Battleship Instructions To open each side of your Battleship game, find the indented handle in the centre at the top on each side, and lift slightly whilst pulling each side away from each other. Once the game is open you will feel two grid areas on each side, one on the pull down section, the other on the central upright section. This is the same for both sides of the game. To find the ON/OFF switch feel around the base of the central upright section , at one corner you will feel the button. The control panels for inputting the information into the game are located on the pull down sections, along the edge closest to you. This is the same on both sides. Once you have found the control panel keep feeling forwards where the grid section is and continue off the edge. The next section is the storage area for your pegs, this section may already be open, if it is not find the centre, where there is a cut out section for you to use to open the compartment. The Playing Grids: there are two grids for each player. The first is located on the upright section; this is your ‘Enemy Target Grid’, here is where you place the pegs according to your findings about the enemy’s ships during firing. The second grid is located on the pull down sections; this is your ‘Allied fleet base Grid’, here is where you place your ships. The grid where you place your own ships can also be lifted up, using the two domed curved indentations along the sides nearest the corners nearest to you. This can be used to store your ships and planes. Along each vertical edge of each of the grids are letters. These run from ‘A’ at the top to ‘J’ at the bottom. Along each horizontal edge of the grids are numbers, these run from ‘1’on the far left to ‘14’on the far right. These are used to guide you to the co-ordinates of your ships. The Control Panel: The control panel as mentioned previously is situated along the nearest edge of the game to you. It consists of three rows of buttons. The first/top row are your “Special Weapons” buttons. The buttons each symbolise one of your ships or planes and are used to deploy weapons with special capabilities. Used only in ADVANCED MISSION, (description of the order the ships and buttons are in, is further on). The second line of buttons consists of numbers. These range from ‘1’ on the far left to ‘14’ on the far right. The third row of buttons starting from left to right, consists of a ‘Cancel’ button. Use this button to Cancel a mistake. The ‘Scan’ button; this is used in Advanced Missions only. It is used with Submarines and Reconnaissance Planes to locate enemy ships. The Lettered Buttons (ranging from A to J), which are used to enter part of the coordinates. A ‘Fire/Enter’ button; this button is to be pressed after you have entered information, such as your own fleets coordinates and the coordinates of your turn. Finally the ‘Repeat’ button, if you miss any of the announced messages or just wish to rehear the last spoken announcement again press the Repeat button. All through the game, the unit will give you spoken commands telling you what to do next. If you make a mistake or try an invalid command, you will be helped by the computer. NOTE: the grid cannot automatically read where you have placed your ships! You MUST use the numbered and lettered buttons on the control panel to input the coordinates of your ships before beginning each game. SOLO PLAY: You can play Battleship either in solo or 2 player mode. When in Solo mode your opponent is the computer. If this you need to make sure you have the ‘Player one’ side on the unit open, this is the side with the on/off switch. As we go through these instructions we are describing them as if 2 people were playing, if this is not the way you wish to play, think of player two as the computer. Meaning any information needing entering by player two will be entered automatically by the computer, as you opponent. SKILL LEVELS There are 3 skill levels, with skill level 1 being the easiest and skill level 3 the most challenging. The difference between the levels is the speed at which the computer will analyze and decipher your battle strategy. Whenever the computer scores as hit or a miss, it gathers information about the possible position of your fleet. The higher the Skill level, the better the computer performs this function…and the harder it will be for you to defeat the enemy. START-UP SEQUENCE (2-Player game): decide who is player 1 and who is player 2. NOTE: if you are player one (the player with the on/off switch on your side) all information will need to be put in using your controls (-except for player 2‘s ship‘s co-ordinates). When playing against the computer you must also use this side of the unit to play from A) Press the ON / OFF button. B) You will hear the unit say “ REMOTE TERMINAL ACTIVATED- INPUT NUMBER OF PLAYERS”. C) Player 1 press either the number 1 button to play against the computer, or the number 2 button for two players. D) You will hear “2 PLAYER MISSION SELECTED” or “1 PLAYER MISSION SELECTED”. Either of these will then be followed by: “SATALITE LINK ESTABLISHED - INPUT GAME OPTION”. E) Choose which mission you will volunteer for using the 1-4 number buttons. The missions are as follows: 1: ‘CLASSIC MISSION’ This is the most simplest way to play and to start perfecting your strategic battle skills. You will use all five of your ships and only your ships (no planes) to make up your fleet. On your turn, you will fire a single shot to score a hit or a miss. The winner is the player who is first to sink all ships in the enemy fleet. When prompted by the computer press the number 1 Button. 2: ‘THE SALVO MISSION’ The Salvo mission works in the same way as the Classic mission. But in Salvo, you fire one shot for each one of your ships still afloat. For example; while your fleet is still complete (even if some of your ships have taken a hit), you are able to fire five times on your turn. If you have two ships remaining you will only be able to fire twice. When prompted by the computer, press the Number 2 Button, to choose this mission. 3: ‘THE BONUS MISSION’ The Bonus mission works in the same way as the Classic mission with the exception; that each time you score a hit on an enemy ship, you earn an extra turn, and this continues until you miss. When prompted by the computer, press the Number 3 Button, to choose this mission. 4: ‘THE ADVANCED MISSION’ Within this mission you can use your planes as well as using special weapons. This will be discussed in more detail as we go along. When prompted by the computer, press the Number 4 Button, to choose this mission. F) Follow the voice prompt by pressing the number key that matches your chosen mission. If you press number 1, you will hear “CLASSIC MISSION SELECTED” and so on. G) You’ll then hear “PLAYER 1, ENTER FLEET CONFIGURATION”. You have two options here: Custom configuration; Number 1Button; This allows you to deploy your fleet by choosing the positions of each of your ships yourself. CUSTOM CONFIGURATION H) To select Custom Configuration, press the number 1 button. You will hear “CUSTOM CONFIGURATION SELECTED”, then the voice of the Aircraft Carrier Captain saying “AIRCRAFT CARRIER REPORTING” and finally, a voice from the Central Intelligence System (C.I.S.) with the prompt “ENTER COORDINATES, PLAYER 1”. You will now need to position each of your ships somewhere on your base grid. Start with your Aircraft Carrier, this is the longest ship piece you have. I) Place the plastic Aircraft Carrier in a location of your choice on your base grid by inserting its plastic tabs into the grid. Ships can be placed vertically or horizontally, but never diagonally. J) Now enter the coordinates. Feel using the raised letters and numbers along the edges of the grid to work out which lettered space and which numbered space your ship starts in then which it ends in. Once you know the coordinates you only need to key in the following: the coordinates for one end of the ship and the coordinates for the other end of the ship. Always enter the letter of the coordinate before the number. Once you have entered the coordinates using the control panel, press the FIRE / ENTER button to confirm. (this is the button on the bottom row, second in from the right). If you make a mistake whilst entering any of the information press the CANCEL button, you will hear the last prompt you heard repeated. If you try to enter incorrect coordinates the computer will not accept them, you will hear “INCORRECT COORDINATES”. This might be because you are trying to place your ship to close to the edge of the grid, for example, or, later in the setup procedure, when you try to place a ship over a space that is already occupied. When you hear this message simply re-enter the coordinates. When you have entered the coordinates for the Aircraft Carrier, the unit will go onto ask you to enter the coordinates for the rest of your fleet, this information will need to be entered in the correct order and the same way as the Aircraft Carrier. K) You will now hear the next prompt from the computer; “BATTLESHIP REPORTING, ENTER COORDINATES”. The Battle ship is the next size down to the Aircraft Carrier, and has four peg holes on the top. Repeat the same sequence for entering coordinates. L) Your game unit will continue to prompt you for the coordinates of the rest of your fleet. These will continue in this order; ‘the Destroyer’; this has three peg holes on the top. It is pointed at one end and square at the other. ‘The Submarine’; this also has three peg holes on top, but unlike the Destroyer is rounded at one end. Finally, ‘the Patrol Boat’ this is the smallest ship in your fleet, with only two peg holes on the top. M) PLAYER 2: when programming is complete for Player 1, you will hear “REMOTE TERMINAL ACTIVATED - ENTER FLEET CONFIGURATION, PLAYER 2”. The other side of the game unit is now activated for Player 2, it is now your turn to follow the same programming procedure, as has been described for Player 1. N) When both players’ sides have been programmed, you will hear… “GENERAL QUARTERS, GENERAL QUARTERS, MAN YOUR BATTLE STATIONS - THIS IS NOT A DRILL - REPEAT - THIS IS NOT A DRILL”. The waiting is over. The voice of the C.I.S. rings out and announces “AWAITING ORDERS FROM PLAYER 1”. PLEASE NOTE; Automatic Shutoff Your game unit will shut off automatically after 10 minutes if no keys have been pressed. If no keys have been pressed for one minute, you will hear “AWAITING ORDERS FROM PLAYER 1 (or 2)”. This is a prompt to warn you that your game unit is going to shut down. You will hear a further two signals at one-minute intervals. The unit will then switch off approximately seven minutes later. To ‘wake up’ your unit during this 10-minute shutoff phase and continue the game where you left it, press the REPEAT button. You will hear the last voice command again, to remind you of where you were in the game. As the unit switches off (whenever you press the ON/OFF button or when the unit goes into automatic shutoff), you will hear three “beeps”. Note; Once the game unit is switched off. The current game will be lost. Code Red: Playing the Game Throughout the battle, you will receive messages and information from your (C.I.S) Central Intelligence System. The C.I.S. will confirm your orders and report back on the results of your attacks. You will also be in constant live satellite contact with each of your ship’s captains at the battle scene. As the conflict develops, use this information to plan your next attack and develop your strategy. 1) When you hear “AWAITING ORDERS FROM PLAYER 1”, insert a peg in a location of your choice on the upright target grid. Now find the corresponding letter down the side and the number along the top of the grid to identify the peg’s position. 2) Enter the pegs coordinates into the computer using the lettered and numbered buttons, then press the FIRE/ENTER button! If you make a mistake or change your mind whilst entering the coordinates you desire, as long as you do so before you press the FIRE/ENTER button , press the CANCEL button, the unit will repeat the last command and you can re-enter your new coordinates. 3) HIT OR MISS? When the missile reaches its target, you will be able to tell from the sound effects and announcements whether you have scored a hit or a miss. When the confirmation of a hit or miss is announced the unit will relay the coordinates fired at. Within this announcement the computer will use the international maritime alphabet. As follows: A = ALPHA / B = BRAVO / C = CHARLIE / D = DELTA / E = ECHO / F = FOXTROT / G = GOLF / H = HOTEL / I = INDIA / J = JULIET * If you hit a ship: you’ll hear the explosion, then your ship’s captain saying “RADAR CONFIRMS HIT AT…” followed by the coordinates you entered. Add another peg into the peg at the Hit coordinates, to distinguish between a hit area and a missed shot. Your opponent records the hit by inserting a peg in the corresponding space on his/her plastic ship. * If you miss a ship: you’ll hear only the sound of the missile launch, followed by a deathly silence, then, for example, “RADAR CONFIRMS MISS AT BRAVO 3” (meaning coordinates B3). There is no ship located over your target space. If you miss leave the one peg in position on your upright grid, to indicate a miss. 4) After firing one shot, your turn will end (this depends on which mission you have chosen to play), and you will hear the C.I.S. say “AWAITING ORDERS FROM PLAYER 2”. It’s now your opponents (computer or player) turn to choose a target and follow steps 1-3. 5) Keep taking turns in firing shots and by keeping a record of where you scored your hits and misses (using the pegs on the upright grid), you’ll begin to feel where your opponent has placed his/her ships. Note; if you score a hit on an enemy ship, and later in the battle you land a hit on the same space, this will be reported as a miss. Sinking a Ship: When you score a hit that sinks a ship (when all of the ships spaces have been hit), the computer will let you know. For example; a third hit on a Destroyer will sink it, and you will hear the C.I.S. confirm “TARGET NEUTRALIZED - DETROYER SUNK”. Winning the Game: 6) When you have sunk the fifth and final enemy ship, the C.I.S. will announce “ENEMY FLEET DETROYED - CONGRATULATIONS, ADMIRAL”. You’ve won the battle!! Starting a New Game: To play a new game, press the ON/OFF button to switch the unit off. Remove and store your pegs, and prepare to place your ships in their new coordinates, then press the ON/OFF button again to switch the unit back on. This will return you to the very beginning of the setup procedure (if you want to choose between 2-player or solo play and which mission etc). The Advanced Mission: The Advanced Mission presents new threats and opportunities. A summary of this missions special features are below and described in detail further on. * Your Aircraft is equipped with two Exocet Missiles, which can fire in two distinct Firing patterns. * You can launch two Reconnaissance Planes from the deck of your Aircraft Carrier to fly over enemy air space and report back using different scanning patterns. * Your Battleship is equipped with one devastating Tomahawk Missile. * Your Destroyer can fire two Apache Missiles with two Firing Patterns. * Your Submarine can fire two Torpedoes, in four directions, sweeping right across the enemy target zone. In addition, your submarine can scan for enemy ships in the area. *You can defend against enemy Recon Planes with your own Anti-Aircraft Guns. To select the Advanced Mission follow the normal Start-up steps 1-5 and select number 4, when the computer requests which mission you would like to play. This will be followed by “ADVANCED MISSION SELECTED”. Continue the set-up procedure as normal, following the voice prompts. Programming the Recon Planes: If you chose Custom Configuration, you will need to input the position of your Recon Planes as well as your ship. After you complete Step L of the start-up sequence and have entered the coordinates for your Patrol boat, you will hear “RECON 1 REPORTING - ENTER COORDINATES”. Recon Planes can only be placed abroad your Aircraft Carrier at the start of the game. Enter any one of the five coordinates that correspond to the position of your Aircraft Carrier and press FIRE/ENTER. If you try to place a Recon Plane anywhere else at this point, you will be asked to try again. Follow the prompts and place your second Recon Plane aboard your Aircraft Carrier. Normal programming will now resume. When playing an Advanced Mission place the plastic Recon plane on the base grid of your unit by inserting its tab into the Aircraft Carrier, so that the position of the plane matches the coordinates registered by the computer. Playing the Advanced Mission; On your turn, play the game as you would the Classic Mission. With the ADVANCED MISSION, however, you can bring special weapons into play. Here’s how… Using your Special Weapons: To use a special weapon on your turn, simply press one of the buttons along the top row of your key pad. From left to right; the buttons are associated to; 1) Aircraft Carrier, 2) Battleship, 3) Destroyer, 4) Submarine, 5) Recon plane 1, 6) Recon Plane 2, 7) Anti-Aircraft Gun. When selecting grid coordinates for special weapons or scanning, make sure each coordinate is appropriately located. If not, you will hear “INCORRECT COORDINATES”. AIRCRAFT CARRIER: Special Weapons; 2 Exocet Missiles 1) Press the Aircraft Carrier button (first button from the left). You will hear “AIRCRAFT CARRIER REPORTING - LAUNCH CODE ACCEPTED - EXOCET MISSILE ARMED” and then “ENTER FIRING PATTERN”. The Aircraft Carrier can launch in two distinct firing patterns. These are as follows: Pattern 1) in an X shape (using a central peg and one off each diagonal to it). Pattern 2) in a cross shape (one central peg, with one to each vertical and horizontal side). 2) Using your upright target grid, decide where you want your Exocet Missiles to land. Your choice of Firing Pattern will depend on where you think your enemy might have deployed his/her fleet. Insert five pegs on your target grid to mark your chosen firing pattern. 3) Activate your chosen Firing Pattern by pressing the corresponding number button (1 or 2 according to description of firing pattern given). You will hear, for example, “FIRING PATTERN 1 SELECTED, ENTER TARGET COORDINATES”. 4) Enter the coordinates for the space in the CENTRE of the Firing Pattern only (the computer will place the other four pegs). If you make a mistake when keying in your coordinates, press CANCEL immediately and when prompted, try again. If the computer can not accept your entered coordinates, you will hear “INCORRECT COORDINATES”. Enter your new coordinates. 5) Press FIRE/ENTER to confirm your orders. You will hear “TARGET CONFIRMED - FIRE WHEN READY”. 6) Press FIRE/ENTER again. You will hear an explosion if you have hit one or more ships and planes, or nothing if all of the spaces covered by your chosen Firing Pattern were free of ships and planes. Note: Remember, if your enemy sinks your Aircraft Carrier before you use your Exocet Missiles, they are destroyed. Strike capability: During any mission, you will only be able to use two Exocet Missiles (and only one a turn). You can use a different Firing Pattern for each, or the same for both launches. As in the other missions continue to mark hits and misses on your upright target grid. Adding a second peg to the first placed peg for a hit or leaving the original placed peg for a miss. BATTLESHIP: Special Weapon; 1 Tomahawk Missile 1) Press the Battle ship button (second from the left). You will hear “BATTLESHIP REPORTING-ACTIVE RADAR GUIDANCE SYSTEMS OPERATIVE- TOMAHAWK MISSILE ARMED” and then “ENTER TARGET COORDINATES” The Battleship’s Tomahawk Missile will hit ships in a square covering nine spaces. 2) Decide using your upright target grid where you want your Tomahawk missile to hit. Insert nine pegs on your target grid in a filled in square pattern to mark your Firing Pattern. 3) Enter the coordinates for the space in the CENTRE of the Firing Pattern only. Continue set up as described for firing Aircraft Missiles. Striking Capability: During any mission, you will only be able to use one Tomahawk Missile. This means you will have to choose carefully when to use it. DETROYER; Special Weapons; 2 Apache Missiles: 1) Press the Destroyer button (third button from the left). You will hear “DESTROYER REPORTING - TARGET WINDOW ACHIEVED - APACHE MISSILE ARMED” and then “ENTER FIRING PATTERN”. The Destroyer can launch its missiles in two Firing Patterns. These Firing Patterns both consist of three spaces/pegs. Pattern 1: three horizontally, Pattern 2: three vertically. 2) Decide where you would like to fire your Apache missile. Insert three pegs on your upright target grid in your desired firing pattern. 3) Activate your chosen Firing Pattern by pressing the corresponding number button (1 or 2). You will hear, for example, “FIRING PATTERN 1 SELECTED, ENTER TARGET COORDINATES”. 4) Enter the coordinates for the space in the CENTRE of the Firing Pattern only. Continue with the set up as for other Special Weapons. Note: Remember, if your enemy sinks your Battleship before you use your Tomahawk Missile, that missile is not available anymore. Strike Capability: During any mission, you will only be able to use two Apache Missiles (and only one on a turn). You can use a different Firing Pattern for each, or the same for both launches. SUBMARINE: Special Weapons; 2 Torpedoes: 1) Press the Submarine button (the fourth button from the left). You will hear “SUBMARINE REPORTING - PERISCOPE DEPTH AND STABLE - TORPEDO ARMED” and then “ ENTER FIRING PATTERN”. 2) The Submarine can launch its Torpedoes in two Firing Patterns. Pattern 1: Vertical Pattern 2: Horizontal Each Torpedo will travel in a straight line from a point along the EDGE of the grid, which you select. Depending on the Firing Pattern you select, it will travel vertically or horizontally from one side of the grid to the other. If it hit’s a target along its course, the Torpedo will explode and travel no further. Decide on which line you would like the Torpedo to travel. Your choice of Firing Pattern will depend on where you think your enemy might have deployed his/her fleet. According to whether you wish to fire a Torpedo vertically (Pattern 1) or horizontally (Pattern 2), press the corresponding number key to select Firing Pattern. You will hear the computer confirm, for example: “FIRING PATTERN 1 SELECTED” and then “ENTER PATH COORDINATES”. 3) The direction in which your Torpedo travels is determined by the point from which it starts its course. To activate your chosen Firing Pattern, simply enter the coordinates for the space at the EDGE of the upright target grid that marks the starting point of your Torpedo’s course. Insert a peg on the grid to mark that starting point. If a mistake is made follow the previously described instructions. 4) Press FIRE/ENTER to confirm your orders. You will hear “TUBES 1 TO 14 FLOODED-FIRE WHEN READY”. 5) Press FIRE/ENTER again. You will hear an explosion if you have hit a target, the unit will announce “SONAR CONFIRMS HIT AT…..” followed by the coordinates of the space the Tornado hit a target. Note: the Torpedo does not travel any further, therefore there may still be ships further along!! Mark the hit by adding two pegs (one connected to another) on the target space where you made a hit, and place a line of single white pegs from the starting point on the EDGE of the grid to the hit target. If there were not Targets hit, you will hear a different sound as the Torpedo disappears out of range. Mark the entire line with single white pegs. The computer will ask the next player to play. Note: Remember, if your enemy sinks your Battleship before you use your Tomahawk Missile, that missile is not available anymore. Strike Capability: During any mission, you will only be able to use two Torpedoes (and only one on a turn). You can fire in different directions for each launch, or the same if you so choose. SUNK OR OUT OF AMMO? If you try to call on a ship’s special weapons when that ship has been sunk or if you have used all the ammunition available, you will hear, for example: “AIRCRAFT CARRIER SUNK” or “MISSILE UNAVAILABLE”. You will then be asked for new orders. SCANNING AND RECONNAISSANCE: When scanning and using your planes you will need to use the blue pegs as markers, or you can use your own method to mark opponents ships for this section. Instead of firing a weapon on your turn, you may use one of the following devices; Underwater Sonar Scanning; Your Submarine has the capability to detect enemy activity in a given area by emitting sonar waves under the sea. The sonar’s ability is limited to scanning an area of nine spaces and cannot confirm the exact position of ships within that area or the number of ships. 1) Press the SCAN button (located on the bottom row, second button in from the left). 2) Press the Submarine button ( fourth button from the left on the top row). You will hear “SUBMARINE REPORTING-PERISCOPE DEPTH AND STABLE-SONAR ON-LINE” followed by “ENTER COORDINATES FOR SONAR SWEEP”. 3) Enter the coordinates for the space in the CENTRE of the sonar scanning pattern only. Insert a blue scan peg into your upright target grid in the same position as the coordinates you just entered. 4) Press SCAN to confirm your orders and send out the sonar beam. If the scan finds something in your target area, you will hear “SONAR SYSTEM DETECTS ENEMY CRAFT - PRECISE LOCATION UNCONFIRMED”. Even though you cannot determine where the enemy lies, insert eight more blue pegs around the one you placed before scanning. This will highlight the area as one which conceals an enemy presence. On subsequent turns, you can concentrate your attacks in this area. If the scan finds nothing in your target area, you will hear “SONAR SYSTEM CONFIRMS CLEAR WATERS”. You now know there are no enemy ships in the area and can mark all nine spaces covered by the scan with single white pegs. You can make as many scans during the game as you want (one per turn), as long as your Submarine has not been sunk., if this happens and you try to use its scan capability, you will hear “SUBMARINE SUNK”. You will then be asked for new orders. AIRBOURNE RECONNAISSANCE JET PLANES: Unlike the Submarine, which can only give you an approximate indication of enemy presence in a given area, the Reconnaissance (or Recon) Planes can pin-point accurately whether an enemy ship lies over a specific target space. On your turn you can either move a Recon Plane or scan with it. Moving Recon Planes: At the start of ADVANCED MISSION, your two Recon Planes will be located on your Aircraft Carrier. To explore enemy territory, you’ll want to send your Recon Planes into the battle zone so that they can report back. Moving a Recon Plane counts as one turn. You can not move a Recon Plane and carry out a scan (or make an attack) on the same turn. To move your Recon Planes, follow these steps: 1) Decide which of your two Recon Planes you will move and press the matching Recon Button on your control panel (Recon 1for the red plane, this is locates on the top row three buttons from the right. Or Recon 2 for the blue plane, this is the second button from the right on the top row). You will hear, for example: “RECON1 REPORTING” followed by “ENTER TARGET COORDINATES”. 2) Choose the grid coordinates on your upright target grid and place your Recon Plane into that space on the grid. Note: do not announce these coordinates to your opponent. 3) Now press the corresponding letter and number buttons and press FIRE/ENTER. You will hear the sound of your Recon Plane as it makes its way across the sky. NOTE: Even if your Aircraft Carrier is sunk, you can keep using your Recon Planes, as long as; a) They left the Aircraft Carrier before it was sunk. b) They were not hit while on the Aircraft Carrier. c) They are not shot down by enemy Anti-aircraft Guns. Using Recon Planes to Scan for Enemy Vessels: Tracking the enemy with one of your Recon Planes counts as one turn. To find out exactly what lies in a given area of your enemy target zone, do the following; 1) Press the SCAN button (bottom row, second button from the left). Select one of your Recon Planes by pressing the corresponding Recon buttons (1 or 2). You will hear, for example; “RECON 1 REPORTING - ALTITUDE REACHED - EARLY WARNING SYSTEMS ON LINE”. 2) The plane will scan four of the spaces immediately surrounding it. There are two scanning patterns available: Scanning pattern 1: the four diagonal squares to the central square the plane is on (X shaped pattern). Scanning pattern 2: the four squares directly connected to the central square the plane is on (cross shaped pattern). NOTE: Recon Planes cannot scan the actual square they are over. Choose which of the two scanning patterns you want your Recon Plane to emit and press the corresponding number button, you will hear, for example: “SURVEILLANCE PATTERN 1 SELECTED”. 3) Press SCAN. You will then hear the result of the Recon scan. If enemy ships have been sighted, you will hear: “ENEMY SIGHTED- COORDINATES CONFIRMED AT…”, followed by the coordinates of the space or spaces on which an enemy presence has been confirmed. Place a blue plastic peg into each of the target spaces called out where ships are present, and a single white peg on the spaces scanned where no enemy has been sighted. If you didn’t hear all the spaces, press REPEAT to listen to the message again. On your future turns, you can fire at any enemy ship you have located.# If the scan revealed nothing: you will hear, “NO ENEMY SIGHTED”. Place single white pegs in all four spaces scanned on the enemy target grid. If you need to place a peg and a plane on the same square, place the plane into the peg as you have been doing for ‘hit’ squares. ANTI-AIRCRAFT GUNS Instead of firing at an enemy ship on your turn, you can defend yourself against enemy Recon Planes flying over your fleet by firing your Anti-aircraft Guns. You will firstly need to identify the approximate position where you think an enemy Recon Plane is flying. Listen carefully to the coordinates called out when your enemy uses one of his/her Recon Planes to scan your fleet. This will help you narrow down the area where the plane is likely to be. 1) To use your Anti-aircraft Gun, press the Anti-aircraft Gun button on the top row of the controls, first button from the right. You will hear: “BANDIT SIGHTED CLOSING IN AT 5,000 FEET - INPUT COORDINATES”. 2) Enter the coordinates for the space on your own fleet’s grid where you think the enemy Recon Plane is flying, then press FIRE/ENTER to confirm. If you change your mind at any stage, press the CANCEL button. 3) You will then hear “LOCKED AND LOADED - FIRE WHEN READY”. 4) Press FIRE/ENTER to attack and listen to the result of your anti-aircraft attack. * If you score a hit: you will hear an explosion and the message “BIRD DOWN! BIRD DOWN!”. * If you miss, you will hear the message “TARGET OUT OF RANGE”. Note: when both of your Recon Planes have been shot down, your Anti-aircraft button will be deactivated. Maintenance: * Handle the game carefully. * Store the game away from dusty and dirty areas. * Keep the game away from moisture or temperature extremes. * A reset button is located near the battery compartment. To reset the unit you will require a small object to access the recessed reset button.