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Welcome to Project 64!

The goal of Project 64 is to preserve Commodore 64 related documents
in electronic text format that might otherwise cease to exist with the
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The Project 64 etext of the ~Koronis Rift manual (Atari Version)~,
converted to etext by anonymous, Retrieved from Morbid Guy's Atari
8-bit Manual Archive http://www.best.com/~morbid/manuals/krift.txt

KORIFT10.TXT, September 1997, etext #292#

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KORONIS RIFT - Operations Manual

24 Febrius, 2249.

For three days your Scoutcraft has been travelling through empty
space, on its way from one foresaken part of the galaxy to another.
You're a technoscavenger, making a living searching for abandoned
technological systems - but for all the luck you've had in the last
month you might as well be an intergalactic drifter. Psytek, your
science droid analyzer, is monitoring the instruments. There isn't
much to do - not much, that is, until suddenly Psytek flashes an
urgent message:

POWERFUL RADIATION FLUX
DETECTED:
COORDINATES 45:90 RELATIVE
AZIMUTH AND ELEVATION
Powerful is right! Your instruments indicate rads in the ten thousand
range. "Any idea what it might be?" you ask.

NEGATIVE. CHARTS INDICATE
EMPTY SPACE FROM HERE TO STAR
SYSTEM 583

Strange. And stranger still, when you deploy the Scoutcraft's optical
sensor, you discover a large, solitary planet - one that simply
doesn't exist according to the charts. But there it is, it's surface
cut with deep chasms and ancient rifts.

You call up a dimensional coordinate grid of the radiation flux.  Sure
enough, the lines of the grid are ruler straight until they reach the
area of the radiation flux. There, they become as warped and tangled
as the wiring of your third-hand Scoutcraft.

A powerful radiation flux...a planet cut with deep rifts...

Suddenly a wild idea occurs to you. Have you stumbled upon the
legendary Koronis Rift?

Seven hundred thousand years ago, the Ancients ruled the stars - a
confederation of over thirty different races whose technological
achievements were unsurpassed. According to legend, the Ancients used
the deep rifts of a planet called Koronis as a testing ground for
their most powerful weapons. Finding the fabled Koronis Rift has been
a dream of technoscavengers for centuries. Now, just maybe, you're the
one....

As soon as your ship moves within range, you activate your on-board
detector. Tuned to the Ancient's standard wavelength, it should tell
you whether this mysterious planet contains any caches of powerful
technology.

Instantly, the detector registers the loudest alarm you've ever heard.
Koronis Rift...it must be!

You signal Psytek. "Prepare the Surface Rover for descent."

Using the optical sensor, you snap an orbital photograph of a section
of the planet's surface. A moment later Psytek announces:

SURFACE ROVER READY FOR DESCENT.
"What about the Repo-Tech Robot?" you ask.


RT ROBOT EQUIPPED AND ON BOARD.

The Scoutcraft, with Psytek in control, will orbit while you explore
the planet in your Surface Rover. You can always summon Psytek to come
pick you up at any time - as long as you're in the clear and not under
attack.

There's no time to lose. Koronis Rift, the greatest treasure trove of
technology in the galaxy, is waiting....


QUICK START

1. Launch Scoutcraft
Once your disk boots up, you'll find yourself inside the Surface
Rover, ready to explore the planet Koronis. To start scavenging, press
the fire button on your joystick.

2. Koronis Rift
The planet Koronis is cut by deep valleys, called rifts, which are
ringed by mountain ranges and sprinkled with hills. You land in Rift
One which looks to be the least dangerous.

3. Hulks
The vehicle you see on the ground before you is just what you've been
hoping to find - an abandoned hulk, a war machine of the Ancients.

4. Video Displays
Check out the video displays at the top of you're screen. To the far
left, the circle with a glowing dot at the top is your directional
display. The glowing dot points toward the nearest hulk, directly in
front of you.

5. Search
To search the rest of Koronis Rift for Ancient technology, just turn
your ship until the dot is at the top of the display, and then move
forward.

6. Drive
To turn on forward drive, just push the joystick forward. To turn off
forward drive, pull it back. Push the joystick left or right to turn
in those directions. Simple.

7. Guardian Saucers
Those are Guardian Saucers swooping in. They are out to destroy you.
New waves will keep coming until you destroy their base on Rift 20.
You've got only two choices - to evade, or to destroy them. To fight
back, use your joystick to position your targeting cursor - the small
cross hair that moves within the viewing window. With the cursor
centered on an enemy saucer, push the button on the joystick. One hit
may not be enough. After all, these Guardian saucers will stop at
nothing to protect the hulks of Ancient technology. And that's exactly
what you're after.

8. Looting Hulks
The radiation levels on Koronis are enough to fry a Dromodite. So
you'll have to send your Repo-Tech Robot out to loot the hulks you
find. But you can't do anything, until you've destroyed all the
attacking saucers and positioned your Rover next to the hulk. Then
you'll see the options "LOOT HULK" and "CALL SHIP" appear beneath your
viewing window. To enter the option area, move the cursor to the
bottom of the viewing window andpress the button. Move the cursor to
the right until the indicator light above "LOOT HULK" comes on. To
issue the command to your RT Robot, press the button on your joystick.
The RT Robot will bring back any useful systems it finds in the hulk.
To return to the Scoutcraft, activate the indicator light above "CALL
SHIP" and press the button on your joystick.

9. Final Objective
Destroy the saucer base on Rift 20 by gradually increasing your
capabilities on the earlier levels. You can end the game anytime by
returning to your Scoutcraft to cash in on all the technology you've
found, but you cannot claim the entire planet for yourself unless you
destroy the Guardian Base.

10. Pause and Restart
Press the SPACE BAR to pause the game. Press it again to resume. To
reset the game press ESC.

SYSTEM ICONS
The following lists standard military systems of the Ancients, along
with symbols commonly used to identify them. Other types exist that
have not yet been identified.

LASER - Chromoquantized laser, capable of emitting a beam of
destructive energy in a single color frequency.

SHIELD - Chromoquantized shield, capable of defending against energy
weapons of various colors.

GENERATOR - comprising stand power supply.

POWER RESERVE - a high capacity energy storage device.

RADAR - Remote sensing device, designed to locate a specific type or
class of objects. May also serve as compass or direction finder.

ECM - Electronic countermeasure device, capable of interfering with
enemy detection gear and rendering the user harder to detect.

DRIVE - Propulsion module, for augmenting or changing the ability of
the Rover to move over terrain.

       *      ****       **      ******               **         *
**********   *    *     *  *     *    *     *                   *
    ******  *  **  *    *  *    **    *     *         **      **
      *     *  **  *   **  **   **    *  *******   ********   ** * *
    *****    *    *    * ** *    *    *   *****    **    **   **
   *******    ****    ** ** **   ******    ***      **  **      *
                      * **** *            * * *      ****        *
                                 POWER                **
   LASER     SHIELD  GENERATOR  RESERVE   RADAR      ECM       DRIVE

STRATEGY AND TACTICS

Add a new module to an empty slot by selecting the slot and hitting
the fire button. Use the "Add Module" option only to replace existing
modules.

Some strategies will score more points than others. For high points,
either try to bring back lots of modules for dismantling, or try to
gather enough powerful waepons quickly, then get to Rift 20 and
destroy the Guardian base.

Most radar modules point only to hulks made by the same race. If you
first figure out what kind of modules an Ancient race is good at, then
you can use radars made by that race to tell you if and where you may
find more of those modules. Save the radars of useful races with
Psytek for use on later rifts.

Mapping the rifts will help you from game to game. Some modules will
help you in making maps.

Pay careful attention to energy flow. Powerful modules may require
more energy than you can afford. If you add stronger shields and
lasers to your Rover, you'll need to get stronger generators and power
reserves too.

Unusual modules may work only on certain colored saucers, or for
limited amounts of time. Pay attention and experiment. You may find
improved versions in later rifts.

Note the progression of colors in the saucer weapons and shields.
Once you recognize the pattern, you can plan ahead by having the
modules you'll need to defeat or evade the saucers coming up.

Differently shaped saucers have different attack patterns. Adapt your
attacks to their patterns.

Cutting through passes and staying near mountains can throw saucers
off their pursuit, particularly if you have a good generator and
drive.

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End Project 64 etext Koronis Rift manual.

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