors canbe broken down into two types:constant and pulsed.

Constant reticule modifiers affectthe base or current size of the spreadarea by a constant percentage as longas the state or action causing themodifier is in effect. There are fourconstant modifiers.

MOVEMENT: The faster an operative moves, thelarger the reticule modifier. As longas the operative moves forward in astraight line, the spread area doesnot grow very much. However, as soonas the operative begins to rotate orturn, the spread area increasesdramatically. Once the movementstops, the spread area will return toits normal size. The higher theoperative’s skill level, the quickerthe return to normal.

STANCE CHANGE: Changing from standing to crouchingor vice versa momentarily increasesthe size of the spread area.

FATIGUE LEVEL: High fatigue levels globally increasethe normal size of the spread area forthe remainder of the mission. Thisalso affects how quickly it returnsto its normal size when the operativestops to take careful aim.

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ACTION PHASE: INTERFACE

TARGETING RETICULE (CONTINUED)

HEALTH LEVEL: Wounds affect the normal size of thespread area. The more wounded theoperative, the larger the spreadarea. This effect lasts for theremainder of the mission.

Pulsed reticule modifiers have a one-time, pulsed effect on the currentsize of the spread area.

FIRING: Firing a round causes the spread areato increase slightly in size. Thisreflects the inherent difficulty infiring multiple rounds accurately. Tosee this effect, fire a primaryweapon on full automatic and watch asthe spread area increases with eachsuccessive round fired.

TAKING HITS: Being physically hit by anything,whether it be a round, shrapnel or aphysical blow, momentarily increasesthe size of the spread areaproportionally to the size of thehit. This is in addition to themodifier for wounds. Even if a roundor shrapnel does not cause a woundbecause it is stopped by body armour,the hit modifier will still apply.

FLASHBANGS: Observing a flashbang detonate willcause a large increase in the size ofthe spread area. After a few seconds,it will return to normal.

ACTION PHASE: INTERFACE

MAP WINDOW

The Map can be expanded from themini-map on the Action Bar tofull screen.

This map view is centred on thecurrently selected team and issimilar to the map in the PlanningPhase. The top of the map is thedirection your operative is facing.Use this map to navigate through themission using the lines connectingthe waypoints. This can save you a lotof time and keep you from getting lostin large buildings with lots ofrooms. The map can be zoomed in andout as well as expanded to fullscreen. You can also display aseparate map for each team by usingthe four map mode of the action bar.

One of the helpful features of the mapis its ability to show the knownlocation of people. Your operativesare represented by circles the samecolour as the team they are on. Thesmall line extending from the circleshows the direction each operative is

facing. Once a person is detected byany of your operatives, eithervisually or with a heartbeat sensor,that person is displayed on the map.Hostages or unknown people appear aswhite circles while terrorists aremagenta. Dead or incapacitatedpersons are represented by a darkershade of the appropriate colour.

ACTION BAR

The Action Bar is located below the cinema window. It provides all theinformation you need on your current operative as well as the rest of your teamsduring the mission. On the left side of the bar is a mini-map.

Note: map is disabled in resolutions below 640 x 480.

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ACTION PHASE: INTERFACE

WEAPONS DISPLAYNext to the map is the weaponsdisplay. An illustration of the activefirearm or equipment appears at thetop. Below it is the name of theweapon and the type of ammunition itis using. On the left side of theillustration is a graphic showing therate of fire selection for firearms.This shows how many rounds will firewhen the fire button is pressed.Depending on the firearm, you canselect single shot, three round burst,full automatic or safety, whichprevents the weapon from firing.

On the bottom left of the weaponsdisplay are two number boxes. The topbox lists the number of roundsremaining in the current magazine. Thebottom box lists the number of extramagazines the operative is carrying.Remember, this does not include themagazine in the gun. It is always agood idea to keep your loaded magazinetwo-thirds full before heading into anarea where you can encounterterrorists. You don’t want to run outin the middle of a firefight. When youreplace a partially full magazine, youdo not lose it. Instead, when you runout of full magazines, you can thenload the partially full magazines backinto your firearm.

The four silhouettes at the bottom ofthe weapons display show what theoperative is carrying. From left toright they represent the primary andsecondary weapons and slots one andtwo.

ACTIVE TEAM DISPLAYThe next window over is the activeteam display. This contains a largeportrait of the operative you arecontrolling as well as smallerportraits of the other operatives inthe team. Next to the portraits arethe names and specialty of eachoperative as well as a heartbeatenunciator. The latter shows thehealth of the operative.

HEALTHY: indicated by a green coloured slotand a functioning heartbeat. Theheartbeat changes according to thelevel of exertion of the operative.

WOUNDED: indicated by a yellow slot and afunctioning heartbeat.

INCAPACITATED: indicated by an orange slot and abarely functioning heartbeat.

DEAD: indicated by a red slot and a flat-lined heartbeat.

At the bottom of the display are threeboxes which list the team’s currentmode, speed, and whether it is onhold.

ACTION PHASE: INTERFACE

ALL TEAMS DISPLAYLocated on the right end of the ActionBar, this display lists all of theteams in the mission. The text boxlists what the team is currentlydoing or if they are waiting for a GoCode. To the left of the text box arelittle slots. Each represents one ofthe operatives in the team and thecolour is their health using the samecode listed above. Three yellowchevrons appear to the right of theteam you are currently in control of.

Below the teams list are twoindicators which can light up. Theone with the hand lights up when theAll Hold command is given. Thisorders all teams to halt what they aredoing and stay put. The other one,with the targeting reticule, is theSniper control. When it isilluminated, all snipers areactivated and will fire at anytargets that come into their sights.By default, this is set to off. Thisallows you to get all of your otherteams into position before thesnipers start picking off terrorists.

ORDERS MODE

The Orders Mode allows you toorder your team to performspecial actions and use the mouseto change Modes, Speed and issueGo Codes.

By pressing the Orders Mode key, theAction Bar changes and your controlover the current operative ceaseswhile you gain control over a cursor.From the new menus which appear, youcan issue Go Codes or toggle All Holdand Sniper activation functions. Youcan also change the current team’sMode and Speed using the mouse ratherthan the keys. What really makes thisnice is the ability to order specialactions during the mission.

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ACTION PHASE: INTERFACE

ORDERS MODESince a mission does not always go asplanned, the Orders Mode allows yougive instructions to operatives whoare not team leaders during theAction Phase. For example, if youcome across a room you want toflashbang and you are not carryingany, just position your operativenear the door and go to the OrdersMode. There, click on the FlashbangRoom button and one of the operativesin your team, carrying a flashbang,will move forward and throw one in.You can also order operatives on yourteam to throw a frag grenade into aroom or breach a door.

In addition to these actions, teamscan be ordered to Snipe, Cover orDefend. However, unlike in theplanning phase, this order does nothave to be given at a waypoint withthe Go Code. Instead, click on theappropriate selection in the OrdersMode and the team will hold and beginpositioning themselves for the order.They will stay there until you clickon the Hold order to release them. Usethis when you have to take control ofanother team. Use the team leader tochoose the direction the team willface for the Cover order. For theSnipe order, zoom the team leader’sview into Sniper mode and then aim thetargeting reticule at the area youwant the team to snipe at. The Defendorder is non-directional. You do nothave to choose a facing.

Other special actions can be chosendepending on the mission. If one ofthe objectives is to disarm a bomb,when the team is near a bomb, you canorder a team to Disarm Bomb in theOrders Mode.

What makes this feature so great isthat you do not have to rely on theteam leader to take care of all thesurprises that arise during amission.

ACTION PHASE: CONTROL

FIRE AND MOVEMENTThe success or failure of CloseQuarter Battle tactics relies onproperly executed fire and movement.During the mission, each teammaneuvers about on foot. Youroperatives are also restricted to thetypes of movement most commonly usedby SWAT and HRT teams. There is nojumping or running at full speedbecause the main concern foroperatives at all times ismaintaining control over theirweapon.

There are two basic stances youroperatives can use: crouched orupright. In the upright stance, youroperative can move faster andmaneuver easier. However, he or shealso presents a larger target for theenemy to detect and then fire at. Incrouched stance, the operative isharder to detect or shoot at becauseof the lower profile. In severalmissions there are objects whichprovide cover to operatives crouchedbehind them. While you can run whilecrouched, you cannot fire while doingso. To run, hold down the right mousebutton or other assigned key whilegiving movement commands. You canalso move slowly by holding down theshuffle key.

Corners and doorways can be some ofthe most dangerous places during amission. Therefore you should usecaution when passing around orthrough them. To quickly see what isaround a corner, you can peek. Thislimits your exposure to detection aswell as enemy fire. You must still becareful when peeking. Terroristswill still see you if they are lookingin that direction. When moving arounda corner, face the wall and sidestepout from behind it. As soon as anyterrorists come into view, you canget the first shot because you arealready facing them unless, ofcourse, they are already facing you.

VERTICAL MOVEMENTOperatives can climb up and downstairs to change levels just bywalking onto them. However, to climbladders or other objects where handsmust be used, walk up to the objectand press the “manipulateenvironment” or action key. To let gowhile climbing, press the key again.You cannot use inventory objects ormanipulate other objects while in theact of climbing.

CONTROLLING YOUR OPERATIVE

While you must keep an eye on what the rest of your teams are doing during themission, your main responsibility is to personally lead your team to accomplishits assigned role. In fact, if you have done a good job planning the mission,the rest of the teams should be able to accomplish their roles with very littlehelp from you.

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ACTION PHASE: CONTROL

USING WEAPONS AND EQUIPMENTThe main item you will use duringmissions is your primary weapon. Itis very simple to use. Just aim thetargeting reticule at the enemy andpress the fire button or key. How thereticule works was discussed earlierin this section. To change to adifferent inventory item, press thecorresponding key. When usinggrenades, the longer you hold downthe fire button, the farther you willthrow it. Since you usually do notwant to have a line of sight to adetonating grenade, flashbang orfrag, throw a grenade while peekingaround a corner or try to bounce thegrenade off of a wall so it landsaround the corner. There are alsoseveral other items you can useduring the Action Phase.

Heartbeat Sensor: The heartbeatsensor is a great little device fordetecting terrorists and hostageswithout having to put your operativesinto danger. In some missions(usually when terrorists arebarricaded somewhere holdinghostages), heartbeats sensors willhave been placed around the buildingto provide you with this informationautomatically. However, in the rest,you must carry the heartbeat sensorsin yourself. It is often a good ideato have one operative in each teamcarry a sensor unless they will notneed it such as sniper teams. Teams inrecon mode will use the heartbeatsensors as they advance from waypointto waypoint. If your operative iscarrying one, you must select it asthe current item in order to use it.The sensor detects persons in alldirections for a short distance.However, its range is increased alonga narrow beam in the direction you arefacing. To get the most out of thesensor, enlarge the Mini-Map to full

screen and rotate your operative inplace to scan at long range in alldirections. If you can locate aterrorist first, you can get the dropon him and hit him before he knows youare even around.

Demolitions Kit: This kit can be usedby operatives to decrease the amountof time required to complete taskssuch as disarming a bomb. To use,press the “manipulate environment”key or button while next to and facingthe object.

Electronics Kit: This kit can be usedby operatives to decrease the amountof time required to complete taskssuch as deactivating security systemsand planting surveillance devices. Touse, press the “manipulateenvironment” key or button while nextto and facing the object.

Lockpick Kit: This kit can be used byoperatives to decrease the amount oftime required to pick a lock on adoor. To use, press the ìmanipulateenvironment key or button while nextto and facing the door.

Binoculars: These can be used to geta closer look at distant objects andterrorists. To use, make thebinoculars the current item. The“sniper view” key or button zooms theview in to 4x and 8x. In addition, thebinoculars contain a built-in rangefinder, which gives you the distanceto the object centred in the view.These are good to assign to teamleaders for scouting out areas beforeheading in to assault.

ACTION PHASE: CONTROL

DOORS AND OTHER OBJECTSDuring missions, you will have to gothrough doors and activate switchesor levers. To open or operate theseobjects, walk up next to them andpress the “manipulate environment”key or button. In the case of a lockeddoor, your operative must first pickthe lock by holding down the“manipulate environment” key, thenpress it again to open it. On theother hand, you can also breach thedoor using breaching charges or ashotgun. These are discussed ingreater detail in the TrainingMissions section.

In some missions, you must performspecial actions such as plantingsurveillance equipment or explosivesor disarming a bomb. While you cangive special action orders to a teamduring the Planning Phase or with theOrders Mode, you can also performthese actions yourself. Just walk upto the objective and press the“manipulate environment” key orbutton.

DYNAMIC TEAM CONTROLDuring a mission, things can go wrongand your plan may fall apart.Therefore you may have to do more thanjust control your operative. This caninvolve switching between teams,giving Go Codes, changing modes, etc.

As the team leader, wherever youroperative goes, the rest of the fireteam follows behind. In somecircumstances, you may want to leavethem behind and do a quick solo recon.Press the Hold key and the rest of theteam will stay where they are andassume a defensive posture. Torelease them from the Hold, press the

key again. If they are within visualrange of you, they will join up.Otherwise, you will have to move backtowards them until they can see you.The Hold command can also be used tokeep your team from advancing whileyou switch to another team. There isa different command called All Hold.This orders all teams to hold. Usethis when things start to go wrong toessentially halt the advance untilyou can see what action must be taken.

During the mission, you can use GoCodes to coordinate the actions ofall your teams. Go Codes must beordered during the Planning Phase.However, you issue the codes duringthe mission. The All Teams Display inthe Action Bar will let you know if ateam is waiting for a Go Code. Waituntil all the teams are ready beforegiving the Go Code by pressing thecorresponding key.

Some missions may require you toswitch between teams to performdifficult or tricky actions. Or youmay want to take control of anotherteam while yours is just waiting orproviding cover. Switch between teamsusing the Next Team and Previous Teamkeys. Before leaving a team, makesure they are either holding or haveorders what to do while you arecontrolling other teams. You mayfind it useful to return to the OrdersMode in section five of the ActionPhase Interface.

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ACTION PHASE: WATCH MODE

WATCH MODEAt any time, you can switch to WatchMode by pressing the “Watch” togglekey. While in Watch Mode, you canstill switch between teams and changethe camera between first and thirdperson views. However, you cannotgive any commands or orders except GoCodes. This is a good way to see howgood your plan was.

ENDING THE MISSION

The Results Screen is where youcan review the statistics for themission after it comes to an end.

If you wish to abort the mission atany time, hit the ESC key. This willbring up a menu window where you canquit or perform several other actionssuch as go to the Main Menu or theOptions Menu. The Options Menu letsyou remap the keys without having toexit the Action Phase.

When the objectives have beenaccomplished, the mission will end asa success. You will be taken to aresults screen showing statistics forthe mission. If you want to go on tothe next mission in the campaign,click on the right arrow at thebottom. However, if you are notsatisfied because a vital operative

was killed or you lost too manyoperatives, do not accept themission. Instead, click on the leftarrow and choose to replay it.

The mission will also end if all ofyour operatives are killed or it isimpossible to achieve yourobjectives. This could be because ahostage is killed or a bombdetonated. When this happens, youmust replay the mission. If youchoose Retry Action, you will beginthe Action Phase again. Retry Plantakes you back to the Planning Phaseso you can make adjustments andmodifications to your plan.

At the bottom right of the Resultsscreen are two buttons that allow youto save the Replay or to delete it.When you choose to save, a text boxwill appear and request you enter aname for the Replay file. From theMain Menu, you can go to the Replayscreen and view your mission at yourleisure. In the real world, HostageRescue Teams spend a lot of time goingover previous missions step by step.Since no mission is ever perfect,there is always something to learnfrom your mistakes. You can also findout what worked well and use it forfuture missions.

NOTES

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MULTIPLAYERMODE

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MULTIPLAYER MODE

The Multiplayer Menu screen iswhere you get connected and begina game.

CREATING A GAMERogue Spear offers a comprehensiveand challenging Multiplayer Modewhere players can compete against oneanother and/or work together.Multiplayer requires a properlyconfigured TCP/IP connection. Forhelp getting started, see the Read Mefile. To begin a multiplayer game,click on Multiplayer in the Main Menu.This will take you to the Multiplayermenu screen. Here you can getconnected to a game or start oneyourself.

Join Game: If you are connected to aLocal Area Network (LAN) through aTCP/IP connection, created games onthe network will appear in the Serverslist. Click on one of the servers,then on Join to connect to thatserver. This will only locate serverson your LAN, not those existing on theinternet.

Create Game: Click on this button tocreate a new game and designate yourcomputer as a server. You will betaken to the Multiplayer Sessionscreen to set up the new game. See“Setting Up a Game” section.

Manual Join: This method of joining agame is necessary if you wish toconnect to a specific IP address onthe Internet or on a LAN. This is alsohow you connect two or more computersover the Internet without firstconnecting to MSN Gaming Zone orMplayer.

The following process is necessary toset up a game using the Manual Joinfeature:

1) The computer that serves the game,or Host, connects to a TCP/IP network,either via LAN or Internet.

2) The Host then follows the directionlisted below to determine the Host IPnumber.

3) After receiving the Host’s IPnumber, the client clicks on theManual Join button.

4) From the Manual Join screen, theclient must click inside the Host textbox to enter the IP number of the Hostcomputer.

5) Click inside the Port text box toenter the port number, which is 2346by default.

6) Click on the Join button and theclient should connect to the host. TheHost screen will see the client jointhe game from the Server setup screen

MULTIPLAYER MODE

HOW TO OBTAIN HOST IP NUMBER:

1) Connect to your ISP.2) Click on your start button3) Click on run4) Type in - WINIPCFG5) Click the arrow to the right of thedrop-down box and select PPP adapterfrom the list (if necessary). Makenote of the number in the IP addresswindow. This is your current InternetIP Address. You will need to givethis number to others who wish to joinyour Internet game. This address willusually change every time youdisconnect and reconnect to your ISP.

Server Info: When you highlight a LANserver in the Server List, you can getmore information about it by clickingon this button.

MPlayer: Clicking on this button willexit Rogue Spear, bring up yourdefault Internet Browser and take youto MPlayers website. More informationon MPlayer is included later in thissection.

MSN Gaming: Clicking on this buttonwill exit Rogue Spear, bring up yourdefault Internet Browser and take youto MSN Gaming website. Moreinformation about MSN Gaming isincluded later in this section.

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MULTIPLAYER MODE

SETTING UP A GAME

The Multiplayer Session screen iswhere you set up a game.

Whether you create a game or join one,you will go to the Multiplayer Sessionscreen. On the left side of the screenare all of the players who have joinedthe game. To the right are the PlayerOptions and Session Options menus.Below them is the Message of the Dayfrom the server. Each player canadjust the Player Options. Howeveronly the server can change the SessionOptions.

Along the bottom of the screen are sixbuttons which can only be accessed bythe server.

Lock Teams: The server can lock theteams so players cannot switch backand forth. Once teams are locked, theserver can select an individual, andthen click on a team button, and thatindividual is moved to the selectedteam.

Kit Restrictions: The server has theability to allow or disallow anyparticular kit item through thisoption. Clicking on this button opensthe Kit Restrictions screen. Next toeach item is a check box to turn themon or off.

Eject Player: The server can eject anindividual player by highlightingtheir name then clicking on thisbutton.

Use Password: The server can toggle onand off password protection with thisbutton, and can change the password inthe password box.

Lock Server: By clicking on thisbutton, the server can prevent anyoneelse from joining in the game.

Main Menu: This button exits themultiplayer game and takes you back tothe Main menu.

MULTIPLAYER MODE

PLAYER OPTIONS

Each player can access this menu. Itallows them to choose a specialty fortheir operative and select weaponsand equipment for the mission. Someitems may not be available due to kitrestrictions enabled by the server.In multiplayer games, you have accessto some items not available in thesingle player missions.

HB (Heart Beat) Jammer: This is ahandheld device that prevents otherplayers from picking up HB sensorinformation in a radius from theplayer holding it. To activate it,make it the current item.

SA (Stand Alone) HB Jammer: This isthe same as a HB Jammer, with theexception that it can be placed on theground, and does not need to becarried. This item can be destroyed.To use this, make it the current itemand then press the fire button or keyto place it on the ground.

C-4: This is a small (less than 1kg)block of C-4 plastic explosive with aradio detonator in it. The player canplace this anywhere on the ground, anddetonate it from anywhere in a level.It functions similar to a fraggrenade, but with a smaller radius. Toplant the C-4, make it the currentitem and then press the fire button orkey. You can then change to anotheritem if you wish. To detonate theplanted explosive, make the C-4 yourcurrent item again and press the firebutton or key.

SA HB Sensor: This is similar to thehandheld device except it is placed ata point on the ground, and detectswithin a radius of itself. This itemcan be destroyed. To use this item,make it the current item, then pressthe fire button or key to place it onthe ground.

False HB Puck: This is an item thatcan be dropped on the ground. It willproduce a HB signature that will mimicthat of the person that dropped it.This item can be destroyed. To usethis item, make it the current item,then press the fire button or key toplace it on the ground.

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SESSION OPTIONSThis menu is where the server sets upthe game. First, select a Game Type—Adversarial or Cooperative. InAdversarial, the players will competeagainst each other. In Cooperative,you’ll play together against thecomputer. The Game Rules dictate theobjectives of the game. Each isdiscussed later in this section. Foradversarial games, you can choose themap you wish to play on. Each map hastwo options: with or without computercontrolled terrorists. The terroristsjust add more danger as an additionalhostile team. The next step is tochoose insertion points. Game lengthcan be set as unlimited - (—:—) orfrom one minute to an hour. Finally,the type of Uniform worn by theplayers is chosen.

Other options include whether enemiescan be seen on the map without usingheartbeat sensors, auto-targeting,random maps, random teams, randominsertions and use of kitrestrictions. When all is ready, theserver clicks on the right arrow tobegin the game. This will start acountdown informing the other playersto make any last minute changes ifnecessary. Only the server can stopthe countdown. The joining playerscan click the Ready Button prior tothe server to indicate they are readyto begin.

ADVERSARIAL GAMESAdversarial games are ones in whichthe players are attempting tocomplete a goal in opposition toanother player or group of players.These games may be a free-for-all, ora team vs. team action. In alladversarial games, there is a defaultvictory condition of killing everyonenot on your team. Some games havealternative victory conditions aswell. In games where terrorists areinvolved, you can win by theterrorists killing off all opposingteam members. Up to 16 players canplay by themselves or on 2 teams. Inteam play, you can identify members ofyour team by a swatch of the uniformpattern on the lower right hand cornerof the screen. All members of yourteam will be wearing a uniform of thatsame pattern. In individual play,this swatch will be black, andeveryone will be in the same uniform.

SURVIVALSurvival is a free-for-all game inwhich the objective is to be the lastperson left alive in a level. No oneshould be on anyone else’s team.

TEAM SURVIVALTeam survival is similar to survival.Each person must select one of twoteams (Blue or Gold) to join. Thewinning team is the last one with atleast one team member left alive.

MULTIPLAYER MODE MULTIPLAYER MODE

SCATTERED TEAMSScattered teams is team survivalwhere the teams start out scatteredall over the map instead of startingout together in team bases. Bases arevisible as in standard team survival.As in normal team survival, the gamewill end when only one team hasmembers still active, or if both teamshave no one still active.

TERRORIST HUNTTerrorist Hunt is a team survival gamein which terrorists are scatteredthroughout the level. In addition tothe Team Survival victory conditionof being the last team with a memberstanding, your team can win if itkills more than half of the terroristson the level (kill 16 terroristsbecause there are 30 on the level).The terrorists are randomly placed onthe level.

SCATTER HUNTScatter Hunt is the Terrorist Huntgame where members of a team start outscattered over the map

ASSASSINATIONAssassination is a Team SurvivalVariant where each team has a generalthat they must defend from the otherteam. In addition to winning bykilling the entire other team, a teamcan achieve victory by killing theother team’s general.

SCATTER ASSASSINATIONScatter Assassination is theAssassination game where teams arespread out over the map, and must findand then defend their general.

SAVE YOUR BASESave Your Base is another teamsurvival variant. In this version,each team has a base that they startseparate from. They must race to thisbase, and disarm the bomb that isthere before the other team findstheir base and disarms that bomb.

DOUBLE BLUFFDouble Bluff is a team survival gamewith the added objective of trying toget both hostages back to your base.Each team starts in their base with ahostage. If either team kills ahostage, that team loses.

STRONGHOLDStronghold is a team survival game inwhich the Gold Team must stop the BlueTeam from entering their base. If theBlue Team gets a team member into theGold Base for at least 3 seconds, thenthe Blue Team wins. If either team cansuccessfully eliminate all themembers of the other team, then theywin.

DOUBLE STRONGHOLDDouble Stronghold games are the sameas Stronghold games with theexception of both sides defendingtheir base. So, in addition to theabove victory conditions, if the GoldTeam can get a person into the BlueTeam’s base for at least 3 seconds,then they will win.

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MULTIPLAYER MODE

COOPERATIVE GAMES

In cooperative mode, teams of up toeight people can work together in amultiplayer game to complete each ofthe single player missions at varyingdegrees of difficulty. The server canselect which mission, and whatdifficulty level everyone will play.In addition, the server can choose toadd AI buddies to a mission. There aretwo choices to doing this. One choiceis to add a partner. If this isselected, each person will receive apartner until there are either 8 teammembers, or each person has one AIbuddy on his team. The other selectionis to fill out teams. If this isselected, the game will addadditional AI buddies to bring thetotal number of players to 8. The gamewill spread these buddies evenlyamong the players until running out.As an example, 3 people decide to playa level cooperatively. The serversets fill out teams. As a result, twopeople will get two AI buddies, andone person will only get one. Note:special restrictions placed onequipment and personnel are notoperational in multiplayercooperative levels. In addition,there is no multiplayer cooperativecampaign mode, so the effects of onemission do not carry over into theother.

COMMUNICATING

During a multiplayer game, you cancommunicate with other players in afew different ways. By pressing theGlobal Chat key, you open a text boxat the bottom of the screen. When youpress ENTER, it sends the message toall other players. To send messages toyour team only, press the Team Chatkey to bring up the text box and thensend it in the same manner. You canonly communicate with other deadpeople after your operative dies.

During a fast paced game, it is notalways practical to take the time totype out a message. Therefore, Boundkeys have been included. They can becustomised in the Options menu. Whenyou send a Bound message by pressingthe set keys during a game, your teamreceives the message verbally. Withinthe Remap Keys section of the Optionsmenu, you can customise 10 differentmessages for each bound key, you canchoose a message in either a male orfemale voice and assign an action toit as well. When you press thecorresponding bound key during amultiplayer game, the message will bebroadcast to your team and youroperative will perform the chosenaction to provide a visual emphasis.

PLAY AFTER DEATHWhen a player in a multiplayer gamedies, he can observe through the eyesof any other member of his team byusing Next Team and Previous Teambuttons to cycle through each of histeam members. In addition, the playerretains full control of hisviewpoint.

MULTIPLAYER MODE

MSN GAMING ZONE

Ever wish you could play Rogue Spearwith friends or family who live faraway? Well, NOW you CAN! Grab your CD,sit yourself down in front of yourcomputer, and flex those trigger-happy fingers on the MSN Gaming Zone!

The Zone is a FREE gaming service thatallows you to play fun, exciting,challenging games on the Internet. Atthe Zone, you can compete against someof the world’s best players or justmeet new people over a casual game.The Zone is the place to go to get thelatest game tips and news about RogueSpear. And after you’ve trounced,blasted, and zapped your way throughRogue Spear wander around the manyother Zone game rooms. Try out some ofthe free card and board favourites,such as Hearts, Spades, andBackgammon. They’re easy to play andhave ranking systems to chart yourrise toward stardom.

To play on the Zone, you willneed either Internet Explorer(version 3.02 or later) orNetscape Navigator (version 4.0or later).

GETTING A FREEMEMBERSHIP ON THEZONENote: If you already have a ZoneName, a password, and the Zonesoftware installed, you can skipthe following steps and godirectly to the next section,“Playing Rogue Spear on theZone.”

Connect to your Internet serviceprovider, and then start eitherInternet Explorer or NetscapeNavigator.

To go to the Zone Web site, typehttp://www.zone.com/, and then pressENTER.

At the Zone Web site, click Sign upfree to play games if you do not havea Zone Name and password. Create a newZone Name and password for yourselfand click Continue. Enter your e-mailaddress if you are 18 or older andclick Continue.

In the “Download Core Zone Files”window, click Start Download toinstall the software on yourcomputer.

When installation is complete and youhave signed in, you will see a Spadesymbol in the box to the right.Clicking “I see the Spade” will takeyou to a Congratulations page withlinks to the New User Tutorial and thegames list.

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PLAYING ROGUE SPEARON THE ZONE

Make sure both the Rogue Spear andZone software are installed on yourcomputer.

Place your Rogue Spear disc in the CD-ROM drive. If Autoplay begins, click<Exit>.

Connect to your Internet serviceprovider, and then start eitherInternet Explorer or NetscapeNavigator.

To go to the Zone Web site, typehttp://www.zone.com/, and then pressENTER.

In the navigation bar, click Home andselect Game Index, from the table ofcontents located on the left side ofthe page. A Game Index page willappear, showing you all the games youcan play on the Zone, sortedalphabetically.

Find Rogue Spear in the Games Indexand click it.

In the Sign In window, type your ZoneName and password, and then click OK.The Zone Rogue Spear page will appear.

To begin playing, click one of theRogue Spear rooms listed on the gameroom page.

To host a game, click the Host button,and then wait for other players tojoin. (You can also click Quick Hoston the game room toolbar, and the Zonewill find the first free table andmake you the host of a new game.) Usethe chat feature to recruit otherplayers. When all players are loggedon and ready to go, click Launch tobegin.

-or-To join a game hosted by anotherplayer, click the Join button. (Youcan also click Quick Join on the gameroom toolbar, and the Zone will findthe first free table and enter you asa player). Next to each player’s nameis a latency indicator, which showshow fast your current connection is tothat player. If you are joining agame, it is recommended that youconnect to a host with a green latencyindicator.

If you have any problems, see the ZoneHelp page for more details.

MULTIPLAYER MODE

MPLAYER

WHAT IS MPLAYER.COM?Mplayer.com is the #1 multiplayergame service on the Internet. PlayingRogue Spear on Mplayer.com means thata player in a remote location canchallenge other players in remotelocations, and they’ll play in realtime—like they’re all sitting in thesame room. Mplayer.com offershundreds of innovative features,including real-time voice chat thatlets you verbally taunt youropponents and praise your teammates.When you sign up for Mplayer.comyou’re joining a friendly onlinecommunity where you can participatein regular tournaments, contests, andspecial events.

PRICINGMplayer.com is FREE —there are nocharges or monthly fees to play RogueSpear on Mplayer.com.

SO HOW DO I GET STARTED?Installing Mplayer.com is simple.Just follow these easy steps andyou’re on your way to the excitementof online multiplayer gaming!

THERE ARE SEVERAL WAYS TO INSTALLMPLAYER.COM FROM ROGUE SPEAR:

From the game CD-ROM Autorun Menu:- select the option: Free InternetPlay on Mplayer.com From the Windows 95 Start Menu - select this game and the option:Free Internet Play on Mplayer.com From Inside the Gamefrom the multiplayer menu- select the option: Free Internet

Play on Mplayer.com

This will start the Mplayer.cominstaller which will:

Check for Mplayer.com — if you don’thave it, we’ll install everything youneed! Just follow the easy installinstructions at the prompts. Duringthe process, you’ll set up your FREEMplayer.com account and select yourMplayer.com member name and password.

After installing Mplayer.com, yourWeb browser will launch and connectyou to the Mplayer.com game page:Make sure your game CD-ROM is in thedisk drive.

Click on “Play Now” to log ontoMplayer.com and head to the Lobby ofyour game.

Before entering the game’s Lobby,we’ll automatically download anyadditional files you might need tomake the game playable onMplayer.com.

Now you are in your game’s Lobby onMplayer.com. Chat with other players by typing yourmessage and pressing Enter.To enter a Game Room, double-click onthe Room icon.If you want to create a new Game Room,click on the Create Room button.

Almost there!If you enter an existing Game Room,Click on the “Ready to Play?” button,or,If you create a Room, wait forplayers, then click on the “LaunchGame” button.

Have fun playing on Mplayer.com!

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MPLAYER.COM TECHNICAL SUPPORT

Mplayer.com has a staff of highlytrained Technical Supportrepresentatives waiting to answeryour questions about the Mplayer.comService or solve any related Serviceproblems. If you’re having troubleinstalling Mplayer.com, contact aTechnical Support representative byemailing [email protected]. Formore information about Mplayer.comvisit our Web site atwww.Mplayer.com.

TECHNICAL INFO

You need the following PCconfiguration to install our softwareand play games on Mplayer.com:

System Requirements: Windows 95Pentium processor16 MB RAM 18.8 KBPS or faster modem Internet access*IE 3.02

*AOL, CompuServe, and Prodigy do notyet support adequate TCP/IPconnections for FAST gameplay. Lowlatency games, including turn-basedor role playing games, however, can beplayed.

NOTES

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WEAPONS &EQUIPMENT

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WEAPONS AND EQUIPMENT

RAINBOW has a broad assortment of weapons and equipment for use during missions.It is important to choose the right selections for each operative’s kit so theyhave the right tools to complete their assigned tasks during the mission.

HK MP5A4

The preferred submachine gun ofcounter-terrorist operatives aroundthe world, Heckler & Koch’s MP5 isknown for its reliability andaccuracy, even when firing on fullautomatic. RAINBOW uses the 9mm MP5A4fitted with single, triple, and full-auto trigger group.

HK MP5K-PDW

Heckler & Koch’s 9mm MP5K-PDW is acompact version of the classic MP5.Its folding stock and light weightmake it an ideal choice when a fullrifle or submachine gun isunmanageable and a handgun is a poorcompromise. It is equipped with thesingle and full auto trigger group.

HK MP5SD5

Terrorists throughout the world fearHeckler & Koch’s MP5SD. Its integralsilencer is so effective that thereport of the bullet is minisculecompared to the click of the boltoperating. RAINBOW uses the 9mmMP5SD5 whenever both accuracy andstealth are essential.

HK MP5/10A2

The HK MP5/10A2 is a product-improvedvariant of the venerable HK MP5chambered for a 10mm round. Theincreased stopping power of theheavier round is offset by increasedrecoil. It is equipped with a singleand full auto trigger group.

PRIMARY WEAPONS

WEAPONS AND EQUIPMENT

HK MP5/10SD

An HK MP5/10A2 equipped with a soundsuppressor gives a nice mix betweenpower and silence. Because thesuppression is not integral (like theMP5SD), the suppression is not quiteas complete.

HK UMP45

The HK UMP45 is the newest submachinegun from veteran gun manufacturer HK.The stopping power of its .45 caliberround comes at the price of anincreased recoil and lower rate offire.

HK UMP45SD

An HK UMP45 equipped with a soundsuppressor. Of course, thesuppression is not as complete as theintegral suppressor of the MP5SD. Agood choice when a balance betweenpower and silence is required.

M4 CARBINE

A compact version of the M-16, the M4Carbine is commonly used when thefirepower of an assault rifle isneeded, but the weight and size isnot. It is commonly used by US andIsraeli special forces. It comesstandard with a single and full autotrigger group.

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ENFIELD L85A1

The Enfield L85A1 (also known as theEnfield Individual Weapon or SA80) isthe standard infantry weapon of theBritish Army. Its bullpup designtrades accuracy for maneuverability.

STEYER AUG

The standard weapon of the AustrianArmy, the Steyr AUG is a futuristiclooking assault rifle with a compactbullpup design. It is well suited formissions requiring themaneuverability of a submachine guncombined with the punch of an assaultrifle.

HK G3A3

The G3A3 is Heckler & Koch’s standardassault rifle. It fires the powerful7.62mm NATO round. This is the mostaccurate assault rifle in RAINBOW’sarsenal.

G36K

The Heckler & Koch G36K is theirlatest assault rifle entry. Itscompact design makes it useful inclose quarters, while its 5.56mmround will penetrate most bodyarmour.

WEAPONS AND EQUIPMENT WEAPONS AND EQUIPMENT

BARRETT MODEL 82A1

The Barrett ‘Light Fifty’ M82A1 wasthe first .50 caliber sniper rifle toachieve widespread use. Its massivelength (1.55m) and weight (13.4 kg)make it the most accurate sniperrifle in RAINBOW’s arsenal. Extremecare should be used in employing thisweapon, as its high powered .50Browning round can tear throughmultiple targets just as easily as itcan through an engine block.

PSG-1

Arguably the most accurate off-the-shelf sniper rifle available. Afavourite of police forces around theworld, the PSG-1 comes standard witha 6x sight and fires the NATO 7.62round.

M16-A2

When extra range or firepower isneeded, RAINBOW turns to Colt’sM16A2. Tried and true, it’s 5.56caliber easily pierces Level II bodyarmour and has the longest range ofany of RAINBOW’s standard weapons. Itcomes standard with a single andthree round trigger group.

M-14

The direct descendant of the classicM1 Garand, the M14 fires a 7.62 roundwith extreme accuracy. It has been isuse by the US Army since 1957.

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WEAPONS AND EQUIPMENT

WALTHER WA2000

The shortest sniper rifle used by theRAINBOW team, the Walther WA2000’sbullpup design and light weight makeit a favourite of snipers withneeding to move stealthily intodifficult positions. Its powerful.300 Winchester round has more punchthan the more common 7.62 NATO round.

BENELLI M1

Whether used for door breaching orhighly lethal close quarters combat,a good tactical shotgun is anessential part of all anti-terroristteams. RAINBOW uses the Benelli M1Tactical 12-Gauge, largely becauseits superb recoil characteristicsenable a skilled operator to firefive rounds accurately in less thanone second.

SPAS-12

The SPAS-12 is a fully automaticcombat shotgun capable of emptyingits clip in 2.25s. This makes it idealfor quickly clearing a room of allhostiles.

WEAPONS AND EQUIPMENT

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WEAPONS AND EQUIPMENT

BERETTA 92FS 9MM

The Beretta Model 92FS is RAINBOW’s9mm pistol of choice. Its primaryadvantage is low recoil and a largemagazine compared to the bulkier .45.

BERETTA 92FS 9MM-SD

The specially designed sound andflash suppressor on this BerettaModel 92FS minimises weight andlength to maintain accuracy whileboasting an impressive 32dB of soundreduction. It is the favourite pistolof for RAINBOW’s recon specialists.

HK .40 USP

Heckler & Koch’s .40 caliber USP is afavourite among those desiring abalance between size and firepower.

HK .40 USP-SD

This Knight Armament Corp. silencerprovides excellent sound suppressionto the HK .40 USP.

SECONDARY WEAPONS

WEAPONS AND EQUIPMENT

.50 DESERT EAGLE

The IMI .50 Desert Eagle is a verypowerful handgun. It is capable ofpunching through body armour, but hasa limited seven round magazine.

.357 DESERT EAGLE

The smaller cousin of the DesertEagle .50, this the IMI DesertEagle’s .357 Magnum round packs apunch capable of punching throughbody armour at close range. Itcarries a limited eight-roundmagazine.

HK .45 MARK 23

The extreme ruggedness, reliability,and match-grade accuracy of Heckler &Koch’s .45 Caliber Mark23 ACP hasmade it the handgun of choice for allU.S. Special Forces.

HK .45 MARK 23-SD

The specially designed sound andflash suppressor on this HK MK23virtually eliminates muzzle flash andprovides more than 35dB of soundreduction. An essential part of anyRAINBOW mission requiring bothfirepower and discretion.

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WEAPONS AND EQUIPMENT

DEMOLITIONS KIT

This kit speeds both the placing anddisarming of explosives. It containsbasic electrical diagnostic equipmentalong with the essential mechanicaltools needed to perform the job.Extra primer, detcord, and a varietyof adhesives complete the kit.

ELECTRONICS KIT

This kit speeds up placing bugs,rewiring security cameras, andrelated electrical tasks. It containsa high precision multimeter,miniature power supplies, abreadboard, and digital analyser. Afull complement of jumpers, clips,and miscellaneous electrical partsrounds out the kit.

LOCKPICK KIT

This kit speeds the picking of locks.Its primary component is a highlysophisticated auto-pick capable ofopening most mechanical locks in afew seconds. Electrical keycard orswipe locks are handled using aclassified system containing presetsfor all major keycard variations.

FRAG GRENADE

The M61 fragmentation grenade is thestandard issue offensive grenade usedby infantry throughout the world.While its blast radius is small, anoverhand throw is still necessary tosafely clear the blast radius in theopen.

EQUIPMENT

WEAPONS AND EQUIPMENT

FLASHBANG

Capable of stunning observers with acombination bright flash and loudreport, flashbangs are commonlytossed into rooms to ‘prepare’ roomsprior to entry. The valuable secondsgained while potential hostilesrecover from the stun effects canmean the difference between life anddeath to a tactical team. Also knownas distraction devices or stungrenades.

BREACHING CHARGE

Breaching charges are used toexplosively remove doors for rapidentry. Flashbangs do not need to beused in conjunction with a breachingcharge as they stun, wound, or evenkill anyone nearby.

PRIMARY MAGS

Extra magazines for your primaryweapon.

SECONDARY MAGS

Extra magazines for your secondaryweapon.

HEARTBEAT SENSOR

The Heartbeat Sensor is capable oftracking a human heartbeat eventhrough thick layers of concrete. Itworks by detecting the characteristicultra-low-frequency electric fieldgiven off by a beating heart. Whenin use, the heartbeat sensor scans ina small circle around the user as wellas a larger cone straight ahead.

BINOCULARS

These compact, lightweight binocularsare specially constructed towithstand the rigors of CToperations. A built in range finderand choice of 4x and 8x zoom factorsmake these the item of choice forRAINBOW recon missions.

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WEAPONS AND EQUIPMENT

LIGHT

This class is perfect for nighttime missions and reconspecialists. It consists of a lightweight Level IIa tacticalvest capable of stopping low-powered pistol rounds and isrounded out with the standard soft-soled rubber boots, Nomexbalaclava, and Nomex/Kevlar gloves.

MEDIUM

This class consists of a Level II waist-length tactical vestand a Kevlar Helmet, soft-soled rubber boots, Nomex balaclava,and Nomex/Kevlar gloves. The vest is capable of stopping mostpistol fire, and some submachine gun fire as well.

HEAVY

This class consists of Level III body armour extending to thegroin and is capable of stopping all but the most high-poweredof rifle rounds. This is the preferred uniform of demolitionsexperts, as the faceplate on the Kevlar helmet offersexcellent protection from flying debris. The Desert, Camo andWoods heavy uniforms do not include the helmet with faceplateand the body armour extends only to the waist since theseuniforms are mainly used on outdoor missions.

UNIFORMSChoosing the correct uniform is just as important as choosing your weapons.Each mission takes place in different terrain and lighting conditions. Inaddition, some operative will need more protection than others. For example,recon operatives will favor a light uniform while those breaching will need aheavy uniform. There are several uniforms from which to choose in Rainbow Six.They come in several different styles and each style is available in threeclasses.

WEAPONS AND EQUIPMENT

RAINBOW uses seven different uniform patterns. Each is specially designed fora specific environment or lighting condition.

ARCTIC 1This all-white uniform is great for missionsin the snow.

ARCTIC 2An alternative arctic uniform, this one hasdark splotches on white and is best used whenoperating in snow and brush where an all-white uniform would stand out.

DESERT 1This desert camo uniform is used for desertoperations and is issued to RAINBOWoperatives for desert type operations.

DESERT 2

BLACKThis black uniform is perfect for nighttimemissions.

BLUEThis blue uniform is good for nighttimemissions as an option to black.

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WEAPONS AND EQUIPMENT

CAMOThis uniform is used for jungle operations.Usually used in Central and South America andAfrica.

EUROAn excellent uniform choice for thoseoperating in mixed forest environments, ituses a European woods camouflage pattern.

GREENThis uniform provides a good blend ofprotection and ease of movement. It is usedprimarily in general outdoor environments.

GRAYThis gray uniform is the standard used forurban operations.

STREETThis street camo uniform is RAINBOW’salternative choice for urban assaultoperations.

WOODThis uniform is used for operations inforests and rural areas. Usually used inEuropean and North American operations. Thewoodland uniforms are a personal favourite ofSantiago Arnavisca.

DEFAULT KEYBOARD COMMANDS

Here is the default layout forkeyboard commands in the game:

ACTIONSLeft Mouse Fire (Use Item)1 Switch to Primary

Weapon2 Switch to Secondary

Weapon3 Switch to Kit Slot 14 Switch to Kit Slot 2N Select Next WeaponZ Change MagazineB Change Rate of FireSpace Manipulate Environment

MOVEMENTW Move ForwardS Move BackwardA Sidestep LeftD Sidestep RightQ Peek LeftE Peek RightC CrouchTab ShuffleRight Mouse Run

TEAM/AIPgUp Change to Previous TeamPgDn Change to Next team7 Status ReportR Toggle Team Hold in PlaceH Toggle All Teams HoldY Toggle Sniper ControlJ Go-Code AlphaK Go-Code BravoL Go-Code CharlieM Go-Code DeltaU Toggle Orders ModeG Toggle Map ModeF Change ROE ModeV Change ROE Speed/ Toggle Watch Mode

COMM‘ Global ChatEnter Team ChatRight-Alt Send Bound Message

VIEWLeft Shift Toggle Sniper Mode5 Toggle Night VisionT Toggle Full-Screen

Map ModeF1 Toggle Camera View= Increase Cinema Size- Decrease Cinema Size[ Zoom Map Out] Zoom Map in\ Watch Next Team Member

in Action Phase MapKeypad 5 Centre View

OPTIONSF4 Toggle Auto-Aim F3 Toggle Reticule6 Show Status DisplayPrint Screen Grab Screen ShotF12 Activate Server Control

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TECHNICAL SUPPORT

Every effort has been made to make ourproducts as compatible with currenthardware as possible. However if youare experiencing problems withrunning of one of our titles you maycontact our Technical Support staffin one of several ways:

Before contacting Technical Support,please be prepared. In order toassist you as efficiently aspossible, we will need to know as muchinformation about your computer andthe problem as possible. If you cannot provide the information in thecheck list below, then please contactyour computer manufacturers technicalsupport department before contactingTake 2 Interactive, otherwise we willbe unable to solve your problem.

The information that we will requireis as follows :

CONTACT DETAILS• Your name • e-mail address, daytime telephone

number or postal address • If you are from outside the UK,

please specify which country youare contacting us from and thelanguage version of the game youare playing.

SYSTEM DETAILS• PC Brand Name and model • Processor speed and manufacturer • CD-ROM Drive speed and manufacturer • Total amount of system RAM • The make and model of your Video

Card / 3D Accelerator together withamount of Video RAM

• The make and model of your SoundCard

• Mouse and driver information.

Please describe the circumstances,including any error messages, of yourproblem as clearly as possible.

TECHNICAL SUPPORT

ON LINE SUPPORT

Ubi Soft offers several onlinesupport options for their softwareproducts.One of these is our website at :http://www.ubisoft.co.ukIf you have a specific problem thatis not addressed on our site, youcan send your question to us via e-mail at : [email protected]

OTHER SUPPORT OPTIONS

You can also contact Ubi Soft CustomerSupport by phone, fax and e-mail.Phone: 020 8944 9000Fax: 020 8944 9300Hours: Monday through Friday9.30am – 5.30pm (GMT)Address:Ubi Soft Entertainment LtdVantage House1 Weir RoadWimbledonLondon SW19 8UX

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ROGUE SPEAR CREDITS

TEAM CREDITS

PRODUCER & LEAD DESIGNER: Carl SchnurrGAME DESIGN: The TeamLEAD ARTISTS: Steve Cotton & Jonathan PeedinARTISTS: Tim Alexander, Fabrizio Bianchi, Thomas DeVries, Travis Getz,

John Sonedecker, Jeff Wand

LEAD ENGINEER: Todd LewisENGINEERS: Rick Campbell, Erik Erikson, Clark Gibson, Philip Hebert, Peter

McMurry, Christopher L. Port, Greg “Gary’s Brother” Stelmack, Joe Sauder

WRITERS: Brian Upton & Kevin PerryADDITIONAL ARTISTS: Brian ReynoldsADDITIONAL ENGINEERS: Garner Halloran, Curtis SmithQUALITY ASSURANCE ANALYST: Gary StelmackLEAD TESTERS: Deke Waters, Robbie Edwards

RED STORM ENTERTAINMENT

CHAIRMAN: Tom Clancy CEO & PRESIDENT: Doug Littlejohns CHIEF FINANCIAL OFFICER: Caroline Campbell EXECUTIVE VP SALES & MARKETING: Dick Wnuk VP PRODUCT DEVELOPMENT: Mike Lomas DIRECTOR, CREATIVE DESIGN: Steve Reid DIRECTOR, DESIGN: Brian Upton DIRECTOR, ENGINEERING: Jason Snyder DIRECTOR, EUROPEAN SALES: Rob GrossDIRECTOR, MARKETING: Carson Brice SYSTEMS ADMINISTRATOR: Paul D’Agostino MARKETING MANAGER: Wendy BeasleyPRODUCT MANAGER: Charles HoltzclawINTERNET MANAGER: Mur LaffertyMARKETING AND PR ASSISTANT: April JonesQUALITY CONTROL MANAGER: Stuart WhiteLAB COORDINATOR: Scott ReidTECHNICAL SUPPORT REPRESENTATIVES:

Robbie Edwards, Deke Waters, TJ Stankus, Derek Earwood

TESTERS: Chris Curry, Brandon Schulz, Ken Turner

ROGUE SPEAR CREDITS

EXTERNAL DEVELOPMENT CREDITS

CONSULTANTSMike Grasso and Randy Pugh of NineOneOne.net

SOUND DESIGN AND MUSIC BY SOUNDELUX SHOWORKSJeff Eisner - Executive ProducerBecky Allen - ProducerRon “Dutch” Hill - Supervising Sound DesignerBill Brown - Composer and Music ProducerCarole Ruggier - Casting DirectorVoice Talent:Narrator - Carole RuggierJohn Clark - Douglas RyeSusan Holt - Cynthia MartellLukyan - Lawrence DobkinViktor - Alex RodineEnglish & Russian Terrorist - Ilia VolokMale Team Member - Mike ReaganFemale Team Member & Female Hostage - Johanna ParkerMale Hostage - Ron Louis

MOTION CAPTURE PROVIDED BY HOUSE OF MOVES (LOS ANGELES, CA)Executive in Charge of Production, Motion Capture Tom TollesExecutive Producer, Motion Capture Jarrod PhillipsChief Technology Officer Taylor WilsonTechnical Director Brett GassawayProduction Manager Chris BellaciLine Producers Rita Mines, Line SpencerMotion Capture Director James ScanlonMotion Capture Artist Jay JuneauMotion Capture Technicians Johnny RavenaMotion Capture Performer Mark Poitras

MANUAL TEXTMichael Knight

MANUAL DESIGNPoe, Nevermore Studios

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ROGUE SPEAR CREDITS

SPECIAL THANKS

To my family and friends for their support, and to Michelangelo’s Pizza forproviding the best anchovy pizza on those long working nights. [FabrizioBianchi]

Pam and Teddy Campbell [Rick Campbell]

To my incredible wife, Heather. My mom & dad. My bro Jeff & his girlfriendStacy (mostly for keeping Heather company during the project - not a joke). Ofcourse my grandparents. The rest of the team for not quitting, oh, & doing allmy work for me. The ones that call themselves the “Goodfellas”. & Larry,Ellen, Max, Lynn, Kathy, Tim, Ben, Erin, Elizabeth, Hazy, Scrappy, Buddy &Dutchess. Thank you. [Steve Cotton]

To Alicia M. Potter, perhaps the finest dancer in the world, thanks for puttingup with my crazy job and the hours that come with it. I doubt that I would havemade it without you. This is for you. P.S. Sorry about “Sausage Day.” Alsothanks to all the members of YES, for continuing to make the music that getsme through the long days. [Thomas DeVries]

Much thanks to Carl, Mom, Dad, Ralph & Dyana (the awesome in-laws), Tyler &Ruby (the lovable irritants), the makers of Atomic Bomberman and the Coca-Colacorporation. Most of all, thanks to Tawny for the patience and understanding.[Erik Erikson]

To my wife, Christy. On a side note, thanks to the cats, Spanky and Jack fornot pestering me too much when I was working at home. [Travis Getz]

Grasshopper Highway, Robert D. Guy, Bill, Dorris, William, and Tee [Clark Gibson]

To my family, you know who you are [Philip Hebert]

To my loving wife Meridith for letting me follow my dream despite the long hoursand the late nights. Additional thanks to that gorilla throwing the barrels formaking me want to do this crazy stuff and the team for consistently spottingme five wins in Atomic Bomberman. [Todd Lewis]

Michelle McMurry and Paul McMurry. [Peter McMurry]

To my wife Tracey, for putting up with all the long hours (again), and to theteam for pulling together when things got really tight. [Jonathan Peedin]

To Wendy’s International, for bringing fine dining within walking distance, theHillshire Farm Company for providing nourishing Polska Kielbasa, and the MillerBrewing Company, for their delicious Genuine Draft. [Christopher L. Port]

ROGUE SPEAR CREDITS

SPECIAL THANKS (CONTINUED)

To my wife, Amber, for enduring the months apart, and the long hours following.I couldn’t function on a daily basis without her. Also to Chris Sauder, whointroduced me to South Park, PC-Gamer, and movies about gladiators. [Joe Sauder]

To Carla, for continued support despite the crazy hours (no really, this is thelast push) and Aurora, for making me see the magic again. [Carl Schnurr]

My two favourite ladies, Laurie and Emily. And of course, my fine furry friend,Lucas. [John Sonedecker]

Diana Stelmack, Lassie & Maxie, and all the squirrels [Greg Stelmack]

Special Thanks to Jeff Friedlander, Rob Hunt, Marcus Nordenstam, Jason Snyder,Jim Van Verth, Dave Weinstein

Special thanks to the original Rainbow Six team.

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