                        FINAL COUNTDOWN
                        ---------------
                   (C) 1988 METHODIC SOLUTIONS


The inevitable has happened: nuclear terrorists are threatening to destroy
New York unless the USA government agrees to their demands: the release
of captured terrorists and 500 million dollars in gold. An emergency meeting
is being held at the White House with members of the Senate, the Pentagon,
the CIA, and the FBI, as well as political leaders from the threatened area
to try to avoid a possible disaster.

Through the cooperation and teamwork of the world's most famous and
experienced security services, it has been determined that the terrorists'
base is likely located in the South Pacific, where the <USS INVINCIBLE> is
conducting exercises. This HART-class aircraft carrier is much more than a
modern floating fortress - it has tremendous destructive potential and the
capacity to react within minutes. That is why this is one of the frontline
ships ready to be deployed whenever there is a potential threat to the West.

Because of earlier operations, only ten aircraft remain available for
deployment. And the directive is clear: <Search and Destroy>. Never before
has the pressure been so intense to complete an objective. Only six hours
remain before reaching the target. Mission controllers, pilots, launch
technicians - all have been mobilized to do the job they were trained for,
with no time to pause and reflect on the immense consequences. As the
President said: "Victory is all that matters".

The responsibility now lies on your shoulders. You must lead this mission,
conduct tactical operations, understand the capabilities of the ship and its
crew, and position the vessel so it is within striking range but still safe.
You must coordinate your actions carefully to achieve success.

Success - you will need it!

The <GARY> squadron aircraft are:
- 4 F-14 TOMCATS: Fighters
- 4 RF-4 INTRUDERS: Reconnaissance
- 2 AE-6: Bombers

Intelligence points to a terrorist base somewhere on the island. Your mission
is to find it - and wipe it out.

The best way to achieve this is to take photos with an F4 and then return to
land the aircraft on the carrier to develop the films and analyze the
results.

After that, the terrorist base location becomes visible, and you can destroy
it with the AE-6 bombers. The terrorists are expected to do everything they
can to sabotage these air strikes by launching their own aircraft and firing
the dreaded <EXOCCET> missiles at the carrier.

To counter enemy aircraft attacks, you can use the F-14s. To avoid the fatal
damage the <EXOCCET> missiles can cause, it's best to position the carrier
at a reasonable distance from the island.

Mission controllers must consider the limited range of the aircraft due to
fuel capacity and the different speeds of each type. Thanks to ultra-modern
weather satellites, we've been able to predict a storm and high winds, which
means the heading of the ship during the operation has not yet been decided.

Weather conditions are a very important factor during takeoff and landing.


=== MEET THE FORCES AT YOUR COMMAND ===

Victory will depend on your ability to command a battle-hardened crew and a
squadron of elite aircraft - each one forged for a specific role in this
operation. Below are the assets now under your command:

== RF-4 PHANTOM ==
This twin-engine reconnaissance jet carries out the vital first step of any
successful mission: locating enemy targets with photographic precision. Out-
fitted with high-resolution cameras and infrared scanning systems, the RF-4
Phantom flies dangerous solo missions over enemy territory to uncover the
hidden locations of terrorist installations. Its intelligence is critical -
the clearer the picture, the more devastating the assault to follow.

== F-14 TOMCAT ==
Born to kill and bred to be alert, the F-14 Tomcat is the most versatile
weapon system in Naval Aviation today. Its mission: engage and destroy enemy
fighters, ensure air superiority, and protect strike aircraft on their way
to the objective. Equipped with VULCAN missiles and flown by a skilled crew
of 1 pilot and 1 navigator, the Tomcat excels in fast-paced dogfights and
high-risk intercept missions. It kicks where it counts - in the teeth.

== A-6 INTRUDER ==
The A-6 Intruder is a rugged, all-weather bomber built for one task: to
eliminate enemy ground and sea targets with precision and power. Once the
RF-4 reveals the target and the Tomcats have cleared the skies, the Intruder
strikes. Equipped with advanced digital targeting systems and heavy ordnance,
it delivers the final blow that brings the mission to completion.

== CARRIER: USS INVINCIBLE ==
This aircraft carrier - a vessel that's 300 meters long, 75 meters wide, and
capable of 30~35 knots - is your floating command center. Specially designed
for rapid deployment and combat-readiness, it carries a full complement of
RF-4 Phantoms, F-14 Tomcats, and A-6 Intruders. Its launch systems can
dispatch aircraft within seconds, making it a formidable presence in any
combat theater. Accurate navigation, timing, and deck management will be key
to victory.

== CATAPULT OFFICER ==
The Cat Officer is in command of launch operations, overseeing both the bow
and waist catapults. His voice cuts through the din with the signal:
"One sixteen airborne!" When the aircraft is ready, he signals ignition and
clearance, ensuring safe launches even in the most extreme conditions. In
high-intensity operations, up to four aircraft can be launched in under two
minutes - every second counts.

Only the best will survive.


==== CONTROLS ====

- Press <STOP> to pause the game at any time.  
- Press <ESC> to end the game.
- You can switch between screens at any time by pressing the corresponding
  F-key.

== 1st SCREEN: AIRCRAFT CARRIER ==

Press <F1> to access the aircraft carrier screen, where you take command at the
steel bridge. This battle station features:

- Ship speed and heading gauge
- Wind speed and direction gauge
- Crosswind over the runway gauge, highlighting the optimum needed for takeoff
  and landing.
- Current Weather screen
- Radar screen / Catapult Officer CFTV
- Overhead carrier view screen, showing the takeoffs and landings on the deck
- Aircraft availability status list

The ship's heading and speed are controlled by the player using the up/down
cursor keys to increase/decrease speed, and left/right for heading. The result
is the crosswind over the deck, which for a safe launch should remain within 20
degrees relative to the ship's heading, indicated by the red sector on the
dial.

Aircraft can be selected by pressing the corresponding number key. The
selected aircraft will come onto the runway via the elevator. Once on the
deck, wings will be fully extended, and the aircraft will take position on
the runway awaiting their turn for takeoff.

- Keys 1, 2, 3, and 4 for F14 TOMCATS.
- Keys 5, 6, 7, and 8 for F4 PHANTOMS.
- Keys 9 and 0 for AE-6 INTRUDERS.

The first selected plane is guided by the deck crew to the catapult position
and hooked to it. When the plane is in takeoff position, after the space bar
or fire button is pressed, the catapult officer appears to direct the
launch. After pressing the space bar/fire button again, the officer will
raise his right hand to signal <engines on and catapult crew ready>.

Once you've ensured safe takeoff conditions (remember the crosswind), press
the space bar/fire button again and the officer will extend his arm signaling
<launch>. The plane will leave the deck and take off.

The next aircraft in line will move into the launch position.

By pressing the space bar/fire button again, the catapult officer will
reappear and the next aircraft can be launched.

Takeoff can only occur if the crosswind is within the bow sector; otherwise,
the aircraft will encounter too much turbulence and crash.

== 2nd SCREEN: MAP ==

The second screen is selected by pressing <F2>. Here, it is possible to direct
and control the operation by managing the directions of various aircraft.
Meanwhile, the left side of the screen shows aircraft status: whether on the
carrier, in the air, or lost, along with remaining flight time. The right
display shows an internal view of the selected aircraft, its nose, armament,
and time remaining. The main area displays the operations map, the ship's
position, the island, airborne aircraft, enemy aircraft in black, and
missiles launched by the enemy.

The map also shows the aircraft's range: a plane flying off the map is
considered lost.

= AIRCRAFT CONTROL ON THE MAP SCREEN =

To control an aircraft, it must be selected. This is done by placing the
cursor, a black square, over the desired aircraft. The current selection is
confirmed by pressing the space bar or fire button. A report of the selected
aircraft appears on the right, showing its picture and type.

A second cursor, red, appears. It can be moved to set the flight direction
and activated with the space bar/fire button.

The aircraft's new direction is shown on its compass. The directions given to
the aircraft depend on player tactics and the role assigned to it. However,
sometimes it's better to return the aircraft to the carrier, for example if
the mission is complete or fuel is running low. To initiate this, select the
aircraft and place the red cursor directly over the carrier. Once the plane
starts circling, you may activate the landing procedure by pressing <F4>
(see Landing section).

Status indicators show:
- Plane in air: Black numbers on red background.
- Plane on deck: White numbers on black background.
- Plane lost/destroyed: All black.

A selected aircraft blinks. At the bottom of the screen, messages appear
describing events during the mission.

== 3rd SCREEN: ISLAND ==

In the island screen, the player can act both as mission controller and pilot
to carry out the mission.

You can switch from controller to pilot by placing the cursor over the
desired aircraft. Press <SELECT> to select it. This is also the method to
deselect an aircraft.

Once an aircraft has been selected, its weapons can be activated by pressing
the space bar/fire button-VULCAN missiles for the F-14 and RF-4, and bombs for
the AE-6. But remember, ammunition is limited.

One of the most important parts of the mission is locating the terrorist
base. This is done by flying an F4 over the island and performing both
normal and infrared scans. Then, return the aircraft to the carrier, and
after a successful landing, the island screen will display the location of
the terrorist base, determining the next mission step.

On the island screen, you can see both your aircraft and the enemy's. This
provides the most direct and obvious information about the combat situation.
The left and right sides of the display give the same aircraft information as
on the map screen. At the bottom of the screen, messages will display
details about various developments in the mission.

== 4th SCREEN: LANDING ==

When an aircraft is circling the carrier, a message will appear asking if you
wish to land it.

To activate the landing procedure, press <F4>. This involves approach,
alignment, and the final landing.

The first part - approach - is a path that follows a gentle curve like a paper
clip, starting about 5 miles behind the ship. The plane continues along a
course parallel to the right side of the ship for about 2 miles ahead, then
on a second parallel course moves back along the left side of the ship,
about 2 miles behind it. Then it makes a left turn to line up directly behind
the landing runway.

During the approach maneuver, the ship's Air Traffic Control (ATC) will
inform you of heading and altitude.

These directions can be followed by controlling the aircraft with the cursor
keys/joystick: left/right and up/down. The indicators on the right side of
the screen show current heading and altitude.

If the flight path doesn't differ too much from the one directed by ATC, the
final approach will be permitted. Otherwise, the entire landing sequence must
be repeated from the beginning.

If landing is too difficult at first, you can activate the ILS (Instrument
Landing System) by pressing <A>. The landing will then be fully automatic.

If the landing pattern is followed correctly, ATC will authorize proceeding
to the final stage: FINAL. In the final stage, the pilot must approach using
the <LIGHT LANDING DEVICE>, also known as the <MEAT BALL>. This is commonly
called <CALL THE BALL>. It consists of a concave mirror with a light beam
projected from one side, and a line of lights.

The central light shows whether the approach angle is correct: if the center
light is too low, the angle is too low; if too high, the landing will occur
too far along the runway.

If the center light is level, the angle is correct and the aircraft will
touch down in the proper position to engage the arresting cables. Once the
aircraft has stopped, the deck crew will guide it to the elevator for
refueling and rearming below deck. Afterward, the aircraft will reappear on
the status display and be available once again.

== SCORING ==

Points are:

1) DEDUCTED for:
- Successful takeoff
- Shooting down an enemy aircraft
- Destroying enemy bases
- Successful landing (without ILS)

2) ADDED for:
- Aircraft shot down by the enemy
- Failed takeoff
- Missiles hitting the carrier
- Failed landing

The winner is the one with the *lowest* number of points.

